• Title/Summary/Keyword: 기술콘텐츠

Search Result 7,231, Processing Time 0.029 seconds

Analysis of research status on domestic AI education (국내 인공지능 교육에 대한 연구 현황 분석)

  • Park, Mingyu;Han, Kyujung;Sin, Subeom
    • 한국정보교육학회:학술대회논문집
    • /
    • 2021.08a
    • /
    • pp.69-76
    • /
    • 2021
  • The purpose of this study is to identify research trends on artificial intelligence education. We analyzed 164 domestic journal papers related to AI education published since 2016. The criteria for thesis analysis are number of publications by year, journal name, research topic, research type, data collection method, research subject, and subject. The main research areas and areas that require further research are reviewed. The method of the study was analyzed based on the topic and summary of the selected thesis, but the text was checked if it was unclear. As a result of the study, research on 'artificial intelligence education' started in earnest after 2017, and has been rapidly increasing in recent years. As a result of the analysis, there were many studies on artificial intelligence education programs and content development, and artificial intelligence perception and image. As for the type of research, there were many quantitative studies, and the development research method was used a lot as a data collection method. In the study subjects, elementary school had a high proportion, and in subject, it was found that there were many practicial subject(technology) dealing with artificial intelligence contents.

  • PDF

Case Study : Cinematography using Digital Human in Tiny Virtual Production (초소형 버추얼 프로덕션 환경에서 디지털 휴먼을 이용한 촬영 사례)

  • Jaeho Im;Minjung Jang;Sang Wook Chun;Subin Lee;Minsoo Park;Yujin Kim
    • Journal of the Korea Computer Graphics Society
    • /
    • v.29 no.3
    • /
    • pp.21-31
    • /
    • 2023
  • In this paper, we introduce a case study of cinematography using digital human in virtual production. This case study deals with the system overview of virtual production using LEDs and an efficient filming pipeline using digital human. Unlike virtual production using LEDs, which mainly project the background on LEDs, in this case, we use digital human as a virtual actor to film scenes communicating with a real actor. In addition, to film the dialogue scene between the real actor and the digital human using a real-time engine, we automatically generated speech animation of the digital human in advance by applying our Korean lip-sync technology based on audio and text. We verified this filming case by using a real-time engine to produce short drama content using real actor and digital human in an LED-based virtual production environment.

Development of an Evaluation Tool Model for Cybersickness Measurement of Immersive Virtual Reality (몰입형 가상현실 사이버 멀미 측정을 위한 평가 도구 모델 개발)

  • Choi, Chang-Min;Jung, Hyeon-Won
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.5
    • /
    • pp.59-65
    • /
    • 2019
  • The decline of cybersickness, an important task that must be addressed in terms of growth of the virtual reality content industry, is a subject of much attention not only in the industrial sector but also in academia. However, despite the long-standing interest in and research on cybersickness, the solution is insufficient. In this paper, the purpose of this paper is to develop a tool to effectively measure cybersickness when users experience immersive virtual reality, and come up with measures to reduce cybersickness. First, the common factors related to cybersickness were analyzed in the method used in the preceding study, and each was derived as a subcomponent. Based on this, we are going to present an effective cybersickness measurement assessment tool model in immersive virtual reality. We would like to refer the assessment tool model to the study as well as to the reduction of cybersickness.

An Analysis of Job Roles and Competency Levels Recognized by Teacher Librarians (사서교사가 인식하는 직무 역할과 역량 수준 분석)

  • Juhyeon Park;Bong-Suk Kang;Jeonghoon, Lim;Sang Woo Han
    • Journal of Korean Library and Information Science Society
    • /
    • v.54 no.3
    • /
    • pp.193-221
    • /
    • 2023
  • The purpose of this study is to identify how teacher librarians perceive the importance of each job and the expected job of other teachers and students, and to obtain basic information on their job recognition and to derive their jobs to be improved. To this end, after modifying the 25 jobs selected by Lim Jeong-hoon et al.(2021), 210 librarian teachers were measured for their own importance by job, the expected importance of other teachers and students, and the level of evaluation of their own performance ability. As a result of the analysis, teacher librarians recognized 'reading education and literacy education' as the most important, but recognized 'library event' as the most important task expected of other teachers and students, and recognized that 'library usage guidance' was the most outstanding. In addition, there were nine jobs that needed to be improved.

Data Load Process of large-sized media for avionics using FTP and JSON (FTP와 JSON을 활용한 대용량 미디어의 항공장비용 데이터 로드 프로세스)

  • Ji-Hwan Choi;Nak-Min Choi;Jae-Kwon Shin
    • Journal of Advanced Navigation Technology
    • /
    • v.27 no.5
    • /
    • pp.610-620
    • /
    • 2023
  • The interest in the aircraft interior market is gradually growing due to technological development based on the 4th industrial revolution and competition for airlines to attract customers, and as part of that, Cabin Display System (CDS) for FAA Part.25 civil aircraft is being developed in Korea. The CDS is a system that provides various multimedia services to passengers by utilizing Flexible and Transparent Organic Light Emitting Diodes (OLED) with Integrated Display Processing Module (IDPM). This paper presents a new method for efficient Data Load Process of large-sized files and deals with their implementation and performance. The results of this study are expected to be applied to Data Load Process development of avionics that require reliable large-capacity file transmission along with reducing the costs of development compared to existing ARINC-615A.

Design of ToF-Stereo Fusion Sensor System for 3D Spatial Scanning (3차원 공간 스캔을 위한 ToF-Stereo 융합 센서 시스템 설계)

  • Yun Ju Lee;Sun Kook Yoo
    • Smart Media Journal
    • /
    • v.12 no.9
    • /
    • pp.134-141
    • /
    • 2023
  • In this paper, we propose a ToF-Stereo fusion sensor system for 3D space scanning that increases the recognition rate of 3D objects, guarantees object detection quality, and is robust to the environment. The ToF-Stereo sensor fusion system uses a method of fusing the sensing values of the ToF sensor and the Stereo RGB sensor, and even if one sensor does not operate, the other sensor can be used to continuously detect an object. Since the quality of the ToF sensor and the Stereo RGB sensor varies depending on the sensing distance, sensing resolution, light reflectivity, and illuminance, a module that can adjust the function of the sensor based on reliability estimation is placed. The ToF-Stereo sensor fusion system combines the sensing values of the ToF sensor and the Stereo RGB sensor, estimates the reliability, and adjusts the function of the sensor according to the reliability to fuse the two sensing values, thereby improving the quality of the 3D space scan.

The Impact of Mobile Channel Adoption on Video Consumption: Are We Watching More and for Longer? (모바일 채널 수용이 고객의 동영상 소비에 미치는 영향에 관한 실증 연구)

  • SangA Choi;Minhyung Lee;HanByeol Stella Choi;Heeseok Lee
    • Information Systems Review
    • /
    • v.25 no.3
    • /
    • pp.121-138
    • /
    • 2023
  • The advancement in mobile technology brought disruptive innovation in media industry. The introduction of mobile devices broke spatial and temporal restrictions in media consumption. This study investigates the impact of mobile channel adoption on video viewing behavior, using real-world dataset obtained from a particular on-demand service provider in South Korea. We find that the adoption of a mobile channel significantly increases the total viewing time of video-on-demand via TV and the number of contents viewed. Our results suggest that the mobile channels act as a complement channel to conventional TV channels. We provide theoretical and practical insights on consumer usage in the emerging over-the-top market.

Visualization System for Dance Movement Feedback using MediaPipe (MediaPipe를 활용한 춤동작 피드백 시각화 시스템)

  • Hyeon-Seo Kim;Jae-Yeung Jeong;Bong-Jun Choi;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.19 no.1
    • /
    • pp.217-224
    • /
    • 2024
  • With the rapid growth of K-POP, the dance content industry is spreading. With the recent increase in the spread of SNS, they also shoot and share their dance videos. However, it is not easy for dance beginners who are new to dancing to learn dance moves because it is difficult to receive objective feedback when dancing alone while watching videos. This paper describes a system that uses MediaPipe to compare choreography videos and dance videos of users and detect whether they are following the movement correctly. This study proposes a method of giving feedback based on Color Map to users by calculating the similarity of dance movements between user images taken with webcam or camera and choreography images using cosine similarity and COCO OKS. Through this system, objective feedback on users' dance movements can be visually received, and beginners are expected to be able to learn accurate dance movements.

A Study on the Influence Factors of ChatGPT Intention to Use by Extended Technology Acceptance Model (기술수용모델의 확장을 통한 ChatGPT 이용의도 영향요인 탐색연구)

  • Su-Ji Moon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.19 no.2
    • /
    • pp.371-382
    • /
    • 2024
  • This study explored the factors affecting the intention to use ChatGPT for adult men and women. The results are summarized and presented based on the hypothesis as follows. First, perceived ease of use had a positive effect on perceived usefulness. Second, information reliability did not have a significant effect on perceived usefulness. Third, information quickness had a positive effect on perceived usefulness. Fourth, perceived ease of use had a positive effect on user satisfaction. Fifth, perceived usefulness had a positive effect on user satisfaction. Sixth, information reliability did not have a significant effect on user satisfaction. Seventh, information quickness had a positive effect on user satisfaction. Eighth, user satisfaction had a positive effect on the intention to use.

Design for Proximity Voice Chat System in Multimedia Environments

  • Jae-Woo Chang;Jin-Woong Kim;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
    • /
    • v.29 no.3
    • /
    • pp.83-90
    • /
    • 2024
  • In this paper, we propose a solution to apply a proximity voice dialog system to voice dialog technology, one of the interaction systems in multimedia environments. A voice dialog between multiple users in a multimedia space is designed by adjusting the volume of the voice according to the distance between the user avatars and muting the user who is beyond the audible distance. The main feature of this research is a reliable UDP-based active server system that delivers low-quality voice data to users who are far away based on distance and does not transmit voice data to users who enter the inaudible area for economic development. The performance of the proposed system was measured in a previously completed project based on the Unity game engine, and it is expected that the system proposed in this research will be actively used in environments that provide interaction between multiple users such as met averse content and real-time battle action games.