• Title/Summary/Keyword: 디지털 세계

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Music Pattern Analysis of K-POP (K-POP의 음악 패턴 분석)

  • Kang, HyunGoo;Kouh, HoonJoon
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.95-100
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    • 2013
  • K-POP is getting population at the all over the world. K-POP is based on the hook song that made using repetitive lyrics and melody. The characteristics of the music is a bit simple and cheerful rhythm and melody easy to sing along, interesting lyrics and great dance skills. K-POP is spreading to various countries via various social networking services such as YouTube, Facebook, Twitter. K-POP dominated by the digital music market, showed a growing tendency to shorten the length of music, to create a music that can give a strong impression. And 60 second pre-listening function increased music used the chorus in the first part. But it was generated the result that made obscures the configuration of the music and the meaning of the lyrics. In this paper, we study the characteristics of K-POP music and will present three directions of the hook song music production. Finally, we compared to Kangnamstyle of Psy using the proposed three standards.

The Relationship among Loneliness, Stress, and Smartphone Addiction of Adolescents in the Era of Digitalization (디지털 시대 청소년의 외로움, 스트레스, 스마트폰 중독의 영향관계)

  • Kim, Ji-Youngng
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.335-343
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    • 2017
  • Several studies have suggested that lonely adolescents showed higher increases in stress and they easily addicted smartphone utilization for comforting loneliness and stress. Studies, moreover, have claimed that smartphone addiction has negative effects on mental health of adolescents. To contribute to knowledge on these topics, this study is to investigate to the relationship among adolescents' loneliness, stress, and smartphone addiction. To identify test subjects, the study conducted a survey that collected data from Korean adolescents, and the survey of this study was completed between April 1, 2017 and April 15, 2017. A total of 356 adolescents completed the survey, and the final data of empirical test of the study was 327. The empirical results demonstrate that the relationship between loneliness and stress of adolescents is mediated by four sub-factors of smartphone addiction such as difficulty of daily life, directivity of virtual life, withdrawal symptom, and tolerance. The results indicated that a smartphone addiction risk of adolescents was negatively related to their mental health, especially loneliness and stress.

Intelligent provisioning service using ontology (온톨로지를 이용한 지능형 프로비저닝 서비스)

  • Jeong, Hoon;Kim, Nanju;Pyo, Hyejin;Choi, Euiin
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.239-247
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    • 2014
  • Ubiquitous computing environment, as a new paradigm of the digital information era, has been introduced to respond to rapid changes in society and culture. Today, technology research around the world competes for the preoccupancy of the core technology as well as the development of technology for providing context aware system more intelligent, more sophisticated. Research in recent is underway the implementation of intelligent provisioning system using the ontology. Erstwhile provisioning system did not providing a personalized service that provides the service after context aware. Accordingly, there is a need for studies of intelligent context aware provisioning technique considering environments and context necessary to user. In this paper, in order to provide a service that is optimized for the needs of the user, propose an ontology-based intelligent provisioning service method taking into account the usage patterns and the context of the user. The proposed system is recognized the status of the user and demonstrated a process of reasoning techniques for fit service. And it is possible to the expansion of intelligence.

A plan for the Development of Chinese Game Industry -Curriculum Suggestions for Training Professionals in Chinese Universities (중국 게임 산업의 발전을 위한 전문 인력 양성 방안 -중국내 대학의 게임 전문 인력 양성 커리큘럼 제안)

  • Shuai, Zheng;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.325-332
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    • 2020
  • Most of the games developed or marketed in the Chinese game market are developed and serviced in foreign countries or are produced in Korea (China) and marketed as services of foreign game companies. If China wants to become the world's game development powerhouse, I think that professional education in multiple methods is the top priority. In particular, I think that a specialized game design department is necessary at a university in China. In this paper, we investigate the game design departments of universities in the United States and the game development powers in South Korea and the Korean game development powers to analyze the educational system of the game design department. Through comparative analysis, a Chinese university finds the necessary elements when establishing a new game design department, and trains advanced game developers in the game field at the Chinese Department of Digital Media Arts. If this study is helpful to the game education in China, it will be studied in the future for the master's program and the doctoral program.

Development of physical flip display and control technology (물리적 플립 디스플레이 및 제어기술 개발 연구)

  • Hong, Sung-Dae
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.577-584
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    • 2017
  • Despite growing participation of many researchers, the cases of applying the transformative emotional display technology using physical materials and media are still in its early stages and the concept and structure are not properly established in Korea. The emerging global trend of physical display shows a possibility of new digital signage using emotional flip display. In this context, this study attempts to develop related element technology necessary in physical flip display and electromagnetic rotation module along with the integration platform of aesthetic arbitrarily-shaped display. The found results will be applied in researching the contents for the main subject which will be exhibited at the EXPO 2017 in Astana. It is to build up the foundation pioneering the localization of associated industry by means of diverse technological breakthroughs including flip-display technology, electromagnetic module technology, real-time video inter-working technology, high-speed rotation module technology, and transformative 3D frame technology.

A Study on Design and Performance Evaluation of the Frequency Snthesizer Using the DDS in the Transmitter of the FFH/BFSK System (FFH/BFSK 시스템 송신부에서 DDS를 이용한 주파수합성기 설계 및 성능평가에 관한 연구)

  • 이두석;유형렬;정지원;조형래;김기문
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 1999.11a
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    • pp.161-166
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    • 1999
  • The global trends of mobile communication system is moving toward digitizing, high-speed and large-capacity. Also, to utilize the limited frequency-resource efficiently, spread spectrum system is a mainstream. In this study we are concerning with the fast frequency-hopping system. Instead of the PLL with many problems such as phase-noise, we used the DDS is popular in these days minimizes the disadvantage of PLL. In the case the FFH system is designed using the PLL, it is difficult to be satisfied of the design conditions such as RF badwidth and the settling time of PLL, and it has limitation because of complex circuit by using the balanced modulator. In this study, we evaluated the performance in order to design the FFH system using the DDS. The system that has the improvement of error rate, 1Mhps hopping rate and 5MHz RF bandwidth is designed and evaluated.

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Analysis on System Log of Huawei Smartphone (화웨이 스마트폰 시스템 로그에 대한 분석)

  • Park, Eunhu;Kim, Soram;Kim, Jongsung
    • Journal of Digital Forensics
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    • v.12 no.3
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    • pp.9-17
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    • 2018
  • Smartphone have become commonplace because they have the advantage of facilitating communication with others and making life easier. The smartphone's system log stores various data related to the user actions. Since 2015, Huawei has been growing rapidly, with its sales volume increasing and it was ranked second in the world in three years. The use of Huawei smartphones by many users means that Huawei smartphones are likely to be used to detect traces of criminal investigations, so we need to study system logs of Huawei smartphones. Therefore, in this paper, we analyze system log which is forensically meaningful for Huawei smartphone. We also propose how to use logs in forensic investigation.

A study on User Experience of Mobility Platform Service -Focused on kakao Taxi and Tada- (모빌리티 플랫폼 서비스의 사용자 경험 연구 -카카오 택시와 타다를 중심으로-)

  • Kim, Ji-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.351-357
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    • 2019
  • A number of case studies and type analyzes have been conducted on mobility platform services that are rapidly evolving around the world. However, since the actual user experience is important for the development of the mobility service, research on the user side is needed. In the mobility platform service, only the car-hailing was used, and the preference factors were analyzed through the questionnaire in seven aspects of the user experience. Studies have shown significant differences according to gender. While the safety of the woman, the comfort and the kindness of the vehicle have a great influence on the satisfaction, the male affirms that the familiarity is the factor affecting the satisfaction. This study focused on the customer experience as a real user and identified key factors of selecting mobility platform service, so it is expected that it will contribute to the development of mobility platform service in the future.

On Artifact Analysis for User Behaviors in Collaboration Tools - Using differential forensics for distinct operating environments (협업 툴의 사용자 행위별 아티팩트 분석 연구 - 운영환경에 따른 differential forensic 개념을 이용하여)

  • Kim, Young-hoon;Kwon, Tae-kyoung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.3
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    • pp.353-363
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    • 2021
  • As the Untact era is rapidly changing, collaboration tools are increasing their utilization and value as digital technologies for non-face-to-face work. While instant messenger-based collaboration tools support a variety of functions, crime and accident concerns are also increasing in proportion to their convenience, such as information leakage and security incidents. Meanwhile, the digital forensics perspective on collaborative tools is not enough, so forensics research is needed. This study analyzes significant artifacts in the two operating environments through Windows and Android forensics research on Microsoft Teams, the collaboration tool with the highest share in the world. Also, based on differences in artifacts and data attributes according to the operating environment, by applying 'differential forensic', we proved that the usefulness of evidence can be improved by presenting a complementary analysis method and timeline configuration through information linkage.

Expanded Role of Empathy in Metaverse Environment Where AI is Applied (AI가 적용될 메타버스 시대를 위한 확장된 공감의 역할)

  • Rhee, Hyunjung
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.87-99
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    • 2021
  • As face-to-face social exchanges are limited by the pandemic, the influence of the metaverse, a virtual space crosses virtual and reality, is gradually expanding. Various metaverse platforms are currently taking advanced AI technology to provide users with a more diverse experience. However, as a result, if AI-human communion in the metaverse space is as active as the relationship between humans, this may lead to side effects that threaten humanity. This study emphasized the value of empathy as a way to minimize the side effects, and suggested that the concept and role of empathy need to be expanded. Accordingly, we conducted an empirical study to examine the difference between social relationship in the metaverse and in real life at the current level, and based on the results, we predicted the future social relationship in the environment where AI was applied to the metaverse. Combining the study, we proposed "Digital Human Empathy" for human dignity in the digital age.