JDMCT 제 4권 2호

○ 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

Exploring Creative Expression in Neo-Pop Art through SCAMPER Techniques

Kyung-Sook Jang | JDMCT 4(2) 83-94

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

       
2

Exploring User Engagement in AR Games: Healthy Pleasures and Remote Interactions in Pikmin Bloom

So-Jin Lee, Eun Joung Kim | JDMCT 4(2) 95-106

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

       
3

Exploring Gamification Strategies for Library Service Design in Chinese Campuses: A Case Study of the Library of Wuhan University of Technology

Yuhao Peng, Seung In Kim | JDMCT 4(2) 107-118

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

       
4

AI-Powered Digital Healthcare: A Case Study on BodyCodi's Business Model

Hyeongtaek Cho, Joohee Han | JDMCT 4(2) 119-130

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

       
5

An Analysis of the Impact of Visual Design on Way-finding and Signage: The Role of Colors in Enhancing Cognitive Navigation

Yui Man Suen, Seung In Kim | JDMCT 4(2) 131-146

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

       
6

Subliminal Priming in Cultural Content: Strategic Applications in Digital Games, Films, and National Soft Power

HyungJun Park, Dongjo Kim | JDMCT 4(2) 147-161

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

       
7

Unreal Engine Meets Computer Vision: Technological Evolution and Trends

Jung Eun Yu, Yeun-Hee Kim | JDMCT 4(2) 163-176

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

       
8

Enhancing the Scalability of LED Control Systems through Virtual Reality Technology Integration

Dongjo Kim, Yeun-Hee Kim | JDMCT 4(2) 177-186

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

       
9

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