JDMCT 제 4권 1호

○ Journal of Digital Media Culture Technology

ISSN(P) : 2983-0664
ISSN(E) : 2983-0850

Publisher : Next-generation Convergence Information Services Society 

 
○ Aim & Scope

In the global era, integrated services that combine cross-border humanities, arts, and technology have been widely adopted for the advancement of the future industry and economy. Various technological elements in the fields of arts and humanities have been converged and elements of new media and art have been incorporated to advance technologies.

The “Journal of Digital Media & Culture Technology” publishes original research papers in convergence that forms the basis of the ubiquitous era by fusing research in the fields of arts, humanities, design, and architecture with the diversity and application of content. The Journal’s special interest lies in both theoretical and practical research contributions presenting new techniques, concepts analysis, reports on experiences and experiments of implementation and application of theories, and tutorials on new technologies and platform trends.

  - Art culture contents areas (culture, photography, production, purity, space, etc.)
  - Humanities culture content areas (linguistics, history, literature, etc.) 
  - Design culture content areas (advertisement, visualization, production, etc.)
  - IT and multimedia culture content areas (games, media, video, images, animation, etc.)
  - Architecture culture content areas (interior, exterior, etc.)
  - Other new media culture area


The Journal promotes domestic and international research and scholarly activities and contributes to the development of learning through the integration of fields including arts, humanities, design, media, life sciences, architecture, games, and new media culture, in cooperation with industry, academia, and research institutes.
 

 Editorial Board 

  ◆  Editors-in-Chief 
        JungYoon Kim, Gachon University, Korea

 

  ◆  Editors    

        DongJo Kim, Sunchon National University 

        SangHun Nam, Changwon National University 

        Yangmi Lim, Duksung Women's University 

        Chang Choi, Gachon University, Korea

        Won-Hyoung Lee, Chung-Ang University 

        Eun Joung Kim, Kyungil University, Korea

        Yong Sung Kim, Chonbuk National University
        Sung-Jong Eun, National IT Industry Promotion Agency

Journal Archive

1

A Study of Analyzing the Challenges and Prospects of Artificial Intelligence Development and its Impact on Copyright Law in the Digital Age

Maryam Waris, Seung In Kim | JDMCT 4(1) 1-12

Abstract : Artificial Intelligence (AI) advancements stir the copyright world, especially when only people are considered creative enough for copyright. This study looks at how AI impacts copyright law - positive and negative. As AI gets better at making original work, knowing who owns itcreated it gets tricky. Assigning copyright to AI made work creates big roadblocks and affects artists, content users, and copyright owners. Furthermore, the idea of ‘human creativity’, a basic in copyright law, may need to change. While there are hurdles, there are also pluses. AI could help in copyright law by creating systems that properly identify and give permission for content use. This paper looks at the mix of AI and copyright law, ending with suggestions for policymakers, lawmakers, and legal pros to wade through changing copyright rules in our fast paced world.

Keyword : Artificial Intelligence, Copyright, Intellectual Property Rights, Challenges, Digital age

http://dx.doi.org/10.29056/jdmct.2024.06.01

       
2

Emerging Market Dynamics: Exploring the Convergence of Human Psychology and Digital Technology in Mindtech Services

Jaebum Jung, Donjeoung Kim, Sijeong Woo, Yeowon Kim, Hyunseung Choi | JDMCT 4(1) 13-26

Abstract : This paper explores the emerging trends in remote counseling services, also known as ‘Mind Tech,’ which integrate human psychology and digital technology. It examines the market dynamics, technological advancements, and the potential of Mind Tech in measuring and enhancing human cognitive and emotional abilities. The study reveals a significant increase in demand for non-face-to-face counseling, with various platforms and applications offering psychological counseling, emotional support, and mental health interventions. These services leverage natural language processing, chatbots, and other AI-powered technologies to provide personalized and cost-effective solutions. The global cognitive assessment and training market is projected to experience substantial growth, driven by the increasing demand for digital health and mental health services. However, challenges remain in automating data collection, analysis, and standardization processes to facilitate the creation of robust psychological datasets.

Keyword : mind tech, digital technology, psychology, market trends, challenges

http://dx.doi.org/10.29056/jdmct.2024.06.02

       
3

Naver Webtoon's Strategic Path: Balancing IP Expansion and AI Integration

Injung Park, Kangmin Kim, Yejun Park, Taeseong Jo, Dongsup Yun, Joohee Han | JDMCT 4(1) 27-36

Abstract : Webtoon industry plays an important role in the expansion of intellectual property (IP) under intensifying OTT(Over the Top) media service competition. As many dramas based on webtoons are creating success stories, the popularity of webtoons, which has proven marketability and is easy to film, is growing. This study investigated to derive strategic implications for the Korean webtoon service platform by analyzing the environment and strategies of Naver Webtoon. In particular, Naver Webtoon has to consider writer protection as a top priority when introducing the latest technology and establish clear guidelines and regulations regarding the use of Artificial Intelligence (AI) technology. In addition, a strategy of utilizing webtoon IP in a variety of ways must be maintained, and a cautious approach that takes into account artist protection and consumer response is needed when introducing AI technology.

Keyword : webtoon industry, intellectual property, Naver Webtoon, strategy, AI technology

http://dx.doi.org/10.29056/jdmct.2024.06.03

       
4

Analysis of the TikTok Sound Branding Influence on the User

Karine Markarova, Seung In Kim | JDMCT 4(1) 37-47

Abstract : This study explores the impact of sound branding on TikTok, particularly how it affects user engagement, brand perception, business growth, product promotion, user satisfaction, mood, and retention rates. It highlights that TikTok's sound branding significantly enhances user interaction and strengthens the bond between brands and customers through auditory cues. Additionally, it boosts business growth, aids in product promotion, and elevates user satisfaction and retention. However, the study indicates that for sound branding to effectively increase purchase intent, it must be paired with compelling visuals and content. It also notes that sound branding alone may not be sufficient to encourage users to subscribe to a brandseek out a product featured in an advertisement. This study underscores the importance of integrating sound branding in social media branding strategies and suggests its findings could be applicable in various fields, including advertising, public relations, marketing, psychology, and digital media design. The research calls for a more comprehensive approach to multisensory branding to enrich the user experience.

Keyword : sound branding, audio branding, TikTok sound branding, TikTok, sound influence

http://dx.doi.org/10.29056/jdmct.2024.06.04

       
5

An Analysis of User Experiences with Virtual Reality Head-Mounted Displays in Museum Exhibitions

Yeun-Hee Kim | JDMCT 4(1) 49-59

Abstract : With the rapid technological advancement in modern society, the virtual reality (VR) industry has become increasingly important and in demand, and this change has also brought about changes in museum exhibitions. Wearing a VR HMD (Head-Mounted Display) to view artworks provides visitors with immersion and interactivity. However, there are a number of problems that visitors experience including physical problems such as headaches, dizziness, and simulator sickness, and psychological problems such as disorientation, fear, and anxiety. Research has been conducted to address these issues, but solutions are still lacking. Therefore, this study aims to apply grounded theory, a qualitative research method, to qualitatively analyze the discomfort felt by visitors in museum HMD wearable artworks and propose alternative solutions. To do this, this paper first interviewed visitors who had experience wearing HMDs. All interview transcripts were documented, and a paradigmatic model was constructed through open coding, axial coding, and selective coding. As a result, 61 concepts, 6 superordinate categories, and 11 subcategories were derived. Based on the results of the analysis, this paper conducted a qualitative study on the inconveniences of visitors when creating HMD wear-based works, and it is expected that multidisciplinary research on HMD wear-based works will be conducted based on the results of this study.

Keyword : Virtual reality (VR), HMD, museum, grounded theory, Simulator sickness

http://dx.doi.org/10.29056/jdmct.2024.06.05

       
6

Player-Character Dynamics in Successful Korean Subculture Games in Goddess of Victory: Nikke and Blue Archive

Eun Joung Kim | JDMCT 4(1) 61-72

Abstract : This paper explores the intimate player-character relationships in two highly successful beautiful girl collectible RPGs that transitioneda subculture genre to mainstream popularity. Through a comparative analysis of Goddess of Victory: Nikke and Blue Archive, it investigates how their distinct gameplay mechanics, narrative structures, and contrasting mode of fostering intimacy with beautiful girl characters have contributed to their exceptional success in the Korean game market. While Goddess of Victory: Nikke cultivates an intense, intimate bond between players and characters through a drama-driven, post-apocalyptic storyline centered around a hierarchical commander-trooper dynamic, Blue Archive adopts an omnibus format that establishes a spectator-type relationship that allows players to observe and engage with the individual growth and desires of various characters in an academy setting. The study suggests that differentiating the nature of intimacy between players and characters can be a crucial factor in the success and genre expansion of beautiful girl collectible RPGs in order to cater to diverse player preferences and gameplay experiences.

Keyword : Beautiful Girl Collectable RPG, Girl Character, Intimacy, gameplay experience

http://dx.doi.org/10.29056/jdmct.2024.06.06

       
7

Romancing the Undead: Exploring the Success of Romance in Zombie Films through Warm Bodies

Xue Yao, Dongjo Kim | JDMCT 4(1) 73-81

Abstract : Over time, the zombie film has evolveda horror film, which sought only to give audiences a sense of psychological tension and a sense of horror, to a film that combines action, comedy, sci-fi, romance and other genres to bring audiences constant surprises. Although there are many instances where elements of the romance genre are incorporated into zombie films, such as “One of the two people in love is infected by a zombie, the other one often has to choose whether to kill the other onenot”, these types of romance scenes are constantly played out, but there are very few films that combine romance as the main genre with zombie elements. Warm Bodies was the first to do so, and it received critical acclaim and inspired many later works. This essay will explore the success of the romance genre in relation to the zombie genre by analyzing the characteristics of the characters, music, lines and make-up effects of Warm Bodies.

Keyword : Romance, Thriller, Zombie film, Graft, Humanoid

http://dx.doi.org/10.29056/jdmct.2024.06.07

       
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