• Title/Summary/Keyword: 이미지 대중화

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The Development of UCC Production App for Sharing on the SNS (SNS 공유를 위한 UCC 제작 앱 개발)

  • Jang, Eun-Gyeom;Kim, Jung-Eun;Kim, Hyeong-Seok;Lee, Kyong-Min;Choi, Kyung-Hoon;Lee, Da-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.155-156
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    • 2015
  • 대중화된 소셜 네트워크 환경에서 사용자가 제작한 콘텐츠를 빠르고 간편하게 공유할 수 있도록 하는 모바일 App을 개발하였다. 기존 사용자 영상 콘텐츠 제작 환경에서는 필요 이상의 소음과 잡음이 혼재하여 영상에서 풍기는 이미지의 감동을 저해하고 있다. 이러한 주의의 소음과 잡음으로부터 영상을 보호하도록 배경음악을 영상과 함께 재생하여 영상의 감동과 느낌을 사용자에게 전달하기 위한 App이다. 또한 소셜 네트워크 환경에 간편하게 업로드 할 수 있도록 페이스북을 통해 다른 사용자와 빠른 공유를 할 수 있다.

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Implementation of a Virtual Wearing System with Android Platform (안드로이드 플랫폼 환경에서의 Virtual Wearing System 구현)

  • Lee, Kang-Min;Yang, Jung-Jin
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06b
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    • pp.83-87
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    • 2010
  • 스마트폰의 대중화로 사용자들의 상위 욕구를 충족시켜주는 개인화된 서비스의 다양한 어플리케이션들은 사용자에게 편의를 제공하여 생활을 향상시킨다는 점을 하나의 전제로 하고 있으나, 이를 구성하는 주된 역할을 수행할 서비스들의 요구사항을 부합시키는 스마트폰 성능이 현 기술에 적응적으로 대응하기에는 한계가 있다. 기존 3D VWS는 온라인 의류 쇼핑몰을 위한 시스템으로 사용자에게 의류 착용후의 모습을 제공하여 쇼핑몰 업무의 효율성 및 의류반품비용의 절감과 더불어 쇼핑몰 이용자에게 만족을 주어, 전반적인 온라인 쇼핑몰 이익 상승을 기대할 수 있게 한다. 하지만 3D VWS는 초고속 인터넷환경과 고사양 컴퓨터에서 원활한 서비스가 가능하기 때문에 스마트폰 환경에 이를 수용하고 동작시키기 위해서는 극복해야 할 많은 문제점을 가지고 있다. 이러한 문제를 극복하기 위해서 본고에서는 2D 이미지 확대/축소를 통하여 사용자에게 의류 착용후의 모습을 간접적으로 제공하는 2D VWS를 이용하여 스마트폰 기반 VWS 연구의 초석을 다지는데 도움이 되고자 한다.

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Design and implement custom shopping helper applications for blind people (시각장애인 온라인 쇼핑 도움 어플리케이션 설계 및 구현)

  • Kim, Chaeyoon;Kim, Jiseon;Cheon, Myeonghui
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.570-573
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    • 2019
  • 스마트폰의 대중화로 인터넷 이용률이 증가함에 따라 온라인 쇼핑 시장의 규모가 커지는 반면 대부분의 온라인 쇼핑몰은 시각장애인의 접근성이 미흡하여 온라인 쇼핑의 어려움을 겪고 있다. 그 불편함은 '정보화 사회에서의 소외감' 이라는 정신적 피해로 이어지고 있는 심각한 상황이다. 따라서 이 불편함을 해소하고 정보 접근의 격차를 줄이고자 <쇼움이>를 설계, 구현하게 되었다. <쇼움이>는 챗봇을 활용하여 일문일답으로 입력 받아 시각장애인들이 쉽고 편리하게 상품을 검색/파악할 수 있도록 설계, 구현되었으며, 시각장애인들이 파악하지 못했던 이미지 내의 상품 정보를 분석하여 텍스트와 음성으로 안내한다. 또 관심 상품 등록, 상품 링크 공유 기능을 구현하였다. 또한 사용자의 편리성 확보를 위해 버튼을 포함한 모든 항목이 안드로이드의 voice-assistant 로 읽히도록 설계, 구현하였다.

Development of Mobile Location Based Service App Using Augmented Reality (증강현실을 활용한 모바일 위치기반 응용서비스 앱 개발)

  • Kim, Jae-Pil;Lee, Dong-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1481-1487
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    • 2014
  • Recently, with the popularization of smartphones, augmented reality has become even more familiar to the public as an application that can provide realistic images as a tool for location-based services. Therefore, as a location-based application for smartphones that is appropriate for the application of augmented reality technology, the study develops a golf information system. Golf is the sport for which we should exactly know the accurate shape or distance to the destinations or obstacles, so the sport is suitable for applying the augmented reality technology. Even though the sport of golf has constantly increasing population to play it with the popularization of it, presently released golf-related smartphone apps are established as 2D images or in GPS basis; thus, they lack a sense of realism unfortunately. Thereupon, this study develops a golf information system by modifying and complementing usefully Mixare, the open source for augmented reality, for the sport of golf into an augmented reality-based system that can provide various information according to the actual environment of the golf course and describes how to apply it actually to the golf course.

The Analysis of Chemistry's Image in Daily newspaper on '2006, the Year of Chemstry' (2006년 '화학의 해'의 언론매체 속 화학 이미지 분석)

  • Shin, Sunyoung;Cho, Mijoo;Park, Jongseok
    • Journal of Science Education
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    • v.32 no.1
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    • pp.47-60
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    • 2008
  • The Ministry of Science and Technology has been planning various events and carrying them out as the effort for promotion and popularization of science. The ministry has made followings: i)Science culture year, 2004 ii) Physics year, 2006 iii)Chemistry year, 2007 iv)Biology year, 2008. Especially, in 2006 the ministry held various exhibitions and contests about chemistry. The science play "Oxygen" had been presented in the whole country, 2006. From 2006 to 2007 the moving science museum had been displayed many times in the whole country. The national broadcast media KBS made a special program and televised several times to commemorate the year of chemistry. Like that in 2006 the chemistry approached to general people. In these surroundings, we wondered how chemistry was expressed in daily newspaper and how the general public accepted chemistry in the year of chemistry, 2006. So we selected four daily newspaper and researched descriptions about chemistry then analyzed the image of chemistry in that descriptions. When we research, we first selected 5 words of high frequency. On the internet research engine we used these 5 words and searched descriptions. We read and sorted descriptions which were more connected to chemistry. Finally we analyzed the images of descriptions(affirmative or negative) and character. The chemistry's image on newspaper descriptions influences people greatly. Because that is the easiest channel.

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A Study on the Production Characteristics of Anaglyph Motion Graphic Images by Digital Camera and Color Compositing (애너그리프(Anaglyph) 3D 입체모션그래픽 제작방법에 대한 연구 : 카메라 포지셔닝과 색상합성법을 중심으로)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.165-176
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    • 2008
  • In the future there would be many kinds of digital images for many industrial markets. 3D stereoscopic images for variable fields; medical operation, film and animation, broadcasting, internet, game, or design for art and architecture. And many people to work about computer programming, and digital image making will concern about it more and more. However, these kinds works and studies are focused on the professional technical fields like 3D display or computer programming technology so far. To revitalize the market of a variable stereoscopic contents, there should build up the foundation for easy processing of the making stereoscopic images. This paper is based on stereoscopic making skills for anaglyph system. An anaglyph system has an old history about making stereoscopic images, and very simple method to produce the stereoscopic images. Particularly this study is focused on color compositing technique, and camera positioning on the compositing system. It will help optimization of the environments to create 3D motion graphic and animation contents.

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An Analysis of the Relationship Between Quality of Service and the Audience Attitude Variables of the Korean traditional opera Performance (창극공연의 서비스품질과 관객태도 변인 간의 관계 분석)

  • Kim, Su-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.4
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    • pp.317-328
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    • 2018
  • The purpose of this study is to examine the effect of the quality of performance on audience satisfaction, and to verify the mediating effect of service value and traditional image in this process. The subjects of this study included 211 male and female adults who experienced the Korean opera performance in Seoul, Korea in October. Collected data was used as a model of path coefficients obtained through analysis of covariance structure and hypothesis test. As a result of verification, program quality, physical environment quality, and quality of the stage performance perceived by the audience showed a statistically significant positive correlation with performance experience attributes. The path coefficient between performance attribute and service value, performance experience attribute and traditional image were also positively and statistically significant. Further, the path coefficient between performance experience and audience satisfaction showed a positive relationship. The service value and traditional image, service value and audience satisfaction, and the path coefficient between traditional image and audience satisfaction were statistically and positively significant. Finally, all hypotheses were adopted and study results confirmed the effect of service quality and experience attributes on audience satisfaction for the popularization, modernization and marketing strategy of the Korean opera. In this process, it is meaningful to verify the role and function of service value and traditional image.

Semiological Implication of Dance Images in TV Advertisement (TV광고에 나타난 무용이미지의 기호학적 의미에 관한 연구)

  • Park, Ayoung
    • Trans-
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    • v.1
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    • pp.21-44
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    • 2016
  • Advertisement is composed with symbol and sign with messages trying to express. Especially, ad with dancer introduces goods or meaning of contents with the motion of dance. In this, contents of dance or motion of dancer contains symbol and sign, understanding how ad and dance are expressed meanings with which symbol and the symbolic meaning of dance or dancer on ad. To that end, this study is for analyzing expressed symbol with dance corresponds with the aim of ad and finding the way or attitude of how normal people accept dance by reevaluating symbolic meaning of dance itself. In this study, advertisement producer and director's related data is secured for understanding direction and intention of producer, and previous study related with the study purpose, image, and effect are analyzed for understanding image of dance as a physical sign on TV advertisement. With data from www.TVCF.co.kr. TV advertisement analysis is conducted only with four ads in 2008(Nam Kwang Eng. & Const Co., Lotte Dept. Store(premium sale/gift card), Hyundai Motor Company Santa Fe -Pilobolus) and one ad in 2011(PNS The zone Sash Italy Arena di Verona when dance was used for advertisement with the highest frequency per year. Also, based on considered important factors from repeatedly watching each advertisement, scenes where movement or motion of dancer and screen word is greatly changed are analyzed as a priority. Image analysis of dance is conducted with structure studies based on physical image(line, costume, expression) and dan image(type motion, qualitative feature, mood of dance). As a result, the symbolic dance image appeared in TV advertisement can be discussed as follows. First, symbol and sign of dance on advertisement corresponds with material objects of advertisement. For instance, on the TV advertisement where Lee Youngwoo appeared, his motion as a signifer means challenge for the future of Nam Kwang Eng. & Const Co., with fast turn, jump, assemble turning jump, and sliding. Second, physical image of dancer depending on intention of sender corresponds in general, but there are somewhat differences in image of dance. This makes people to unconsciously recognize symbolic image of dance on TV ad while they watch it at the same time. Especially, when it comes to advertisement, it exposes frequently with broadcasting of organized programs from a broadcaster, living long-time memory. It can be differ based on idea and character of each of receiver. Advertisement is a medium making people naturally adopt cultural art for ordinary people in their lives. Broadcasting public art from TV advertisement widely exposes pure art to people, which was only avaliable for minority, sublimating it as an art of public culture.

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Analysis on the Spectacles of K-POP Hologram Concerts -Focus on Contents of SM Entertainment- (K-POP 홀로그램 콘서트에 나타난 스펙터클 분석 -SM Entertainment 콘텐츠를 중심으로-)

  • Han, Hye-Won;Jeong, A-Ram
    • The Journal of the Korea Contents Association
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    • v.16 no.7
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    • pp.740-749
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    • 2016
  • Hologram technology is widely applied in entertainment contents for public, no more remained in specific technological area for minority experts. Expecially, K-POP entertainment contents increasingly adopt hologram images. These contents use hologram technology as a part to arouse spectacles or represent idols as hologram characters. In this study, spectacles and aura of K-POP hologram concerts of SM Entertainment which runs stably in certain period were analyzed, so that it could recognized the differentiation strategy distinguished only in hologram concerts. Thus, the setting of hologram concerts alienates seats from the stage so that maximize distance, and the aura of idol characters strengthens through fantasy of escape from reality. Hologram concerts maximize fantasy through exposing tricks rather than concealing it. Hologram concerts enhance image of Korea as ICT leader, overcome physical and geological limitation of 'Korean Wave' to globalize, and propose examples of popularization of convergence contents.

A Study on the Preference of Color by Genres of Smartphone Game (스마트폰 게임 장르별 색채 선호도 조사 연구)

  • Park, Ji-Hye;Hong, Soo-bong;Jung, Chool-gon
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.7-22
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    • 2016
  • While the period of 40 million smart phone users begins, mobile game has spread and evolved as quick as popularization of smart phone. Therefore, this study is written to help the improvement of a graphic image on a development of a game for a qualitative growth of a game market, and is to suggest a guideline of tone by genres, by measuring image or feeling of game genre targeting game users. As a result of study, more than 50% of adjectives game users wrote by genres corresponded. It means that tone game users prefer is relatively clear. Therefore, the researcher confirmed that it is possible to attempt the standardization of tome about genre, and suggested 3 kinds of tone and brightness of color by genres. The researcher hopes that this result of the study will help smooth color plan on a development of smart phone game, and that more diverse studies will be proceeded for a qualitative growth of a game market arriving at puberty.