• Title/Summary/Keyword: 비대면 소비

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A Study on Hangeul Mobile Handwriting Practice and Analyzing Application Development Based on Deep Learning (딥러닝 기반 한글 전자 필기 연습 및 분석 앱 개발에 대한 연구)

  • Ko, Ju-Eun;Oh, Jee-Eun;Min, Kyoung-Won
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.322-325
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    • 2022
  • 전 세계적으로 코로나바이러스가 유행함에 따라 비대면 활동을 비롯하여 전자 필기 이용 및 상품 소비가 증가하였다. 전자 필기에 대한 수요가 늘어남에 따라 전자 필기 글씨체 교정에 대한 관심 또한 증가하는 추세이다. 본 논문에서는 전자 필기 이미지에서 음절과 음소 영역을 추출하여 글씨를 분석하고, 이를 사용하여 사용자의 손글씨에서 개선점을 찾아낼 수 있는 딥러닝 알고리즘을 제안한다. 제안한 알고리즘을 통해 사용자가 원하는 전자 필기 글씨체를 효과적으로 습득할 수 있도록 사용자 글씨에 대해 구체적인 피드백을 제공하는 딥러닝 기반 태블릿 PC 용 한글 전자 필기 연습 및 분석 앱에 대한 연구를 소개하였다.

Metaverse Campus Using Minecraft (마인크래프트를 활용한 메타버스 캠퍼스)

  • Hyun-Woo kim;jae-jun Bae;min-seop Kim;tae-sang Yun;jin-hoon Seok;san-ha Park;Joon-Ho Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.427-428
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    • 2023
  • 최근 COVID - 19로 인하여 다양한 수업방식이 활성화됨에 따라 비대면 수업방식이 주목받고 있다. 컨텐츠에 대한 소비패턴 변화와 가상융합기술이 발전함에 따라 해결책으로 메타버스가 대두되었으며 다양한 플랫폼을 지원하고 사용자가 가장 많은 마인크래프트 이용하였다. 마인크래프트는 사용자의 자유도가 높은 샌드박스 형식의 게임이다. 마인크래프트를 활용하여 메타버스 내에서 실시간 수업, 체육대회 등 실제와 유사한 활동을 바탕으로 구현함으로써 보다 친근한 메타버스를 제작하였다.

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A Theoretical Review on the Untact Marketing of the COVID-19 Period Hospitality Industry Services (코로나 시대 환대산업 서비스의 언택트 마케팅에 관한 고찰)

  • Kang, Hee-Seog;Lee, Youn-Oak
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.161-173
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    • 2020
  • In-depth interview in the field of hospitality industry services was conducted in COVID- 19. Introduction of kiosks for non-face-to-face services using untact technology, reservation, pay systems, self-service, service improvement using room service should be carried out. It is also necessary to implement Instagram, Facebook, YouTube, P-blogs, online broadcasting and live commerce through the establishment of m-channel system through untact marketing sales channels in the hospitality industry now that the product composition to solve the pro -blem of untact marketing is drawing attention due to diversification of online sales channe -ls. Now, the recognition of important elements of service education and a establishment of differentiated system of untact marketing, expansion of untact sale channel, implementation of non-face-to-face counseling service and introduction of pre-booking, telecommuting were recognized as urgent parts. In particular, a service differentiation and importance of human services, which were recognized free of charge, have re-recognized as premium, and quality service aspect of the hospitality industry in untact and the direction to diversify marketing channels are presented.

Post Corona, Online Art Market after Covid19 (포스트 코로나, 코로나 이후 온라인 미술시장)

  • Kwon, Eun Yong
    • Trans-
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    • v.10
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    • pp.15-29
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    • 2021
  • After the coronavirus pandemic, quarantine or social distancing was required for public health and almost all international exchanges were restricted. Those changes affected huge peoples lifestyle including a way of behaving, purchase and even old habits seemed unable to change. The art market also faced many changes. Art fairs are the primary sectors in the art market but restrictions on gathering and exchanges between countries have primarily affected the size and the type of event. Online platforms are rising, art fairs opened online viewing rooms on the internet instead of booths in the convention center. Even galleries opened their own viewing rooms or renewed online pages to promote artworks and communicate with customers. In this paper, we will examine the effects of Corona on the art market and will seek a way to react to those changes and challenges.

볼류메트릭 실사 4D 영상 기술

  • Seo, Yeong-Ho
    • Broadcasting and Media Magazine
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    • v.26 no.2
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    • pp.56-66
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    • 2021
  • 최근 실감미디어를 넘어선 실감미디어에 대한 요구가 증대하고 있고, 전 세계적으로 불어닥친 코로나 사태로 인해서 비대면이라는 불가피한 사회적 사태에 직면하면서 실감미디어에 대한 필요성은 더욱 강조되고 있다. 실감미디어 기술에 있어서 기존의 현실감과 현장감을 넘어서기 위한 기술로 실사 기반의 볼류메트릭 4D 영상 기술이 각광을 받고 있다. 볼류메트릭 4D 영상은 기존의 VR 기술이 갖는 인터렉션의 한계를 넘어서고, 그래픽스 기반의 AR 기술이 갖는 사실감의 한계를 넘어설 수 있는 차세대 기술이다. 볼류메트릭 4D 영상 기술의 많은 장점에도 불구하고, 이 기술의 확대는 여러 가지 이유에서 쉬운 일이 아니었다. 그 중심에는 볼류메트릭 4D 영상을 획득하기 위한 스튜디오의 구성에 있을 것이다. 다음으로는 수많은 영상 데이터를 통합하기 위한 정밀한 영상처리 기술에 있을 것이다. 물론 이러한 연구와 개발이 이루어지기 위해서는 그에 맞는 하드웨어 및 소프트웨어 환경이 갖추어져야 할 것이다. 뿐만 아니라 아직까지 볼류메트릭 4D 영상을 위한 콘텐츠 소비 생태계가 전혀 갖추어져있지 않고, 현재의 미디어 서비스 환경은 아직까지 볼류메트릭 4D 영상을 내재하기 위한 준비가 되어있지 않다. 그럼에도 불구하고 미디어 시장 곳곳에서 볼류메트릭 4D 영상을 활용하는 사례들이 등장하고 있다. 본 고에서는 이러한 볼류메트릭 4D 영상을 이용하여 콘텐츠를 제작하고 서비스하기 위한 시도의 첫번째 단계인 캡쳐(획득)에 대해 집중적으로 살펴보고자 한다[1].

A study on the Future Development Direction of the Virtual world Metaverse Industry (가상세계 메타버스 산업의 미래 발전방향에 대한 고찰)

  • Jin, Hwa-su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.432-433
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    • 2021
  • The technology to build the virtual world metaverse is based on virtual augmented reality and electronic communication technology. Metaverse is establishing itself as a new industry in non-face-to-face society as a platform where users can engage in various activities such as play, work, consumption, and communication through avatars. In this paper, while interest in metaverse is increasing and it is expected to develop into a promising industry that will create a new market, this paper will examine the fields of application of metaverse and consider the development direction of the future metaverse industry.

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Design of Drive Thru for Unmanned Order System (매장 무인화를 위한 주문 시스템 설계)

  • Lee, Hyo-Sang;Kim, Jun-Hyong;Oh, Am-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.240-242
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    • 2021
  • Recently, Kiosks, a wireless ordering system, has been introduced as the system where employees and customers order in person has disappeared in most stores. However, Drive-Thru, which is serviced in stores, still has a system where employees and customers communicate directly to order. In this paper, we propose the design of a Drive-Thru system in which customers order direct communication between Drive-Thru's employees and customers without facing them using QR-Code. The non-face-to-face Drive-Thru system aims to provide a more automated system by minimizing employees in the store. As a result, customers receive more accurate services and have the effect of improving the quality of consumption.

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Delivery Service Demand Analysis Using Social Network Analysis (SNA) (소셜 네트워크 분석(SNA)을 활용한 택배 서비스 수요 분석)

  • Kyungeun Oh;Sulim Kim;HanByeol Stella Choi;Heeseok Lee
    • Information Systems Review
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    • v.24 no.4
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    • pp.1-22
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    • 2022
  • The transition to a non-face-to-face consumer society has rapidly occurred since Covid-19. The need for a subdivided urban logistics policy centered on courier delivery, a life-friendly last-mile logistics service, has been raised. This study proposes a SNS-based method that can analyze the demand relationship by region and product, respectively. We extend the market basket network (MBN) and co-purchased product network (CPN), find product category patterns, and confirm regional differences by using delivery order data. Our results imply that SNA analysis can be effectively applied to inventory distribution or product (SKU) selection strategies in urban logistics.

Design and implementation of trend analysis system through deep learning transfer learning (딥러닝 전이학습을 이용한 경량 트렌드 분석 시스템 설계 및 구현)

  • Shin, Jongho;An, Suvin;Park, Taeyoung;Bang, Seungcheol;Noh, Giseop
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.87-89
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    • 2022
  • Recently, as more consumers spend more time at home due to COVID-19, the time spent on digital consumption such as SNS and OTT, which can be easily used non-face-to-face, naturally increased. Since 2019, when COVID-19 occurred, digital consumption has doubled from 44% to 82%, and it is important to quickly and accurately grasp and apply trends by analyzing consumers' emotions due to the rapidly changing digital characteristics. However, there are limitations in actually implementing services using emotional analysis in small systems rather than large-scale systems, and there are not many cases where they are actually serviced. However, if even a small system can easily analyze consumer trends, it will help the rapidly changing modern society. In this paper, we propose a lightweight trend analysis system that builds a learning network through Transfer Learning (Fine Tuning) of the BERT Model and interlocks Crawler for real-time data collection.

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Impacts of e-Grocery Consumers' Shadow Work on Mobile Shopping Avoidance and Switching Behavior (온라인 식료품 소비자의 그림자노동인식이 모바일 쇼핑회피와 전환행동에 미치는 영향)

  • Sang Cheol Park;Jong Uk Kim
    • Information Systems Review
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    • v.23 no.4
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    • pp.165-182
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    • 2021
  • In nowadays, Covid-19 has transformed patterns of consumers' behavior into a non-face-to-face mode. As the patterns of consumption have been digitalized, it has become a daily routine for consumers who perform so-called shadow work, which involves unpaid jobs that they have to do by themselves. In mobile grocery service context, consumers' shadow work could lead to shopping avoidance as well as switching toward other shopping channels. Thus, this study is to examine how consumers' perception of shadow work affect mobile shopping avoidance and switching intention toward other shopping channels. This study collected 283 survey data from online respondents who have experience on subscription services for ordering groceries in online. We also tested our research model by using partial least squares. Based on our results, this study has found that the perception of shadow work had a positive effect on mobile shopping avoidance as well as switching intention. We expect that our findings could contribute to relevant research on shadow work and suggest practical implications for digital platforms dealing with subscription business models