• Title/Summary/Keyword: 배급

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A smart cage system for companion animal (반려동물(소(小) 동물)을 위한 스마트 케이지 시스템)

  • Kook, Young Han;Kang, So Yeon;Park, Jae Hyung;An, Sang June;Oh, Se Chan;Park, Chol Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.555-558
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    • 2019
  • 고령화 및 1 인가구의 증가와 함께 반려동물을 키우는 인구수는 증가하여 반려동물 산업이 증가하는 반면 반려동물 산업이 개와 고양이에 국한되어있다. 본 프로젝트 에서는 소 동물 특히, 고슴도치에 집중하여 온/습도 정보확인, 이미지 영상 실시간 확인, 자동 먹이배급 등의 기능을 갖는 반려동물 스마트 케이지 시스템을 개발하였다. 센서 노이즈를 줄이기 위하여 평균화 하여 사용하였고, 시리얼통신, mqtt, http 통신을 사용하여 센서, MCU, 마이컴, 스마트폰 Application 을 연동하여 사용자가 모든 기능을 쉽게 사용 가능하도록 하였다.

A Study On Contents/Tool Sever Based On MPEG-21 (MPEG-21 기반 컨텐츠 및 툴 유통/관리에 관한 연구)

  • Kim, Kyu-Il;Ko, Hyuk-Jin;Kim, Ung-Mo;Kang, Woo-Jun;Kim, Kwang-Young;Hong, Jin-Woo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.443-446
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    • 2004
  • 본 연구는 MPEG-21 프레임 기반 하에서 컨텐츠의 유통/관리와 툴의 유통/관리를 위한 요소 사항들을 분류하고 기술 사항들을 고려하여 모델을 작성하고 해당 모델을 시제품화 함으로써 제시된 모델의 적용성을 증명한다. 현재 MPEG-21은 DRM의 표준으로 진행되고 있으며 디지털 컨텐츠의 제작, 인식, 서술, 표현, 배급, 지적재산권 보호 등과 같이, 디지털 컨텐츠의 다양한 서비스 모델을 확립하고, 이러한 서비스 모델을 실현하기 위한 필수 요소 기술들을 정의하고 있다. MPEG-21 표준으로 사용자들이 멀티미디어 컨텐츠를 편리하게 전송, 검색, 저장 및 관리를 위한 컨텐츠의 유통/관리와 툴의 유통/관리 시스템을 구현하고자 한다.

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Applied Method of Analysis System Using Data Mining for Big Data (데이터 마이닝을 이용한 빅데이터 분석 시스템 적용 방안)

  • Jeon, Jung-Ho;Park, Seok-Cheon;Kim, Jung-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1230-1233
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    • 2013
  • 스마트폰의 배급과 SNS의 성장으로 최근 데이터양은 급증하고 있다. IDC에 따르면 지난 10년간 생성된 데이터 보다 최근 2년 사이에 생성된 데이터양이 많은 걸로 나타났고 앞으로 점점 늘어날 것으로 예상된다. 이러한 대규모의 데이터인 빅데이터가 사회적 이슈가 되고 있고 이를 활용하려는 시도가 끊임없이 일어나고 있다. 본 논문에서는 빅데이터 상의 데이터 마이닝을 통하여 고객의 패턴을 분석하고 이용자에게 신뢰성 있는 데이터를 제공 할 수 있는 방안을 제시한다.

Research on the Development of North American Movie Industry in 2018 (2018년 북미영화산업 발전 연구)

  • Peng, Bo
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.15-24
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    • 2019
  • Hollywood traditional movie companies are continuously challenged by new-type companies represented by the streaming content platforms. Based on the latest market statistics, and with a multidimensional approach involving the production, distribution, projection and overseas market, etc, this paper analyzes the changes and development of North American movie industry in its process of coping with the globalization and digitalization of media in 2018, and summarizes the effective measures for Hollywood mainstream movie companies to adjust their own structures and operation mechanism to maintain their development in the environment of new media consumption.

A Study on the Education and Training system in Korean Animation Industry - Suggestions about Curriculum in a Department of Animation in Korean Universities from the Perspective of Arts and Cultural Management (한국 애니메이션 인력 양성 시스템에 대한 연구 - 대학 애니메이션 교육 과정에 대한 예술경영적 제언)

  • Kang, Yunju
    • Cartoon and Animation Studies
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    • s.34
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    • pp.317-344
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    • 2014
  • Perspectives on the basis of arts and cultural management, this study intends to suggest improvements in core curriculums that are required in order for South Korea, a country that has initiated into the animation industry through outsourcing from big-budget animation production countries such as America and Japan, to develop its own strong base in creative animation industry. The perspectives of arts management in this context means an integration nexus between human studies, social science and management, and suggestions are as follow: First, it is crucial to understand the current trend of animation industry structure across the globe, as well as to develop the ability of co-production. Animation industry often requires technical skills, capital strength and human resources, each having equal importance. Therefore, thorough analysis of the three components in worldwide animation industry must be preceded for animation production services. To do so, collaboration with major animation creation countries is the best option and is highly encouraged, so that the national animation curriculum shall be enhanced to meet such demands and hence develop various abilities. The second is a good understanding of new-media and new-platforms. Not only the traditional distributor of animation such as television and theater, the distribution system expands its scope to a variety of online sources including pod-casts and the Internet. Under these circumstances, a deep understanding towards animation distribution system and an analysis of the new consumer channel are also of paramount importance for animation production. Third, a possibility of animation supply chain through diversified routes and media have paved the way for a possible animation production services and distribution without a mega-budget. Thus, new curriculum shall need to reinforce marketing and management aspects that will in turn help individuals to establish a self-employed creative business. Last but not least, this study further includes illustration of current curriculum of animation studies in national universities, followed by detailed suggestions for the curriculum improvements based on the above mentioned three factors. It was observed that the current curriculums have been solely focused on practical works and technical skills of animation and art studies; a four-year-course colleges that provide animation courses usually lack components of human studies, social science and management. Thus, this study proposes essential contexts of management studies that are needed for individual business and also curriculum improvements that are derived from the analysis of the current industry and the new media.

Determinants of Multiplex Movie Theater's Box Office Performance :Focused on Facilities, Trade Area and Location Factors (멀티플렉스 영화관의 보유시설, 상권 및 입지요인이 영화관 매출에 미치는 영향에 대한 탐색적 연구)

  • Song, Chihoon;Park, Kyungdo;Yi, Ho-Taek
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.110-122
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    • 2014
  • Korea's film industry has been growing over the last 10 years, and there has been much attention to the antecedents of film box office sales both academic and business communities. So far, previous research which explained success factors of film or movie mainly focused on 3 stages, production, distribution and screening. However, these 3 steps are heavily vertically integrated in Korea's firm industry unlike United States. Almost 130% of movie theaters are multiplex chain and operated by film production companies such as CJ and Lotte Entertainment In this situation, film sales are likely to he affected by movie theaters own facilities or location factors rather than movie contents. Based. on resource-based view and S-C-P paradigm, the authors examined "whether movie theater's facilities factors and trade area factors such as accessibility, competitive situation, and population have effect to movie theater's sales revenues. The results showed that the average occupancy of theater is the most important factor to movie theaters sales in both large and small cities. In large cities, movie theater's facilities factors which included vibration seat special sound system, premium movie theater, VIP lounge are relatively important than trade area factors. In contrast, in small cities, location factors and accessibility are the most important factors to movie theaters sales. We discuss the managerial and theoretical implication for the results and the specific limitations are suggested at the end of the paper.

A Study of Developing and Reinvigorating to make Korean Animation Films (국내 장편 애니메이션의 제작활성화 및 발전을 위한 대안연구)

  • Choi, Min-Kyw
    • Cartoon and Animation Studies
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    • s.13
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    • pp.163-179
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    • 2008
  • It is no longer an issue that there is a big audience for Korean movies. More than 120 Korean movies are made each year. Many win prizes at film festivals around the world. But the number of animation movies made in Korea is decreasing even though the government tried to revitalize the animation industry in the mid-1990s. The problem is that all Korean animation movies were box-office failures, even though "Mary's Story" and "Oseam" were awarded prizes in world-famous animation festivals. Korean animation movies also face hurdles because of different cultural tastes of Korean audiences and problems with distribution. But there is a tremendous amount of potential and possibilities for Korean animation movies to be box-office blockbusters and artistic successes. There are ways to develop and revitalize the Korean animation industry and make it of the most important businesses and cultural influences in Korean society.

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A Study of Production Technology of Digital Contents upon the Platform Integration : Focusing on Cross - Platform Game (플랫폼 통합에 따른 디지털콘텐츠 제작기술 경향연구 : 크로스 플랫폼게임(Cross-Platform Game) 사례를 중심으로)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.14
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    • pp.151-164
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    • 2008
  • Cross platform game has brought about the expansion of game market, which results in technology innovation overcoming the limit of game consumption. The new model integrates both off and online game services. Gamers can now enjoy game service regardless of age, time, and space. If the technology evolution model of digital contents like cross-platform game engine can provide contents for several platform at the same time, the interactive service can be utilized into maximum level. It is also necessary to allocate, switch data as well as to innovate the transmission technology of data according to each platform. Providing the same contents for several platform as many as possible can be the most suitable strategy to enhance the efficiency and profits. However if the interactive service can be accomplished completely, the development of data switching technology and distribution should be made. To be a leader in the next digital contents market, one should develop the network engine technology which can embody the optimization of consumption in the interactive network service.

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Bacterial Distribution and Variation in Water Supply Systems (상수도계통에서의 세균 분포 및 변화)

  • 박성주;조재창;김상종
    • Korean Journal of Microbiology
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    • v.31 no.3
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    • pp.245-254
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    • 1993
  • Distribution and variation of bacterial densities of heterotrophic plate count (HPC) and Enterobacteriaceae in the water supply systems comprising raw, treated, and three tap water samples of a water treatment plant in Seoul were studied 23 times from 1991 to 1992. HPC bacteria of raw. treated, and tap waters on $R_{2}A$ agar media were at a density of $1.22{\times}10^{3} to 3.05{\times}10^{5}$, $1.50{\times}10^{1} to 4.29{\times}10^{3}$ and 2 to $5.41{\times}10^{3}$ cfu/ml, respectively. Densities of Enterobacteriaceae in raw, treated, and tap waters on mENDO-LES agar media ranged from 0.] to 8200 cfu/ml, 0 to 17.5 cfu/JOO mI. and 0 to 47.5 cfu/IOO ml, respectively. Injured Enterobacteriaceae of treated and tap waters on m-T7 agar media were at a density of o to 27 and 0 to 35 cfu/100 mI. These results showed that the density of bacteria in the treated water outflowing from the water plant significantly increased as the water flowed along the distribution sytems, which is so-called bacterial regrowth. The predominant bacteria] types in the water supply system were Pw'udomonas and Acinerobacter. In raw water, the ratio of Pseudomonas was higher than that of Acinetobaeter, but in treated and tap waters. both ratios were reversed. The most predominant species of Enterobacteriaceae was Enterobacter agglomerans. Some species such as Citrobacter freundii. Escherichia coli. Klebsiella pneumoniae. and Shigella dysenteriae which are opportunistic pathogens or pathogens were not found in the treated water but additionally detected in tap waters.

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Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.