• Title/Summary/Keyword: 디지털 세계

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[Retraction] Success Factor Analysis of New Korean Wave 'K-POP' and A study on the importance of Smart Media to sustain Korean Wave ([논문철회] 신한류 'K-POP'의 성공요인 분석과 한류 지속화를 위한 스마트미디어 활용의 중요성에 관한 연구)

  • Park, Hyun-Kyu
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.129-135
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    • 2020
  • This study focuses on the phenomenon that K-POP has become spotlight as killer contents which can be spread over the world beyond Asia. In order to identify critical factors of successful impact of K-POP on other cultures, the influence of the change in media on the globalization of popular culture was explored and the related requirements were analyzed. Furthermore, the potential markers for K-POP, a core field of the Korean Wave, were also analyzed and specific factors such as effective infrastructure of among producer of contents, platform subscriber, network provider, terminal enterprise and retailers for building new businesses model were investigated in detail.

A study on Social Networks and Twitter Services (Social Networks과 Twitter 서비스에 관한 고찰)

  • Shon, Young-Woo
    • Journal of Korea Multimedia Society
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    • v.14 no.4
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    • pp.546-553
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    • 2011
  • Every day 60 million emails are sent out around the world. IT technology has given us so many ways of communicating. Technology such as twitter has the potential to give us more than just an opportunity to tell others what happened in our day. If we understand and appreciate what twitter is capable of, we can use it to instantly share our lives with others. In this paper, we introduce to the trend of web and social networks, mini blog and twitter services of digital new media age. Finally, we proposed a strategy of application for the social media and the direction of growth for twitter.

A Study on the Possibility of Development in Korean Mechanic Animation (한국 메카닉 애니메이션의 발전 가능성에 관한 연구)

  • Hong, Ryun-young;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.617-620
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    • 2009
  • Mechanic animation's popularity is going on steadily in the world. In Korea, produced various mechanic animation since produced 'Robot Taekwon V'. However, Animation wasn't recognized one of culture genre in Korea, therefore many restrictions were happened, so animation's quality wasn't satisfied with the masses's liking. And Korean animation was turned away then making animation was decreased. This paper show history of Korean animation and this condition, then compare with Korean animation and Japanese animation 'Gundam', And this will indicate possibility of Korean animation development.

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A Study on Game Structure by User-Centered Narrative and Play (유저 중심의 서사와 놀이에 의한 게임 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.401-406
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    • 2019
  • Recently, as multi-platform game environments become common, many games of convergence genre have been produced, and the boundaries of genre division by existing platforms have become blurred. The game genre is convergence content consisting of user-centered 'narrative and play'. In this paper, we propose a game genre classification according to the user 's behavior type based on the essential recognition that the subject of the game is the user. The user's actions are done in different genres and goals and rules, and the interaction is an important act for immersion. Therefore, the user's behavioral classification and perception by the game genre are important and expected to help redefine the game structure.

WoS DCI : Systematically obtain more diverse information (WoS DCI : 더욱 다양한 정보를 체계적으로!)

  • Kang, Yoon Hee
    • Proceedings of the Korean Society for Information Management Conference
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    • 2017.08a
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    • pp.102-102
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    • 2017
  • 디지털 정보의 폭발적인 증가세와 함께 연구 데이타 또한 다양한 형태로 축적 되고 있다. 이에 다양한 정보들을 효율적으로 활용하는 것이 연구 혁신의 동력원으로 작용하고 어떠한 데이터를 어떻게 효율적으로 활용할 것인가가 정보 사회의 화두로 떠오르고 있다. 특히, 데이타 정보의 경우 전세계 약 900개 이상의 레파지토리들이 다양한 구조와 플랫폼을 토대로 축적 되고 있어 이에 대한 엄선 된 데이터 레파지토리 정보를 WoS의 단일 플랫폼에서 손쉽게 취득 할 수 있는 DCI(Data Citation Index)에 대한 관심이 증가되고 있는 추세이다. 현재 DCI에는 330여 종의 레포지토리에 수록 된 650만개 이상의 레코드를 수록 중이며 매년 50만 건 이상의 레코드가 추가 되고 있다. DCI는 레포지토리의 메타데이터를 분석하고 WoS에서 보유하고 있는 정보와 취합하여 데이터를 재구성하고 구조화하여 위계 질서를 부여하고 각 레코드가 소스 레포지토리로 연결되도록 링크를 제공하여 데이터 열람 및 다운로드가 가능하도록 하며 WoS내에 관련 논문(SCIE급)이 있는 경우 논문 과 데이터 상호 간의 링크도 제공한다. 보다 체계적인 데이터 관리를 위한 정보의 구조화와 보다 전문적인 정보 검색을 위한 Taxonomic Data와 시소러스(Thesaurus) 정보를 통한 DCI의 활용을 통해 새로운 정보의 세계를 경험해 보자.

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A Study on E-Book Conflicts and Type of License (전자책 갈등과 라이선스 유형에 관한 연구)

  • Hosin Lee
    • Journal of the Korean Society for information Management
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    • v.40 no.1
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    • pp.199-224
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    • 2023
  • The purpose of this study is to develop a reasonable improvement plan for e-book licenses as a prerequisite for the continued operation of library e-book services. The study aims to understand the fierce conflict surrounding e-book licenses between domestic libraries and the publishing industry and to propose solutions based on this understanding. To achieve this, the legal meaning of e-book licenses is analyzed, and the fundamental reasons for conflict between the publishing industry and libraries are examined in relation to the characteristics of e-books. In addition, various types of e-book licenses are classified, and the status of library e-book licenses and conflicts in major countries around the world, including Korea, the United States, Germany, France, and Japan, are investigated. Based on this, implications that can help resolve domestic issues are presented.

A study on the application of metaverse platform in the field of academic information service (학술정보서비스 영역에서의 메타버스 플랫폼 적용방안에 관한 연구)

  • Shin, Jaemin;Han, Sangjun;Park, Junghun
    • Annual Conference of KIPS
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    • 2022.11a
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    • pp.634-635
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    • 2022
  • COVID-19의 확산과 급속한 디지털 전환으로 인해 비대면으로 소통하고 정보를 교류하는 메타버스 플랫폼이 최근 많은 주목을 받고 있다. 하지만 새로운 플랫폼의 등장에도 불구하고 대부분 게임이나 상용 시스템 위주로 적용되고 있으며 학술정보서비스 영역에서의 적용은 요원한 현실이다. 본 연구에서는 기술의 적용 형태와 지향범위에 따른 메타버스의 '증강현실, 일상기록, 미러월드, 가상세계' 등의 4가지 유형과 메타버스 플랫폼 주요 현황을 살펴보고, KISTI에서 제공하고 있는 과학기술지식인프라 통합서비스 ScienceON과 연계하여 디지털 연구환경 조성과 개방형 협업연구 활동을 지원하는 메타버스 플랫폼 키온버스의 제공서비스 유형과 주요 기능 등 학술정보서비스 영역에서의 메타버스 적용방안을 제시하였다. 본 연구는 학술정보서비스에 적용된 메타버스 플랫폼의 사례로서 향후 메타버스 활성화에 기여할 것으로 기대한다.

자율운항선박을 위한 초고속 해상무선통신망 연계 및 상호운용성 확보 방안 고찰

  • 우석;김부영;심우성
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2022.11a
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    • pp.101-103
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    • 2022
  • 자율운항선박은 센서, IoT, 빅데이터, AI, 플랫폼 등 고도의 ICT 요소 기술이 필요한 미래 유망 산업 분야이다. 특히 선박 내부장치로 부터 수집된 정보와 선박 주변의 해상 데이터가 증가될수록 선박 대 선박 및 선박 대 육상 간 정보 교환 체계인 해상통신망의 중요성은 커질수 밖에 없다. 해양수산부는 2020년 세계 최초로 대한민국 연안으로부터 최대 100km 까지 해역을 LTE(Long Term Evolution) 통신체계로 구축한 바 있다. 본 논문은 초고속 해상무선통신망(LTE-Maritime)이 자율운항선박의 주요 통신 기술로써 활용되기 위해 우선적으로 고려할 사항을 타 해상 무선통신 기술과의 연계, 업링크 및 항내 통신품질의 향상 관점으로 살펴보고자 한다. 이를 위해 LTE-M. 망의 무선설비 다각화 사업으로 추진중인 해양 드론용 송수신기의 실해역 성능 시험을 통해, 선박과 육상 간 정보 교환에 있어 상호운용성 시험의 중요성을 재고해 보고, 해상 무선통신 체계의 신뢰성 및 호환성을 확보하기 위한 무선품질지표, 상호운용성 시험 방법 등을 제시하고자 한다.

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Study for applying the augmented reality onto postage stamps (우표의 증강현실 적용에 관한 연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.33
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    • pp.503-529
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    • 2013
  • The commemorative AR postage stamps which are the world first presented at The YEOSU EXPO 2012 has had meaning of communicating with future in this present from a convergence that the most analog medium is using now and that the AR is cutting edge of digital technology. The AR stamps printed 10 kind out of 33 commemorative stamps. These have great significance that is artistic value than that is world first. The applied AR images are not only expressed 3D real images but also artic represented and signifying each stamp images from visualized creativity process, and build 'new art space' that is new concept between on real(analog) and virtual(digital). This study analyzes meaning of images and then makes concept of AR contents design. The processing is designed and considered the meaning of architectures and environments, and the regional specific feature of the Yeosu with surrealistic graphic concept. The 10 of deducted images were expressed after AR coding such as visual arts. This study realized markerless 3D image tracking AR stamps and deducted research result are; the first, it was able to figure out how to realize AR in the process of registering the reference images, coordinating transformation, and hybriding AR on the stamps for the mobile devices. The second, it was able to be seeked a possibility of new virtual exhibition space. The third, it was able to know possibility of satisfaction of immersing with visual formativeness and usability with informativity.

A Study on the Status Analysis and the Development plan of Beauty-IT Convergence Industry (뷰티-IT 융합산업의 현황 분석 및 발전방안 연구)

  • Moon, Won-Suk;Kim, Seok-Soo
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.235-243
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    • 2015
  • Recently, due to the spread of the Korean Wave, as worldwide interest in Korean culture and the appearance of Korean celebrities increases, overseas expansion of Korean beauty companies have been activated. Despite the global economic downturn, Beauty Industry is continuing to grow, Korea's growth rate is remarkable level. Despite this growth in order to maintain a steady growth since the beauty industry is small and polarization based on the Beauty-IT Convergence Technology creates new markets, that require development of Beauty-IT Convergence Industry. For the status and prospects of the Beauty Industry, some research has been carried out, not all the studies carried out so far for Beauty-IT Convergence Industry. Therefore, this study is significant that Beauty-IT Convergence Industry's first research. The global Beauty-IT Convergence Industry is at the beginning yet, tThe government selected research topics of Top-Down approach to Beauty-IT Convergence technology, granted extra points, supported by establishing long-term Technology Roadmap as other industries, such as by establishing a global market strategy for the systematic occupation and promising technology development planWe will get focused training.