• Title/Summary/Keyword: 영상 디자인

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Implementation of a Blockchain-based Talent Trading Platform to Reduce Transaction Costs (거래 비용 절감을 위한 블록체인 기반 재능거래 플랫폼)

  • Yang, Seonghun;Jin, Hoe-Yong;Kim, Sang-Kyun
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.922-934
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    • 2020
  • The talent trading platform is a platform that brokers transactions such as program coding, media content production (video, music, presentation materials, etc.), design, learning, and repair. Existing talent trading platforms provide a server-client model-based service, which incurs server operating costs and arbitration labor costs for transactions, which has a disadvantage that users bear high service fees. This paper proposes a method to reduce server and database operation costs by uploading transaction information to blocks through the system as a distributed app (dApp) based on the Ethereum platform. In addition, it proposes a method to lower transaction fees by reducing the labor cost of transaction arbitrators through smart contracts. Compare and analyze the cost processing procedure and transaction fee size of the blockchain-based talent trading platform and the existing talent trading platform.

A Study on the Circuit Design Methodology and Performance Evaluation for Hybrid Gate Driver (하이브리드 게이트 드라이버를 위한 회로 디자인 방법과 성능 평가에 관한 연구)

  • Cho, Geunho
    • Journal of IKEEE
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    • v.25 no.2
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    • pp.381-387
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    • 2021
  • As Head-Mounted Displays(HMDs), which are mainly used to maximize realism in games and videos, have experienced increased demand and expanded scope of use in education and training, there is growing interest in methods to enhance the performance of conventional HMDs. In this study, a methodology to utilize Carbon NanoTubes(CNTs) to improve the performance of gate drivers that send control signals to each pixel circuit of the HMD is discussed. This paper proposes a new circuit design method that replaces the transistors constituting the buffer part of the conventional gate driver with transistors incorporating CNTs and compare the performance of the suggested gate drive with that of a gate driver comprising only conventional transistors via simulations. According to the simulation results, by including CNTs in the gate driver, the output voltage can be increased by approximately 0.3V compared to the conventional gate driver high voltage(1.1V) at a speed of 12.5 GHz and the gate width also can be reduced by up to 20 times.

A Study on the Development of Smart Helmet for Forest Firefighting Crews (산불진화대원용 스마트 헬멧 개발에 관한 연구)

  • Ha, Yeon-Chul;Jin, Young-Woo;Park, Jae-Mun;Doh, Hee-Chan
    • Journal of the Institute of Convergence Signal Processing
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    • v.22 no.2
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    • pp.57-63
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    • 2021
  • The purpose of this study is to develop a Smart Helmet to safeguard forest firefighting crews and provide on-site information in real time. The Smart Helmet for forest firefingting crews is equipped with a camera, video/voice communication module, GPS, Bluetooth, and LTE module to promote the safety of them, and through the Smart Helmet, the site situation is is transmitted in real time, and full duplex communication is possible. As a result of testing using the Smart Helmet, the control center was able to receive on-site information and communication with on-site forest firefighting crews. Through site evaluation and user evaluation, it was confirmed that the Smart Helmet needs to be improved. The developed Smart Helmet can be used in various ways in forest disasters and forest industry.

An Analysis of Audiovisual Art Exhibition "lux et sonitus" - in the Context of Nam June Paik's Artworks (오디오비주얼아트전 분석 - 백남준의 예술 작품의 관점에서)

  • Yeo, Woon Seung;Yoon, Ji Won
    • Design Convergence Study
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    • v.19 no.2
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    • pp.107-122
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    • 2020
  • "lux et sonitus" is an audiovisual art exhibition series with an artistic combination of music and video at its center. Since its first introduction in 2013, the series have been held five times under the theme of "exhibition of music", presenting works featuring both audio and visual media in an effort to explore the key issues in the field of audiovisual art. In addition to the previous achievement of the exhibition, recent works from the series feature new concepts that explore the possibility of expanding the realm of synesthesia. In this paper, details of the entire series are summarized. In addition, theoretical background behind creative results of the series is analyzed in the context of music, synesthesia and space found in Nam June Paik's audiovisual artwork as a source of inspiration. This will contribute to establishing a vision for the creation/analysis of audiovisual art in the future.

Annoyance and sportiness perception of the acceleration sound by the driver and passengers (가속 사운드에 대한 운전자와 탑승객의 성가심과 스포티함 지각)

  • Kim, Seonghyeon;Altinsoy, M. Ercan
    • The Journal of the Acoustical Society of Korea
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    • v.40 no.6
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    • pp.566-570
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    • 2021
  • This study presents a perceptual difference in acceleration sounds of a sporty sedan between the driver and passenger. We found a significant difference in annoyance and sportiness perception according to the acceleration sound level through subjective evaluations. The multimodal reproduction system, which can reproduce the driving image, motion, vibration, and sound, was applied for the test. A subjective experiment was conducted to evaluate the perceived intensity of annoyance and sportiness by varying the acceleration sound level in five steps of 3 dB. The experimental results showed that the driver perceives the acceleration sound less annoying than the passenger at a relatively low sound level. Meanwhile, the driver has perceived the acceleration sound more sporty than the passenger at a relatively high sound level. Moreover, it was found that passengers were 35 % less sensitive to an annoyance than drivers, whereas the driver was 74 % more susceptible to sportiness than passengers according to the sound level change. This finding is expected to be applied as a sound design strategy that differentiates the acceleration sound level in active sound design.

Affordance Elements According to the Usability of the Interface of Immersive Virtual Reality Clinical Skill Content (몰입형 가상현실 의료 술기 콘텐츠의 인터페이스 사용성에 따른 어포던스 하위 평가 요소에 관한 연구)

  • Hwang, Hyo-Hyon;Choi, Yoo-Mi
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.307-318
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    • 2022
  • Virtual reality is actively used in the medical field as a learning effectiveness that induces immersion, but research on the factors that induce learning immersion is insufficient. Therefore, this study extracted the usability and cognitive affordance evaluation elements of the interface through literature research and selected four types of virtual reality medical contents to conduct a Useability-Test for experts. Based on this, an interface design method according to virtual reality medical technology content was proposed. In summary, it can be seen that the information-providing interface affects immersion due to visibility, distance from the experience's gaze, color harmony, uniform visualization, feedback, reaction speed, and expected changes resulting from manipulation, and does not impair immersion. This study has limitations in generalization using limited content, so it is expected that continuous research will discuss the development of standardized guides in interface design and the precision of interface design research from a user perspective.

A Exploratory Analysis on Knowledge Structure of Untact Research (언택트 연구의 지식구조에 대한 탐색적 분석)

  • Kim, SeongMook;Cha, HyunHee
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.367-375
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    • 2021
  • This study aimed to identify the knowledge structure of researches on 'untact' and derived implications for directions for the studies using text mining. The study included network analysis and topic modelling of keywords and abstracts from 171 thesis published until October 2020. Centrality analysis showed that 'untact' studies had been focused on service, usage, consumption, technology and online. From the topic modelling, 6 topics such as 'COVID-19 and socio-technological change', 'needs and utilization of education contents', 'technology and service for user convenience', 'product marketing and sales', 'service design of the company', 'influence factors of usage and consumption' were extracted. Keywords that connect each topic were technology, service, usage, consumption, needs and factor. Exploratory analysis of 'untact' researches using text mining provides useful results for development of 'untact' studies.

Proposal of a Hand Motion and Control Method Matching System for Interaction Optimized for Mixed Reality Control - Focusing on Meta Interface and Augmented Behavior (혼합현실 컨트롤에 최적화된 인터랙션을 위한 손 동작과 컨트롤 방식 Matching체계의 제안 - Augmented Behavior와 Meta Interface를 중심으로)

  • Lee, SaYa;Lee, EunJong
    • Smart Media Journal
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    • v.11 no.9
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    • pp.81-93
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    • 2022
  • In an era where non-face-to-face meetings become common, eXtended Reality(XR) is rapidly developing and filling areas that are not satisfied in online meetings based on existing photos/video method. In particular, general users are also able to easily access and use HMD-type mixed reality devices. However, the basic operations applied in HMD-type in Mixed Reality(MR) with hands as the main input tool do not have a standardized system, and each manufacturer operates in a separate response to each other's hand movements. Therefore, this study considered that a systematic hand motion matching system considering the usability and efficiency of operations performed in mixed reality was necessary, and conducted a study to clarify this. First, the basic operation performed in the MR environment and its attributes were investigated, and at the same time, the structure of the hand and the attributes of the possible hand movements were identified. Based on the identified properties, it is intended to present a system that can intuitively and efficiently match basic operation properties in the MR environment with subtle operation properties according to the structure/context of the hand.

A Study of Direction of VR Animation <Goodbye Mr Octopus> (VR애니메이션 <Goodbye Mr Octopus> 연출 연구)

  • Lee, TaeGu;Park, Sukyung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.135-140
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    • 2023
  • VR animation allows you to see 360-degree screen production that cannot be seen in existing animation production while being located in the space within the animation. <Goodbye Mr Octopus>, a VR animation produced in 2020, was selected at the 77th Venice Film Festival as an immersive short film. This is the story of an adolescent girl, Stella, who is celebrating her 16th birthday, and her conflict with her strict father is resolved through a letter from her mother. It is a narrative composed of a total of 11 scenes, and in each scene, new directing elements of VR video grammar, such as gaze induction, time flow, and space conversion directing, were analyzed. Gaze-inducing directing minimized the inconvenience of 360-degree gaze, and time and space conversion directing was analyzed as an effect of increasing the audience's immersion according to narrative events.

Relationship between Hospital Safety Symbol Shapes and Memory (병원 안전 심볼의 형태와 기억과의 관계)

  • Seok-Hwan Bae;Myung-Chul Park;Jae-Sang You;Yong-Gwon Kim;Cheul-Ho Ryoo;Dong-Hyun Oh
    • Journal of radiological science and technology
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    • v.46 no.2
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    • pp.115-122
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    • 2023
  • The purpose of this study was to examine the association between the shapes and colors of emergency exit symbols, magnetic field warning symbols, and radiation zone symbols used in hospitals for staff and patient safety and their effects on cognitive memory. The hippocampal region's signal intensity(SI) was analyzed using fMRI. The Symbol 2 (1.75±0.54) with a green background had the highest signal intensity (SI) for emergency exits, according to the findings. The black symbol 2 (1.60±0.51) with a yellow background had the highest signal intensity (SI) for the magnetic field warning symbol, followed by the black symbol 1 (1.59±0.65) with an orange background. The black symbol 2 (1.59±0.59) with a yellow background and the black symbol 3 (1.58±0.52) with an orange background had the low signal intensity with slight differences as for the radiation zone symbols. In conclusion, it was determined that the signal intensity of the black symbol with a yellow background was the highest in the magnetic field area and radiation area. This implies that symbols with a high signal intensity (SI) must be utilized intensively. To ensure that the correct meaning of the symbols is communicated in the future, they must also be utilized regularly and continually in disaster safety education.