• 제목/요약/키워드: media technology

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후세인 살라얀의 패션 작품에 나타난 미디어 아트의 표현 특성 (Expressional Characteristics of Media Art in Hussein Chalayan's Fashion Works)

  • 제갈미;나인화;이연희
    • 한국의상디자인학회지
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    • 제10권3호
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    • pp.89-100
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    • 2008
  • This article aims to research and analyze expressional characteristics of media art in Hussein Chalayan's fashion works. Media technology has made rapid progress over every society, in which it enables multi-dimensional communication. Under this social background, media art can use a multiplicity of technologies and go public. Media art had great influences in fashion with the leading designer as Hussein Chalayan. His works has been selected from the 90s up until 2008 focusing on expressional characteristics of media art by a professional group of fashion design. By classifying and analyzing of Hussein Chalayan's fashion works, expressional characteristics of media art displayed from works of the late 90s, and in recent years, the use of various technologies has increased. Expressional characteristics of media art in his works have been re-classified as interactivity, transfonnation, visualization, and transparency. First, interactivity by the wearer's action and emotional change is effective on emotional express, body protection and the causing of interest. Second, transfonnation by the wearer's action, functioning, and emotional change is influenced by convenience, body protection, and causing concern. Third, immateriality in media art is divided into visualization and transparency, and in fashion structural and material characteristics. Visualization by internal luminous source and digital images influences immersion and expression on fantasy images. Fourth, transparency by immaterial characteristics and piled up images affects openness and camouflage. Development of material and technology paves the way for expressional characteristics of media art in fashion. The trend of Hussein Chalayan's works moves towards emotional high-tech design with technology.

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외부활동, 온라인활동, 미디어이용, 미디어정보평가, 가계경제변화가 코로나블루에 미친 영향 (Effects of External Activities, Online Activities, Media Use, Media Information Evaluation and Household Economic Changes on Corona Blue)

  • 오대영
    • 문화기술의 융합
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    • 제9권2호
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    • pp.399-405
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    • 2023
  • 코로나블루 발생 원인을 분석해 우리 사회의 정신건강 증진 방안을 찾아보았다. 여성이 남성보다 코로나블루가 더 심했으며, 연령에 따른 차이는 없었다. 코로나19 이후 외부활동이 줄고, 가계경제는 어려워져 코로나블루가 늘었다. 늘어난 미디어이용량과 부정적인 미디어정보문제는 코로나블루를 증가시켰다. 온라인활동은 코로나블루에 영향을 주지 않았다. 미디어이용으로 증가한 사회문제관심은 미디어이용이 코로나블루에 영향을 주는 과정에서 부분매개효과를 갖고 있었다. 우울증을 줄이기 위해서는 개인의 외부활동을 늘리고, 여성과 경제적 약자의 사회 경제적인 여건을 더 개선하고, 미디어의 재난정보 품질을 높이고, 수용자는 미디어를 적정하게 이용해야 한다고 강조했다.

Social Media Stickiness in the Z Generation: A Study Based on the Uses and Gratifications Theory

  • Saiful Hoque;Md. Alamgir Hossain
    • Journal of Information Science Theory and Practice
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    • 제11권4호
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    • pp.90-108
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    • 2023
  • The purpose of this study is to investigate how uses and gratifications motivations increase social media stickiness, with a special focus on media engagement as a key mediator. Data were gathered via a survey questionnaire from Bangladeshi Z Generation social media users, which was quantitative in nature. For the analysis of 258 survey samples, structural equation modeling methodology was used. The results show that social media engagement and social media stickiness are positively impacted by uses and gratifications motivations such as social interaction, information, convenience, and entertainment. The study also found evidence of a relationship between uses and gratification motivations and social media stickiness, which is also mediated by emotional attachment. Understanding the motivations and gratifications sought by Z Generation users on social media platforms can help design strategies to enhance engagement and loyalty, ultimately leading to improved user retention and platform success. By identifying and addressing the specific needs and desires of the Z Generation, social media platforms can tailor their features, content, and user experiences to foster a stronger sense of connection and satisfaction, resulting in increased user engagement and prolonged usage.

Comparative Study of Virtual Methods Used for Library Service Delivery among Librarians in Southern Nigeria Private Universities

  • Titilayo Comfort Ilesanmi
    • International Journal of Knowledge Content Development & Technology
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    • 제14권1호
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    • pp.33-52
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    • 2024
  • This study examined the virtual methods of service delivery being deployed by librarians in private universities in Nigeria. The objective of the study was to analyse the virtual methods of service delivery among librarians and determine the predominant method used among the librarians. Survey research design was adopted for the study. Total enumeration technique was adopted for the study. A population of 181 librarians from 45 private universities in Southern Nigeria were involved. Data were gathered, analysed and presented using frequency counts, percentages, mean and standard deviation. The study found that librarians used different virtual methods of service delivery. Library website 157 (90%) and e-mail 132 (76.3%) were the prominent electronic media used by librarians while Facebook 59 (34%) and Whatsapp 57 (32.9%) were the predominant social media platforms applied for service delivery by librarians. Electronic media were more used for latest publications arrival, as well as library education and document delivery services while social media were more used for reference services and selective dissemination of information. In conclusion, virtual methods of service delivery were deployed by librarians in private universities for service delivery. In comparing the virtual methods, librarians used more of electronic media than social media to deliver services to their users. Therefore, electronic media were predominantly used than social media, many of the virtual methods were found to be underutilised while recommendations were proffered.

1인 미디어 UCC의 현재와 미래 - UCC의 전반적인 통계를 중심으로 - (A Study on the Present & Future for the One man Media UCC)

  • 서정우;최복희;김치용
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2009년도 추계학술대회
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    • pp.643-646
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    • 2009
  • 시대가 빠르게 변할수록 미디어의 형태와 역할도 발맞춰 바뀌어 가는게 현실이다. 지금 가장 주목 받고 있는 미디어는 바로 1인 미디어 UCC(User Created Contents)라고 해도 과언이 아니다. 각 가정마다 하나의 카메라가 보급이 되고 심지어 일상생활에서 없어서 안 될 휴대폰으로도 영상을 촬영 할 수 있게 되었다. 그러나 여기서 끝나는 게 아니라 이것을 가지고 동영상을 제작할 수 있는 시대가 되었다. 그것이 바로 UCC의 시작이다. 개인의 사생활을 제작할 뿐 만 아니라 기업, 사회, 광고, 엔터테인먼트, 쇼핑몰 등 다양한 곳에서 UCC를 활용하고 있다. 본 논문에서는 위와 같은 시대를 맞아 1인 미디어 UCC의 현재와 미래를 통계학적 관점에서 연구하였다.

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L-System을 이용한 HMD기반 인터렉티브 실감형 미디어 알고리즘 구축 (Construction of HMD-based Interactive Realistic Media Algorithm Using L-System)

  • 임상국
    • 한국멀티미디어학회논문지
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    • 제23권1호
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    • pp.58-66
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    • 2020
  • 5G-based HMD technology grew rapidly in the context of the environment change of convergence technology media and mobile networks in the fourth industrial era. It has also grown into a core technology that transforms our digital visual system. However, there is no research or system that can understand and verify radical visual system changes. Therefore, it is necessary to have an engineering understanding and verification of the diffusion of HMD media imaging devices. Beyond the distinction between virtual and real, research is urgently needed on the new three-dimensional interface of the 21st century through viewer participation. For this reason, research on the algorithm structure of interactive video media using L-System is an essential process and will be a guide to understanding the virtual reality interactive environment.

Estimation of Incoherent Scattered Field by Multiple Scatterers in Random Media

  • Seo, Dong-Wook;Lee, Jae-Ho;Lee, Hyung Soo
    • ETRI Journal
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    • 제38권1호
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    • pp.141-148
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    • 2016
  • This paper proposes a method to estimate directly the incoherent scattered intensity and radar cross section (RCS) from the effective permittivity of a random media. The proposed method is derived from the original concept of incoherent scattering. The incoherent scattered field is expressed as a simple formula. Therefore, to reduce computation time, the proposed method can estimate the incoherent scattered intensity and RCS of a random media. To verify the potential of the proposed method for the desired applications, we conducted a Monte-Carlo analysis using the method of moments; we characterized the accuracy of the proposed method using the normalized mean square error (NMSE). In addition, several medium parameters, such as the density of scatterers and analysis volume, were studied to understand their effect on the scattering characteristics of a random media. The results of the Monte-Carlo analysis show good agreement with those of the proposed method, and the NMSE values of the proposed method and Monte-Carlo analysis are relatively small at less than 0.05.

소프트웨어 정의 방송 제작 워크플로우 (Software Defined Broadcast Production Workflow)

  • 은준호;이재호;김현태;이문식
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송∙미디어공학회 2019년도 하계학술대회
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    • pp.331-333
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    • 2019
  • 최근 4K UHD로 방송환경이 변화함에 따라 방송 제작 시스템도 기존의 SDI 전송에서 IP 전송을 이용한 시스템으로 변화하고 있다. 다양한 국내외 방송사들은 전송 대역폭을 높이고, 비용 효율화를 하고, 특정 벤더에 종속적이지 않고 시스템 유연성을 높이기 위해, 방송 제작 시스템을 IP 기반으로 구축하고 있다. 하지만 IP 기반 방송제작 시스템은 기존의 방송장비 하드웨어의 종속화로 인해 범용성과 확장성을 높이는데 한계가 있다. 본 논문에서는 소프트웨어 정의 방송 제작 워크플로우의 필요성에 대해 기술하고, 관련 공개 표준의 표준화 동향 및 기술 동향에 대해 알아보고, 소프트웨어 정의 방송 제작 워크플로우와 그 세부요소들을 정의하고 향후 연구 과제를 도출한다.

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MPEG-I Immersive Audio 표준화 및 기술 동향 (Standardization of MPEG-I Immersive Audio and Related Technologies)

  • 장대영;강경옥;이용주;유재현;이태진
    • 전자통신동향분석
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    • 제37권3호
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    • pp.52-63
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    • 2022
  • Immersive media, also known as spatial media, has become essential with the decrease in face-to-face activities in the COVID-19 pandemic era. Teleconference, metaverse, and digital twin have been developed with high expectations as immersive media services, and the demand for hyper-realistic media is increasing. Under these circumstances, MPEG-I Immersive Media is being standardized as a technologies of navigable virtual reality, which is expected to be launched in the first half of 2024, and the Audio Group is working to standardize the immersive audio technology. Following this trend, this article introduces the trend in MPEG-I immersive audio standardization. Further, it describes the features of the immersive audio rendering technology, focusing on the structure and function of the RM0 base technology, which was chosen after evaluating all the technologies proposed in the January 2022 "MPEG Audio Meeting."

클라우드-IP 기반의 방송 미디어 제작 기술 동향 (Cloud-IP based Broadcasting Media Production Technology)

  • 오혜주;이재영;김순철;최동준
    • 전자통신동향분석
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    • 제37권6호
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    • pp.64-73
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    • 2022
  • This document describes the technologies related to internet protocol (IP)-based media production systems. As high-capacity, high-quality data transmission increases, broadcast production platforms are shifting to IP. The IP-based production system uses the network by sharing resources and is easy to control centrally. It also facilitates software-based cloud production. A cloud IP-based media production platform can work regardless of dedicated hardware and can easily collaborate. Associations and industrial groups have created common standards related to production, and manufacturers are developing solutions with their technologies based on their product competitiveness. This study investigates the open standard technologies used for IP-based media production and technology trends in the ProAV industry and describes the production in the cloud environment and cloud AI-based production technology trends.