• Title/Summary/Keyword: 선택적 공유

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A Case Study of Digital Media Usage Applied Experiential Elements - Focused on Beauty Brand Marketing - (체험적 요소가 적용된 디지털 미디어 활용 사례 연구 - 뷰티 브랜드 마케팅 중심으로 -)

  • Kim, Ah-rham;Kim, Bo-yeun
    • Journal of Communication Design
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    • v.55
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    • pp.240-249
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    • 2016
  • This study focused on cases about user experience using digital media as a marketing. The recent convergence of various types of media is resulting in new types of content. In a situation where approaching consumers through digital and virtual means is no longer an alternative or an option but a necessity, customers must be influenced and stimulated using various types of digital media. Because modern consumers prefer to participate actively rather than to be passively exposed to information, there is a need to maximize and optimize the consumer's experience using digital media. In this research, consumer experiences that utilized digital media were examined, and these case studies were analyzed from an experiential marketing perspective. How the 5 different types of Experiential Marketing proposed by Bernd Schmitt and Digital medias were combined in the digital marketing campaigns was examined. The case studies analyzed in this research were chosen out of widely popular digital marketing campaigns ran by beauty brands that used various experimental marketing types, such as 'Make-up Genius' of L'Or?al, 'Google Glass Tutorials' of Yves Saint Laurent and 'Digital Runway Bar' of The Burberry Beauty Box. This study classified that case samples into paid media, earned media and owned media based on sense, feel, think, act and relate that are the strategic experiential modules of Bernd Schmitt. This study could be confirmed various customer experience as a sense, feel, think, act and relate through that cases using digital media technology and marketing element of digital media. Through the process of examining which digital media types each marketing campaign utilized and how these types of digital marketing were combined, this research is significant in that it helps for the understanding of the current state of digital marketing and in that it can serve as the foundation for future research of efficient digital marketing.

Analysis of Serious Game Elements of the Contents for Smart Device Based First-Aid Education (스마트 기기 기반 응급 처치 교육 콘텐츠의 기능성 게임 요소 분석 연구)

  • Suh, Dong-hee
    • Cartoon and Animation Studies
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    • s.47
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    • pp.273-294
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    • 2017
  • Korea has suffered numerous casualties due to a lot of accidents caused by safety insufficiency in recent years. Therefore, safety education is more important than ever before, and 'how to educate with what contents' is an important subject. Especially, experience education is effective rather than theoretical education because of the nature of safety education. However, it is not easy to design and develop these safety education programs. There is not much opportunity to access first-aid training, which is a part of safety education, unless it is compulsory to learn through public institutions. As a result, program utilization on safety education in Korea is still insufficient to what it should be. With that taken into account, this study proposed an effective serious game with fun and immersion for medical first-aid education. To do this, we analyzed five medical games through 20 cases of first-aid applications and elicited five factors that enhance the usability of serious games. With an analysis of five medical games, we selected one game to borrow the game rules, and applied the elicited five elements in the forms of level-up structure, iterative learning, compensation outcomes, competition system, and information transfer. The proposed medical education functional games should have 1) a character that plays a role of a patient, 2) a narrative flow that shows the situation, 3) the user should judge the situation and induce first aid. 4) compensation, levels, and simple repetition should be designed, and 5) information should be shared with the others in the given community. The results of this study is believed to contribute to enhance the medical emergency education in Korea.

Development of a user-friendly information system for river water quality using Web GIS (Web GIS를 이용한 수요자 중심의 하천수질 정보시스템 구현)

  • 엄정섭;신소은
    • Spatial Information Research
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    • v.10 no.1
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    • pp.45-59
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    • 2002
  • The author argues that the current Government Information System for river water quality appears to be non-user friendly due to lack of the cartographic representation for the field monitoring data. Acknowledging these constraints, an operational, user-friendly information system has been developed by combining Internet technology with GIS. A digital map for water quality has been generated by overlaying monitoring data on existing cartographic data such as road, topography and administrative boundary etc. A user interface was designed to address the need to querry the large spatial databases by non-GIS and non-environmental experts. The system has been checked experimentally and enabled the users to querry data required simply. And detailed visual maps for water quality can be generated over large areas quickly and easily. A visual mapping system for water quality was developed by reframing the monitoring data as graphic symbols and it was ideally suited to exploring area-wide water quality at a user-friendly manner due to extensibility and scalability along the various survey points. This system based on Web GIS could be accessed anywhere if internet is available. It would play a crucial role in improving the quality of public information service if it is operationally introduced into the Government since the highly user-friendly interface provides a completely new means for disseminating information far water pollution in a visual and interactive manner to the general public.

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Remote Cache Replacement Policy using Processor Locality in Multi-Processor System (다중 프로세서 시스템에서 프로세서 지역성을 이용한 원격 캐쉬 교체 정책)

  • Han Sang Yoon;Kwak Jong Wook;Jhang Seong Tae;Jhon Chu Shik
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.11_12
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    • pp.541-556
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    • 2005
  • The memory access latency of the system has been a primary factor of performance degradation in single-processor system and multi-processor system. The remote memory access latency takes a lot of overhead over the local memory access latency especially in the distributed shared-memory system. To resolve this problem, the multi-level cache architecture that contains a remote cache in the multi-processor system has been proposed. In this paper, we propose a new cache replacement policy that improves the performance of the multi-processor system with the remote cache. If the multi-level cache keeps the multi-level inclusion(MLI) property and uses the LRU(Least Recently Used) cache replacement policy, the LRU information of the higher-level cache(a processor cache) would be different with that of the lower-level cache(a remote cache). In this situation, the replacement of a remote cache line can induce the exchange of a processor cache line that is used by the processor. It is a main factor of performance degradation in a whole system. To alleviate this disadvantage of the LRU replacement polity, the new policy analyses tht processor's remote memory access pattern of each node and uses this information to reduce the number of invalidations of the useful cache line in the higher-level cache. The new replacement policy of the remote cache can improve the performance by $3.5\%$ in maximum and $2.5\%$ in average on SPLASH-2 benchmarks, compared to the general LRU cache replacement policy.

Isolation and Partial Physicochemical Characterization of Bile Acid-Binding Fraction from Rice Bran Protein Hydrolysates (미강 단백질 가수분해물에서 담즙산 결합 획분의 분리 및 특성구명)

  • Cho, Wan-Il;Moon, Tae-Wha
    • Korean Journal of Food Science and Technology
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    • v.29 no.3
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    • pp.417-426
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    • 1997
  • Rice bran protein hydrolysates were prepared and some of their physicochemical properties were investigated to utilize rice bran as starting material for functional food ingredient. Rice bran proteins (RBP) were prepared from defatted rice bran by alkaline extraction and isoelectric precipitation. The enzyme for hydrolysis of RBP was selected through measuring relative activity by pH-drop method and comparing the degree of hydrolysis (DH) of hydrolysates. The enzymatic hydrolysates prepared by $Esperase^{\circledR}$ treatment were partitioned into two fractions by ultrafiltration(UF) with a 10 kDa molecular weight cut-off membrane. Each fraction was applied to a cholic acid-conjugated ${\omega}-aminohexyl$ Sepharose 4B column and the bile acid-binding components were obtained by eluting with deoxycholate. Gel permeation chromatography on a Sephadex G-50 column revealed that molecular weight of the bile acid-binding fraction of UF permeate was distributed in ranges of $2\;kDa{\sim}10\;kDa$ and $0.2\;kDa{\sim}0.6\;kDa$. Three peaks (R-1, R-2 and R-3) were obtained by prep-HPLC of bile acid-binding fraction of UF retentate and analyzed for total and free amino acid composition. The results showed that proline content of the bile-acid binding polypeptides and peptides was four times as much as that of rice bran protein and that the peak corresponding to higher average hydrophobicity had a higher free amino acid content. Average hydrophobicity slightly increased with enzymatic hydrolysis.

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Review and Prospects on Venture Firm Accumulation Center: The Case of Kwan-Ak Venture Town (벤처기업집적시설의 현황과 문제점 및 개선방안에 관한 연구 서울시 관악구 벤처타운 사례를 중심으로)

  • 최지훈
    • Journal of the Economic Geographical Society of Korea
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    • v.3 no.2
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    • pp.81-96
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    • 2000
  • The study examines the present condition and prospects of venture firm accumulation center in the case of kwan-ak venture town. The survey shows most of companies have been founded since 1997. Their major items are software development and the average employees are under 10 workers. According to the questionary about the type of R&D and the level of innovation, technology innovation such as the development of new product is advanced whereas tacit innovation like inter-firm cooperation is very weak. And the source of idea and information is concentrated on the within-firms and research center As a result of the analysis of regional linkage, the dependence of production and R & D is large on kwan-ak-gu, but sales and information services have emphasis on Seoul area. In the light of the affiliation of inter-firm, they response sympathy with cooperation, but could not strengthen their commercial ties yet. At last, the policy for venture firm accumulation center must intend to make tacit measures through inventing of system instead of the simple means such as the assistance of location, finance and tax.

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Efficient Content Sharing using the Selection of Minimum Forwarding Peers in an Ad Hoc Network (최소의 Forwarding Peer 선택을 통한 애드 혹 네트워크에서의 효율적 콘텐츠 분배 방법)

  • Kang, Seung-Seok
    • Journal of the Korea Society for Simulation
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    • v.18 no.4
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    • pp.165-173
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    • 2009
  • Recent portable devices are so versatile that they have multiple communication channels and play several multimedia formats. Especially, many services are under development for users who connect Internet or nearby devices via WWAN (Wireless Wide Area Network) and/or WLAN (Wireless LAN). In case of paying the telecommunication cost proportional to the amount of data downloaded, it is necessary to reduce the cost by constructing a special ad hoc network in which each participating peer downloads a specific portion of the want-to-be-shared content over the payable WWAN channel and exchanges the remaining portion with other peers using the cost-free WLAN channel. If all peers participate in forwarding packets, some transmissions are redundant which results in the unnecessary consumption of bandwidth as well as the delayed content distribution time. In order to reduce the redundant transmission, this paper proposes both the excluding method which discourages some peers not to forward redundant packets, and the minimum cover set method in which only the minimum number of peers are in charge of forwarding packets. These two methods obviate redundant packet forwarding, and result in reduction of content distribution time by up to around 29%.

Exploration of Pre-service Elementary Teachers' Science Teaching Practices to Cultivate Elementary Students' Digital Literacy (초등학생의 디지털 소양 함양을 위한 예비 초등교사의 과학 수업 실행 탐색)

  • Mirim Seo;Eunyoung Jeong
    • Journal of Science Education
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    • v.47 no.2
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    • pp.127-138
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    • 2023
  • In this study, the implementation of science classes by pre-service elementary teachers were explored to foster the digital literacy of elementary students. To this end, interviews were conducted with four university students in their 4th year of study at 'G' Education University in Gwangju, also their teaching plans and class implementation videos were analyzed. Interview questions were divided into the science class planning stage, the science class implementation stage, and the post-science class implementation stage, and the interview contents were transcribed and categorized after recording. The results of the study are as follows. First, in the science class planning stage, pre-service elementary teachers considered the degree of elementary students' familiarity when choosing digital teaching and learning tools to foster digital literacy. While writing the teaching plan, it was difficult to set standards related to fostering digital literacy. Second, while pre-service elementary teachers had positive experiences such as improving students' participation in classes and increasing student-specific guidance through real-time data sharing, class time was exceeded due to poor use of digital teaching and learning tools. Third, after teaching their science classes, pre-service teachers presented reflections and requirements for the class. Based on these results, the necessity of developing digital literacy for pre-service elementary teachers and the need to improve the curriculum of education university were proposed.

CINEMAPIC : Generative AI-based movie concept photo booth system (시네마픽 : 생성형 AI기반 영화 컨셉 포토부스 시스템)

  • Seokhyun Jeong;Seungkyu Leem;Jungjin Lee
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.149-158
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    • 2024
  • Photo booths have traditionally provided a fun and easy way to capture and print photos to cherish memories. These booths allow individuals to capture their desired poses and props, sharing memories with friends and family. To enable diverse expressions, generative AI-powered photo booths have emerged. However, existing AI photo booths face challenges such as difficulty in taking group photos, inability to accurately reflect user's poses, and the challenge of applying different concepts to individual subjects. To tackle these issues, we present CINEMAPIC, a photo booth system that allows users to freely choose poses, positions, and concepts for their photos. The system workflow includes three main steps: pre-processing, generation, and post-processing to apply individualized concepts. To produce high-quality group photos, the system generates a transparent image for each character and enhances the backdrop-composited image through a small number of denoising steps. The workflow is accelerated by applying an optimized diffusion model and GPU parallelization. The system was implemented as a prototype, and its effectiveness was validated through a user study and a large-scale pilot operation involving approximately 400 users. The results showed a significant preference for the proposed system over existing methods, confirming its potential for real-world photo booth applications. The proposed CINEMAPIC photo booth is expected to lead the way in a more creative and differentiated market, with potential for widespread application in various fields.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.