• Title/Summary/Keyword: 디지털 네트워크

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Blurred Image Enhancement Techniques Using Stack-Attention (Stack-Attention을 이용한 흐릿한 영상 강화 기법)

  • Park Chae Rim;Lee Kwang Ill;Cho Seok Je
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.2
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    • pp.83-90
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    • 2023
  • Blurred image is an important factor in lowering image recognition rates in Computer vision. This mainly occurs when the camera is unstablely out of focus or the object in the scene moves quickly during the exposure time. Blurred images greatly degrade visual quality, weakening visibility, and this phenomenon occurs frequently despite the continuous development digital camera technology. In this paper, it replace the modified building module based on the Deep multi-patch neural network designed with convolution neural networks to capture details of input images and Attention techniques to focus on objects in blurred images in many ways and strengthen the image. It measures and assigns each weight at different scales to differentiate the blurring of change and restores from rough to fine levels of the image to adjust both global and local region sequentially. Through this method, it show excellent results that recover degraded image quality, extract efficient object detection and features, and complement color constancy.

Optimization of attention map based model for improving the usability of style transfer techniques

  • Junghye Min
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.31-38
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    • 2023
  • Style transfer is one of deep learning-based image processing techniques that has been actively researched recently. These research efforts have led to significant improvements in the quality of result images. Style transfer is a technology that takes a content image and a style image as inputs and generates a transformed result image by applying the characteristics of the style image to the content image. It is becoming increasingly important in exploiting the diversity of digital content. To improve the usability of style transfer technology, ensuring stable performance is crucial. Recently, in the field of natural language processing, the concept of Transformers has been actively utilized. Attention maps, which forms the basis of Transformers, is also being actively applied and researched in the development of style transfer techniques. In this paper, we analyze the representative techniques SANet and AdaAttN and propose a novel attention map-based structure which can generate improved style transfer results. The results demonstrate that the proposed technique effectively preserves the structure of the content image while applying the characteristics of the style image.

Executives' Characteristics and Their Management Implications in Korean Entertainment Companies (우리나라 엔터테인먼트 기업의 임원 특성과 경영 함의점)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.77-89
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    • 2019
  • What are the characteristics of firm executives who have led the fast-growing Korean entertainment industry since the Korean Wave in the early 2000s, and what management implications can be inferred from them? To search for the answer to these questions, we conducted a complete survey of 293 executives from 27 listed Korean entertainment companies. Research has shown that career path diversity has increased in order of general enterprise managers, IT experts, accountants, lawyers and artists, away from the limited human resources level around artists. Thirty three percent of the firms gave stock options to their CEO. This is a positive aspect as data implying that these companies have been striving to do specialization, transparent management, digital and network management, creativity management, and motivational management in the context of sustainablity. However, it was pointed out as an improvement task that the percentage of young(20s and 30s) and female executives is low, even though such people's creativity, sensitivity, initiative and dynamic quality are apt to bring out their advantages especially in the entertainment company, a typical knowledge-creative firms and that the period of the CEO's average tenure was relatively short to 4.02 years.

A Study on Efficient Mixnet Techniques for Low Power High Throughput Internet of Things (저전력 고속 사물 인터넷을 위한 효율적인 믹스넷 기술에 대한 연구)

  • Jeon, Ga-Hye;Hwang, Hye-jeong;Lee, Il-Gu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.246-248
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    • 2021
  • Recently data has been transformed into a data economy and society that acts as a catalyst for the development of all industries and the creation of new value, and COVID-19 is accelerating digital transformation. In the upcoming intelligent Internet of Things era, the availability of decentralized systems such as blockchain and mixnet is emerging to solve the security problems of centralized systems that makes it difficult to utilize data safely and efficiently. Blockchain manages data in a transparent and decentralized manner and guarantees the reliability and integrity of the data through agreements between participants, but the transparency of the data threatens the privacy of users. On the other hand, mixed net technology for protecting privacy protects privacy in distributed networks, but due to inefficient power consumption efficiency and processing speed issues, low cost, light weight, low power consumption Internet Hard to use. In this paper, we analyze the limitations of conventional mixed-net technology and propose a mixed-net technology method for low power consumption, high speed, and the Internet of things.

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Analysis of Game User's Motivation-Action Structure on Social Network Games (소셜 네트워크 게임 사용자의 동기-행동구조 분석)

  • Kim, Mi-jin;Kim, Yeong-sil
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.77-86
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    • 2011
  • This paper is aimed at analyzing the relationship between users' actions in relation to a SNG (Social Network Game), which mainly targets communities, and the motivations that give rise to such selective actions. The subjects of existing researches on game area have rarely dealt with game users but mainly focused on the studies and utilization of game production technologies; and, in cases of studies on games users, their subjects have been hardly more than observations of users' behaviors in relation to the performance to achieve certain goals or themes of a game; for example, upgrading a character's level or obtaining rewards through "defeat". Therefore, it is necessary to analyze the actions of SNS game users from the perspective of behavioral selections caused by various motivations of human beings rather than approaching from the perspective of problem solving methods. In order to accomplish this goal, fist of all, Lazzaro's People Fun model and motivation theory of SNS users will be analyzed. Secondly, relevant materials from 13 SNG cases will be collected. Games' events and the functional actions of users will be classified. Lastly, the primary actions of SNG users will be classified into 8 different types and motivations - action patterns will be analyzed based on the classified materials.

Current State of Animation Industry and Technology Trends - Focusing on Artificial Intelligence and Real-Time Rendering (애니메이션 산업 현황과 기술 동향 - 인공지능과 실시간 렌더링 중심으로)

  • Jibong Jeon
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.821-830
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    • 2023
  • The advancement of Internet network technology has triggered the emergence of new OTT video content platforms, increasing demand for content and altering consumption patterns. This trend is bringing positive changes to the South Korean animation industry, where diverse and high-quality animation content is becoming increasingly important. As investment in technology grows, video production technology continues to advance. Specifically, 3D animation and VFX production technologies are enabling effects that were previously unthinkable, offering detailed and realistic graphics. The Fourth Industrial Revolution is providing new opportunities for this technological growth. The rise of Artificial Intelligence (AI) is automating repetitive tasks, thereby enhancing production efficiency and enabling innovations that go beyond traditional production methods. Cutting-edge technologies like 3D animation and VFX are being continually researched and are expected to be more actively integrated into the production process. Digital technology is also expanding the creative horizons for artists. The future of AI and advanced technologies holds boundless potential, and there is growing anticipation for how these will elevate the video content industry to new heights.

Analysis of Korean Research Trends on Records Management Standards (기록관리표준에 관한 국내 연구동향 분석)

  • Sujin Heo;Sanghee Choi
    • Journal of the Korean Society for information Management
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    • v.40 no.4
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    • pp.351-373
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    • 2023
  • This study aimed to analyze and collect research trends of archival management standards in Korea. For this purpose, keywords from the titles, author keywords, and abstracts of papers related to records management standards were statistically analyzed to investigate the major keywords with high-frequency. Network analysis with high frequency keywords was also conducted to identify the subject areas of research in archival management standards. The analysis period is from 2000 to the present, and a total of 212 papers were collected from domestic academic paper search sites such as RISS and ScienceON. As a result of the analysis, from 2000 to 2010, OAIS for archive design, digital record preservation with OAIS, and analysis on ISO standards were mainly conducted in research areas. From 2011 until now, records management certification and ISAD(G)'s conversion to RiC emerged as new research areas. This study will be expected to be basic data to understand research trends in records management standards in Korea and to be a reference for research on records management standards studies.

A Study on Energy Saving and Safety Improvement through IoT Sensor Monitoring in Smart Factory (스마트공장의 IoT 센서 모니터링을 통한 에너지절감 및 안전성 향상 연구)

  • Woohyoung Choi;Incheol Kang;Changsoo Kim
    • Journal of the Society of Disaster Information
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    • v.20 no.1
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    • pp.117-127
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    • 2024
  • Purpose: The purpose is to conduct basic research to save energy and improve the safety of manufacturing plant infrastructure by comprehensively monitoring energy management, temperature, humidity, dust and gas, air quality, and machine operation status in small and medium-sized manufacturing plants. Method: To this end, energy-related data and environmental information were collected in real time through digital power meters and IoT sensors, and research was conducted to disseminate and respond to situations for energy saving through monitoring and analysis based on the collected information. Result: We presented an application plan that takes into account energy management, cost reduction, and safety improvement, which are key indicators of ESG management activities. Conclusion: This study utilized various sensor devices and related devices in a smart factory as a practical case study in a company. Based on the information collected through research, a basic system for energy saving and safety improvement was presented.

Integrity Guarantee System in IoT Virtual Environment Platform: Through Hyperedfger Indy and MQTT (IoT 가상환경 플랫폼에서의 무결성 보장 시스템:Hyperledger Indy와 MQTT를 통하여)

  • Yoosung Hong;Geun-Hyung Kim
    • Smart Media Journal
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    • v.13 no.4
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    • pp.76-85
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    • 2024
  • In this paper, we propose a system that improves the data integrity of IoT(Internet of Things) devices in the virtual environment by combining Hyperledger Indy and MQTT(Message Queuing Telemetry Transport). The system complements the limitations of the centralized system by realizing a DPKI(Decentralized Public Key Infrastructure) structure that utilizes a distributed network in publish-subscribe(pub/sub) pattern communication. Digital signature technology was applied to ensure the data integrity of IoT devices and communication scenarios between the four core components of the client, IoT device, broker, and blockchain, as well as a topic structure using a decentralized identifier to ensure safety in the virtual environment. We present a systematic method for transparent data exchange. To prove the performance of the proposed system, this paper conducted experiments on four scenarios and evaluated communication performance in a virtual environment. The experimental results confirmed that the proposed system provides a reliable IoT data communication structure in a virtual environment.

Development of Customer Sentiment Pattern Map for Webtoon Content Recommendation (웹툰 콘텐츠 추천을 위한 소비자 감성 패턴 맵 개발)

  • Lee, Junsik;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.25 no.4
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    • pp.67-88
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    • 2019
  • Webtoon is a Korean-style digital comics platform that distributes comics content produced using the characteristic elements of the Internet in a form that can be consumed online. With the recent rapid growth of the webtoon industry and the exponential increase in the supply of webtoon content, the need for effective webtoon content recommendation measures is growing. Webtoons are digital content products that combine pictorial, literary and digital elements. Therefore, webtoons stimulate consumer sentiment by making readers have fun and engaging and empathizing with the situations in which webtoons are produced. In this context, it can be expected that the sentiment that webtoons evoke to consumers will serve as an important criterion for consumers' choice of webtoons. However, there is a lack of research to improve webtoons' recommendation performance by utilizing consumer sentiment. This study is aimed at developing consumer sentiment pattern maps that can support effective recommendations of webtoon content, focusing on consumer sentiments that have not been fully discussed previously. Metadata and consumer sentiments data were collected for 200 works serviced on the Korean webtoon platform 'Naver Webtoon' to conduct this study. 488 sentiment terms were collected for 127 works, excluding those that did not meet the purpose of the analysis. Next, similar or duplicate terms were combined or abstracted in accordance with the bottom-up approach. As a result, we have built webtoons specialized sentiment-index, which are reduced to a total of 63 emotive adjectives. By performing exploratory factor analysis on the constructed sentiment-index, we have derived three important dimensions for classifying webtoon types. The exploratory factor analysis was performed through the Principal Component Analysis (PCA) using varimax factor rotation. The three dimensions were named 'Immersion', 'Touch' and 'Irritant' respectively. Based on this, K-Means clustering was performed and the entire webtoons were classified into four types. Each type was named 'Snack', 'Drama', 'Irritant', and 'Romance'. For each type of webtoon, we wrote webtoon-sentiment 2-Mode network graphs and looked at the characteristics of the sentiment pattern appearing for each type. In addition, through profiling analysis, we were able to derive meaningful strategic implications for each type of webtoon. First, The 'Snack' cluster is a collection of webtoons that are fast-paced and highly entertaining. Many consumers are interested in these webtoons, but they don't rate them well. Also, consumers mostly use simple expressions of sentiment when talking about these webtoons. Webtoons belonging to 'Snack' are expected to appeal to modern people who want to consume content easily and quickly during short travel time, such as commuting time. Secondly, webtoons belonging to 'Drama' are expected to evoke realistic and everyday sentiments rather than exaggerated and light comic ones. When consumers talk about webtoons belonging to a 'Drama' cluster in online, they are found to express a variety of sentiments. It is appropriate to establish an OSMU(One source multi-use) strategy to extend these webtoons to other content such as movies and TV series. Third, the sentiment pattern map of 'Irritant' shows the sentiments that discourage customer interest by stimulating discomfort. Webtoons that evoke these sentiments are hard to get public attention. Artists should pay attention to these sentiments that cause inconvenience to consumers in creating webtoons. Finally, Webtoons belonging to 'Romance' do not evoke a variety of consumer sentiments, but they are interpreted as touching consumers. They are expected to be consumed as 'healing content' targeted at consumers with high levels of stress or mental fatigue in their lives. The results of this study are meaningful in that it identifies the applicability of consumer sentiment in the areas of recommendation and classification of webtoons, and provides guidelines to help members of webtoons' ecosystem better understand consumers and formulate strategies.