• Title/Summary/Keyword: 아이템의 수

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A Study of the Funding Policy to Strengthen Cultural Content in the Arts and Media: Considering the Adoption a Group Writing System like that Used by US TV Shows Creators, such as a 'Storytelling Factory' (문화콘텐츠의 글로벌경쟁력 강화를 위한 선(先)지원정책연구: 미드 시스템을 기초로 한 '스토리텔링 제작소'의 가능성)

  • BYUN, Daniel H.
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    • v.2
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    • pp.95-130
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    • 2017
  • In the 21st century, developing cultural industry is an important issue world-wide. Since the Kim Daejoong government, Korea has focused on cultural industry development and has thereby treated it as one of the basic, necessary industries. Therefore, the industry is being supported both financially and politically. This policy nurtured the development of quality and quantity within the cultural content industry. However, most of the reports and studies about Korean cultural content have shown it is still not strong enough to compete with leading countries in the field. Competitiveness of storytelling is especially weak. The goal of this study is to find the best direction for the funding policy to strengthen competitiveness in storytelling. Analysing the policies of the No Moo-hyun and Lee Myoung-park governments, we can see that they primarily focused on developing infrastructure in investment and the distribution environment. Support for producing content and distribution follows after confirmation of results. Moreover, policies for the support of developing ideas within culture content are vertical. Currently in the industry, a person or company decides how and where to use the moneys available for investment in the development of content. However, we need to invest more directly, initial funding is required. We analysed the market, studying its activity, achievement and limitations. As a result, we suggest a 'Storytelling Factory' like the group writing system adopted by US TV Shows.

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A Study on the Satisfaction Recognition of the Employees of the Social Enterprise in JeollaNamdo (전남지역 사회적기업종사자의 만족도인식 연구)

  • Jeong, Mun-Gyung
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.133-140
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    • 2016
  • The study has been implemented for finding out a revitalization of the social enterprise to be continuously developed. In this research, social enterprise employees residing in JeollaNamdo were selected as the research members. The polled papers had 210 copies of total and 180 copies of recovery. The response results were written as a rule of their own way with advanced visit to them explaining how to write down. The collected data were analysed with T-test and ANOVA. As a result of the research, the system effectiveness of social enterprise is shown to influence the satisfaction of employees. Therefore, it is shown that the certification system and priority purchase system of local government can be effective. Second, it is shown that the satisfaction of employees of the social enterprise influences the satisfaction of employees. Therefore, it is shown that the need of finding out a new business item for a social enterprise to grow influences positively on the satisfaction of employees. Third, operation difficulty of the social enterprise is not shown to influence the satisfaction of employees. In other words, the satisfaction of employees is not influenced by a difficulty arising from not receiving the official recognition from local government on the social enterprise.

User Experience Analysis of Smart bands (스마트 밴드에 대한 사용자경험 분석)

  • Kim, Gun-A;Kim, Suk-Tae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.8
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    • pp.99-105
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    • 2017
  • With the advancement of Information and Communication Technology (ICT), the wearable-device industry is growing at a rapid pace in line with the hyper-connected society of people-to-things and things-to-things network connections. International Data Corporation (IDC), a market research institute, estimates that the wearable-device industry will grow rapidly by 2020, despite not yet attracting a popular response. This study investigates the trend of the wearable-device industry and draws implications for product and service development through user experience analysis. The subject of analysis was smart bands and the data generated from product review were collected and analyzed. As a result, user experience could extract utility, usability, aesthetics, value, and reliability, and polarity was analysed and visualized in the extracted data. The study results reveal that current wearable-devices are expensive, that users cannot receive useful information from the long-term viewpoint since the analysis of accumulated data remains focused on functional development, and that they are recognized as a fashion item or an accessory. These factors hinder the continuous usage, motivation and market spread of the product. In a future follow-up study, we will conduct a comparative study on bands and watches by analyzing the second smart watch.

A Study on Continuous Monitoring Reinforcement for Sales Audit Using Process Mining Under Big Data Environment (빅데이터 환경에서 프로세스 마이닝을 이용한 영업감사 상시 모니터링 강화에 대한 연구)

  • Yoo, Young-Seok;Park, Han-Gyu;Back, Seung-Hoon;Hong, Sung-Chan
    • Journal of Internet Computing and Services
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    • v.17 no.6
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    • pp.123-131
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    • 2016
  • Process mining in big data environment utilize a number of data were generated from the business process. It generates lots of knowledge and insights regarding implementation and improvement of the process through the event log of the company's enterprise resource planning (ERP) system. In recent years, various research activities engaged with the audit work of company organizations are trying actively by using the maximum strength of the mining process. However, domestic studies on applicable sales auditing system for the process mining are insufficient under big data environment. Therefore, we propose process-mining methods that can be optimally applied to online and traditional auditing system. In advance, we propose continuous monitoring information system that can early detect and prevent the risk under the big data environment by monitoring risk factors in the organizations of enterprise. The scope of the research of this paper is to design a pre-verification system for risk factor via practical examples in sales auditing. Furthermore, realizations of preventive audit, continuous monitoring for high risk, reduction of fraud, and timely action for violation of rules are enhanced by proposed sales auditing system. According to the simulation results, avoidance of financial risks, reduction of audit period, and improvement of audit quality are represented.

The Commercialization Ways of Wellness Tourism and the Problems of Healing Tourism in Gangwon Province Model (강원도형 치유관광의 과제 및 웰니스 상품화 방안)

  • Kim, Sang-Yoon
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.317-323
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    • 2019
  • Amid the recent growing social demand for wellness culture and healing tourism, I, through a literature survey and case study, reviewed the conditions of healing tourism in Gangwon-do as a destination of healing tourism, and examined the development project of Gangwon-do type healing tourism and commercialization of the wellness perspective. According to the survey, it was found that the Yeongdong area in Gangwon Province had excellent healing-based conditions in virtue of abundant natural resources, but it was found that it was necessary for local governments to cooperate in order to prevent overlapping investments and create synergy effects by connecting with one another as development contents or business items of healing tourism projects overlap or remain in the planning stage. In the case of Goseong-gun, which was reviewed as the main site, it has high potential as a silver-healing tour and if the County seeks a wellness merchandising strategy for each healing tourism target based on a therapy program linked with local specialized resources, and effectively links and specializes regional strengths in Gangwon-do's Yeongdong region, it is expected to become a regional success story of operating the development of the local tourism for silver and health-oriented tourists.

Why do People Play P2E (Play-to-Earn) Games?: Focusing on Outcome Expectation and Social Influence (P2E(Play-to-Earn) 게임 지속이용의도에 대한 연구)

  • Jang, Moonkyoung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.23-44
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    • 2022
  • With the development of blockchain technology, play-to-earn (P2E) games, one of the decentralized applications (dApps), are receiving great social attention. P2E games are positively evaluated as areas with high growth potential based on blockchain technology, and at the same time, they are negatively evaluated as speculative as people can cash P2E game items in the form of cryptocurrency. In this situation, the purpose of this study is to investigate factors affecting the intention to use P2E games. Along with the discussion of hedonic system adoption, we consider the factors with perceived enjoyment, economic incentive, and social influence. In order to verify our research model, data were collected from 350 adults with P2E game experience or recognition, and a structural equation model was carried out. The analysis results find that perceived enjoyment and subjective norm have a significant positive effect on the intention to use P2E games, and economic incentive does not have a significant effect. In addition, peer influence and external influence have a significant positive effect on subjective norm. Drawing on these findings, we present several academic and practical implications for future research.

A Fuzzy-AHP-based Movie Recommendation System using the GRU Language Model (GRU 언어 모델을 이용한 Fuzzy-AHP 기반 영화 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.319-325
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    • 2021
  • With the advancement of wireless technology and the rapid growth of the infrastructure of mobile communication technology, systems applying AI-based platforms are drawing attention from users. In particular, the system that understands users' tastes and interests and recommends preferred items is applied to advanced e-commerce customized services and smart homes. However, there is a problem that these recommendation systems are difficult to reflect in real time the preferences of various users for tastes and interests. In this research, we propose a Fuzzy-AHP-based movies recommendation system using the Gated Recurrent Unit (GRU) language model to address a problem. In this system, we apply Fuzzy-AHP to reflect users' tastes or interests in real time. We also apply GRU language model-based models to analyze the public interest and the content of the film to recommend movies similar to the user's preferred factors. To validate the performance of this recommendation system, we measured the suitability of the learning model using scraping data used in the learning module, and measured the rate of learning performance by comparing the Long Short-Term Memory (LSTM) language model with the learning time per epoch. The results show that the average cross-validation index of the learning model in this work is suitable at 94.8% and that the learning performance rate outperforms the LSTM language model.

Discussion of Alternatives for Inter-Korean Mobile Communication Cooperation in the era of 5G Technology (5G시대, 남북한 이동통신 협력 대안 논의)

  • Lee, Jeong-Jin
    • Informatization Policy
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    • v.29 no.1
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    • pp.84-102
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    • 2022
  • Changes have been taking place in North Korea, which has been pushing for selective informatization with a priority on a system safety. North Korea has been developing its own mobile communication industry over the past decade by expanding base stations, producing smartphones on its own, and developing applications useful in real life. Recently, the introduction of 5G technology has been elevated to the status of a national agenda to be fostered as a key industry for national economic development. The time has arrived when the needs of North Korea, which has to advance technology, are aligned with the capabilities of South Korean mobile communication companies, which are seeking to new markets to overcome stagnant growth. The purpose of this paper is to illustrate a cooperative scenario for mobile communications companies between the two Koreas in the early stages of the 4th Industrial Revolution and its core technology 5G, while also making a timely proposal to position North Korea in the GVC. Mobile communications is a large-scale industry that can create synergies from inter-Korean economic cooperation by facilitating exchanges and cooperation between the two Koreas, inducing numerous derivative industries and driving job creation. Joint mobile communications activities with North Korea would be an effective cooperative aspect that can contribute to the economic prosperity of the entire Korean Peninsula.

Creation of Fashion Products related to Korean Wave using Court Dance Costume during Joseon Period as Archive (조선시대 궁중정재복식을 아카이브로 한 한류연계 패션상품 개발)

  • Lee, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.261-275
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    • 2022
  • In this stage when K-Pop and K-Fashion have been drawing global attention, it is required to activate the Korean culture and fashion by developing fashion products which reinterpret various items in the Hanbok fields with modern sense in connection with Korean wave. Thus, this study aims to develop fashion products related to Korean wave with court dance costumes used in court banquets, which may be the origin of K-Pop, as the main theme, and to converge and expand culture and fashion fields. To this end, the original court dance costumes and their modern forms continuing in these days were analyzed and the costumes for Musanhyang, Yeonhwadae, Cheoyongmu, Chundaeokchok and Chunaengjeon differentiated from existing daily Hanbok were selected. The fashion products related to Korean wave reflecting the specific elements of those five costumes were designed. Then, the silhouette and sizes of those costumes were checked using the CLO, the 3D virtual clothing program and total 5 fashion products were created. In conclusion, the results of this paper will contribute on making Korean design popular on the design aspects, expanding the scope of Korean wave contents on the industrial aspects and globalizing the K-Fashion on the global aspects.

Characteristics of Integrated Aging-friendly Technologies into Future Smart Housing (미래주택에 적용될 고령친화기술의 특성연구)

  • Cui, Jing yu;Lee, Yeun sook;Hwang, Ji hye
    • Design Convergence Study
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    • v.15 no.2
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    • pp.1-15
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    • 2016
  • The purpose of this study is to identify the characteristics of aging-friendly technology that can be integrated into future smart homes in an aging society. The literature survey and content analysis method were used to collect and analyze data. Papers of the international journal ICOST (International Conference on Smart Homes and Health Telematics) that professionally deal with converged technologies were analysis units. Sixty-five papers among 215 papers published from 2007 through 2014 were selected on the basis of end-users orientation. Totally, out of 65 papers 76 technology items were extracted. Characteristics of those technologies were analyzed focusing on purpose and application methods. As results, in terms of purpose, the technologies were oriented to provide both of psychological and physiological support to the users, focusing on the safety, convenience, health and entertainment to extend independent life of the elderly. Among the application method such as building structure, furniture, product, wearable device and free movable robot, product were dominant. Through those results, the aging-friendly technology is expected to alleviate a wide range of issues in aging society.