open access
메뉴ISSN : 2508-3309
This study thoroughly explores strategies to enhance media literacy in the age of artificial intelligence, with a focus on trends in index development and research utilization. The study meticulously reviews the development processes and trends of past media literacy indices, and the changes in literacy indices of media platforms that have evolved with the widespread use of AI technology. It systematically organizes media literacy indices developed in South Korea to verify the need for new literacy education in response to changing media usage patterns and identifies critical issues. Additionally, the study rigorously analyzes cases of index utilization in South Korea and proposes solutions to problems identified in the design process of these indices. Although media literacy education in Korea began in 1975 and has progressed toward enhancing media literacy competencies in the digital age, the increasing use of AI technology has made it more challenging to assess the effectiveness of education and literacy levels. Consequently, the need to develop indices suitable for the AI era and the importance of regular evaluations have been recognized, emphasizing the necessity of establishing a policy and curriculum development foundation. Furthermore, based on past examples of index development, this study suggests considering the imposition of obligations on media platforms to measure the effectiveness of literacy initiatives.
This study analyzed the potential of webtoons as source content for media conversion in the Korean content industry, using the case of the webtoon Moon You. Moon You addresses the problem of human existence and, due to its science fiction genre, is well-suited for media adaptation. The webtoon was successfully adapted into the Chinese movie Moon Man through appropriate localization. Moon Man captivated Chinese audiences with storytelling that considered the Chinese context and emphasized comedy. However, for secondary works reflecting the cultural contexts of different countries to be recognized globally, more diverse factors must be considered. The low overseas response to Moon Man highlights this need. It is difficult to say that the original author Jo Seok would have published Moon You with overseas acceptance in mind, and it is also true that the risk of creation considering exports alone must be recognized. Nonetheless, for the development of Super IPs, it is beneficial to ensure that original works can function as expanded content by understanding the local culture where the secondary work is accepted and considering the potential for re-proliferation.
본 연구는 예술영화, 독립영화, 다큐멘터리, 고전영화 등 주류영화 이외의 영화로 정의되는 다양성 영화의 배급과 소비에 디지털 기술이 미치는 영향을 탐색적으로 살펴보았다. OTT(Over-The-Top) 서비스의 등장으로 전통적으로 주류 채널에서 소외되었던 다양성 영화의 가시성과 접근성이 크게 향상되었다. 기존 문헌에 대한 자세한 검토와 현재 동향 분석을 통해 본 논문은 디지털 기술의 발전이 이러한 영화의 발견, 홍보 및 소비를 어떻게 촉진했는지 살펴보았다. 영화 <차박-살인과 낭만의 밤> 사례를 바탕으로 살펴본 결과, 디지털 배급 채널은 다양성 영화에 대한 접근을 용이하게 하여 관객이 쉽게 다가갈 수 있는 기회를 제공하고 있다. 또한, 이러한 플랫폼의 인공지능(AI) 기반 추천 시스템은 알고리즘 편견과 필터 버블(filter bubble) 생성에 대한 우려에도 불구하고 시청자 경험을 개인화하고 다양성 영화의 확산에 중요한 역할을 한다.
가상현실(VR) 기술의 급속한 발전을 배경으로 최근 다양한 형태의 가상현실 기반 콘텐츠들이 소개되고 있다. 때문에 명확한 구분없이 사용되었던 가상현실이라는 용어의 사용에 있어서도 360도 카메라로 촬영된 실사 영상 기반의 영화적 가상현실과 순수 컴퓨팅 기술로 디자인된 가상공간 기반형 VR 콘텐츠를 구분하여 연구할 필요성이 대두되었다. 본 논문은 영화적 가상현실을 기반으로 제작된 몰입형 다큐멘터리의 서사성을 탐구함에 있어, <홈 애프터 워(Home After War)>와 <위 리브 히어(We Live Here)> 두 편의 작품을 비교 분석함으로써 가상현실과 영화적 가상현실 기술이 서사 표현에서 나타나는 차이점과 상호작용 효과를 밝히고자 하였다. <홈 애프터 워>는 전통적 가상현실기술을 주로 활용하여 강력한 상호작용성을 추구하며 관객으로 하여금 전쟁 후의 집이라는 공간의 재건 과정을 직접 체험할 수 있도록 구성된 반면, <위 리브 히어>는 영화적 가상현실을 적극 활용하여 고품질 영상의 시청각 효과로 서사의 몰입감과 감정적 공감을 강화시킨다. 본 논문은 두 영화의 공간과 시점의 문제, 편집과 연출 그리고 관객이 참여하는 상호작용성의 경험에서 나타나는 차이점을 개별적으로 비교 분석하며, 가상현실과 영화적 가상현실 각각의 장점과 몰입형 다큐멘터리 창작에서의 잠재적 한계를 논의한다. 궁극적으로 향후 몰입형 다큐멘터리 창작과 발전에 기여할 수 있는 새로운 시각과 방법론 제공을 목표로 한다.
The tradition of reason-centered Western philosophy, beginning with Plato, who emphasized rational thinking in his Idea, was followed by Enlightenment philosophers, including Descartes, who began to consider the mind and the body as separate. With the development of modern science and technology, the tradition of reason-centered thinking has grown stronger and continues to this day. Even in modern science and technology, there is a strong cerebral centered thinking that situates the essence of our self in the brain (mind, reason), with the body understood as an instrument that performs the functions of the mind and thought to be replaceable. Against the backdrop of rapidly developing modern science and technology, this kind of brain-centered thinking has led to dreams of mind-uploading, and it is believed that technology will soon make it possible to turn this wish into a reality. But does our body truly function as an instrument? This instrumental view of the body in Western philosophy is criticized by Merleau-Ponty, who emphasizes subjective status of the body. This paper examines two films about mind-uploading technology through the lens of Merleau-Ponty’s body philosophy and argues that the body is not a tool, but a place that makes human existence possible.
Due to the increase in production costs of game content and the intensification of market competition, designing games based on well-known intellectual property (IP) has become a widely used strategy. The MDA (Mechanics-Dynamics-Aesthetics) framework is well-known in game design. This study describes the process of gamifying a webtoon IP using the MDA framework and discusses the usefulness and limitations of IP-based game design through this framework. To design a game based on the MDA framework, the process begins with setting aesthetic goals, which are the experiential aspects of the player. Next, specific game mechanics are designed to elicit the desired dynamics to create the targeted experience. The design process involves iteratively developing mechanics and reviewing the resulting player experiences to ensure alignment with the aesthetic goals. This iterative process was divided into four main stages. Through this design process, the study identified the utility of mechanics design using the MDA framework and the limitations of IP-based game design. The research also highlights the limitations of the MDA framework and suggests the need for further studies on frameworks for IP-based game design, such as the DPE (Design-Play-Experience) framework, DDE (Design-Dynamics-Experience) framework, and RMDA (Redefining MDA) framework. Consequently, the study proposes the IP-MDA framework for creating games based on intellectual property.