• Title/Summary/Keyword: 온라인 갤러리

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Venture Portfolio-코리아센터닷컴 김기록 대표

  • Korea Venture Business Association
    • Venture DIGEST
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    • s.108
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    • pp.10-13
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    • 2007
  • 가산디지털단지에 위치한 코리아센터닷컴 입구엔 '따뜻한 디지털세상'이라고 적힌 패널이 걸려있다. 패널 양쪽으로 있는 문은 각각 사무실과 갤러리로 통한다. 갤러리가 있는 IT회사. 2000년 1월 자본금 5,000만원으로 시작하여 임대형 쇼핑몰 서비스인 '메이크샵'을 이용해 국내 최대 인터넷 쇼핑몰 구축 실적을 세운 코리아센터닷컴. 끈기와 열정으로 온라인을 항해하는 CEO 김기록 대표를 만나 그가 그리는 따뜻한 디지털 세상을 살짝 들여다본다.

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A Proposal for Mobile Gallery Auction Method Using NFC-based FIDO and 2 Factor Technology and Permission-type Distributed Director Block-chain (NFC 기반 FIDO(Fast IDentity Online) 및 2 Factor 기술과 허가형 분산원장 블록체인을 이용한 모바일 갤러리 경매 방안 제안)

  • Noh, Sun-Kuk
    • Journal of Internet Computing and Services
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    • v.20 no.6
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    • pp.129-135
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    • 2019
  • Recently, studies have been conducted to improve the m-commerce process in the NFC-based mobile environment and the increase of the number of smart phones built in NFC. Since authentication is important in mobile electronic payment, FIDO(Fast IDentity Online) and 2 Factor electronic payment system are applied. In addition, block-chains using distributed raw materials have emerged as a representative technology of the fourth industry. In this study, for the mobile gallery auction of the traders using NFC embedded terminal (smartphone) in a small gallery auction in which an unspecified minority participates, password-based authentication and biometric authentication technology (fingerprint) were applied to record transaction details and ownership transfer of the auction participants in electronic payment. And, for the cost reduction and data integrity related to gallery auction, the private distributed director block chain was constructed and used. In addition, domestic and foreign cases applying block chain in the auction field were investigated and compared. In the future, the study will also study the implementation of block chain networks and smart contract and the integration of block chain and artificial intelligence to apply the proposed method.

Implementation of O2O Service for Arcade Games using NFC (NFC를 이용한 아케이드 게임의 O2O 서비스 구현)

  • Choi, Seung-Beom;Ko, Il-Ju;Noh, Youngha
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.57-68
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    • 2016
  • Traditional market for arcade game is downsized due to limited offline services. This paper suggests O2O service which is a combination of NFC technology and traditional arcade game. O2O service available by installing NFC tag in the gaming machines and operating by smartphone. This allows convenient payment service along with continuity of gameplay. Furthermore applying ranking, statistics and replays will vitalize communities such as fan clubs and highlight local rankers into popular gaming stars. Offline gallery can be expanded to online via O2O service. Local stars and online gallery will lead arcade gaming platform to E sports. This paper covers servers and applications regarding O2O service in addition to their functions and expected outcome.

Preference Factors of the Korean MZ Generation vis-à-vis the Online Programs of Museums Abroad (비대면 시대 해외 뮤지엄의 온라인 프로그램에 대한 한국 MZ 세대의 선호요인 연구)

  • Kwak, Song-Bi;Kwon, Cheeyun
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.565-573
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    • 2022
  • This study aims to analyze the preference factors of the Korean MZ generation with regards to the online programs developed by museums abroad during the COVID-19 pandemic. World renown museums such as the British Museum, the National Gallery of London, Van Gogh Museum, J. Paul Getty Museum, Hasting Contemporary, Uffizi Gallery, and the Guggenheim Museum tackled the social-distancing situation with various creative online programs and events to continue their role as socially relevant institutions. Ten acclaimed programs conducted by these museums were shown to the Korean MZ generation, the most digitally savvy and frequent visitors to museums, to extract their responses to the various types of programs. The study showed that the Korean MZ generation prefer online programs which most closely reflect the onsite experience of a museum, and online contents with educational elements.

Tattoo Simulation Using AR (AR을 이용한 타투 시뮬레이션)

  • Han, Chaeyun;Kim, Yujin;Park, Taejung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.294-296
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    • 2021
  • 본 논문에서는 타투 한 모습을 AR을 통해 미리 육안으로 확인할 수 있도록 하는 기술적인 방법을 제공함으로써 타투 시술을 실제로 시행하기 전 개인별로 선택을 지원하는 기술을 제안한다. 이러한 목표를 달성하기 위해 Unity Vuforia Engine을 이용하여 서버에서 미리 제공하는 타투 도안 혹은 사용자가 원하는 타투 도안을 AR로 신체에 적용할 수 있도록 지원한다. 제안하는 기술에서는 AR로 인한 시각적인 이질감을 줄이기 위해서 Region Capture를 이용하여 타겟 이미지를 주변 피부와 이질감을 감소시키고 그 위에 타투 AR을 사용자 신체 굴곡에 맞춰 적용하는 방법을 제안한다. 또한 AR로 확인한 타투를 사진이나 동영상으로 촬영하여 앱 내 갤러리에서 확인할 수 있고 앱 내 커뮤니티를 통해 타투에 관심있는 사람이라면 타투에 관한 자유로운 소통을 할 수 있도록 지원하는 온라인 기술을 구현하였다.

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Proposal of VR exhibition platform for artist-led art process (작가주도적 아트프로세스 VR전시플랫폼 제안)

  • Park, Young-ju;Kim, Tae-hyeong;Park, Sae-yan;Jo, Yun-seo;Choi, Na-yeon;Choi, Jong-in;Park, Su-E
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.263-265
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    • 2022
  • In online exhibitions, the artist's differentiated exhibition composition is important because the exhibition immersion decreases compared to offline exhibitions. Therefore, the purpose of this paper is to propose a new online exhibition platform by developing a PC APP service that exhibits the work production process led by the artist. To this end, literature surveys, visitor surveys, and in-depth interviews were conducted. Based on this, a prototype was implemented with Figma and Unity. As a result of the study, visitors answered that online exhibition planning needs to be improved, and the artist said that if the artist's autonomy is guaranteed in the composition of the exhibition hall, the understanding of the work can be improved. By applying this, a system was developed that allows artists to display their own production process data. The significance of this paper is to help visitors improve their understanding of the work and improve the delivery of the artist's work.

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Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment (음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성)

  • Kwon, Hee-Jung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1095-1100
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    • 2009
  • The interests and studies on co-creation activity in metaverse space, or MMO communication applications, increase sharply. The study performed the experiments on the participatory virtual space design that has dedicated to the common goal of creativity, and provides the environments to enhance ideas, technologies, and artistic artifacts sharing and communication. The participants were recruited from a community of artists and musicians. They have been actively participated the design process as photographers, painters, media artists, sound artists, and collectors. During the period, we have preceded 5 consecutive experiments, which were led by 5 independent artists, tested the value of co-creation spaces.

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Big Data Analysis for Strategic Use of Urban Brands: Case Study Seoul city brand "I SEOUL U" (도시 브랜드의 전략적 활용을 위한 빅데이터 분석 : 서울시 도시 브랜드 "I SEOUL U" 사례)

  • Lim, Haewen
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.197-213
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    • 2022
  • In this study, text mining analysis was performed on online big data for recognition and assessment of urban brand I Seoul U. To this end, TEXTOM, a processing program for data acquisition and analysis was used, and the 'I SEOUL U' keyword was selected as an analysis keyword. Keyword analysis shows the keywords associated with I Seoul U to be as follows: First, as a business and marketing term, keywords include pop-up store, gallery, co-branding, (festival, etc.), commodities, private companies and online. Second, as an event-related term, keywords include Han River, tree-planting day, tree planting, Hongdae, Christmas, Mapo, Jung-gu, Sejong University, and festival. Third, as a promotional term, keywords include robotics engineer Dr. Dennis Hong, Government, Art and Korea. In the N Gram analysis, as the city brand of Seoul, I Seoul U, in the public interest, was found to contribute to the commercial activities of private companies. In connection-oriented analysis, business and marketing, events, and promotions have been derived as categories. In matrix analysis, it was found that the products of the pop-up store are mainly developed, and products in the form of co-branding were being developed. In the topic modeling, a total of 10 topics were extracted and needs for commercial utilization and information for event festivals were mostly found.

A Study on the Recognition and Acceptance of Metaverse in the Entertainment Industry : Focusing on the Case of K-pop Idol 'aespa' Fandom (엔터테인먼트 영역에서의 메타버스 인식과 수용방식 연구 : 에스파(aespa) 팬덤 사례를 중심으로)

  • Kim, Soo-Hyun;Yoo, Ji-Yun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.1-15
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    • 2021
  • With the prolonged COVID-19 pandemic situation, the attention on Metaverse has been soared throughout media and publications. Recently the entertainment industry is also changing to actively utilize the virtual world with artists working through Metaverse platforms. With the recent high interests on Metaverse, this study attempts to illuminate how the public perceives and accepts Metaverse experiences. While research on Metaverse has been mainly focused on specific technologies or technical objects, this study focuses on exploring how fans recognize and understand the concept of Metaverse through newly debuted idol group 'aespa', composing of 4 human members and 4 AI avatar members that integrate real and virtual world. For this, this study seeks to analyze the reaction and recognition of fans by exploring online community 'DC Inside'. As a result of analyzing the reactions of fans in the early days of aespa's debut, the perspectives of understanding AI members of aespa are categorized into three groups: first, the type of equating and accepting the real and the virtual world; second, the type of recognizing the real world and the virtual world separately and recognizing the virtual member as an avatar or concept, not a genuine member; and finally, a type of recognizing virtual worlds separately from reality. Based on these results, the implications that Metaverse contents may have in the entertainment industry are suggested.

A Study on the Development Direction of New Media Art Using Virtual Reality (가상현실을 활용한 뉴미디어아트의 발전 방향에 관한 연구)

  • Park, Chan-Ik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.1
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    • pp.97-102
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    • 2020
  • With the advancement of technology, there are almost no constraints on expression in virtual reality (VR) art; however, it still has some limitations. VR artists can be largely classified into two groups in terms of style. The first group is artists who create their works as a live performance. In this case, a major limitation is that the artist cannot see how the audience reacts to the work because he/she wears a VR device while performing, and the audience cannot fully experience the work, since they view it only on-screen without any VR devices. This problem can be solved if all members of the audience wear VR devices; however, that requires astronomical costs and brings about another problem related to device management. If the price of VR devices decreases as technology develops, it may help solve this problem. The second group is exhibition artists who regularly display their works online. In this case, the limitation is that their work using VR remains only in the virtual digital space. In this case, a solution may be creating space in exhibition halls, and providing VR devices to audience members in existing art exhibitions.