• 제목/요약/키워드: digital media era

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포스트 코로나 시대 안양시 도서관의 온라인 미디어 활용 방안 연구 (A Study on the Online Media Usage Strategies of Anyang Municipal Library for the Post-Covid-19 Era)

  • 송민선
    • 디지털융복합연구
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    • 제20권5호
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    • pp.499-512
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    • 2022
  • 본 연구는 포스트 코로나 시대에 대비해 안양시 공공도서관이 온라인 미디어를 효과적으로 활용할 수 있는 방안을 제안하고자 하는 목적에서 수행되었다. 이를 위해 2021년 전국 도서관 운영 평가에서 정부 포상을 받은 우수 도서관 5곳의 운영 사례를 분석해 주요 시사점들을 정리하고, 분석 내용들을 바탕으로 안양시 도서관이 온라인 미디어를 활용해 도서관 운영을 활성화 하는 데 도움이 될 수 있는 방안들을 도출하였다. 본 연구는 코로나19 시기 성과들을 바탕으로 우수 도서관으로 선정된 도서관들의 실제 사례를 토대로, 포스트 코로나 시대에 대비해 안양시 도서관의 온라인 미디어 활용 전략을 정리해 제안한 실증적이고 경험적인 연구라는 점에서 의의를 찾을 수 있다.

디지털미디어 시대의 시각디자인 교육시스템 연구

  • 정봉금
    • 디자인학연구
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    • 제16권3호
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    • pp.341-350
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    • 2003
  • 21세기의 문화라는 화두를 보면 디지털미디어의 등장이다. 이는 산업혁명에 버금가는 새로운 전환을 이루었으며 이제 우리사회는 디지털 미디어 매체가 지배하는 사회가 되었다. 변화와 발전을 거듭하는 디자인 학문으로서 시각디자인의 정체성이 디지털매체가 들어오면서 어떻게 진화하고 있는지를 조사ㆍ분석하여 현재 시각디자인 교육의 방향을 가늠하기 위한 것이 본 연구의 주된 목표이다. 또한 디지털 매체는 젊은 계층이 주 타깃이 되기에 시각언어의 표현기법이 달라지는 것도 필연적이라고 볼 수 있는데, 실제 디지털 매체의 등장으로 시각커뮤니케이션이 창조되고 분배되어 온 방법들이 많은 변화를 거쳐 온 것이 사실이다. 과거 대부분의 디자인 교육기관들은 서로 비슷한 교육목표와 커리큘럼, 교수법으로 학생들이 실무현장에 대비할 수 있는 교육을 제공해왔다. 그러나 지금과 같은 디지털 미디어시대에 시각디자인의 적용과 활용은 비할 수 없이 다각화되었으며 그것은 상호자강(Interaction)으로 대별된다. 본 연구에서는 디지털 시대 시각디자인 분야의 전문 인재 양성 방안을 찾는 것을 목적으로 이를 위해 기존의 전통교육과 디지털 교육의 융합으로 현실 사회의 요구에 부응하는 새로운 교육시스템을 도출하고, 사회의 요구를 앞서가는 디자인 교육기관으로서의 위상을 제시하고자 한다.

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트랜스미디어 시대에서 에디큐레이션의 의미에 대한 연구 - 출판 및 만화 콘텐츠를 중심으로 - (Study on the meaning of Edi-curation in Trans-media era - Based on the comic(webtoon) and publishing content -)

  • 박세현
    • 만화애니메이션 연구
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    • 통권44호
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    • pp.235-261
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    • 2016
  • 인터넷 및 디지털 미디어의 환경에서 미디어 수용자는 동일 콘텐츠를 다양한 플랫폼으로 이용하고 있다. 이처럼 여러 장르의 콘텐츠가 디지털 미디어의 기반에서 융합, 조합, 변형, 분화, 복제 등의 과정을 거치면서 새로운 콘텐츠의 형태로 전환되는 것을 트랜스미디어라고 한다. 트랜스미디어 시대에서 성공하는 콘텐츠를 만들기 위해서는 에디큐레이션의 작업이 필요하다. 에디큐레이션은 큐레이터의 큐레이션 작업에 편집과 의미를 부가하는 작업 행위이다. 그런 점에서 이 논문은 트랜스미디어 시대에서 출판 및 만화 콘텐츠의 에디큐레이션에 대한 정의와 의미를 분석했다. 에디큐레이션은 디지털 미디어 환경에서 콘텐츠의 생산자가 곧 소비자며, 소비자가 곧 생산자인 프로컨슈머/프로듀저를 유도하는 역할을 담당하는 프로세스다. 디지털 플랫폼과 디바이스의 다양화, 디지털 1인(혹은 SNS) 미디어의 등장 등은 출판 및 만화 콘텐츠에도 다양한 방식의 에디큐레이션을 요구한다. 미디어 생산자(혹은 수용자)의 의도에 따라 콘텐츠는 복제, 짜깁기, 분해, 해체, 하이퍼텍스트, 압축, 재구성 등의 과정을 거쳐서 새로운 콘텐츠로 탄생한다. 이처럼 에디큐레이션의 작업을 거친 출판 및 만화 콘텐츠는 미디어 생산자의 작업 방식은 물론, 미디어 수용자의 콘텐츠 독법에도 영향을 미친다는 점에서, 트랜스미디어 시대의 에디큐레이션은 중요한 의미를 지닌다. 출판 콘텐츠에서 에디큐레이션 작업은 챕터나 단락의 논리성 파괴, 구어체의 문장, 카드 뉴스의 활용, 동영상 및 미디어 콘텐츠의 변형 등이 있으며, 만화 콘텐츠에서는 칸의 파괴, 말풍선, 의성어, 의태어의 다양한 변형 등을 들 수 있다.

현대 실내디자인에 표현된 디지털미디어의 비주얼 인터페이스 경향에 관한 연구 (Visual Interface Trend of Digital Media Expressed on Contemporary Interior Design)

  • 은이선;정미렴
    • 한국실내디자인학회논문집
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    • 제15권5호
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    • pp.104-111
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    • 2006
  • Digital media changed not only our lifestyle and sense of value but also art and space design, and development of technology will accelerate the alteration. It provided limitless possibility and inspiration to art, architecture and design. In this 'image' era, media communicate with us mostly in visual method, which gets to he realized by visual interface. The purpose of this study is to analyze the tendency of visual interface of contemporary interior design cases in the standpoint of digital media characteristics and suggest directions for future space design. The characteristics of digital media and interface are defined, and how the concept unfolded in art, design is also discussed. In interior design, the concepts come out as various types of visual interface, showing the characteristics of composition of material and immaterial, interaction between visual information and space users and among users, realization of cyberspace and simultaneous coexistence of multiple space-time multi-layer.

Development and Validation of a Digital Literacy Scale in the Artificial Intelligence Era for College Students

  • Ha Sung Hwang;Liu Cun Zhu;Qin Cui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권8호
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    • pp.2241-2258
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    • 2023
  • This study developed digital literacy instruments and tested their effectiveness on college students' perceptions of AI technologies. In creating a new digital literacy test tool, we reviewed the concept and scale of digital literacy based on previous studies that identified the characteristics and measurement of AI literacy. We developed 23 preliminary questions for our research instrument and used a quantitative approach to survey 318 undergraduates. After conducting exploratory and confirmatory factor analysis, we found that digital literacy in the age of AI had four ability sub-factors: critical understanding, artificial intelligence social impact recognition, artificial intelligence technology utilization, and ethical behavior. Then we tested the sub-factors' predictive powers on the perception of AI's usefulness and ease of use. The regression result shows that the most common powerful predictor of the usefulness and ease of use of AI technology was the ability to use AI technology. This finding implies that for college students, the ability to use various tools based on AI technology is an essential competency in the AI era.

디지털 시대의 패션산업 시스템과 패션리더 (Fashion Industry System and Fashion Leaders in the Digital Era)

  • 주신영;하지수
    • 한국의류학회지
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    • 제40권3호
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    • pp.506-515
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    • 2016
  • This study examines the digital era's fashion system and defines fashion leaders in the system. The study was based on a theoretical review and a research survey to verify the theoretical findings. The results are follows. The critical changes in the fashion system are expansion, cyclical direction and closer distance between producer and consumer. By inflow of media to a new channel, a layer of consumers was extended and the range of celebrities participating in the fashion industry has expanded dramatically. Simultaneously with the change from vertical communication to cyclical and interactive, the direction of communication was re-routed through diverse media. Crowd sourcing activated through two-way communication service has increased consumer opportunities to participate in production and consumption. Fashion leaders have changed significantly under this new system. The range of celebrities participating in the fashion system has increased and different fashion leaders have appeared. An interactive and cyclical fashion system has been established through media innovation; consequently, the influential power of celebrities and individuals for direct participation in the fashion system directly has increased significantly.

디지털콘텐츠서비스의 산업구조와 환경변화에 따른 융합에 관한 연구 (A Study on according Convergence to an Infrastructure and Environment Variation of Digital Contents Service)

  • 주헌식
    • 한국IT서비스학회:학술대회논문집
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    • 한국IT서비스학회 2009년도 춘계학술대회
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    • pp.588-592
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    • 2009
  • The latest advances in great revolution for digital media and contents industries with Ubiquitous era. Because of spread and supply of various multimedia devices with combination digital with network, we need various type of digital contents. The Digital contents consists of Middleware industries, network business, contents service presenters and users. For supporting digital media. contents and media devices have been converging Digital contents convergence has been proceeding rapidly in media, broadcast and communication field. And also, whole Environment for these industries has been changing, too. Wee need another digital contents convergence for new type of products and services because of convergence of IT and broadcast. In addition, new business trends is very important about these new industrial change and developments with digital contents convergence.

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디지털 매체를 활용한 한국적 이미지 패션 디자인 개발 - Maya(Qualoth) 프로그램을 활용한 3차원 모델링 - (The Development of Fashion Design with Korean Images Using Digital Media - 3D Modeling Based On Maya (Qualoth) Program -)

  • 이윤경;김민자
    • 복식
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    • 제58권6호
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    • pp.42-53
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    • 2008
  • This study is about the development of Fashion Design using of Korean Motive applied Digital Medium. With rapid change during the 21st century, digital media has emerged as the most important communication tool to facilitate speedy and interactive conversation. The recent emergence of 'Mass Customization' is a good reflection of digital transition's interactive features, realizing product variation and customization through flexibility and immediate responsiveness. In this so-called digital era, fashion is a tool that facilitates the use of digital media, while acting as the object, or the purpose, where digital media can be applied. This study looked at the development situations and future utilization method regarding digital fashion, which was recreated through digital media. In this study, a new design process was developed through digital media and actually manufactured Korean image clothing to reflect the motif of plant found in Korean folk paintings. Three-Dimensional(3D) digital shape was dressed in virtual clothing for comparison, thereby adding some features of textile design to three-Dimensional(3D) shape. Through the process, the study can provide various potential accesses to future development of fashion design utilizing digital media.

뉴미디어 및 인터넷 시대에 부응하는 패션산업의 새로운 동향 (New Fashion Industry Trend Corresponding to New Media & Internet Infrastructure)

  • 김수진;한명숙
    • 복식문화연구
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    • 제10권3호
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    • pp.293-305
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    • 2002
  • This paper describes the new trends of fashion industry in the era of digital media and Internet paradigm, where fashion is no longer just static contents. Fashion becomes crucial and dynamic contents for infotainment, mobile Internet, and digital media. As therefore, the fashion industry could be positioned as fashion information industry and key elements of fashion communication. In the future, fashion education should be repositioned as dynamic Intermediary not only for traditional textile design, costume design, and merchandising, but also for dynamic fashion information provider, fashion communication and fashion-oriented media related to digital Information, and Internet. As a case study, we briefly describe the successful co-marketing strategies of world-class luxury fashion brands, fashion media, and Internet service provider.

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현대회화에서의 형태와 물질 -Digital Transfiguration에 관한 연구- (Digital painting: Image transfonnation, simulation, heterologie and transfonnation)

  • 정숙영
    • 조형예술학연구
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    • 제10권
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    • pp.161-181
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    • 2006
  • The words which appeared in my theoretical study and work are image transformation to digital painting, simulation, heterologie and transfiguration, etc. Firstly, let's look into 'digital era' or 'new media era'. Nowadays, the image world including painting within the rapid social and cultural change, which is called as digital era, is having the dramatic change. Together with the development of scientific technology, large number of events which was deemed to be impossible is happening as real in image world Moreover, these changes in image world is greatly influencing to our life. The word which compresses this change of image world and shows is 'digital'. Digit, which means fingers in Latin, indicates separately changing signal, and to be more narrow, it indicates the continual signal of '0' and ' 1' in computer. The opposite word is 'analogue'. As analogue is the word meaning 'infer' or 'similarity', it indicates the signal or form which continuously changes along the series of time when it is compared to digital. Instead of analogue, digital is embossed as a major ruler along the whole area of our current culture. In whole culture and art area, and in whole generalscience, digital is appearing as it has the modernism and importance. The prefix, 'digital', e.g. digital media, digital culture, digital design, digital philosophy, etc, is treated as the synonym of modernism and something new. This advent of digital results the innovative change to the image world, creates the new beauty experience which we could not experience before, and forecasts the formation of advanced art and expansion of creative area. Various intellectual activities using computer is developing the whole world with making the infrastructure. Computer in painting work immediately accomplishes the idea of painters, takes part in simulation work, contingency such as abrupt reversal, extraction, twisting, shaking, obscureness, overlapping, etc, and timing to stimulate the creativity of painters, and provides digital formative language which enables new visual experience to the audience. When the change of digital era, the image appeared in my work is shown in 'transfiguration' like drawing. The word, 'transfiguration' does not indicate the completed and fixed real substance but indicate endlessly moving and floating shape. Thus, this concept is opposite to the substantial consideration, so that various concepts which is able to replace this in accordance with the similar cases are also exist such as change, deterioration, mutation, deformity of appearance and morphing which is frequently used in computer as a technical word. These concepts are not clearly classified, and variably and complicatedly related. Transfiguration basically means the denial of "objectivity' and '(continual) stagnation' or deviation from those. This phenomenon is appeared through the all art schools of art ever since the realism is denied in the 19th century. It is called as 'deformation' in case of expressionism, futurism, cubism, etc, in the beginning of the century, which its former indication is mostly preserved within the process of structural deviation and which has the realistic limit which should be preserved. On the contrary, dramatic transfiguration which has been showing in the modern era through surrealism is different in the point that dramatic transfiguration tends to show the deterioration and deviation rather than the preservation of indicated object. From this point, transfiguration coming out from morphing using computer deteriorates and hides the reality and furthermore, it replaces the 'reality'. Moreover, transfiguration is closely approached to the world of fake or 'imaginary' simulation world of Baudrillard. According to Baudrillard, the image hides and deteriorates the reality, and furthermore, expresses 'not existing' to 'imaginary' under the name of transfiguration. Certain reality, that is, image which is absent from the reality is created and overflowed, so that it finally replaces the reality. This is simulation as it is said by Baudrillard. In turn, Georges Bataille discusses about the image which is produced by digital technology in terms of heterologie. Image of heterologie is the visual signal which is established with the media. Image of media is to have the continuous characteristics of produce, extinction, and transformation, and its clear boundary between images becomes meaningless. The meaning of composition, excess, violation, etc of digital image is explained to heterological study or heteologie suggested as important meaning of Georges Bataille who is a heretic philosopher. As the form and image of mutation shows the shape in accordance with mechanical production, heterologie is introduced as very low materialism (or bas materialisme), in this theory. Heterologie as low materialism which is gradually changing is developing as a different concept and analysis because of the change of time in the late 20s century beside high or low meaning. Including my image, all images non-standardizes and transforms the code. However, reappearance and non-standardization of this code does not seem to be simple. The problem of transformation caused by transfiguration which appears in my digital drawing painting, simulation, heterologie, etc, are the continual problems. Moreover, the subject such as existence of human being, distance from the real life, politics and social problems are being extended to actual research and various expressing work. Especially, individual image world is established by digital painting transfiguration technique, and its change and review start to have the durability. The consciousness of observers who look at the image is changing the subject. Together with theoretical research, researchers are to establish the first step to approach to various image change of digital era painting through transfiguration technique using our realistic and historical image.

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