○ Journal of Digital Media & Culture Technology
Publisher : Next-generation Convergence Information Services Society
○ 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
Exploring Creative Expression in Neo-Pop Art through SCAMPER Techniques
Abstract : This paper examines neo-pop art through the SCAMPER technique, a creative thinking method, to analyze how pop art influenced the expression of creativity and exploring the potential applications of this approach. Creativity is defined as the ability to produce something new, original, and valuable by analyzingdiverse perspectives and experimenting with novel ideas. Neo-pop art builds upon the foundations of traditional pop art while merging elements of popular culture and commerce to convey social messages, thus crafting a new visual language suited for the digital age. This study analyzes how the seven elements of the SCAMPER technique are employed in neo-pop art through the works of various artists. These elements were used to reinterpret popular imagery and express social and cultural themes in innovative ways. Neo-pop art has demonstrated how creative thinking and the SCAMPER technique can transcend conventional norms, eventually in original and impactful artistic expressions. The findings of this study highlight the effectiveness of the SCAMPER technique in fostering creative thinking and suggest its broader applicability within contemporary art practices.
Keyword : creativity, creative thinking methods, scamper, Neo Pop Art
http://dx.doi.org/10.29056/jdmct.2024.12.01
Exploring User Engagement in AR Games: Healthy Pleasures and Remote Interactions in Pikmin Bloom
Abstract : The modern gaming industry has evolved beyond entertainment and has become a platform for emotional satisfaction and social connection. It also sets new lifestyle trends through user-centered experience design. This study examines how Healthy Pleasure and contactless interactions influence user experience and game engagement with focus on Pikmin Bloom as a case study. News and community data were collectedNovember 2021 to October 2024 and analyzed through word frequency analysis and TF-IDF to identify key design success factors and user experience characteristics. The results show that Pikmin Bloom successfully integrates physical activity with digital social interactions, which significantly contributed to user engagement and the formation of a dedicated fandom. News data highlighted the effective use of augmented reality (AR) technology to promote physical activity and well-being. Meanwhile, community data revealed user experiences and emotional responses that fostered sustained connection and engagement. These findings emphasize the importance of adaptive mechanics, dynamic goal setting, cross-platform integration, and personalized content delivery to design games that blend healthy pleasures with contactless interactions.
Keyword : Healthy Pleasures, Non-Face-to-Face Interaction, Augmented reality gaming, User engagement, Pikmin Bloom
http://dx.doi.org/10.29056/jdmct.2024.12.02
Abstract : The purpose of this study is to explore ways to implement gamification strategies in university library services. As a direction for library service design, gamification strategies can create an interactive experience between the library and its users, providing a sense of spiritual pleasure. By integrating gamification into library services, readers can enjoy a better experience when using library services and engaging with their learning environment. The study first reviews theories on gamification strategies in service design. Then, it conducts a case study to identify gamification strategies used in university library services in Europe, America, and China, as well as the current state of gamification models in these services. Based on the basic conditions of the Wuhan University of Technology Library, the study proposes gamification incentive strategies, gamification team strategies, and gamification sustainability and engagement strategies. Design teams then develop gamification library services that connect game elements to students' real-life learning activities. By applying gamification mechanisms to library services, the study suggests that user engagement, retention, and loyalty in university libraries can be effectively increased, while also promoting social interaction and communication.
Keyword : gamification strategies, library service design, Chinese campuses
http://dx.doi.org/10.29056/jdmct.2024.12.03
AI-Powered Digital Healthcare: A Case Study on BodyCodi's Business Model
Abstract : The rapid expansion of the digital healthcare industry, driven by advancements in artificial intelligence (AI) and mobile technology, has transformed traditional approaches to fitness and health management. This study examines the business model of BodyCodi, a pioneering platform that integrates cloud-based solutions, AI-powered dietary management, and operational tools to digitalize fitness center management. Using the Business Model Canvas framework, the study analyzes BodyCodi's customer segments, value propositions, revenue streams, and other key components. The study highlights how BodyCodi addresses inefficiencies in traditional fitness operations by leveraging innovative technology and strategic partnerships to enhance customer engagement and operational efficiency. Furthermore, the paper explores the implications of BodyCodi's approach in the broader context of digital healthcare and provides strategic recommendations for integrating wearable devices to deliver personalized health solutions. This study contributes to understanding how digital platforms can drive innovation in healthcare and proposes directions for future studies, including comparative analyses and empirical investigations into user experiences.
Keyword : Mobile digital healthcare, AI technology, Bodycodi, Business model
http://dx.doi.org/10.29056/jdmct.2024.12.04
Abstract : This research investigates the influence of color on way-finding systems, particularly within the context of the Seoul Metro. Way-finding is a crucial element of urban navigation, relying on effective visual communication to enable efficient movement through intricate environments. This study employs a mixed-methods approach, combining qualitative analysis of the Seoul Metro's signage system with quantitative survey data collected75 regular metro usersvarious cultural backgrounds. The results emphasize the importance of consistent, high-contrast color-coded signage in improving visibility, minimizing cognitive load, and facilitating intuitive navigation. Examples include yellow exit signs and line-specific color codes, which demonstrate how color contributes to seamless way-finding and lowers user stress levels. These findings provide valuable insights for urban planners and designers seeking to enhance accessibility and user experience in public transportation systems.
Keyword : Way-finding, Signage Systems, Visual Communication, Signage Design, Color-coded signage, colors in way-finding, intuitive navigation
http://dx.doi.org/10.29056/jdmct.2024.12.05
Abstract : Digital games are a widespread form of entertainment and cultural expression that engage millions of people worldwide and significantly influence cultural and social dynamics. In this context, there has been a growing trend of embedding advertisements, ideologies, and messages into cultural media, including games, movies, comics, and anime. This paper examines the subliminal effects of such practices and explores their connection to the 1942 series of shooter games that were released in the 1980s. It investigates how visual elements and repetitive stimuli in these games influence players’ subconscious perceptions and explores the application of similar techniques in other cultural media. The study highlights cases in the United States, Japan, and China where subliminal priming has been used to reinforce national images and brands while demonstrating how these methods contribute to enhancing soft power through cultural content. The findings highlight the potential long-term impact of subliminal priming on individuals’ perceptions and behaviors. They also emphasize the need for future research to distinguish between its ethical and malicious applications. By proposing a theoretical framework for its positive use, this paper aims to support the development of cultural content that fosters ethical and constructive influence globally.
Keyword : Subliminal, Priming, Game, Cultural Content, 1942 Series
http://dx.doi.org/10.29056/jdmct.2024.12.06
Unreal Engine Meets Computer Vision: Technological Evolution and Trends
Abstract : This study examines the integration of Unreal Engine with computer vision technologies and emphasizes its evolutiona game engine into a platform that supports synthetic data generation and real-time simulation. Tools such as UnrealCV, CARLA, and OmniSCV have advanced the automation and efficiency of high-quality synthetic data generation, which has been applied to areas such as autonomous driving, robotic vision, and smart city planning. This study provides a structured analysis of the technological progression of Unreal Engine and emphasizes its applicability in diverse research and industrial contexts. Unreal Engine's customizable environments and advanced rendering capabilities help to overcome challenges in real-world data collection while they enable cost-effective and scalable solutions. This study can expand to make a comparison with other game engines and performance evaluations between synthetic and real-world data.
Keyword : Unreal Engine, Computer Vision, Game Engine, Synthetic Data, Real-Time Simulation
http://dx.doi.org/10.29056/jdmct.2024.12.07
Enhancing the Scalability of LED Control Systems through Virtual Reality Technology Integration
Abstract : This study aims to develop a VR technology-based LED control interface. The ive of the study is to provide an intuitive user experience and improve efficiency in smart home lighting environments. For this, it designed an algorithm and interface to control LED lighting installations utilizing VR technology. VR technology was utilized to allow users to intuitively control LEDs in a virtual reality space, and a spatial coordinate-based input method was used to enable more precise control. It also implemented pulse width modulation (PWM) technology to control LED color temperature and brightness. This enables real-time control and synchronization of LED installations, and the system is designed to allow multiple users to share and visualize control data on a network basis. By establishing a multi-participatory LED control environment, this study presented various application possibilities such as media art, education, and experiential content. It also added vibration feedback to user input to enhance immersion, and optimized the algorithm to prevent data loss and ensure real-time operation. This study expects to make an innovative contribution to the development of smart home lighting systems and extended reality content.
Keyword : VR, LED Control, Smart Lighting, Multi-User Synchronization, Intuitive Interface
http://dx.doi.org/10.29056/jdmct.2024.12.08
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