• 제목/요약/키워드: different media

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미디어 콘텐츠의 장르 간 영역 이동에 관한 연구 : 드라마와 영화, 뮤지컬을 중심으로 (Transfer of Media Contents between Different Genres : focused on Dramas, Films, and Musicals)

  • 이문행
    • 한국콘텐츠학회논문지
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    • 제9권10호
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    • pp.148-158
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    • 2009
  • 최근 들어 미디어 콘텐츠의 영역 이동이 그 어느 때 보다 활발하게 진행되고 있다. 각각의 미디어들은 그것이 TV든, 영화든, 뮤지컬이든, 애니메이션이든 상품의 형태는 다르지만, 킬러 스토리를 차용하여 개별 미디어의 특성에 맞게 포장하고 있다는 점에서 콘텐츠 비즈니스의 새로운 국면을 열고 있다고 해도 과언이 아니다. 이 연구에서는 이러한 추세에 부응하기 위해 동종 장르 또는 이종 장르간의 리메이크 제작 양상을 살펴보고자 하였다. 분석 대상 장르는 드라마와 영화, 뮤지컬이며, 네이버 검색 엔진과 각 방송사, 영화진흥위원회, 인터파크 홈페이지에서 추출된 자료를 토대로 최종 61편의 리메이크 작품을 선정하였다. 연구 방법으로는 빈도 분석과 교차 분석을 실시하였으며, 연도별, 장르 유형별, 거래 유형별 빈도 차이를 살펴보고자 하였다. 분석 결과, 2006년 이후 리메이크 제작이 급증하고 있는 것으로 나타났으며, 장르로는 드라마와 영화가 원천 장르로 제공되고 있었고, 동종 장르간의 리메이크 제작이 가장 많다는 것을 알 수 있다. 특히, 영화 장르는 다양한 리메이크 제작의 소스가 되고 있으며, 최근 증가하고 있는 리메이크 뮤지컬의 주요 원천인 것으로 나타났다.

패션광고에 나타난 몸의 포스트모더니즘적 특징 (Postmodern Characteristics of the body in Fashion Advertisements)

  • 염혜수;임은혁
    • 패션비즈니스
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    • 제15권2호
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    • pp.57-70
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    • 2011
  • As a form of media diversified and changed by the development of technology, fashion advertisements have brought a new change in representation of the body. With this transition, the characteristics of the body, which is in an inseparable relationship with fashion, have been dramatically changed in fashion advertisements. In hugely extended media flow, fashion advertisements suggest concepts of the body that are completely different from the past and became the focus in advertisements. Moreover, the body in fashion advertisements involve the symbolisms of social and cultural backgrounds followed by their commercialization. This study analyzes the characteristics of the body in fashion advertisements drawing on the innovative concepts of the body in contemporary society which is essentially different from the past ones; these characteristics are examined as postmodern features. The features are categorized as follows; hyperreal body, virtual body, fragmentization of the body through neologism, reconsideration of naked body, and decentralized body. The postmodern characteristics of the body have changed the boundary, broken traditional concepts and thoughts, and proposed new trends by creating revolutions though diversified media. Rapidly changing media is considered to be further accelerated; this transition highlights the postmodern characteristics of the body in fashion advertisements in more innovative methods.

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

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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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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하이퍼텍스트 기법을 이용한 미디어 조사 방법에 관한 기초 연구 (A Preliminary Study on the Method of Media Investigation Using a Hypertext Technique)

  • 김종현;김석태
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2003년도 춘계학술발표대회 논문집
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    • pp.35-38
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    • 2003
  • According to developing digital media, the delivery and the collection of information are changing with a variety of ways. Especially, digital, as it is, is easy for its sound, video and letter to be mixed. Therefore, media character, Audio-Visual will appear in total. Hypertext must be a basic form in the traveling way of media information which includes such digital Quality in originality. Taking advantage of digital media trait of hypertext , most users can make a research on a variety of studying method. On this thesis, a style of made-up hypertext is taking a part of recent digital culture, and I want to present a different method in research, using two hypertext skills, adventurous choice and joint origination

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열린교육을 위한 열린매체의 활용에 관한 연구 (A Study on the Effective Utilization of Media for Open Education)

  • 주영주
    • 교육시설
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    • 제5권3호
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    • pp.107-115
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    • 1998
  • Open education is more relevant to the current educational reality which requires the liberalization, individualization and creativeness, and the effectiveness of open education will be maximized with the full utilization of instructional media. As well known, there are many different types of instructional media to promote open education such as print material, audio material, still picture, movie, computer, and multimedia. The main criteria to choose effective instructional media for open education depend upon easiness of supply and retrieval of information, and promotion of more frequent interaction among participants. In addition, utilization method, cost, curriculum contents, as well as school culture are also elements to consider in the selection of right instructional media.

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S-ALE를 이용한 다공질 매체 거동의 유한요소해석 (Finite Element Analysis for Behavior of Porous Media Using the S-ALE Method)

  • 박대효;탁문호
    • 한국전산구조공학회:학술대회논문집
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    • 한국전산구조공학회 2006년도 정기 학술대회 논문집
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    • pp.381-388
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    • 2006
  • A porous medium is composed of solids, fluids, and gas which have different physical and chemical properties. In addition, these constituents have a relative velocity between each other. So far, in order to analyze porous media using finite element method, Lagrangian or Eulerian method has been used. However, the numerical analyses for porous media have a defect that the methods do not describe the movements of constituents. In this paper, numerical analysis for unsaturated porous media was performed in frame of ALE method which has advantages of Lagrangian and Eulerian. Namely, the Lagrangian description was used in solid phase, and the Eulerian description was used in fluid or gas phase in a porous medium Then the relationship between each other was controlled by the convective term in ALE method. Finally, the numerical results of ALE were compared with tile results of Lagrangian analysis.

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멀티미디어를 이용한 Authoring Tool 개발에 관한 연구 (A Research on Authoring Tool Employing Multimedia)

  • 김행구;이춘근
    • 한국컴퓨터정보학회지
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    • 제2권2호
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    • pp.27-40
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    • 1996
  • During the 21st century of informational society, in the learning of various field will utilize the education using multi-media more extensively than ever before. The biggest question is how effective the education using multi-media will be. For effective education, wide-spread supply of not only the hardware and various kinds of CBT or CAI that are being developed in the learning of various fields. It is also felt that the skill for application of more convenient multi-media authoring tool is needed. If the producter of such multi-media authoring tool can store various types of information in a form of data bank, accessing the right information at right time and its application would be possible. It can also provide a lot of information to many out-of town learmers. As seen above, the scope of usage for multi-media authoring tool will be broadened. However, no matter how excellent the Authoring Tool is, the results can be very different depending on the method employed. In order to develop CBT or CAI that can be better used in the learning of various fields, examination and on-site training, more reseach should be done in Authoring Tool using virtual reality and artifical intelligence technology.

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Shanghai Residents' Cognition, Attitudes and Expressions towards Significant Political Events -A Case Study of the 2013 "Two Sessions" of China

  • Bofei, Zheng;Shuanglong, Li
    • Asian Journal for Public Opinion Research
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    • 제1권4호
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    • pp.292-306
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    • 2014
  • China's "two sessions," namely, the National People's Congress (NPC) and the Chinese People's Political Consultative Conference (CPPCC), has significant meaning to the political life of the nation. It collects opinions and advice from different groups of people annually. "Two sessions" 2013 was especially eye-catching, because new state leaders were elected at the meetings. Using CATI (Computer Assisted Telephone Interviewing) system, the Media and Public Opinion Center of Fudan University (FMORC) conducted surveys of China's "two sessions" every year from 2007 to 2013. In 2013, the influence of new media on public opinion has become increasingly significant. Microblog and WeChat have become two types of important media for Shanghai residents to express their opinions and take part in China's "two sessions." Based on the empirical findings, this paper examines Shanghai Residents' cognition, attitudes and expressions towards "two sessions" 2013 and analyzes how new media affect the public opinions on significant political events.

이동식 디스크 드라이브의 입자 오염에 대한 클리닝 패드의 효과 (Effect of Cleaning Pad on Particle Contamination in Removable Media Disk Drive)

  • 유신성;이정규;김대은
    • 한국정밀공학회지
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    • 제20권4호
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    • pp.183-188
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    • 2003
  • Particulate contamination is known to be a significant cause of failures of removable storage media. In this work, the effect of particles on the surface damage of removable hard disk media was investigated. The particles of different materials and size were introduced to the Head Disk Interface (HDI) using a particle injection system. It was round that the particles of particulate size and property serious damaged the media. This study showed that cleaning pad is effective for reducing particle contamination, except fer the particles of specific size and property. As a means to remove the particles of specific sire. the concept of using a stepped taper at the leading edge of the slider is proposed.

이동식 디스크 드라이브의 입자 오염 저감 방안 (A study on the decrease of particle contamination in removable media disk drive)

  • 유신성;이정규;김대은
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2002년도 추계학술대회 논문집
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    • pp.946-949
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    • 2002
  • Particulate contamination is known to be a significant cause of failures of removable storage media. In this work, The effect of particles on the surface damage of removable hard disk media was investigated. The particles of different materials and size were introduced to the head-disk interface using a particle injection system. It was found that the particles of particulate size and property serious damaged the media. This study showed that cleaning pad is effective for reducing particle contamination, except for the particles of specific size and property. As a means to removed the particles of specific size, the concept of using a stepped taper at the leading edge of the slider is proposed.

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