• Title/Summary/Keyword: 방송프로그램

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Implementation of Panoramic Realistic Images with the Use of Ultra High Definition(UHD) TV (초고선명(UHD)TV를 이용한 파노라마 실감영상구현)

  • Moon, Dae-Hyuk
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.411-418
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    • 2016
  • Digital broadcast environment led to the emergence of UHDTV following HDTV. The demands for realistic images which are created with the use of UHDTV have been applied to various fields. Of various application methods, multiplanar imaging, which is used to display high definition image contents after multiple HD or UHD displays are connected with each other up and down, and left and right, is often applied to display images and the advertising market. Today, the firms that make high-definition multiplanar images mostly use their independently developed program. Therefore, it costs higher than other general works. For the reason, multiplanar image contents are mostly made in the way of enlarging HD images over 2 to 5 times. In this experiment, the software application widely known for UHDTV based multiplanar images is applied to test a method of implementing UHD panoramic realistic images without quality degradation.

High School Students' Perception and Attitudes toward Nanotechnology (고등학생의 나노기술에 대한 인식과 태도)

  • Kim, Hyun-Jung;Hong, Hun-Gi;Hong, Jee-Hye
    • Journal of the Korean Chemical Society
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    • v.55 no.1
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    • pp.104-111
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    • 2011
  • In this study, high school students' perceptions and attitudes toward nanotechnology are examined through questionnaires gathered from 1704 high school students (five general high schools and two science high schools). As a result, the study shows that high school students have generally high perceptions and positive attitudes toward nanotechnology. Science high school students show more positive attitudes and correct knowledge toward nanotechnology rather than general high school students do. High school students get information on nanotechnology via various sources such as TV and internet, whereas they have rarely perceived to get information on nanotechnology in textbooks and science class. They think that newspaper and TV programs are proper methods to introduce new science technology and get information on the advanced science and technology through the internet and science teachers. High school students show positive attitudes toward the application of nanotechnology, whereas they show negative attitudes toward personal information chips and nano-taste enhancer. And they trust nanotechnology researchers and science teachers, whereas they rarely trust about government, public organizations, and internet.

The Image Contents Production Techniques Using Drone (드론을 이용한 영상콘텐츠 제작기법)

  • Park, Sung-Dae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.3
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    • pp.491-498
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    • 2018
  • As unmanned aerial vehicle(UVA), drone means a flying object that could aviate the route entered by a program in advance or remotely-controlled when a pilot is not on board. Drone that has been initially developed for the military purpose is currently used for diverse areas such as agricultural industry, leisure activity, logistics service, and life-saving area. Out of these areas, the shooting drone equipped with a camera is actively used for diverse image contents production areas including film and broadcasting area. This paper examines the characteristics of drone for the purpose of shooting, and also handles the shooting techniques using drone. Especially, this study aims to suggest and discuss the methods to shoot diverse camera working used by the existing image shooting with the use of drone after examining the operation of shooting drone used for the image contents production area.

Analysis of Orthomosaic and DSM Generation Using an Assembled Small-sized Drone (조립식 소형 드론을 이용한 Orthomosaic 및 DSM 생성 연구)

  • Kim, Jong Chan;Kim, Byung-Guk
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.35 no.3
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    • pp.195-202
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    • 2017
  • Ortho images created by aerial photogrammetry have been used in large areas but they are uneconomical for small areas and continuous change observation. The drones have been developed for military purposes, and recently they are being used crop management and analysis, broadcast relay, meteorological observation and disaster investigation and so on. Also there were a lot of studies of expensive commercial drone. In this paper, lower price self-assembly drone usable for in small areas, Obtained images and produced Orthomosaic and DSM using mission planner which is a normal digital camera and open source program, and postprocessing was used Pix4d software. GCP errors are X-coordinate 3.4cm, Y-coordinate 2.4cm, Z-coordinate 4.2cm. It seems like the self-assembly drone can be used for various fields.

Educational Implications of Media Education in the Digital Era in France (디지털 시대 프랑스의 미디어 교육 분석을 통한 시사점 고찰)

  • Lee, Hee-Seung
    • Journal of Convergence for Information Technology
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    • v.9 no.6
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    • pp.140-145
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    • 2019
  • The purpose of this study is to suggest the implications for the domestic media education policy which is still in a state of pace by document research of the case in France which has a long history of media education. France has consistently maintained the tradition of the philosophical value of media education, such as 'the cultivation of consciousness and qualities as a democratic citizen' through legal, policy and educational improvement. At the same time, in the digital era, conceptual expansion was carried out that embraced the concept of 'information' rather than resting on classical media education. This was complemented by education legislation, enforcing information education programs in school, and the manage of CLEMI, the media and information education training organization. It will be necessary to construct software system for media education of Korea through the manage of governmental organization and the cooperation system with related institutes under the constant philosophic direction.

A Study on the Fashion Design and Style of K-Pop Boy Groups - Focusing on the Music Programs and YouTube Videos of BTS and Seventeen - (K-Pop 보이 그룹의 패션디자인 및 스타일 연구 - 방탄소년단, 세븐틴의 음악 방송 프로그램 및 유튜브 영상을 중심으로 -)

  • WANG, LIANKAI;Kim, Yoon Kyoung;Lee, Kyoung Hee
    • Fashion & Textile Research Journal
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    • v.23 no.6
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    • pp.726-743
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    • 2021
  • This study tried to examine the fashion design and style of representative K-Pop boy groups BTS and SEVENTEEN appearing on music shows. The data collection was conducted on 4 music programs(Inkigayo, Music Bank, Show! Music Core, M COUNTDOWN) and YouTube(www.youtube.com) for each boy who worked for 5 years from January 2016 to December 2020. Result analysis utilized the stage scenes and music videos of the title songs of BTS and Seventeen. As for the fashion design and style characteristics of BTS, it was found that overall, the color, pattern, and decoration of the bottom were minimized, and the style was changed mainly by the top of the denim pants. As for Seventeen's fashion design and style characteristics, it was analyzed that plain simple slacks, bright and modest chromatic colors, and geometric and stylistic patterns with street retro sensibility were relatively emphasized, and natural and romantic images appeared a lot. As a result of examining the differences in fashion design and style characteristics between BTS and Seventeen, significant differences were found in color, tone, color scheme, material type, material combination, detail, trimming, pattern, accessories, and fashion image. Overall, it was found that both groups minimized the use of decorative elements such as patterns, details, and trimmings.

Proposal of a sustainable K-Culture Festival Strategy (한국문화축제 전략 제언)

  • Kim, Hyejn Joy
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.213-217
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    • 2022
  • It is a time when a sustainable Korean Culture Festival strategy is needed. The Korean Culture Festival is a Hallyu Culture Festival that comprehensively introduces various Korean cultures such as Korean food, beauty, and fashion with the focus on K content, which has been leading the global craze since 2020. As the core project of the promotion of Neo Hallyu by the Ministry of Culture and Gymnasium, the 2021 Korean Culture Festival, which was based on the World K-Pop concert and the K-Culture Fan Fair, including holding the first face-to-face concert that applied the stage of real-world content after Covid-19, as well as conducting and exhibiting various fan participation challenges, must now make the leap to the global Hallyu Culture Festival. To this end, it can consist of drama, K-pop, K-Culture Fan Fair, K-Meetup, K-Culture Parade, and Awards. This distinction shows a classic festival program centered around the prosumer content that drives the Korean Wave, and in order for this philosophy to be effectively linked to its contemporaries, a Business to Business (B2B) and Business to Consumer (B2C) 'Techtainment Strategy' is needed to acquire potential customers through learned playfulness.

User Experience Research on TV Multiview Feature (TV 멀티뷰 기능에 관한 사용자 경험 연구)

  • Kim, Hee-soo Esther;Kim, Jae-Yeop
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.415-424
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    • 2022
  • This study is a user experience research on the current usage of TV multiview and evaluating the usability. From traditional TV viewing to connecting laptop or mobile devices, the scope of using TV has expanded and evolved to multipurpose. Utilizing the multiview feature offers new TV experiences, but research on its usability has not been actively conducted yet. In this research, a case study and survey were held prior to usability testing to identify user needs and behavior of TV multiview. After reviewing the results, we ran a task-based usability testing and in-depth interview. As a result, users preferred different ways of accessing and using multiview based on their situation, and the current user interface needed improvement for easier, intuitive use. This study is expected to contribute to the development of improving user experience in TV multiview.

A Study on Functions and Services of a Library Based on Ubiquitous Life (유비쿼터스 사회환경에서의 도서관 기능 및 서비스에 관한 연구)

  • Kim, Yong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.20 no.3
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    • pp.97-114
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    • 2009
  • The roles and services of a library have historically been influenced and developed by the change of information technologies. The ubiquitous technologies have been widely studied for medical area, construction, commerce, broadcasting, telecommunication and so on. The ubiquitous technologies have extended to the roles and services in a library. The development of ubiquitous IT, the roles and functions of a library and information center should be changed. To adjust evolving environment, this study focuses on concept and definition of ubiquitous computing and networks. Especially, with requirements and essential technologies which can be a technological infrastructure for ubiquitous life, library services and roles in ubiquitous life are discussed by literature review, case analysis and expert interview. With the results, this study proposes that library services and roles in ubiquitous life should be considered in two ways which are network and physical spaces. Also, roles of a library in ubiquitous life will be extended to culture and education center including traditional information center. To perform those roles and services, a library should develop various service programs relating culture and education such as personalized service and educational program.

Implementation of a Mobile App for Companion Dog Training using AR and Hand Tracking (AR 및 Hand Tracking을 활용한 반려견 훈련 모바일 앱 구현)

  • Chul-Ho Choi;Sung-Wook Park;Se-Hoon Jung;Chun-Bo Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.927-934
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    • 2023
  • With the recent growth of the companion animal market, various social issues related to companion animals have also come to the forefront. Notable problems include incidents of dog bites, the challenge of managing abandoned companion animals, euthanasia, animal abuse, and more. As potential solutions, a variety of training programs such as companion animal-focused broadcasts and educational apps are being offered. However, these options might not be very effective for novice caretakers who are uncertain about what to prioritize in training. While training apps that are relatively easy to access have been widely distributed, apps that allow users to directly engage in training and learn through hands-on experience are still insufficient. In this paper, we propose a more efficient AR-based mobile app for companion animal training, utilizing the Unity engine. The results of usability evaluations indicated increased user engagement due to the inclusion of elements that were previously absent. Moreover, training immersion was enhanced, leading to improved learning outcomes. With further development and subsequent verification and production, we anticipate that this app could become an effective training tool for novice caretakers planning to adopt companion animals, as well as for experienced caretakers.