• Title/Summary/Keyword: digital Humanities

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Effectiveness Analysis of Computing Thinking with Unplugged in Digital Transformation (디지털 트랜스포메이션 시대의 언플러그드를 적용한 컴퓨팅 사고력에 대한 효과성 분석)

  • Lee, Myung-Suk
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.35-42
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    • 2020
  • Digital transformation is about revolutionizing the interaction between virtual and reality. The complex problems that arise in this process must be solved, and one of the methods is computing thinking. Therefore, this study aims to observe whether software education that uses unplugged as liberal education is effective in enhancing computing thinking. For this, 5 elements of computing thinking were extracted and unplugged was applied to liberal software classes, and classes were conducted. During one semester, 16 sessions of classes were conducted and computing thinking enhancement was measured through surveys. As a result, the computing thinking of the students increased overall after classes. Observation surveys showed that, among computing thinking elements, students of all academic fields felt difficulties conceptualizing abstraction elements, those of arts and physical education felt more difficulties with algorithm elements, and those of the humanities felt more difficulties with pattern recognition elements. In the future, various contents for each element should be developed by academic field to aid learner understanding.

Prospects & Issues of NFT Art Contents in Blockchain Technology (블록체인 NFT 문화예술콘텐츠의 현황과 과제)

  • Jong-Guk Kim
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.115-126
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    • 2023
  • In various fields such as art, design, music, film, sports, games, and fashion, NFTs (Non-Fungible Tokens) are creating new economic value through trading platforms dedicated to NFT art and content. In this article, I analyze the current state of blockchain technology and NFT art content in the context of an expanding market for blockchain-based NFT art content in the metaverse. I also propose several tasks based on the economic and industrial logic of technological innovation. The first task proposed is to integrate cultural arts on blockchain, metaverse, and NFT platforms through digital innovation, instead of separating or distinguishing between creative production and consumption. Before the COVID-19 pandemic, there was a clear separation between creators and consumers. However, with the rise of Web 3.0 platforms, any user can now create and own their own content. Therefore, it is important to promote a collaborative and integrated approach to cultural arts production and consumption in the blockchain and metaverse ecosystem. The second task proposed is to align the legal framework with blockchain-based technological innovation. The enactment and revision of relevant laws should focus on promoting the development of the NFT trading platform ecosystem, rather than merely regulating it for user protection. As blockchain-based technology continues to evolve, it is important that legal systems adapt to support and promote innovation in the space. This shift in focus can help create a more conducive environment for the growth of blockchain-based NFT platforms. The third task proposed is to integrate education on digital arts, including metaverse and NFT art contents, into the current curriculum. This education should focus on convergence and consilience, rather than merely mixing together humanities, technology, and arts. By integrating digital arts education into the curriculum, students can gain a more comprehensive understanding of the potential of blockchain-based technologies and NFT art. This article examines the digital technological innovation such as blockchain, metaverse, and NFT from an economic and industrial point of view. As a limitation of this research, the critical mind such as philosophical thinking or social criticism on technological innovation is left as a future task.

A Study on the Relationship between Level of Digital Informatization and Satisfaction Level of Elderly People: Focusing on community, meeting, and community involvement activities (장노년층의 디지털정보화 수준과 사회활동 만족도 수준과의 관계에 대한 연구: 커뮤니티, 모임, 공동체에의 참여활동을 중심으로)

  • Lee, Hyangsoo;Lee, Seong-Hoon
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.1-7
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    • 2019
  • Our society is evolving into an aging society. The purpose of this study is to investigate how digital informatization capacity of elderly people, one of the so - called information - neglected people, affects social activities. To this end, we analyzed the relationship between digital informatization level and social activity satisfaction level of old elderly people based on the results of the digital information gap survey in 2017. As a result, it was found that there was a positive relationship between digital access and satisfaction level of social activities, such as whether elderly people have wired / wireless information devices and internet accessibility. Second, it was found that digital information capacity level such as PC usage ability and mobile digital device utilization ability had a positive (+) relationship with only social activities. Third, the level of satisfaction with social activities increased as the level of digital information utilization increased, such as whether they were using wired and mobile Internet. This suggests that the government needs a policy to resolve various information gaps that can enhance the level of digital informatization of elderly people.

A Study on the Digital Informatization Level and Human Relationship Satisfaction Level of Disabled Persons (장애인의 디지털정보화 수준과 대인관계 만족도와의 관계에 대한 연구)

  • Lee, Hyangsoo;Lee, Seong-Hoon;Jung, Yonghun
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.43-48
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    • 2020
  • This study analyzed the level of digital informatization and the level of human relationship satisfaction in the disabled group. The digital informatization level of the disabled refers to the level of smart access, smart capability, and smart utilization. For the sampling of persons with disabilities, the survey was conducted for persons aged 7 to 69 who were registered under the Welfare for Persons with Disabilities Act. Regression analysis utilized SAS 9.3.s through vitalization of local communities, and information education for the disabled is also important. The analysis results are as follows. First, the higher the digital access level of the disabled, the higher the level of interpersonal satisfaction. Second, the higher the digital information capability level of the disabled, the higher the level of interpersonal satisfaction. Third, the higher the level of digital information utilization of the disabled, the higher the level of interpersonal satisfaction. As a result, the higher the digital information level of the disabled, the higher the satisfaction level in the interpersonal relationship of the disabled. In addition, it was found that careful attention and policy review are needed to resolve the digital information gap of the government for the disabled who are marginalized groups. Therefore, it is necessary to provide the expansion of universal services of the marginalized groups including the disabled. In addition, it is important to form a culture in which the community embraces the marginalized class through vitalization of local communities, and information education for the disabled is also important.

An Analysis of the Convergence Factors, Convergence Passes, and Convergence Types in Content Industries (콘텐츠의 융합요소 및 융합경로와 융합유형 분석)

  • Rim, Myung Hwan;Lee, Jung Mann
    • Journal of Information Technology Applications and Management
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    • v.20 no.3_spc
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    • pp.295-314
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    • 2013
  • These days a great mix of traditional and digital contents such as movie, broadcasting, advertisement, e-books, music, game, animation, cartoon, character, knowledge information, and art performance are widely available. Many more are yet to come, with improved quality and added features. It is expected that all these contents will be evolved into a new breed of convergence content through the process of consolidation, expansion, integration, and recreation. Across the digital ecosystem, a new formula is being added to the industrial structure : 'Information/Content-Platform/Device-Goods/Service.' In the near future, as a result of technological innovation and convergence, the business sector will lose its boundaries as well, as businesses will be forced to look beyond the product itself and focus more on multi-functionality. Especially, in the era of creative economy, more policies need to be crafted in order to procure a new growth engine for the future with the agenda for convergence between humanities and technology. Therefore, the purpose of this paper is to analyze the concept, factors, elements, types, and cases of convergence, which are the essence of content convergence. This analysis, with its focus on the convergence process, will help identify the effects and limits of content convergence as well as the prospects for convergence contents in the smart ecosystem under the creative economic system.

Development of a Virtual Instrument System Using 3-demensional Acceleration Sensors and Digital Signal Processor (3차원 가속도 센서와 DSP를 응용한 가상 악기 시스템 개발)

  • Lee, Hui-Sung;Son, Dong-Kwan;Noh, Young-Hae
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.982-987
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    • 2006
  • 고전의 관현악기에서부터 현대의 각종 전자악기까지, 인류는 그 문화와 시대의 변화에 따라 다양한 형태의 악기를 개발하고 활용하였다. 최근에는 전기전자 기술의 발달로 다양한 센서와 프로그램을 활용해서 여러 가지 음색과 효과를 내는 악기가 개발되고 있다. 그 중에서 사람의 움직임을 직접 감지해서 음악적 도구로 활용하는 기술이 주목 받고 있다. 이를 위해 터치 센서(touch sensor), 비젼 센서(vision sensor), 자기장 센서(magnetic sensor), 초음파 센서(ultrasonic sensor) 등이 응용되고 있다. 그러나 지금까지의 센서 기술로는 사람의 움직임과 관련된 위치, 속도, 가속도 등에 대한 정보를 직접 추출하기가 어렵고, 구현된 시스템도 공간의 제약을 받거나 혹은 구현된 부피가 크거나 복잡한 구성형태를 지니고 있는 문제점이 있었다. 그래서 본 논문에서는 사람의 움직임과 관련된 가속도 정보를 직접 감지해서 새로운 형태의 악기로 활용될 수 있는 시스템을 연구하고 개발하였다. 이를 위해 6개의 가속도 정보를 처리하는 기술과 DSP(Digital Signal Processor) 활용 기술, Max/MSP 활용 기술이 응용 되었으며, 소형의 시스템을 개발하기 위해 시그널 컨디셔닝(signal conditioning) 회로와 DSP 보드를 자체 개발하였다. 실험을 통해 사람의 움직임과 관련된 각종 정보가 적절한 소프트웨어의 활용으로 다양한 음색의 변화는 물론 음높이, 음량의 변화까지도 제어할 수 있음을 확인하였고, 새로운 형태의 악기로써 무대 공연이나 노래방 등에 폭넓게 활용될 수 있는 가능성을 확인하였다.

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The correlation between the study of fusion and Game Development (학문의 융합과 게임개발간의 상관관계)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.651-657
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    • 2015
  • The game engineering is a fusion study that combines exquisite variety of fusion science and engineering. We presents the relationship between multi-disciplinary fusion and game development with the game developer's perspective when developing games. Humanities and sociological knowledge and experience with the developers has significant os impacts to refine the ideas on the game. This paper would present the process of the game design, story making based on the planned operation and the communication as between the team members for efficient operation through the process of creating the actual game, it will show the final version of the game. At the same time, it will research for the relationship between a number of studies for each process.

A Computer-Aided Text Analysis to Explore Recruitment and Intellectual Polarization Strategies in ISIS Media

  • Khafaga, Ayman Farid
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.87-96
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    • 2022
  • This paper employs a computer-aided text analysis (CATA) and a Critical Discourse Analysis (CDA) to explore the strategies of recruitment and intellectual polarization in ISIS (Islamic State in Iraq and Syria) media. The paper's main objective is to shed light on the efficacy of employing computer software in the linguistic analysis of texts, and the extent to which CATA software contribute to deciphering hidden meanings of texts as well as to arrive at concise and authentic results from these texts. More specifically, this paper attempts to demonstrate the contribution of CATA software represented in the two variables of Frequency Distribution Analysis (FDA) and Content Analysis (CA) in decoding the strategies of recruitment and intellectual polarization in one of ISIS 's digital publication: Rumiyah (a digital magazine published by ISIS). The analytical focus is on three strategies of recruitment and intellectual polarization: (i) lexicalization, (ii) intertextual religionisation, and (iii) justification. Two main findings are revealed in this study. First, the application of CATA software into the linguistic investigation of texts contributes effectively to the understanding of the thematic and ideological messages pertaining to the analyzed text. Second, the computational analysis guarantees concise, credible, authentic and ample results than is the case if the analysis is conducted without the work of computer software. The paper, therefore, recommends the integration of CATA software into the linguistic analysis of the various types of texts.

A Study on Constructing a Digital Archive System of the Modern Korean Christian Collections (근대 한국기독교 자료의 디지털 아카이브 시스템 구축에 관한 연구)

  • Yang, Ji-Ann
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.681-691
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    • 2022
  • The purpose of this study is to construct a digital archive system by analyzing the collections of the Korean Christian Museum at S University, which has a large number of materials related to Korean Christianity published in the modern period from the time of Korea's enlightenment until liberation. In order to construct a digital archive system, indexes and metadata for the collection are complied according to the pre-defined format. After digitizing the selected collection, a database is built using metadata information, and the actual system is divided into a web standard-based management system and a user service system. Also a content-based search system is constructed, which provides the matching value of retrieval results in units of one character and an automatic search term completion function to enhance user convenience. Therefore, collections in the museum, which are difficult to access the original text, are digitized and provided so that they can be easily used, laying the foundation for the long-term development of humanities contents for improving the accessibility and availability of collections for both researchers and the public.

Geometry optimization of a double-layered inertial reactive armor configured with rotating discs

  • Bekzat Ajan;Dichuan Zhang;Christos Spitas;Elias Abou Fakhr;Dongming Wei
    • Advances in Computational Design
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    • v.8 no.4
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    • pp.309-325
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    • 2023
  • An innovative inertial reactive armor is being developed through a multi-discipline project. Unlike the well-known explosive or non-explosive reactive armour that uses high-energy explosives or bulging effect, the proposed inertial reactive armour uses active disc elements that is set to rotate rapidly upon impact to effectively deflect and disrupt shaped charges and kinetic energy penetrators. The effectiveness of the proposed armour highly depends on the tangential velocity of the impact point on the rotating disc. However,for a single layer armour with an array of high-speed rotating discs, the tangential velocity is relatively low near the center of the disc and is not available between the gap of the discs. Therefore, it is necessary to configure the armor with double layers to increase the tangential velocity at the point of impact. This paper explores a multi-objective geometry design optimization for the double-layered armor using Nelder-Mead optimization algorithm and integration tools of the python programming language. The optimization objectives include maximizing both average tangential velocity and high tangential velocity areas and minimizing low tangential velocity area. The design parameters include the relative position (translation and rotation) of the disc element between two armor layers. The optimized design results in a significant increase of the average tangential velocity (38%), increase of the high tangential velocity area (71.3%), and decrease of the low tangential velocity area (86.2%) as comparing to the single layer armor.