• 제목/요약/키워드: post digital generation

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포스트디지털 세대의 교복 디자인 개발 (The Development of School Uniform Design for the Post-digital Generation)

  • 문지현;나현신
    • 한국의류산업학회지
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    • 제14권5호
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    • pp.758-765
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    • 2012
  • As the 21st century is the post-digital era, a mix of the hard digital and the soft analog realm, the school uniform designs for the post-digital generation need to be changed within this paradigm shift. Thus, this study is conducted with the purpose of developing the school uniform design that reflects aesthetic value and sensitivity of the post-digital generation. The definition and background of the post-digital generation is reviewed and the values of this generation are drawn based on the theoretical research. Also, through the survey of 205 high school girls in Seoul, the purchase, wear & fit, and suggestions for improvement of present school uniforms are investigated. Based on the studies above, the guidelines for designing school uniforms for the post-digital generation are established and the products are developed.

디지털 매체를 활용한 일러스트레이션 교육 방안에 관한 연구 (A Study on Instructional Methods for Illustration Using Digital Media)

  • 윤은재
    • 복식
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    • 제64권6호
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    • pp.120-130
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    • 2014
  • The present study aimed to find out the most effective instructional method for illustration to aid the $21^{st}$-century post digital generation learners in their education. Although the literature discusses government-led enactment and revision of educational policy and curriculums and research reports by the Ministry of Education and other government agencies as well as many other research articles deal with futuristic instructional methods, the instructional methods in practice have not fully changed yet. Illustration is a means of visual communication and a subject that best represent 'expressionism' and 'speed' of the post digital generation. The present study exemplifies instructional methods to establish the need for lesson plans that best suit individuality of students and for re-training instructors. Also, the feedback process with students proved that the post digital generation learned Photoshop quickly and improved creativity via image synthesis even in short-term instructions. The present findings can be possibly used as reference data for instructional methods for illustration using digital media that best suits learners of the post digital generation. This being said, further studies should delve into specific instructional methods.

포스트 디지털 시대의 Tech Fatale 유형에 나타난 패션 조형특성과 내적 의미 - 휴대전화 광고의 여성모델을 중심으로 - (The Fashion Formative Characteristics and Meanings in the Tech Fatale Types of the Post Digital Generation - Focusing on the Female Models of the Mobile Advertisements -)

  • 김하림;권기영;이선희
    • 한국의류산업학회지
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    • 제10권5호
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    • pp.721-730
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    • 2008
  • The purpose of this study is to analyze the tech fatale fashion image in female models of mobile advertisements and to find the fashion characteristics. The tech fatale emerging as new culture code is a compound word of the femme fatale and technology. It is characteristics of the femme fatale, the post digital culture and the female leadership. The findings of the study were as follows : The tech fatale types were the independence, the transformation and the tradition. The independence was a self expression, appealed to visual image, was showed the coating fabric, denim, space look and street fashion and reflected the creativeness and digital generation. The transformation appealed to sexuality and was showed luster fabric, exposure, body-conscious, glam look. The voluptuous beauty represented the pride of the post digital generation. The tradition appealed to emotion and was showed pale color, simple line, soft texture fabric and a feminine Image. The meanings of tech fatale were the imagination, the public, the duality, the game, the purity and the recurrence. The formative characteristics reflect the mind of post digital generation who is against authority and pursues the human being worth such as the identity establishment and the pure emotion.

포스트 디지털 시대의 퍼놀로지 패션 디자인에 관한 연구 - 내적 의미와 외적 표현을 중심으로 - (A Study on the Funology of Fashion Design in the Post-digital Age - With a Focus on Internal Meanings and External Expressions -)

  • 나현신
    • 복식
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    • 제58권4호
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    • pp.47-57
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    • 2008
  • Funology is a compound word with fun and technology which means the products or activity carrying fun and technology at the same time. This is one of the key words that can explain the culture of post-digital generation amongst the post-digital age. The purpose of this study was to provide the creative ideas to develop the fashion designs showing funology concept for the 21st century. As a background of funology trend, general ideas about the post-digital age and the post-digital generation were reviewed. First, funology designs among the industrial products and the funology concepts in the advertisement were examined. And the ways of expression and the meanings of funology fashion designs were extracted by analyzing funology fashion between 2000 S/S and 2008 F/W. The external expression ways of funology fashion in the post-digital age were as follows: parody of popular images, inharmony by the exaggeration or transformation, trompe l'oeil, mixture of the styles shown in the children's wear and the objects of children, patterns with childlike or animation characters, and the graffiti art. The internal meanings contained in the funology fashion were 1) fantasm showing surrealistic funology that was based on the people's pursue of fantasy free from the everyday's severe routine 2) memorism showing nostalgic funology that was based on the pursue of vanishing fear of reality and going back to the childhood. To sum up, fashions showing funology were expressed in various ways in the post-digital age. This will provide the great inspirations for creating the new coming fashions and efficient healing contents for the cold-hearted emotions of nowaday's people.

포스트 디지털 세대에 대한 교육목회 유형 (Types of Educational Ministry for The Post Digital Generation)

  • 이원일
    • 기독교교육논총
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    • 제70권
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    • pp.11-35
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    • 2022
  • 본 연구의 목적은 기독교교육학의 실천신학적 접근에 대한 연구로서 실천신학적 접근의 유형에 따른 아홉 가지 교육목회 유형을 제시하는데 있다. 이를 위해 사역의 현장으로서 교회, 사회 이외에 개인적 자아의 차원과 사역을 강조하고자 하며, 이미 논의된 철학적이며 신학적 관점에서의 개인적 실존적 차원, 발달심리학적 관점에서의 삶의 주기 신학의 차원 이외에 사회문화적 차원에서 포스트 디지털 시대가 주는 함의에 기초하고자 한다. 포스트 디지털 시대는 디지털의 인간화로 말미암는 친인간적 디지털 문화를 의미하며, 따뜻한 디지털 문화를 특징으로 하는 시대를 말한다. 이와 연관된 세대를 포스트 디지털 세대라고 한다. 포스트 디지털 세대를 위한 교육목회는 기존의 교회적 차원 및 사회적 차원과 함께 개인적 차원을 포함한다. 세 가지의 교육목회 현장에 대해 간학문적 특성에 따라 비판적 과학적 방법, 비판적 고백적 방법, 비판적 상관 관계적 방법 등으로 아홉 가지의 교육목회 유형이 분류된다. 아홉 가지의 교육목회 유형들에 따른 포스트 디지털 세대가 함양해야 할 대표적인 핵심역량들은 미디어 리터러시, 관계적 정체성, 의사소통, 하이터치, 제자로서의 삶, 매체활용, 통합적 소명, 협업능력, 그리고 다문화 가정 아동 및 청소년의 사회적 회복탄력성 등이다. 포스트 디지털 시대에 포스트 디지털 세대를 위한 교육목회는 역량들에 대한 함양을 필요로 한다.

포스트 디지털 세대의 라이프스타일에 따른 패션행동 및 화장행동과의 관계 (A Study on Fashion Behavior and Make-up Behavior in terms of the Lifestyle of Post Digital Generation)

  • 정윤희;유태순
    • 한국의류산업학회지
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    • 제10권4호
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    • pp.526-536
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    • 2008
  • This study is to analyze and examine the relations of lifestyle, fashion behavior, and make-up behavior of post digital generation and to provide the basic data which help to establish and perform the distinctive marketing strategies targeting the post digital generation. Subjects were 1,460 male and female undergraduates who attend colleges or universities in Seoul, Busan, and Daegu. Average, standard deviation, MANOVA, and ANOVA were conducted using SPSS 12.0 statistic program. The results were as follows: The higher points the group got in all the subfactors regarding information seeking pursuit and sensation intention fascination pursuit, the higher points the group had in the subfactors of fashion behavior and make-up behavior. The group with higher fashionenjoyment pursuit appeared to seek after more brand price choice behavior, internet shopping purchasing behavior, fashion information source seeking behavior, and impulse buying behavior in the subfactors of fashion behavior as well as more self-satisfaction appearance orientation and fashion information buying orientation in the subfactors of make-up behavior. With the group in pursuit of more multi activities, not only were brand price choice behavior and fashion information source seeking behavior in the subfactors of fashion behavior sought after more, but self-satisfaction appearance orientation and fashion information buying orientation in the subfactors of make-up behavior were pursued more as well. The more interpersonal relations the group had, the more self-satisfaction appearance orientation and fashion information buying orientation in the subfactors of make-up behavior as well as the more brand price choice behavior, fashion information source seeking behavior, impulse buying behavior, other-regarding behavior and independent buying behavior in the subfactors of fashion behavior the group had.

패션을 중심으로 한 온라인 게임과 대중 스타와의 상관관계 (Correlation between On-line Game and Popular Stars - Focused on Fashion -)

  • 손이정;이인성
    • 한국의류산업학회지
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    • 제10권6호
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    • pp.811-821
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    • 2008
  • This study examined on the most noticeable game industry in a digital era, and on the definition and feature of post-digital generation enjoying it, along with the relations with the game. Especially, this paper examined correlations between game characters' fashion and pop singers' fashion targeting post-digital generation enjoying games. As the result of this study, on-line game's popularity affected popular culture and game business and popular stars have close interrelation. In addition, through variosus objective surveys, the game characters' fashion was classified into five images before being analyzed; fighter's image, retro image, surreal image, sensual image, and unisexual image. The game characters' fashion wasn't only analyzed also studied correlation between on-line game character's fashion and pop singers' fashion by five images. Consequently in case of game characters' fashion, it influenced on pop singers' fashion targeting teens and twenties enjoying games, which meant fashion connections between game characters and pop singers.

DVB-RCS Next Generation을 위한 Third-dimension Turbo Code 분석 (Analysis Third-dimension Turbo Code for DVB-RCS Next Generation)

  • 박태두;김민혁;정지원
    • 한국정보통신학회논문지
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    • 제15권2호
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    • pp.279-285
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    • 2011
  • 차세대 무선통신에서는 현재 서비스 되고 있는 성능보다 높은 BER(Bit Error Rate)의 성능을 요구한다. 기존의 DVB-RCS(Digital Video Broadcasting - Return Channel via Satellite)에서 사용중인 이진 터보 코드(Double binary Turbo code)는 높은 SNR(에서 오류마루 현상이 발생하여 차세대 무선통신에서 사용하기가 어려움이 있다. 따라서 본 논문에서는 DVB-RCS NG에 적합한 부호화 방식으로 3D-터보 코드(Tthird-dimension Turbo code)의 부복호화기의 구조를 분석하고 성능분석 하였다. 3D-터보 코드는 기존의 DVB-RCS 방식에 rate-1인 post-encoder를 첨가시켜 오류마루 현상을 보완한 부호화기이다. 3D-터보 코드는 post-encoder의 형태, 인터리빙 기법, ${\lambda}$값의 변화에 따라 성능이 달라지므로 본 논문에서는 각 파라메타에 대한 최적의 값을 제시하였다. 전체적으로 3D-터보 코드가 기존의 DVB-RCS 터보 코드에 비해 성능이 우수하고 기존의 문제점인 오류마루 현상을 해결할 수 있음을 알 수 있다.

포스트-인터넷 아트에서의 이미지 특징과 예술적 적용에 관한 연구 (A Study on the Characteristics and Artistic Application of the Image in Post-Internet Art)

  • 노아영;이정은
    • 문화기술의 융합
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    • 제6권4호
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    • pp.347-357
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    • 2020
  • 본 연구는 '포스트-인터넷 아트'라는 맥락에 기초하여 네트워크를 매개로 한 이미지의 실체에 대해 알아보고, 작품 이미지 안에서의 적용 사례를 분류·분석하는데 연구의 목적이 있다. 웹2.0의 배경과 확장된 디지털·네트워크 환경을 포괄하는 포스트-인터넷 아트에서 이미지는, 고정된 형태를 넘어 다양한 포맷으로 변형·재매개되는 성격을 지닌다. 특히 디지털상에서 저화질로 복제·다운로드·재편집되는 이미지를 히토슈타이얼은 '빈곤한 이미지'라 명명하였으며, 디지털 네이티브 세대인 젊은 작가들은 변화된 네트워크 환경을 포착·재맥락화하고, 다양한 이미지로서 묘사한다. 이러한 맥락에서 포스트-인터넷 아트에서의 이미지 적용을 SNS, 운영체제, 웹사이트에서 발견한 이미지를 수집 후 재구성한 '질료로서 수집된 이미지', 편집프로그램을 통해 새롭게 가공·재맥락화한 '작업에서 가공되는 이미지', 디지털 사회의 단면을 가상과 실재가 결합된 영상·이미지로 나타낸 '혼합된 디지털-현실 이미지'로 분류·분석 할 수 있다.

웨어러블 테크놀로지를 기반으로 한 스마트 재킷디자인 연구 (A Study on the Smart Jacket Design Based on the Concept of Wearable Technology)

  • 김유경
    • 한국의상디자인학회지
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    • 제9권1호
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    • pp.149-159
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    • 2007
  • With the help of the cooperative efforts made in the interdisciplinary studies among the different fields of computers, textiles and computer in the modem society based on knowledge-information, Smart Clothing, which is the combination of wearable Technology and clothing has been drawn. This study is to inspect the design of Smart school uniform, which if based on Wearable Technology, to meet the need for the PDG(Post Digital Generation) who want to require rapid and the convenient information. This study is aimed to quest for the direction of study in Wearable Technology through theoretical studies made in the field the Computer information communications Engineering, seminars in the field of Smart Textile and documentary study. In addition to them, this study is to search for the value for the school uniform in the PDG who are a group of potential consumers for the Smart Clothing, the environment in digitalized life and the need for the Wearable Technology. Based on this research, the concept of design reflecting the need for the characteristic and functions in the PDG was drawn and Design Prototype of Smart Jacket on the base of Wearable Technology was presented.

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