• Title/Summary/Keyword: 산업인터넷

Search Result 2,759, Processing Time 0.027 seconds

A Study on Brand Identity of TV Programs in the Digital Culture - Focusing on the comparative research of current issue programs, and development - (디지털 문화에서 TV 방송의 브랜드 아이덴티티 연구 -시사 교양 프로그램의 사례비교 및 개발을 중심으로-)

  • Jeong, Bong-Keum;Chang, Dong-Ryun
    • Archives of design research
    • /
    • v.18 no.4 s.62
    • /
    • pp.53-64
    • /
    • 2005
  • The emergence of new communication media, digital, is something of a wonder, as well as a cultural tension. The industrial technologies that dramatically expand human abilities are being developed much faster than the speed of adaptation by humans. Without an exception, it creates new contents and form of the culture by shaking the very foundation of the notion about human beings. Korean broadcasting environment has stepped into the era of multi-media, multi-channel as the digital technology separated the media into network, cable, satellite and internet. In this digital culture, broadcasting, as a medium of information delivering and communication, has bigger influence than ever. Such changes in broadcasting environment turned the TV viewers into new consumers who participate and play the main role in active communication by choosing and using the media. This study is trying to systemize the question about the core identity of broadcasting through brand as the consumers stand in the center of broadcasting with the power to select channel. The story schema theory can be applied as a cognitive psychological tool to approach the active consumers in order to explain the cognitive processes that are related to information processing. It is a design with stories, which comes up as a case of a brand's story telling. The range of this study covers the current issue and educational programs in network TV during the period of May and August of year 2005. The cases of Korean and foreign programs were compared by the station each program is broadcasted. This study concludes that it is important to take the channel identity into the consideration in the brand strategy of each program. Especially, the leading programs of a station must not be treated as a separate program that has nothing to do with the station's identity. They must be treated to include the contents and form that builds the identity of the channel. Also, this study reconfirmed that building a brand of the anchor person can play as an important factor in the identity of the program's brand.

  • PDF

Korean Dong-in Culture and Yaoi: Focusing on the Changes in the 1990s (한국 동인문화와 야오이: 1990년대를 중심으로)

  • Kim, Hyojin
    • Cartoon and Animation Studies
    • /
    • s.30
    • /
    • pp.263-291
    • /
    • 2013
  • In this article, I analyze Korean Dong-in culture and its relationship with Yaoi, focusing on the changes in the 1990s. While Korean Dong-in culture has developed under the influence of Japanese Dojin culture, it is not well-known that Korean Dong-in culture has its own characteristics, reflecting the unique situations surrounding the Korean society. The reason that I pay attention to the changes in the 1990s is that they have created the foundation of the current Korean dong-in culture through changes such as the import and reception of Yaoi, the creation of 'virtual community' in PC telecommunication, the enforcement of Juvenile Protection Law, and the inauguration of 'Comic World,' Among them, the import and reception of Yaoi, a genre characterized by homosexuality including sexual relationship and fanwork, played a decisive role in the change of dong-in culture from manwha circle by highly motivated amatuer artists to fandom. The circumstances that original manhwa dong-in by manwha circle and Yaoi by manhwa fandom coexisted by the mid-1990s, the enforcement of Juvenile Protection Law and the lift of ban on Japanese popular culture rapidly weakened original manhwa dong-in. Also, the popularity of Comic World as a new type of dong-in events reflected the spread of fanwork as a new trend of Korean dong-in. In summary, the import and reception of Yaoi should be considered as one of the important changes in the 1990s Korean Dong-in culture, because 1) Korean women considered Yaoi as a liberating subculture by its powerful contents-homosexuality with sexual relationship, and 2) Yaoi succeeded in attracting new population favoring fanwork as a major trend in Korean Dong-in, differentiated from original manhwa circle population.

A Collaborative Filtering System Combined with Users' Review Mining : Application to the Recommendation of Smartphone Apps (사용자 리뷰 마이닝을 결합한 협업 필터링 시스템: 스마트폰 앱 추천에의 응용)

  • Jeon, ByeoungKug;Ahn, Hyunchul
    • Journal of Intelligence and Information Systems
    • /
    • v.21 no.2
    • /
    • pp.1-18
    • /
    • 2015
  • Collaborative filtering(CF) algorithm has been popularly used for recommender systems in both academic and practical applications. A general CF system compares users based on how similar they are, and creates recommendation results with the items favored by other people with similar tastes. Thus, it is very important for CF to measure the similarities between users because the recommendation quality depends on it. In most cases, users' explicit numeric ratings of items(i.e. quantitative information) have only been used to calculate the similarities between users in CF. However, several studies indicated that qualitative information such as user's reviews on the items may contribute to measure these similarities more accurately. Considering that a lot of people are likely to share their honest opinion on the items they purchased recently due to the advent of the Web 2.0, user's reviews can be regarded as the informative source for identifying user's preference with accuracy. Under this background, this study proposes a new hybrid recommender system that combines with users' review mining. Our proposed system is based on conventional memory-based CF, but it is designed to use both user's numeric ratings and his/her text reviews on the items when calculating similarities between users. In specific, our system creates not only user-item rating matrix, but also user-item review term matrix. Then, it calculates rating similarity and review similarity from each matrix, and calculates the final user-to-user similarity based on these two similarities(i.e. rating and review similarities). As the methods for calculating review similarity between users, we proposed two alternatives - one is to use the frequency of the commonly used terms, and the other one is to use the sum of the importance weights of the commonly used terms in users' review. In the case of the importance weights of terms, we proposed the use of average TF-IDF(Term Frequency - Inverse Document Frequency) weights. To validate the applicability of the proposed system, we applied it to the implementation of a recommender system for smartphone applications (hereafter, app). At present, over a million apps are offered in each app stores operated by Google and Apple. Due to this information overload, users have difficulty in selecting proper apps that they really want. Furthermore, app store operators like Google and Apple have cumulated huge amount of users' reviews on apps until now. Thus, we chose smartphone app stores as the application domain of our system. In order to collect the experimental data set, we built and operated a Web-based data collection system for about two weeks. As a result, we could obtain 1,246 valid responses(ratings and reviews) from 78 users. The experimental system was implemented using Microsoft Visual Basic for Applications(VBA) and SAS Text Miner. And, to avoid distortion due to human intervention, we did not adopt any refining works by human during the user's review mining process. To examine the effectiveness of the proposed system, we compared its performance to the performance of conventional CF system. The performances of recommender systems were evaluated by using average MAE(mean absolute error). The experimental results showed that our proposed system(MAE = 0.7867 ~ 0.7881) slightly outperformed a conventional CF system(MAE = 0.7939). Also, they showed that the calculation of review similarity between users based on the TF-IDF weights(MAE = 0.7867) leaded to better recommendation accuracy than the calculation based on the frequency of the commonly used terms in reviews(MAE = 0.7881). The results from paired samples t-test presented that our proposed system with review similarity calculation using the frequency of the commonly used terms outperformed conventional CF system with 10% statistical significance level. Our study sheds a light on the application of users' review information for facilitating electronic commerce by recommending proper items to users.

Analysis of Safety Education Contents of 『Field of home life』 in Technology·Home Economics Textbook developed by the revised curriculum in 2009 (2009 개정 기술·가정 교과서 『가정생활영역』의 안전교육 내용 분석)

  • Kim, Nam Eun
    • Journal of Korean Home Economics Education Association
    • /
    • v.29 no.2
    • /
    • pp.23-39
    • /
    • 2017
  • The Purpose of this study is to present the basic data for selecting and improving the safety education contents which help practically middle school students through analysis of contents of safety education in 'field of home life' of 2009 revised middle school textbooks. The subjects of analysis are 12 types of middle school textbooks: in total 24 books written by 12 publishers in terms of the revised curriculum in 2009. The analysis criteria is developed by the researcher referring to preceding studies regarding safety education based on the seventh safety education standard presented by the Ministry of Education (2015). With such analysis criteria, all words related to the contents of the safety education of analysis criteria were extracted from each textbook, such as words directly mentioned as 'safety', words mean as 'psychological safety' and 'happy life', words related to 'attention', 'note', 'stability' etc. Under the analytic frame of safety education contents according to a home economics textbook, content analysis method was used for producing the frequency and percent of those words. The textbook analysis shows that the number of pages regarding safety education is 336.3 pages, as 9.8% in total 3,412 pages of 12 types of technology and home economics textbooks. As following the analysis of each textbook volume of the proportion in the contents related to safety education, 224.9 pages are on the first volume and 111.9 pages are on the second volume. As grades increase from year one to year three, the proportion of safety education in home economics textbooks is decreased. The highest number of safety education contents unit is 'Self-management of youth' which includes three parts of safety education. In the case of a unit for emphasizing practice, experience and practical exercise such as 'Life of youth' and 'Practice of eco-living', safety education content in the area of 'life safety' are mostly contained. Safety accidents related to the most student experienced, Household accidents (1.4%) and experiment or practice accidents (0.3%) are presented in a low figure. The contents of universal housing and school violence are duplicated on first and second volume of text. The most presented safety education content in the 12 types of textbooks are proper sexual attitude, dietary problems, family conflict and food choice. The least common contents are dangerous drugs, family welfare, internet addiction and industrial accident compensation insurance. As this study is to analyze 12 textbooks developed in 2009 revision curriculum, it is necessary to compare it with the textbook written by the revised curriculum in 2015 and to clarify the contents system of safety education and to avoid duplication of contents. In addition, it is necessary to develop and distribute a safety education program that can support textbooks.

Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
    • /
    • s.20
    • /
    • pp.75-86
    • /
    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

  • PDF

Monitoring Country-of-Origin Labels and Indication Contents for Meat on Electronic On-line Trading (전자상거래의 축산물 원산지 표시실태 및 표시규정 모니터링)

  • Nam, Jung-Oak;Nam, Bo-Ra;Park, Jung-Min;Lee, Ra-Mi;Gu, Hyo-Jung;Suh, Hyung-Joo;Chang, Un-Jae;Kim, Jin-Man
    • Food Science of Animal Resources
    • /
    • v.27 no.1
    • /
    • pp.117-121
    • /
    • 2007
  • The number of internet users and the scale of electronic on-line trading are on the increase due to the development of information technology and the internet. The aim of this study was to monitor the accuracy of country-of-origin labels and the indicated contents of meat available by electronic on-line trading by using a structural interview sheet for 100 on-line meat product markets. The result of this investigation showed a 100% level of accuracy for business name and telephone number whereas the company address, meat manufacturer and supplier, and business registration were less reliable. We also investigated the accuracy of site policy, e-mail address, and fax number. The results showed that the accuracy of fax numbers was the lowest. The product name and the kind of meat actually in the product showed a 100% level of conformity, while the price (96.3%), place of origin (93.6%), capacity (90.4%), meat parts (80.9%) and contents of the product (73.4%) showed a relatively low level of conformity. Serious safety issues were exposed by the disturbingly low 20.2% accuracy of indicated expiration dates and 5.3% accuracy of indicated manufacturing dates. To ensure food safety, it is essential to improve consumer understanding and trust regarding food safety through continuous public relations. More education and information are needed to raise consumer awareness of the facts versus myths regarding food safety.

Applications of "High Definition Digital Climate Maps" in Restructuring of Korean Agriculture (한국농업의 구조조정과 전자기후도의 역할)

  • Yun, Jin-I.
    • Korean Journal of Agricultural and Forest Meteorology
    • /
    • v.9 no.1
    • /
    • pp.1-16
    • /
    • 2007
  • The use of information on natural resources is indispensable to most agricultural activities to avoid disasters, to improve input efficiency, and to increase lam income. Most information is prepared and managed at a spatial scale called the "Hydrologic Unit" (HU), which means watershed or small river basin, because virtually every environmental problem can be handled best within a single HU. South Korea consists of 840 such watersheds and, while other watershed-specific information is routinely managed by government organizations, there are none responsible for agricultural weather and climate. A joint research team of Kyung Hee University and the Agriculture, forestry and Fisheries Information Service has begun a 4-year project funded by the Ministry of Agriculture and forestry to establish a watershed-specific agricultural weather information service based on "high definition" digital climate maps (HD-DCMs) utilizing the state of the art geospatial climatological technology. For example, a daily minimum temperature model simulating the thermodynamic nature of cold air with the aid of raster GIS and microwave temperature profiling will quantify effects of cold air drainage on local temperature. By using these techniques and 30-year (1971-2000) synoptic observations, gridded climate data including temperature, solar irradiance, and precipitation will be prepared for each watershed at a 30m spacing. Together with the climatological normals, there will be 3-hourly near-real time meterological mapping using the Korea Meteorological Administration's digital forecasting products which are prepared at a 5 km by 5 km resolution. Resulting HD-DCM database and operational technology will be transferred to local governments, and they will be responsible for routine operations and applications in their region. This paper describes the project in detail and demonstrates some of the interim results.

Development of Customer Sentiment Pattern Map for Webtoon Content Recommendation (웹툰 콘텐츠 추천을 위한 소비자 감성 패턴 맵 개발)

  • Lee, Junsik;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
    • /
    • v.25 no.4
    • /
    • pp.67-88
    • /
    • 2019
  • Webtoon is a Korean-style digital comics platform that distributes comics content produced using the characteristic elements of the Internet in a form that can be consumed online. With the recent rapid growth of the webtoon industry and the exponential increase in the supply of webtoon content, the need for effective webtoon content recommendation measures is growing. Webtoons are digital content products that combine pictorial, literary and digital elements. Therefore, webtoons stimulate consumer sentiment by making readers have fun and engaging and empathizing with the situations in which webtoons are produced. In this context, it can be expected that the sentiment that webtoons evoke to consumers will serve as an important criterion for consumers' choice of webtoons. However, there is a lack of research to improve webtoons' recommendation performance by utilizing consumer sentiment. This study is aimed at developing consumer sentiment pattern maps that can support effective recommendations of webtoon content, focusing on consumer sentiments that have not been fully discussed previously. Metadata and consumer sentiments data were collected for 200 works serviced on the Korean webtoon platform 'Naver Webtoon' to conduct this study. 488 sentiment terms were collected for 127 works, excluding those that did not meet the purpose of the analysis. Next, similar or duplicate terms were combined or abstracted in accordance with the bottom-up approach. As a result, we have built webtoons specialized sentiment-index, which are reduced to a total of 63 emotive adjectives. By performing exploratory factor analysis on the constructed sentiment-index, we have derived three important dimensions for classifying webtoon types. The exploratory factor analysis was performed through the Principal Component Analysis (PCA) using varimax factor rotation. The three dimensions were named 'Immersion', 'Touch' and 'Irritant' respectively. Based on this, K-Means clustering was performed and the entire webtoons were classified into four types. Each type was named 'Snack', 'Drama', 'Irritant', and 'Romance'. For each type of webtoon, we wrote webtoon-sentiment 2-Mode network graphs and looked at the characteristics of the sentiment pattern appearing for each type. In addition, through profiling analysis, we were able to derive meaningful strategic implications for each type of webtoon. First, The 'Snack' cluster is a collection of webtoons that are fast-paced and highly entertaining. Many consumers are interested in these webtoons, but they don't rate them well. Also, consumers mostly use simple expressions of sentiment when talking about these webtoons. Webtoons belonging to 'Snack' are expected to appeal to modern people who want to consume content easily and quickly during short travel time, such as commuting time. Secondly, webtoons belonging to 'Drama' are expected to evoke realistic and everyday sentiments rather than exaggerated and light comic ones. When consumers talk about webtoons belonging to a 'Drama' cluster in online, they are found to express a variety of sentiments. It is appropriate to establish an OSMU(One source multi-use) strategy to extend these webtoons to other content such as movies and TV series. Third, the sentiment pattern map of 'Irritant' shows the sentiments that discourage customer interest by stimulating discomfort. Webtoons that evoke these sentiments are hard to get public attention. Artists should pay attention to these sentiments that cause inconvenience to consumers in creating webtoons. Finally, Webtoons belonging to 'Romance' do not evoke a variety of consumer sentiments, but they are interpreted as touching consumers. They are expected to be consumed as 'healing content' targeted at consumers with high levels of stress or mental fatigue in their lives. The results of this study are meaningful in that it identifies the applicability of consumer sentiment in the areas of recommendation and classification of webtoons, and provides guidelines to help members of webtoons' ecosystem better understand consumers and formulate strategies.

National brand development research strategy using traditional Korean patterns (한국 전통 문양을 활용한 국가 브랜드 연구 개발 전략 - 금문(錦紋)을 중심으로 -)

  • KIM, Mihye
    • Korean Journal of Heritage: History & Science
    • /
    • v.54 no.4
    • /
    • pp.232-245
    • /
    • 2021
  • The present study is about a brand development strategy that utilizes Korean traditional patterns. The global culturenomics phenomenon confirms the value of the cultural aspects of design when a national brand is established. People succeed with their unique aesthetic sense and reinterpret it in a modern view, and this design acts as today's national brands. In this way, people used traditional patterns and original designs, along with regional characteristics and formative style, in developing their designs. However, due to recent changes in the global environment, modern people live in an "untact" world, and consumption culture shifted toward online marketing. In this environment, where one is isolated from social activities, there needs to be a strong image that can dramatically change the mood of one's home. I would like to re-examine the Dan-Chung pattern, whose painting depends on the aesthetic characteristics of architecture to protect the wooden members of the framework in traditional architecture. The pattern and color of Dan-Chung, coated in traditional architecture, differs by the type of construction used, which includes a palace, a Buddhist temple, and a Confucianism Dan Chung. The Geummoon pattern contains aesthetic factors to add solemnity to the Main Buddhist Halls, which contain Buddha. This is a new medium that continues the current traditions instead of remaining in the past. Among different Dan Chung patterns, Geummoon has magnificent decoration consisting of the highest grade materials and unique composition; therefore, it is suitable to be reinterpreted in modern terms. The same pattern can be interpreted in different ways with different colors, so there is a great aesthetic impression in the Geummoon pattern. The value of preservation for exploration and theoretical study of the traditional pattern is important, but recreating the pattern into modern formative art can present a new angle of view and national brand, bearing pride in our cultural assets. The study used multidimensional molding methods for realistic presentation after going through the two-dimensional design process. The significant value of Korean molding beauty which hangs onto the past will play a crucial role in establishing our national brand.

Status of serving labeling of home meal replacement-soups and stews, and evaluation of their energy and nutrient content per serving (가정간편식-국·탕·찌개류의 인분표시 및 영양표시 실태와 1인분 제공량 당 열량 및 영양성분 함량 평가)

  • Kim, Mi-Hyun;Choi, In-Young;Yeon, Jee-Young
    • Journal of Nutrition and Health
    • /
    • v.54 no.5
    • /
    • pp.560-572
    • /
    • 2021
  • Purpose: In this study, the serving size of home meal replacement (HMR)-soups (Guk, Tang) and stews (Jjigae) available in the Korean market was investigated, and an evaluation of the nutrition per serving was conducted based on the nutrition labeling. Methods: The market research was conducted from March to August 2021 on products sold on the internet, convenience stores, supermarkets, and hypermarkets. A total of 370 products were investigated and classified into 3 types: Guk (n = 129), Tang (n = 132), and Jjigae (n = 109). Results: An analysis of the survey revealed that 72.9% of Guk, 71.2% of Tang, and 79.8% of Jjigae had labels with servings per container, and 89.2% of Guk, 91.7% of Tang, and 99.1% of Jjigae had labels with nutrition facts. The nutritional evaluation per serving of Guk, Tang, and Jjigae was conducted for 259 products (87 Guk, 86 Tang, and 86 Jjigae) having labels containing both the servings per container and nutrition facts. The average serving size of Tang was 367.6 g, which was significantly higher than Guk (325.3 g) and Jjigae (305.1 g) (p < 0.001). The calorie content of Jjigae (171.4 kcal) and Tang (162.3 kcal) was significantly higher than Guk (90.8 kcal) (p < 0.001), and the protein content was the highest in Tang (16.3 g) (p < 0.001). The sodium content per serving of Jjigae (1,479.0 mg) was significantly higher than Guk (1,073.3 mg) and Tang (959.8 mg) (p < 0.001). The percent daily value per serving of all three types was less than 10% on average for calories and 15-30% for protein, whereas for sodium showed an average of around 50% (48-74%). Conclusion: The serving size and nutritional value per serving of the HMR-soups and stews found in this study can be used as basic data to establish the reference serving size.