The Journal of the Convergence on Culture Technology
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v.9
no.3
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pp.769-777
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2023
Globalization has brought about rapid economic, technological, and cultural changes. In order for countries around the world to communicate, recognize and understand globalization, creativity or planning ability can be used to code. In this paper, we would like to present and prove a data analysis that can solve world problems. In the global market, the value of goods or services increases with connectivity. This connection is becoming one of the factors that increase the value of culture. Changes taking this into account promoted cultural spread and innovative growth, and increased productivity and competitiveness in each region of the world. This paper compares the income of the middle class in the United States on the impact of globalization and anti-globalization on cultural spread and innovative growth. Globalization has created an environment in which various elements of K-culture can interact and spread. Through the Internet, social media, and international travel, globalization has had a positive impact on Korea's innovative growth. In areas such as economic activity, technological innovation, and creative industries, globalization has facilitated new tech and approaches, Through this, it changed the existing economic model and contributed to exports K-culture with a new middle class model. However, globalization in the cultural industry can result in the loss of regional characteristics & individuality, which can lead to the middle class cultural unification and alienation(chasm). As a result of the empirical analysis of K-exports for the middle income in the United States, cultural diffusion and innovation must be developed even in anti-globalization. With these industrial changes the soft power value of the Korean Wave proves that it can create value for use for the middle class of major exporting countries.
The Journal of the Convergence on Culture Technology
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v.9
no.2
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pp.215-220
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2023
Network technology used as a physical interface to retrieve, store, and exchange data is leading the era of data capitalism in the 21st century. The capacity of network technology dominates almost all communication in everyday life, and makes social understanding and experiences in the physical world visible in cyberspace. The movements of human bodies and objects in cyberspace are placed in a social context. This paper paid attention to these phenomena and examined the cases of activism that raised real problems through cyberspace. In particular, the focus of the study is the digital activism of the Electronic Disturbance Theater, which combines critical art and thinking for democracy with the realm of information and demonstrates aesthetic imagination. The first chapter of the main body briefly outlines the meaning activism as a social movement in cyberspace. The second chapter looks back on the alternatives of <FloodNet>, which represents the early activism performance of EDT. And then in the last chapter, the poetic significance of the <Transborder Immigrant Tool> is analyzed. Through this process, this paper demonstrates that the activism performance of the EDT is a critical aesthetics that encourages imagination for alternatives. It also argues that Electronic Disturbance Theater has contemporary value as an avant-garde art that actively utilizes the medium of network technology and integrates performance art and politics.
The Journal of the Convergence on Culture Technology
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v.9
no.3
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pp.825-834
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2023
The demands of people who purchase fashion products on Internet shopping are gradually increasing, and attempts are being made to provide user-friendly images with 3D contents and web 3D software instead of pictures and videos of products provided. As a reason for this issue, which has emerged as the most important aspect in the fashion web shopping industry, complaints that the product is different when the product is received and the image at the time of purchase has been heightened. As a way to solve this problem, various image processing technologies have been introduced, but there is a limit to the quality of 2D images. In this study, we proposed an automatic conversion technology that converts 2D images into 3D and grafts them to web 3D technology that allows customers to identify products in various locations and reduces the cost and calculation time required for conversion. We developed a system that shoots a mannequin by placing it on a rotating turntable using only 8 cameras. In order to extract only the clothing part from the image taken by this system, markers are removed using U-net, and an algorithm that extracts only the clothing area by identifying the color feature information of the background area and mannequin area is proposed. Using this algorithm, the time taken to extract only the clothes area after taking an image is 2.25 seconds per image, and it takes a total of 144 seconds (2 minutes and 4 seconds) when taking 64 images of one piece of clothing. It can extract 3D objects with very good performance compared to the system.
As the global business environment is rapidly changing due to the 4th industrial revolution, new jobs that did not exist before are emerging. Among them, the job that companies are most interested in is 'Data Scientist'. As information and communication technologies take up most of our lives, data on not only online activities but also offline activities are stored in computers every hour to generate big data. Companies put a lot of effort into discovering new opportunities from such big data. The new job that emerged along with the efforts of these companies is data scientist. The demand for data scientist, a promising job that leads the big data era, is constantly increasing, but its supply is not still enough. Although data analysis technologies and tools that anyone can easily use are introduced, companies still have great difficulty in finding proper experts. One of the main reasons that makes the data scientist's shortage problem serious is the lack of understanding of the data scientist's job. Therefore, in this study, we explore the job competencies of a data scientist by qualitatively analyzing the actual job posting information of the company. This study finds that data scientists need not only the technical and system skills required of software engineers and system analysts in the past, but also business-related and interpersonal skills required of business consultants and project managers. The results of this study are expected to provide basic guidelines to people who are interested in the data scientist profession and to companies that want to hire data scientists.
Recently, digital transformation in manufacturing has been accelerating. It results in that the data collection technologies from the shop-floor is becoming important. These approaches focus primarily on obtaining specific manufacturing data using various sensors and communication technologies. In order to expand the channel of field data collection, this study proposes a method to automatically collect manufacturing data based on vision-based artificial intelligence. This is to analyze real-time image information with the object detection and tracking technologies and to obtain manufacturing data. The research team collects object motion information for each frame by applying YOLO (You Only Look Once) and DeepSORT as object detection and tracking algorithms. Thereafter, the motion information is converted into two pieces of manufacturing data (production performance and time) through post-processing. A dynamically moving factory model is created to obtain training data for deep learning. In addition, operating scenarios are proposed to reproduce the shop-floor situation in the real world. The operating scenario assumes a flow-shop consisting of six facilities. As a result of collecting manufacturing data according to the operating scenarios, the accuracy was 96.3%.
KSCE Journal of Civil and Environmental Engineering Research
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v.28
no.1D
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pp.129-136
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2008
Along with the development in cutting-edge digital technology, the street space is also being changed. Mobile telecommunication units and internet give a big change in a human being's lifestyle. And the ubiquitous computing is proceeding with expanding its application range from the indoor space to the street space. As the street furniture is the convenient facility that allows a human being's life in street space to be abundant, it is getting advanced. First of all, in terms of such phenomenon, this study analyzed the cases of a research on application of street space and the actual condition of a change in the number of individuals for the street furniture, through a literature research of ubiquitous. Also, it researched into the realities of using the street furniture of the walking-desired streets at Daehac-ro and Hongdae district, where are two representative places related to digital generation. The next was carried out FGI (Focus Group Interview) with users of the street space in front of Hongik University and managers of the street furniture, and was researched into the use & management behavior, and recognition level on the street furniture. Thus, the key elements were extracted such as interchange of information for cultural activities, automation for interaction variability in function. Finally the core elements for future vision of street furniture in this digital era were extracted in 3I, namely, Information, Intellectualization, and Integration. This is considered to be applied to the establishment of direction in the process of high-tech digitalization in street furniture related to information hereafter.
Journal of Korea Entertainment Industry Association
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v.13
no.5
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pp.25-36
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2019
The purpose of this study was to investigate the effect of fast food intake, choice, and satisfaction on age among 311 people living in the metropolitan area. The frequency of fast food intake was high in the 20s and 30s, and those in the 40s and over 50s were low, showing a significant difference according to age. Costs for fast food purchases mainly ranged from 5,000 won to 7,000 won. Major sources of information on choosing fast food were mainly from friends and the internet in 20s, and mass media from over 30s. Thirty-nine percent of subjects responded that their dietary habits changed after fast food intake, and the most changes was to like spicy food, followed by eating-out times increased. The factors affecting the choice of fast food were mainly easy to eat, followed by time was not influenced and taste, and taste showed significant difference according to age. Among the subjects who were worried about fast food, 30s showed mainly increase in body weight and over 50s had health problem, and a significant difference was observed according to age. For the improvements in fast food intake, subjects answered in nutrition, hygiene and price in order. Fast food brands, services, menus were the most satisfied in 30s, and 40s were the most unsatisfied, and there was a significant difference. In conclusion, the frequency of fast food intake was higher in young people, and the choice of fast food and satisfaction appeared to be significantly influenced by age. Therefore, data are required to recognize and practice a balanced diet by activating studies on the fast food intake of middle-aged and elderly people and understanding consumer changes.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2022.05a
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pp.171-173
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2022
The 4th industrial revolution technology is developing people's lives more efficiently. GIS provided on the Internet services such as traffic information and time information makes people getting more quickly to destination. National geographic information service(NGIS) and each local government are making basic data to investigate SOC accessibility for analyzing optimal point. To construct the shortest distance, the accessibility from the starting point to the arrival point is analyzed. Applying road network map, the starting point and the ending point, the shortest distance, the optimal accessibility is calculated by using Dijkstra algorithm. The analysis information from multiple starting points to multiple destinations was required more than 3 steps of manual analysis to decide the position for the optimal point, within about 0.1% error. It took more time to process the many-to-many (M×N) calculation, requiring at least 32G memory specification of the computer. If an optimal proximity analysis service is provided at a desired location more versatile, it is possible to efficiently analyze locations that are vulnerable to business start-up and living facilities access, and facility selection for the public.
Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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v.7
no.6
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pp.719-729
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2017
Recently, the field of agriculture has been gaining a new leap with the integration of ICT technology in agriculture. In particular, smart farms, which incorporate the Internet of Things (IoT) technology in agriculture, are in the spotlight. Smart farm technology collects and analyzes information such as temperature and humidity of the environment where crops are cultivated in real time using sensors to automatically control the devices necessary for harvesting crops in the control device, Environment. Although smart farm technology is paying attention as if it can solve everything, most of the research focuses only on increasing crop yields. This paper focuses on the development of a system architecture that can harvest high quality crops at the optimum stage rather than increase crop yields. In this paper, we have developed an architecture using apple trees as a sample and used the color information and weight information to predict the harvest time of apple trees. The simple board that collects color information and weight information and transmits it to the server side uses Arduino and adopts model-driven development (MDD) as development methodology. We have developed an architecture to provide services to PC users in the form of Web and to provide Smart Phone users with services in the form of hybrid apps. We also developed an architecture that uses beacon technology to provide orchestration information to users in real time.
With the intensity of competition and the standardization of technical attributes in telecommunications service market increasing, differentiated activity and customer experience in service encounter is regarded as an important means for creating customer value, however, there is a dearth of good literature examining what MOT activity is composed of according to consumption chain, and how service quality of MOT has influenced customer performance. Especially there exist various services across different phase of Product life cycle(PLC) in household telecommunication service market, customer requirement for MOT might depend on whether its phase is introduction-growth stage or maturity-decline stage, the empirical study is completely lacking. This study classified household telecommunication services into two types by PLC, VOIP and IPTV as Introduction-growth stage services, Internet and PSTN as maturity-decline stage service, and investigated whether there exists a gap between service types in how consumer have experienced MOT, what they consider as important and the relative importance of quality dimension how service quality of MOT has influence on consumer performance. The empirical result from 858 participants shows that there is a difference in consumer experience and requirements across different phases of the PLC, tangibles and assurance are regarded as the most important service quality factors which have a positive influence on customer performance (consumer satisfaction, repurchase intention and word of mouth) at the introduction-growth stage, whereas, reliability, empathy and interactivity are at the maturity-decline stage. Finally, managerial implication is made, limitation is clarified and a direction for further studies is suggested.
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