• Title/Summary/Keyword: New Media Platform

Search Result 263, Processing Time 0.025 seconds

New Platform of Orientalism-Based Design Education (동양성 기반의 디자인 교육의 새로운 플랫폼)

  • Choi, Kyung Ran
    • Korea Science and Art Forum
    • /
    • v.20
    • /
    • pp.455-464
    • /
    • 2015
  • As the recognition toward the Korean design education development to nurture creative talents for the future society has been expanded recently, various supports and promoting strategies are being suggested. This study suggests the orientalism-based new design education platform in design education field to nurture creative talents. To have the competitiveness of creative talent nurturing, the system and education programs to rear creative talents are required. The purpose of this study is to suggest the new platform for the change of direction in design education and search for the methods in detail. The research process can be described as following: First, this study stated about the research background and its boundary. Based on the literature review and the condition of the crisis of Korean design education (Korean Industrial Statistic Investigation), it described the current condition and the characteristics. Second, this study stated about the education which will be disappeared in the information society, the change of direction in design education, and the new platform. In the current study, the change toward the strategies that give priority to the growth strategies on the knowledge-based industry was stated. Third, this study stated about that the future design education should be centered on the orientalism-based creativity in the trend changing to the six conditions for the future talents and the beliefs and values toward Asia, and what methods should be sought to achieve this trend. It suggested focusing on the aim for the direction for College education and its program curriculums as the solutions in detail. Fourth, based on the contents stated earlier in this study, it stated synthetically the direction of practice through the network of the design cluster and derived the implications. In conclusion, based on the recent orientalism-based mind, this study suggested the ways to find the identity of Korean design education itself and have the competitiveness in design education programs. The ways to secure them is to come from the integrated system innovation of the network. By actively applying the design clusters, colleges and universities, designers, studios, government policy organizations, design institutes, corporates, media, and fairs, this study suggests the sustainable education system and the practical methods.

A Study on the Semantic Network Structure of the Regime in the Image Contents (영상콘텐츠분야의 정권별 의미연결망 연구)

  • Hwang, Go-Eun;Moon, Shin-Jung
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.28 no.3
    • /
    • pp.217-240
    • /
    • 2017
  • The purpose of this study was to investigate the semantic network analysis to understand image contents and to examine the degree to which words, word clusters contributed to the formation of semantic map within image contents. For this research, from 1993 until 2016 the field of the image contents were collected for a total of 2,624 cases papers. The word appeared in Title analyzed the social network by using the R program of Big Data. The results were as follows: First, The field of image contents is based on researches related to 'image', 'media' and 'contents'. Second, there is a three-step flow ('education' -> 'media' -> 'contents') of research in the field of image contents. Third, researches related to 'broadcasting', 'digital', 'technology', and 'production' were continuously carried out. Finally, There were new research subjects for each regime.

Sucess Factor Analysis of K-POP and A Study on sustainable Korean Wave - Focus on Smart Media based on Realistic Contents (K-POP 한류의 성공요인분석과 한류 지속화 방안연구 -스마트 미디어 기반 실감콘텐츠 활용을 중심으로)

  • Cho, Byung-Chul;Sim, Hichul
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.5
    • /
    • pp.90-102
    • /
    • 2013
  • K-POP has become a part of killer contents attracting worldwide attention beyond Asia. The purpose of this study aims to identify some critical factors for recent success of K-POP. In order to do that, the influence of the change in media on the globalization of popular culture was explored and its required conditions were analyzed. And the international and domestic contents production cases were investigated and the possibility of expansion of Korean Wave through reproduction of diverse contents was discussed. The potential markets for further development of Korean Wave were also analyzed and gave some suggestions for building new businesses model and effective infrastructure of among producer of contents, platform subscriber, network provider, terminal enterprise and retailers.

Proposing a Service based on a Social Robotic Figure that Supports Interaction Between Fans and K-pop Stars (팬과 K-pop 스타간의 상호작용을 지원하는 소셜 로봇 피규어 기반 서비스 제안)

  • Jeon, Bienil;Park, Jae Wan
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.10
    • /
    • pp.499-508
    • /
    • 2016
  • According to spreading K-pop globally, the market size related to K-pop stars is increasingly growing at home and abroad. Recently, services and products having direct interaction with the star are emerging. This research aims to propose a new service using a smart, connected social robotic figure that can support interaction between fans and K-pop stars. For this study, we begin by exploring literature about K-pop culture. Also, we investigate cases that connect between fans and stars and then build the development directions for a new service. Based on these development directions, we extract feasible technology and its interaction elements through analysing the cases of social robots. Finally, we propose the social robotic figure service in this research. This service proposed in this study can create and enhance diverse bidirectional communication between fans and stars through employing a user-customized, smart, connected figure based on a IoT platform. This research contributes to approaches for sustainable advance of K-pop through applying IoT technology.

A Study on the Co-relationship between Programming Ratio of Animation and the Preference of Broadcasting Channel : Focusing on the Programming Ratio of Terrestrial Broadcasting in the 1980s (방송채널의 애니메이션 편성비율과 선호채널이미지 축적간의 상관관계 연구 : 1980년대 지상파 방송채널 애니메이션 편성비율을 중심으로)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
    • /
    • s.13
    • /
    • pp.211-221
    • /
    • 2008
  • Animation programs are regarded as bad genre in the aspect of advertisement revenues due to relative low viewing ratios. But programming of animation can be considered positively in the aspect of channel loyalty and preference. This study is based on the assumption that if the scheduling of animation genres could bring out the improvement of channel image of broadcasting stations in the long term, the terrestrial broadcasters could reconsider the increase of animation programs. The research questions of this study are as follows: 1. What is the relationship between the programming ratio of animation genres and the concentration of viewing patterns? 2. How has the increase of animation programming influenced the channel image of broadcasters? 3. Why is it necessary to increase of reinforce the programming of animation genre in the new media platforms? The teenagers aged from 8 to 14 can generally make a decision which program they want to watch. Likewise, the adult viewers aged from 30 to 40 can make a selection which commodity they want to buy. The results of this study indicate that the adult viewers have showed the strong preference for the same broadcasting stations which they have been exposed to in their teenages. This result implies that in the new media environment, animation genre can lead the viewers' loyally and preference for the broadcasting channel for a long period.

  • PDF

Tile-level and Frame-level Parallel Encoding for HEVC (타일 및 프레임 수준의 HEVC 병렬 부호화)

  • Kim, Younhee;Seok, Jinwuk;Jung, Soon-heung;Kim, Huiyong;Choi, Jin Soo
    • Journal of Broadcast Engineering
    • /
    • v.20 no.3
    • /
    • pp.388-397
    • /
    • 2015
  • High Efficiency Video Coding (HEVC)/H.265 is a new video coding standard which is known as high compression ratio compared to the previous standard, Advanced Video Coding (AVC)/H.264. Due to achievement of high efficiency, HEVC sacrifices the time complexity. To apply HEVC to the market applications, one of the key requirements is the fast encoding. To achieve the fast encoding, exploiting thread-level parallelism is widely chosen mechanism since multi-threading is commonly supported based on the multi-core computer architecture. In this paper, we implement both the Tile-level parallelism and the Frame-level parallelism for HEVC encoding on multi-core platform. Based on the implementation, we present two approaches in combining the Tile-level parallelism with Frame-level parallelism. The first approach creates the fixed number of tile per frame while the second approach creates the number of tile per frame adaptively according to the number of frame in parallel and the number of available worker threads. Experimental results show that both improves the parallel scalability compared to the one that use only tile-level parallelism and the second approach achieves good trade-off between parallel scalability and coding efficiency for both Full-HD (1080 x 1920) and 4K UHD (3840 x 2160) sequences.

A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.1
    • /
    • pp.483-497
    • /
    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.

A Study on the Space Composition of Library as a Multicultural Institution (복합문화기관으로서 도서관의 공간 구성 연구)

  • Kwak, Seung-Jin;Noh, Younghee;Shin, Jae-Min
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.28 no.3
    • /
    • pp.7-25
    • /
    • 2017
  • The problem of library space has long been discussed in various aspects such as library relations, architecture, and space design. The purpose of this study is to examine the change of the concept of the complex space of the library according to the development of advanced technology and the social paradigm, and to present the direction of constructing the complex space of the future library by analyzing each case. All concepts such as mediatheque, information commons, larchiveum, and the maker space that is recently introduced into the library are important elements of the complex space presented as a problem of library construction and space. The future library reflects these concepts and serves as a mediator between information and users, users and users, users and media to support reading, information, learning, rest, community-oriented culture and creation, start-up and collaboration. It should be constructed as a multi-space platform to create new value through.

A Case Study on Energy focused Smart City, London of the UK: Based on the Framework of 'Business Model Innovation'

  • Song, Minzheong
    • International journal of advanced smart convergence
    • /
    • v.9 no.2
    • /
    • pp.8-19
    • /
    • 2020
  • We see an energy fucused smart city evolution of the UK along with the project of "Smart London Plan (SLP)." A theoretical logic of business model innovation has been discussed and a research framework of evolving energy focused smart city is formulated. The starting point is the silo system. In the second stage, the private investment in smart meters establishes a basement for next stages. As results, the UK's smart energy sector has evolved from smart meter installation through smart grid to new business models such as water-energy nexus and microgrid. Before smart meter installation of the government, the electricity system was centralized. However, after consumer engagement plan has been set to make them understand benefits that they can secure through smart meters, the customer behavior has been changed. The data analytics firm enables greater understanding of consumer behavior and it helps energy industry to be smart via controlling, securing and using that data to improve the energy system. In the third stage, distribution network operators (DNOs)' access to smart meter data has been allowed and the segmentation starts. In the fourth stage, with collaboration of Ofwat and Ofgem, it is possible to eliminate unnecessary duplication of works and reduce interest conflict between water and electricity. In the fifth stage, smart meter and grid has been integrated as an "adaptive" system and a transition from DNO to DSO is accomplished for the integrated operation. Microgrid is a prototype for an "adaptive" smart grid. Previous steps enable London to accomplish a platform leadership to support the increasing electrification of the heating and transport sector and smart home.

Research on the Image Projection of Platform Screen X (스크린 X 영상 투영 방식의 특징 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.15 no.12
    • /
    • pp.503-508
    • /
    • 2017
  • Screen X is one of the Premium Large-Format platforms. Screen X projects images and video along the side wall of the theatre that go in synch with the front main screen. It's a different way of immersing the audience. This technique demands film-makers taking the two new "screens" into account when making movies. Screen X is the most obvious feature of viewing content with a range of 270 degrees. Viewers can view the experience of viewing experiences beyond the frame of screen screens by allowing viewers to experience the experience beyond the frame of screen screens, which means screen X can immerse the audiences without 3D glasses. Based on the results of this study, studies of content specifications and how they fit in the screen X are studied, and goals for maximizing the visual effects of the visual effects are studied. Looking forward to future research paper researchers and industry professionals who will benefit from future research papers.