• Title/Summary/Keyword: 디지털 활용

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A Study on Educational Content Based on Virtual Reality (가상 현실 기반의 교육 목적 콘텐츠에 대한 연구 - VR 키오스크 시뮬레이션)

  • Junseop Lee;Byeongil Lim;Jiyoung Han;Taekhee Lee
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.179-188
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    • 2024
  • Recently, unmanned terminals (kiosks) have greatly increased their scope of use by allowing orders or payments to be made efficiently while replacing existing manpower. With the acceleration of digital transformation, the rate of kiosk installations has soared, making it an important task to help all age groups easily use kiosks. In this study, based on the function of the game engine and Hand Tracking technology, we developed content that can conduct kiosk education in a virtual world. The goal of this content is to help users unfamiliar with kiosks confidently cope with real-world situations by experiencing visual and auditory stress caused by waiting guests in virtual reality. To this end, two VR contents were developed. One is a simple kiosk experience content, and the other is specialized content that causes visual and auditory stress. The experiment was divided into two groups: one group experienced general VR content, while the other group experienced specialized VR content. After the experience, both groups proceeded to place orders in an actual store. Survey results showed that 85% of the experimental group and 95% of the control group were satisfied with the training. This confirms that the specialized experience described in this paper is effective for kiosk education.

A Case Study on Exploring Service Examples of Domestic and International Art Content Platform (국내외 아트 콘텐츠 플랫폼의 서비스 사례 고찰)

  • Jun Hee Park;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.147-154
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    • 2024
  • Since the COVID-19 pandemic, art content platforms have evolved into content venues for the holistic experience of art, which is distinct from offline experiences, and possesses unique characteristics that are no longer just auxiliary means of information delivery. The purpose of this study is to explore the direction of platform development for art content in order to revitalize art experiences in the era of the Fourth Industrial Revolution by analyzing functional utility cases of art content platform services both domestically and abroad. To achieve this, factors for analyzing the functional utility of art content platforms were extracted through literature research. Then, the functions and services of domestic and foreign art content platforms were categorized into three groups, and based on the analysis factors of 'interaction', 'reliability', 'convenience', and 'diversity' extracted from the literature, the development direction of art content platforms was examined through a service and function analysis. The significance of this study is that it analyzed the overall user experience online and the development direction of art content platforms through functional utility analysis. Through this, it aims to provide implications by analyzing the various utilization possibilities of art content platforms and the perspective of users who experience art in the media environment.

A Study on the Effect of Catchphrases in Corporate Job Postings on Job Applications from Individuals in Their 20s and 30s (기업 채용공고의 캐치프레이즈가 20, 30대의 입사 지원에 미치는 영향 분석)

  • Min Jae Hwang;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.205-212
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    • 2024
  • This study aims to analyze the impact of catchphrases used in job postings on job applications in the context of accelerating social participation of Generation Z and changing business environments. To this end, case studies of catchphrases used in job postings by domestic and international companies were conducted. In addition, job postings for the Korea Electric Power Corporation (KEPCO), a well-known public institution, were created using four trend keywords: 'general phrases,' 'eco-friendliness,' 'employee welfare,' and 'social issues (equality).' An online survey was conducted to analyze the impact of catchphrases in job postings on job applications, and the results showed that 83% of respondents found that the catchphrases in job postings had a positive effect on their application decisions. Through in-depth interviews, the importance of design elements and catchphrases in job postings as perceived by actual job seekers was confirmed. In conclusion, this study aims to explore how catchphrases in job postings can facilitate smooth communication between companies and job seekers and strengthen corporate image promotion activities. It seeks to provide insights into how companies can effectively utilize catchphrases in job postings according to age and job type in future recruitment processes.

User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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Comparison of Three Kinds of Methods on Estimation of Forest Carbon Stocks Distribution Using National Forest Inventory DB and Forest Type Map (국가산림자원조사 DB와 임상도를 이용한 산림탄소저장량 공간분포 추정방법 비교)

  • Kim, Kyoung-Min;Roh, Young-Hee;Kim, Eun-Sook
    • Journal of the Korean Association of Geographic Information Studies
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    • v.17 no.4
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    • pp.69-85
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    • 2014
  • Carbon stocks of NFI plots can be accurately estimated using field survey information. However, an accurate estimation of carbon stocks in other unsurveyed sites is very difficult. In order to fill this gap, various spatial information can be used as an ancillary data. In South Korea, there is the 1:5,000 forest type map that was produced by digital air-photo interpretation and field survey. Because this map contains very detailed forest information, it can be used as the high-quality spatial data for estimating carbon stocks. In this study, we compared three upscaling methods based on the 1:5,000 forest type map and 5th national forest inventory data. Map algebra(method 1), RK(Regression Kriging)(method 2), and GWR(Geographically Weighted Regression)(method 3) were applied to estimate forest carbon stock in Chungcheong-nam Do and Daejeon metropolitan city. The range of carbon stocks from method 2(1.39~138.80 tonC/ha) and method 3(1.28~149.98 tonC/ha) were more similar to that of previous method(1.56~156.40 tonC/ha) than that of method 1(0.00~93.37 tonC/ha). This result shows that RK and GWR considering spatial autocorrelation can show spatial heterogeneity of carbon stocks. We carried out paired t-test for carbon stock data using 186 sample points to assess estimation accuracy. As a result, the average carbon stocks of method 2 and field survey method were not significantly different at p=0.05 using paired t-test. And the result of method 2 showed the lowest RMSE. Therefore regression kriging method is useful to consider spatial variations of carbon stocks distribution in rugged terrain and complex forest stand.

Imaging Characteristics of Computed Radiography Systems (CR 시스템의 종류와 I.P 크기에 따른 정량적 영상특성평가)

  • Jung, Ji-Young;Park, Hye-Suk;Cho, Hyo-Min;Lee, Chang-Lae;Nam, So-Ra;Lee, Young-Jin;Kim, Hee-Joung
    • Progress in Medical Physics
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    • v.19 no.1
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    • pp.63-72
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    • 2008
  • With recent advancement of the medical imaging systems and picture archiving and communication system (PACS), installation of digital radiography has been accelerated over past few years. Moreover, Computed Radiography (CR) which was well established for the foundation of digital x-ray imaging systems at low cost was widely used for clinical applications. This study analyzes imaging characteristics for two systems with different pixel sizes through the Modulation Transfer Function (MTF), Noise Power Spectrum (NPS) and Detective Quantum Efficiency (DQE). In addition, influence of radiation dose to the imaging characteristics was also measured by quantitative assessment. A standard beam quality RQA5 based on an international electro-technical commission (IEC) standard was used to perform the x-ray imaging studies. For the results, the spatial resolution based on MTF at 10% for Agfa CR system with I.P size of $8{\times}10$ inches and $14{\times}17$ inches was measured as 3.9 cycles/mm and 2.8 cycles/mm, respectively. The spatial resolution based on MTF at 10% for Fuji CR system with I.P size of $8{\times}10$ inches and $14{\times}17$ inches was measured as 3.4 cycles/mm and 3.2 cycles/mm, respectively. There was difference in the spatial resolution for $14{\times}17$ inches, although radiation dose does not effect to the MTF. The NPS of the Agfa CR system shows similar results for different pixel size between $100{\mu}m$ for $8{\times}10$ inch I.P and $150{\mu}m$ for $14{\times}17$ inch I.P. For both systems, the results show better NPS for increased radiation dose due to increasing number of photons. DQE of the Agfa CR system for $8{\times}10$ inch I.P and $14{\times}17$ inch I.P resulted in 11% and 8.8% at 1.5 cycles/mm, respectively. Both systems show that the higher level of radiation dose would lead to the worse DQE efficiency. Measuring DQE for multiple factors of imaging characteristics plays very important role in determining efficiency of equipment and reducing radiation dose for the patients. In conclusion, the results of this study could be used as a baseline to optimize imaging systems and their imaging characteristics by measuring MTF, NPS, and DQE for different level of radiation dose.

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Design and Implementation of Content-based Video Database using an Integrated Video Indexing Method (통합된 비디오 인덱싱 방법을 이용한 내용기반 비디오 데이타베이스의 설계 및 구현)

  • Lee, Tae-Dong;Kim, Min-Koo
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.661-683
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    • 2001
  • There is a rapid increase in the use of digital video information in recent years, it becomes more important to manage video databases efficiently. The development of high speed data network and digital techniques has emerged new multimedia applications such as internet broadcasting, Video On Demand(VOD) combined with video data processing and computer. Video database should be construct for searching fast, efficient video be extract the accurate feature information of video with more massive and more complex characteristics. Video database are essential differences between video databases and traditional databases. These differences lead to interesting new issues in searching of video, data modeling. So, cause us to consider new generation method of database, efficient retrieval method of video. In this paper, We propose the construction and generation method of the video database based on contents which is able to accumulate the meaningful structure of video and the prior production information. And by the proposed the construction and generation method of the video database implemented the video database which can produce the new contents for the internet broadcasting centralized on the video database. For this production, We proposed the video indexing method which integrates the annotation-based retrieval and the content-based retrieval in order to extract and retrieval the feature information of the video data using the relationship between the meaningful structure and the prior production information on the process of the video parsing and extracting the representative key frame. We can improve the performance of the video contents retrieval, because the integrated video indexing method is using the content-based metadata type represented in the low level of video and the annotation-based metadata type impressed in the high level which is difficult to extract the feature information of the video at he same time.

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A Measures to Implements the Conservation and Management of Traditional Landscape Architecture using Aerial Photogrammetry and 3D Scanning (전통조경 보존·관리를 위한 3차원 공간정보 적용방안)

  • Kim, Jae-Ung
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.38 no.1
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    • pp.77-84
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    • 2020
  • This study is apply 3D spatial information per traditional landscape space by comparing spatial information data created using a small drone and 3D scanner used for 3D spatial information construction for efficient preservation and management of traditional landscaping space composed of areas such as scenic sites and traditional landscape architectures. The analysis results are as follows. First, aerial photogrammetry data is less accurate than 3D scanners, but it was confirmed to be more suitable for monitoring landscape changes by reading RGB images than 3D scanners by texture mapping using digital data in constructing orthographic image data. Second, the orthographic image data constructed by aerial photogrammetry in a traditional landscaping space consisting of a fixed area, such as Gwanghalluwon Garden, produced visually accurate and precise results. However, as a result of the data extraction, data for trees, which is one of the elements that make up the traditional landscaping, was not extracted, so it was determined that 3D scanning and aerial surveying had to be performed in parallel, especially in areas where trees were densely populated. Third, The surrounding trees in Soswaewon Garden caused many errors in 3D spatial information data including topographic data. It was analyzed that it is preferable to use 3D scanning technology for precise measurement rather than aerial photogrammetry because buildings, landscaping facilities and trees are dense in a relatively small space. When 3D spatial information construction data for a traditional landscaping space composed of area using a small drone and a 3D scanner free from temporal and spatial constraints and compared the data was compared, the aerial photogrammetry is effective for large site such as Hahoe Village, Gyeongju and construction of a 3D space using a 3D scanner is effective for traditional garden such as Soswaewon Garden.

The Acquisition, Construction and Common Use of Modern and Post-modern Document DB in the NAK, NIKH, and AKS (근·현대 지역사료 수집, DB 구축 및 공동 활용 - 국가기록원, 국사편찬위원회, 한국학중앙연구원을 중심으로 -)

  • Kang, Soon-Ae
    • Journal of Korean Society of Archives and Records Management
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    • v.8 no.2
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    • pp.39-60
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    • 2008
  • This paper deals with the four aspects of the acquisition, construction and common use of modern and post-modern document DB in the NAK, NIKH, and AKS. First, The concept of Korean regional history includes provincial history, local history and regional history and as far as modern and post-modern history is concerned, the concept of regional history is on expansion. Second, National Archives of Korea has been systematically collecting and managing modern and post-modern regional history records in compliance to Public Institutes Records Management Law, enacted in 1999 and currently is in charge of handling public records of 373 central government administration offices, 514 regional government offices, Office of Education, universities and of other public agencies. National Institute of Korean History is working on a ten year project from 2004 to collect the scattered modern and post-modern regional history records and to classify them regionally and thematically. The Academy of Korean Studies has been collecting modern and post-modern regional history records and collection was initiated by Modern History Research. Those records that are collected from 1997 and 2005 are mainly from the liberation period. Third, characteristics of Central Archives Management System and Nara Records Portal System of NAK, Korean History Database System of NIKH and of The AKS' Korean Provincial Culture Electronic Encyclopedia are elaborated. Fourth, establishing 'Modern and Post-modern Regional History Records Council' as an affiliated organization of National Archives Management Committee is recommended, NAK leading the council and promoting further cooperation. In this section, an emphasis on allotted tasks of three institutes in order to achieve technology development for digitalized resource sharing, to improve on contents and to promote public and international use is placed as well.

Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.