• Title/Summary/Keyword: 디지털 세계

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Sucess Factor of 3D Movie "Avatar" and the Possibility Analysis of the Korean 3D Contents (아바타 3D영화의 성공요인과 한국형 3D 콘텐츠의 가능성 분석)

  • Cho, Byung-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.137-145
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    • 2010
  • Many research works are actively being done due to the 3D contents production technology for global competition through the world. In korea, many experts have taken notice of high quality 3D movies produced by Hollywood. Recently, 3D movie "Avatar" advanced 3D computer graphics based digital production technology is heavily influencing the contents industry in global market. Therefore, In this paper, the success factor of "Avatar"has to be analyzed. Also, the analysis of 3D contents production environment of the domestic and Hollywood is performed. Based on that, we analyzed the factors of threat and opportunity of the Korean 3D contents. Also, Based on the statistical data analysis of the korean film commission, favorable reactions of the korean movie and the government's powerful policy direction, we proposed the successful possibility of the korean 3D contents.

The Knowledge-Based Design Paradigm through Web Data Mining and Knowledge Management Framework (웹 데이터 마이닝과 지식경영 프레임웍을 통한 지식-기반 디자인 패러다임 구축)

  • 양종열
    • Archives of design research
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    • v.15 no.4
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    • pp.159-168
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    • 2002
  • The world has rushed into knowledge information society. Information technology is one of the causes to show up knowledge management and one of the motives to accelerate knowledge management. And, these days information technology and internet have made staffing progress. Therefore, the objective of this study is to take out latent knowledge of customers through web data mining in a vast amount of data on the internet in rapidly developing digital environments, to develop the knowledge-based design paradigm applied to knowledge management framework, and finally to develop design which satisfies customers' needs. To reach the objective, knowledge management process and varied previous studies related to web data mining are reviewed on a theoretical basis, and then a new knowledge-based design paradigm (in this study, eCRM in a true sense which combines web data mining with knowledge management process is called knowledge-based design paradigm) combining knowledge management process with web data mining is suggested.

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Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory (VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로)

  • Park, Man Su;Jin, Qian Xiong;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.148-156
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    • 2018
  • This study focuses on the play aspect of the existing digital games and VR games as part of a basic research for facilitating discussion on VR games. As a method for this research, the play aspect of digital games was classified based on the play theory by Johan Huizinga and Roger Caillois, followed by examination on the play characteristics of VR games according to the established classification. As a result, VR games share a significant portion of play characteristics with digital games. Nevertheless, in VR games the player is allowed unimpeded physical activity while having the HMD on and complete disconnection from the real world via new input/output devices. In the end, the transformation of play environment results in various sensory stimulation, and in turn influences the player's experiences in areas such as presence, immersion, emotional enjoyment and satisfaction. This study is expected to serve as an important indicator for studies on the characteristics of VR contents which is certain to develop in a wide range of directions in the future.

Investigating the Trends of Research for the Age of Youth at 20s (20대 청년세대에 관한 연구 동향 분석)

  • Bang, Mi-Hyun;Lee, Young-Min
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.223-232
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    • 2020
  • This study aims to examine the trend of research articles for the age of youth at 20s during 10 years through topic modeling and keyword network analysis. In results, 'incomes', 'program', 'business start-up', and 'culture' were selected as main keywords, and the research articles were classified into six topics, which were employment support services, values, unstable life, government support policies, religious views, and business start-up support services. Additionally, we found the youth at 20s had higher rate of efficacy for digital technology, pursued efficient consumption of digital information, showed meaningful and athetical patterns of consumption, tried to search for their identity, and showed realistic action in daily. Finally, we raised some questions for value gap among aging groups, inbalance of regional development, and income inequality and suggested long-term youth policies to solve fundamental problems of youth at 20s.

A Research of Anomaly Detection Method in MS Office Document (MS 오피스 문서 파일 내 비정상 요소 탐지 기법 연구)

  • Cho, Sung Hye;Lee, Sang Jin
    • KIPS Transactions on Computer and Communication Systems
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    • v.6 no.2
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    • pp.87-94
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    • 2017
  • Microsoft Office is an office suite of applications developed by Microsoft. Recently users with malicious intent customize Office files as a container of the Malware because MS Office is most commonly used word processing program. To attack target system, many of malicious office files using a variety of skills and techniques like macro function, hiding shell code inside unused area, etc. And, people usually use two techniques to detect these kinds of malware. These are Signature-based detection and Sandbox. However, there is some limits to what it can afford because of the increasing complexity of malwares. Therefore, this paper propose methods to detect malicious MS office files in Computer forensics' way. We checked Macros and potential problem area with structural analysis of the MS Office file for this purpose.

Analysys on Factors Affecting Velocity Errors On the Application of LSPIV (LSPIV를 적용시 오차발생 요인 분석)

  • Kim, Young-Sung
    • Proceedings of the Korea Water Resources Association Conference
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    • 2008.05a
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    • pp.1779-1783
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    • 2008
  • 영상해석을 통한 흐름해석의 방법인 Large-Scale Particle Image Velocimetry (LSPIV)는 실험실내의 소규모 흐름해석에 이용하던 Particle Image Velocimetry (PIV)를 자연하천이나 실험실에서 넓은 영역($4m^2{\sim}45,000m^2$)에 적용할 수 있도록 확장시킨 것으로 지난 10여년전부터 세계적으로 널리 이에 대한 연구가 진행되고 있다. PIV는 seeding, illumination, recording 그리고 image processing으로 구성된다. LSPIV(Large Scale PIV)는 PIV의 기본원리를 근거로 하여 기존의 PIV에 비하여 실험실 내에서의 수리모형실험이나 일반 하천에서의 유속측정과 같은 큰 규모의 흐름해석을 할 수 있도록 seeding, illumination에 대한 조정이 필요 하고, 촬영된 image에 대한 왜곡을 없애는 작업이 필요하다. LSPIV는 PIV의 네 가지 단계를 포함하여 seeding, illumination, recording, image transformation, image processing 및 post-processing의 여섯 단계로 구성되어진다 (Li, 2002). LSPIV의 적용시 각 단계마다 유속계산시 오차를 발생시키는 27가지의 요인들이 존재하고 있는바 (Kim, 2006), 본 연구에서는 이들 중 실내의 실험실에서 파악이 가능한 인자들에 대해 그들 각각의 인자들이 유속 측정에 미치는 오차의 정도를 파악하고자 하였다. 본 연구에서는 LSPIV의 적용시 이용되는 이미지의 개수와 이미지 촬영시 적용된 이미지의 해상도에 따른 오차의 발생 정도를 조사하였다. 이미지 촬영에 있어서 비디오카메라를 이용할 경우 촬영시간에 따라 많은 수의 이미지를 취득할 수 있은바 이미지의 수에 따른 유속계산오차를 파악하고자 하였다. 또한 디지털 카메라를 이용할 경우 여러 가지 이미지 해상도를 이용할 수 있으므로 적용한 이미지 해상도에 따른 유속계산에 미치는 오차의 크기를 파악하고자 하였다. 이미지의 갯수가 유속계산시 미치는 오차의 영향의 정도를 조사하기 위해서 초당 30 frame을 촬영할 수 있는 비디오카메라를 이용하여 91초 동안 촬영된 이미지로부터 매 5번째의 이미지를 추출하여 455개의 이미지를 준비하였고 이로부터 이미지수를 10, 50, 100, 200, 300, 400의 순서로 증가시키면서 이미지 개수로부터 나타나는 유속계산 오차를 조사한 결과 이미지의 개수가 50매 이상인 경우는 이로 인한 오차가 1% 이하로 감소함을 파악하였다. 촬영된 이미지의 해상도가 유속계산시 미치는 영향을 조사하기 위해 디지털카메라를 적용하여 세가지 이미지 해상도(640*480, 1280*960, 2048*1536 pixel)로 변화시키면서 유속측정 오차를 분석한 결과 저해상도의 이미지를 이용한 경우 고해상도 이미지를 이용한 경우와 비교하여 3% 가량의 차이를 나타내었다.

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Right to delete and Right to be forgotten -Discuss on the condition of the right to delete (기사삭제 요구권과 잊혀질 권리 - 기사삭제의 인정기준에 관한 논의)

  • Hong, Sook-Yeong
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.13-22
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    • 2014
  • The right to be forgotten is a world-wide issue after the decision of the European Court of Justice which accepted that right. This essay discusses about the guide lines for protecting the right to delete, a category of the right to be forgotten. I classified those guide lines as follows : (1) sensitiveness of the personal information, (2) offensiveness to reasonable and ordinary people, (3) intention of writing the article, (4) value of historical record, (5) importance of privacy comparing with right to know with time flow, (6) public figure, (7) article based on fact or opinion. To effectively protect right to be forgotten and delete, we have to consider Privacy Impact Assessment, using blind system, unification of multiple institutions, and reforming press arbitration system.

A Study of voluntary deliberation agency for resolving problems in film censorship (영화 심의 문제 해결을 위한 민간 자율 심의 기구의 필요성 모색)

  • Suh, Dae-Jeong
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.537-544
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    • 2014
  • The film has far-reaching power than any other media. For this reason, a censorship has existed in some way but censorship is like a double-edged sword. If KMRB stood in front of a desire to preserve the morals of society and youth protection, creativity of artists must be shaken. On the contrary if free will is emphasized, social chaos will be increase. Thus most countries made various censorship systems in order to overcome this contradiction. In recent years, mainly on the issue of censorship and the rating is a tendency to transfer to the voluntary deliberation agency. However, this issue is still dealing with this problem at KMRB in Korea. Then KMRB mistakes itself as the guardian of situation ethics and morality. Recently various problems appeared in the film rating system. KMRB should be devolved on the voluntary deliberation agency in order to solve the problem. therefore this study The study will be to review the need for voluntary veliberation agency.

E-Business and Transaction Cost: Applications to Environment and Glocalization (e-비즈니스와 거래비용: 환경과 글로컬화에의 적용)

  • Lee, Sang-Ho;Cho, Sumi
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.109-119
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    • 2013
  • Recent lifeline with Internet and smart-phone is a new ICT-based revolution that has transformed the structure of economics and business activities in digital economy. This paper deals with some economic perspectives on the conceptual concerns on transaction costs and its applications to energy and environments, and glocalization strategies of e-business. First, we consider substantial differences between offline and online channel transactions and categorize three different aspects of transaction costs in the purchasing process in both channels. Second, we examine the impacts of e-business that affect sustainable environments and provide some considerations on energy savings, product-process design, and logistics. Finally, we present some opportunities and challenges posted by global e-business and outline the economics of networking in achieving enhanced performance and competitive advantage through glocalization strategies of e-business.

A Study on Factors Influencing the Intention to Use NFC Payment System for Public Transport - Focused on Ho Chi Minh Citizens in Vietnam (대중 교통을 위한 NFC 결제 시스템 사용의도에 영향을 미치는 요인에 관한 연구 -베트남 호치민 시민을 중심으로)

  • Ly, Xuan-Hoang;Han, Kyeong-Seok
    • Journal of Digital Contents Society
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    • v.19 no.3
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    • pp.569-577
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    • 2018
  • Near-Field Communication(NFC) is a useful technology that is receiving worldwide attention. NFC mobile payment systems are being developed by many technology companies including financial institutions especially for the public transportation. In this research we find several factors for the intention to adopt NFC payment system. We surveyed 355 respondents who live in Ho Chi Minh city, Vietnam which became more interested by Korean as a post China country to test our research hypothesis. Using Technology Acceptance Model(TAM) we find that the factors of Social influence, Trust, Security, and Users' Convenience play the significant role to the factor of Intention to Use of NFC payment system.