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A Study on the Status of Affairs and Vision of Fashion Specialists - Focusing on the Field Related to Multi-Media - (패션스페셜리스트의 현황 및 비전에 관한 연구 - 멀티미디어분야를 중심으로-)

  • Park, Song-Ae
    • Journal of the Korea Fashion and Costume Design Association
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    • v.9 no.2
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    • pp.179-192
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    • 2007
  • This study is to search for a new area and a new kind of occupation for fashion in the field of multi-media such as a movie, drama, mass-culture and advertisement, as a basic investigation to improve a potential of a development of fashion in the future, to keep in step with the trend of the changes under the environment of cultural renovation. In this reports, the field and vision of new contents in fashion will be proposed. The definition and environment of multi-media were examined, and various kinds and work areas of new fashion specialists were defined. 12 professionals in each fields relative to multi-media were selected and the status of affairs, problems and requirements of fashion specialists were investigated through the in-depth interviews with them. Finally new fields and visions were suggested on it's future course. The kind of fashion-specialist on the field related to multi-media were like this: 1. Fashion-stylist, Art-director and Image-maker for star on the field of Video industry. 2. Fashion-illustrator for making animation-game character, Avatar fashion product designer and Internet shopping buyer for Online-business industry. 3. Fashion PR director, Fashion-photo stylist for Advertisement industry. 1 classified new field on the field related to multi-media as the above, and I researched the role of specialist in each field and the status of affairs and vision.

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The Structural Transformation of the Private and Public Spheres : An Exploratory Study on the Emergence of a New Middle Region and its Structure in the Convergence Age (융합미디어와 사적(私的)·공적(公的) 영역의 변형 : 새로운 중간영역의 부상(浮上)과 그 구조에 대한 탐색적 연구)

  • Kang, Jae-Won
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.125-143
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    • 2013
  • This paper intends to explore the social and cultural implications of convergence media, based on Goffman's situational approach. The situational segregation of regions makes us to re-interpret the current private and public spheres and helps us to reveal the principle and structure hidden in the new middle region. An environment of convergence media is nullifying the separation of private and public spheres, while letting a new middle region appear.

Visitor Usage and Evaluation of Interpretive Media in Chiaksan National Park (치악산국립공원 탐방객의 환경해설 매체 이용과 평가)

  • Cho, Woo
    • Korean Journal of Environment and Ecology
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    • v.20 no.1
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    • pp.9-19
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    • 2006
  • This study was conducted on the visitors regarding their usage and evaluation state of the interpretive media which is utilized as a self-guide environment interpretation for the purpose of accumulating basic data for the park management. A questionnaire survey was chosen and the 275 valid samples among them were analyzed. The socioeconomic and behavioral characteristics of the visitors turned out to be similar with the results from another visitor survey in the same site. Among those who used the interpretive media, the largest proportion(77%) used the information board resources of the park; the usage rate of interpretive labels of woody plants, interpretive signs of cultural assets, and LED signs were shown to be relatively high. The usage of park brochures, park web sites, visitor center exhibits, and bulletin boards were less than 40% each. Visitors were asked to evaluate the importance and performance of the nine interpretive medias using a Likert Scale whose value ranges from one to five. The result recorded averaged above 4, which proved that the respondents were perceiving the importance of all forms of interpretive media greatly. The performance of interpretive media was also evaluated as affirmative, except the visitor center exhibits.

Smartphone-based casual games, character development practices through the development of business models - In the case of developing games(Craze Monkey) (스마트폰 기반 캐쥬얼게임 개발 사례를 통한 캐릭터 수익모델 개발 연구 -크레이지 몽키 개발사례 분석)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.391-396
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    • 2013
  • Character industry is fundamentally based on a technical environment, a media, like any other cultural content industry. In order to extend a life of a character and increase the brand value, a choice and utilization of a more efficient way is necessary. Analyzing why game characters are less worth as a value of commodities than other media contents is presented and suggests complementary methods for the matter. In this study, an approach to increase a brand value of a game character, as well as, linking to develop profitable models afterward is suggested presenting a case of game development.

Pavilion design with a sustainable architectural approach

  • Gorji, Asal Akbari;Nasiri, Seyed Amin Mortazavi;Mohammadi, Fatemeh Ali;Ghanbarnia, Hosein
    • Computers and Concrete
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    • v.30 no.3
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    • pp.197-207
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    • 2022
  • Population growth in cities increases the need for service facilities and different urban spaces, and the organism of the city undergoes profound changes. One of the main problems that endanger the physical environment of the city due to this turmoil is the lack of public spaces and cultural complexes that increase individual and social pollution and on the other hand make leisure facilities available to the public. It severely limits people and, ultimately, the flourishing of individual and social artistic tastes. Thus, dealing with an issue called cultural complex has special importance and is one of the most basic categories in the field of architecture and urban planning, so dealing with it must be done in a measured, comprehensive and accurate manner. Cultural shock results from the immersion of an unprepared traveler in a foreign culture. In other words, human connection with people, objects, places, organizations and institutions, thoughts and the world of information will be constantly becoming more unstable and diverse. As a result, there is a need to create places for information or, in a central sense, to acquire up-to-date knowledge that requires information in the fields of human individual and social life. Spaces and places are all kinds of media tools from gramophone records to cassettes, CDs, newspapers, magazines, Internet books, etc. Each person can use them according to his needs and work.

Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

Antibacterial, antioxidant and antitumor activities of mushroom mycelium mixed culture extracts (버섯 균사체 혼합 배양 추출물의 항균, 항산화 및 항암 활성)

  • Kim, Man-Cheol;Kim, Ju-Sang;Heo, Moon-Soo
    • KSBB Journal
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    • v.23 no.2
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    • pp.158-163
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    • 2008
  • In this study, we have investigated the antibacterial, antioxidant, and antitumor activities of mycelium cultural extract from mushroom. Mushroom mycelium was grown in a synthetic liquid media such as PD broth, YM broth or citrus extracts. In antibacterial activity test, the best result was achieved when mycelium cultural extracts from Phellinus linteus and Coriolus versicolor were incubated together on YM broth. On the other hand, mushroom mycelium cultured on citrus extracts showed better activity than that on PD broth. We have also tested the antioxidant activity at concentration up to 10 mg of mycelium cultural extract/mL. The more it is in higher concentration, the more the activity increases. The higher antioxidant activity was observed both on PD broth containing the Phellinus linteus and Coriolus versicolor mycelium and citrus extract containing the same. The complex culture extracts obtained from the synthetic medium and citrus extract medium showed 10-89% of the 1,1-diphenyl-2-picrylhydrazyl radical scavenger activity. The antitumor activity of mycelium cultural extract was examined by using MTT assay on A549 cells. Mushroom mycelium cultured on citrus extracts showed interestingly higher antitumor activity than that on synthetic liquid media.

Mobile Phone Guide for Cultural Heritage (문화유적지 투어를 위한 모바일 폰 가이드 시스템)

  • Suh, Young-Jung;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.116-121
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    • 2009
  • In the design of mobile entertainment systems for historical heritage sites, it is important to not only overcome technical challenges imposed by power requirements, computation limits, and connectivity, but to support group experiences and consider users preferences for situated media consumption. Cultural heritage sites provide an opportunity to entertain and educate the public through the use of mobile media. The proposed system implemented on a Java-enabled mobile phone provides both audio and visual content that is tailored by tracking user movement with GPS, collecting various user inputs and demographics, and allowing for socially acceptable eavesdropping via wireless networking. By designing for the spatial, personal, and social considerations of the environment, we aim to help users navigate the diverse topology of the space and consume the vast quantities of historical media.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Main Factors of Success in Board Games of Digital Media Age Case Analysis of <모두의 마블 for Kakao> - (디지털미디어시대 보드게임의 성공요인 분석 - <모두의 마블 for Kakao> 사례 분석 -)

  • Yun, Seong-hye;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.85-88
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    • 2017
  • In this paper, I analyze the success factors of the mobile game "Marble for Kakao", and propose the factors that should be emphasized when converting the board game to digital. has converted to digital game using board game widely known in Korea. At this time, it differs from the existing , reducing the time required to play the game once, allowing the user to concentrate for a short period of time by giving a visual expression, and to repeatedly play the game several times. It also allows users to experience a variety of maps and character enhancement systems so that they can continue to be interested. Thus, Marble for Kakao has optimized the digital environment, not digitally portraying existing board games.

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