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○ 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
Abstract : The rise of the creator economy accelerated by digital transformation has expanded the role of individual creators and enabled new production practices through generative artificial intelligence (AI) tools. Despite growing adoption, empirical studies examining audience responses to AI-assisted content remain limited. This study investigates audience responses to a YouTube video produced using the AI music-generation tool Suno: ‘Dokdo is Korean Territory - AI Music (Hip-hop Version)’, which achieved 915,664 views and a 99.5% positive reaction rate. Employing a mixed-methods approach, the study analyzes platform metrics along with text-mining and sentiment analysis of 2,539 comments. Results demonstrate highly positive audience responses, strong focus on message value rather than technological novelty, and trust facilitated through transparent disclosure of AI usage. The findings extend the Technology Acceptance Model and authenticity theory to offer practical guidance for message-centered and transparency-driven AI content strategies.
Keyword : Creator Economy, AI Tools, Audience Response, Technology Acceptance Model, Authenticity
http://dx.doi.org/10.29056/jdmct.2025.12.01
Abstract : In the rapidly changing era of the Fourth Industrial Revolution, the field of taxation and accounting demands practical convergence competencies that go beyond simple knowledge acquisition to actively utilize generative AI and digital tools. Therefore, this study aims to accelerate the digital transformation of tax and accounting education by proposing a convergence instructional model that integrates generative AI and digital design tools as a teaching strategy to foster practice-oriented professionals. To this end, the study analyzed recent Edutech trends through a literature review and developed the ‘AI-Design Tool Convergence 5-Step PBL Instructional Model’, which was conceptually designed based on systematic instructional design principles and expert consultation. Rather than empirically testing the model in classroom settings, its practical applicability was examined through scenario-based validation including the development of concrete guidelines and major-related project scenarios such as the production of comprehensive income tax refund promotional content. This study holds academic and educational significance as it moves beyond traditional theory-centered tax accounting education and presents a conceptually grounded and practice-oriented instructional framework capable of cultivating learners' digital literacy and creative problem-solving skills.
Keyword : Generative AI, Digital Design Tools, Tax Accounting Education, PBL, Digital Literacy
http://dx.doi.org/10.29056/jdmct.2025.12.02
Digital Biomorphism and the Visualization of Microscopic Life Forms in Media Art
Abstract : Traditional biomorphic art, which remained confined to imitating static physical properties, is now entering a new artistic phase through its integration with digital technology, undergoing continuous generation and transformation. This study explores how digital media technologies reconfigure biomorphic art by visualizing the organic rhythms of microscopic life forms that are otherwise imperceptible to the human eye. Centering its inquiry on Kim Dong-jo's exhibition <The Potential Virtual Space of Small Organisms>, this study examines how the movement patterns of butterflies and ants are translated into digital data and reconstructed through generative algorithms and transmedia environments. The analysis demonstrates that digital biomorphism moves beyond static imitation of natural forms toward the simulation of generative principles such as variability, interaction, and vitality. Through case analysis, the study shows how virtual space enables microscopic life phenomena to expand into immersive ecosystems that engage audiences as participatory agents rather than passive viewers. These findings suggest that digital technology functions not merely as a representational tool but as an aesthetic medium that extends the ontological scope of life.
Keyword : Biomorphic, microscopic lifeforms, digital visualization, vitality, media art
http://dx.doi.org/10.29056/jdmct.2025.12.03
Abstract : The rapid proliferation of short-form content has shifted contemporary video consumptiona narrative-centered mode to a sensory- and affect-oriented paradigm. Central to this transformation is the loop structure in short-form animation, which operates in close alignment with platform-specific technological environments and algorithmic logics. Rather than functioning as simple repetition, the infinite loop emerges as a strategic aesthetic form produced through the convergence of algorithmic efficiency and post-continuity visual culture. By suspending narrative resolution, loop-based animation reduces the cognitive burden of interpretation and instead generates psychological immersion and affective resonance through rhythmic audiovisual repetition. This study positions short-form animation not merely as lightweight entertainment, but as an emergent media form that actively organizes perception, affect, and sensibility in the digital age.
Keyword : Sensory Spatial Experience, Immersive Media Art, Exhibition Content, Ecological Theory of Perception, Sensory Integration
http://dx.doi.org/10.29056/jdmct.2025.12.04
Abstract : This study examines the evolving technological paradigm of contemporary theatrical animation by analyzing how advanced digital production methods are transforming the visual grammar, expressive capacity, and audience experience of feature-length animated films. Focusing on three representative works including The First Slam Dunk, Demon Slayer: Kimetsu no Yaiba-Infinity Castle, and Chainsaw Man: Reze Arc, the study investigates the integration of 3D-2D hybrid rendering, digital effects, virtual cinematography, and immersive exhibition technologies within recent animation production pipelines. The comparative analysis reveals a major transition in theatrical animationa drawing-centered production model toward integrated digital pipelines in which technology, direction, and sensory exhibition operate as mutually reinforcing components. Ultimately, the study argues that technological innovation in animation production is reshaping competitive strategies in the global theatrical market.
Keyword : Theatrical Animation, 3D-2D Hybrid Rendering, Virtual Cinematography, Cinematic Direction, Audience Immersion
http://dx.doi.org/10.29056/jdmct.2025.12.05
Abstract : This paper investigates Google's Veo3 video generation model as an emerging form of creative agency at the intersection of advanced generative AI and artistic surrealism. Recent advances in generative AI are blurring the boundaries between artistic imagination and technological representation, forging new modes of collaboration between human creativity and machine-driven computation. This study analyzes the technical architecture and training framework of Veo3, examines its relationship to surrealist aesthetics, and critically reviews the visual and temporal language of AI-generated videos through case studies of prompt-based video creation. The central argument is that Veo3 transcends its role as a mere video synthesis tool and instead operates as a nascent creative agent, producing novel and unexpected visual concepts through stochastic generation, cinematic understanding, and temporal coherence. By addressing both the artistic potential and the ethical limitations of AI-based video creation, this research contributes to ongoing discussions on computational creativity, human-AI collaboration, and generative media aesthetics.
Keyword : Generative AI, AI-based Video Creation, Google VEO3, Surrealism, Media Contents
http://dx.doi.org/10.29056/jdmct.2025.12.06
Abstract : Smart glasses are emerging as a next-generation interface that integrates AR, VR, and XR to enable real-time, vision-centered interaction. This study quantitatively investigates the associative structure between smart glasses and the gaming industry through network analysis of approximately 3,000 Naver news articles published between January 2022 and December 2024. Using CONCOR clustering and multiple centrality measures, four core clusters including Technology Convergence, User Experience, Industrial Ecosystem, and Products and Services were identified. Notably, the User Experience cluster highlights physical and perceptual factors such as wearability, visual acuity, and lenses as an independent semantic domain. Centrality analysis further reveals hub, mediating, and influential keywords spanning technological, market, and content-related dimensions. The results demonstrate that the relationship between smart glasses and the gaming industry constitutes a multilayered structure shaped by the interplay of technology, corporate strategy, user experience, and service provision, suggesting the necessity of an integrated perspective for future industry strategy and UX-oriented design.
Keyword : Smart Glasses, Game Industry, Network Analysis, Centrality Analysis, User Experience
http://dx.doi.org/10.29056/jdmct.2025.12.07
YOLOv8 Detection of Traditional Korean Architectural Components: Synthetic vs. Real-World Imagery
Abstract : Media facade-based projection mapping requires precise alignment between architectural structures and projected imagery, yet outdoor environments often demand repeated manual calibration due to external factors. To address this limitation, reliable recognition of architectural structural components must be established in advance. As a foundational step toward automated projection mapping, this study quantitatively evaluates detection performance for structural components in traditional Korean architectural images. A YOLOv8 model was trained separately on Unreal Engine-based synthetic images and real-world images, and detection performance was compared across six architectural components. The results indicate that the synthetic data-based model performs adequately for components with clear global shapes but shows limitations for those relying on fine patternssurface textures, whereas the real-world image-based model demonstrates improved overall performance by capturing diverse visual cues. By revealing component-specific detection characteristics and data-dependent performance gaps, this comparative analysis provides practical guidance for selecting training data strategies and designing structure-aware alignment modules in automated projection mapping pipelines. These findings provide a technical basis for incorporating structural recognition into automated projection mapping systes.
Keyword : Computer Vision, Projection Mapping, YOLOv8, Synthetic Data, Architectural Detection
http://dx.doi.org/10.29056/jdmct.2025.12.08
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