• Title/Summary/Keyword: 콘텐츠 구현

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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.

A lightweight technique for hot data identification considering the continuity of a Nand flash memory system (낸드 플래시 메모리 시스템 기반의 지속성을 고려한 핫 데이터 식별 경량 기법)

  • Lee, Seungwoo
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.77-83
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    • 2022
  • Nand flash memory requires an Erase-Before-Write operation structurally. In order to solve this problem, it can be solved by classifying a page (hot data page) where data update operation occurs frequently and storing it in a separate block. The MHF (Multi Hash Function Framework) technique records the frequency of data update requests in the system memory, and when the recorded value exceeds a certain standard, the data update request is judged as hot data. However, the method of simply counting only the frequency of the data update request has a limit in judging it as accurate hot data. In addition, in the case of a technique that determines the persistence of a data update request, the fact of the update request is recorded sequentially based on a time interval and then judged as hot data. In the case of such a persistence-based method, its implementation and operation are complicated, and there is a problem of inaccurate judgment if frequency is not considered in the update request. This paper proposes a lightweight hot data determination technique that considers both frequency and persistence in data update requests.

The Method of Failure Management through Big Data Flow Management in Platform Service Operation Environment (플랫폼 서비스 운용환경에서 빅데이터 플로우 관리를 통한 장애 상황 관리 방법)

  • Baik, Song-Ki;Lim, Jae-Hyun
    • Journal of Convergence for Information Technology
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    • v.11 no.5
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    • pp.23-29
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    • 2021
  • Recently, a situation in which a specific content service is impossible worldwide has occurred due to a failure of the platform service and a significant social and economic problem has been caused in the global service market. In order to secure the stability of platform services, intelligent platform operation management is required. In this study, big data flow management(BDFM) and implementation method were proposed to quickly detect to abnormal service status in the platform operation environment. As a result of analyzing, BDFM technique improved the characteristics of abnormal failure detection by more than 30% compared to the traditional NMS. The big data flow management method has the advantage of being able to quickly detect platform system failures and abnormal service conditions, and it is expected that when connected with AI-based technology, platform management is performed intelligently and the ability to prevent and preserve failures can be greatly improved.

A Study on Flower Patterns in Fashion Brands : Focusing on Chanel, Louis Vuitton, Hermès, and Marimonde (패션브랜드에 나타난 꽃문양에 관한 연구 -샤넬, 루이비통, 에르메스, 마리몬드를 중점으로-)

  • Hong, Yun Joo
    • Journal of the Korean Society of Floral Art and Design
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    • no.44
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    • pp.101-121
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    • 2021
  • The flower, a symbol of beauty representing beauty, exists as an aesthetic object throughout the history of mankind, and is one of the motifs most often used in plastic art. In this way, flower art is an art that embodies a form based on the theme of flowers. The flowers played a role in expressing human happiness and love by harmonizing beautifully with each other in shape and color. The flower pattern containing this symbolism is beautiful and excellent in decoration, and is applied not only to household goods, but also to art and fashion. The flower pattern is the most preferred pattern among patterns, and it is widely used regardless of the four seasons by changing the color according to the color and flowering time, and it is effective in stimulating the symbolism and psychological sense of humans, so it is used in design in various fields. In this study, the flower pattern, which is a symbol of beauty representing beauty and the motif of art, has been traditionally used in Korea, and is still loved in fashion and art even in modern times. We hoped to be active, and through this study, we tried to develop our own unique flower pattern and lay the groundwork for it to be commercialized.

Development of non-face-to-face Remote Learning Program - focusing on University Software Practice (비대면 원격수업 프로그램 개발 - 대학 소프트웨어 실습 중심으로)

  • Kim, Sang-Geun
    • Journal of Industrial Convergence
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    • v.19 no.6
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    • pp.59-66
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    • 2021
  • Globally, the prolonged pandemic of COVID-19 (COVID-19) has had a great impact on all industries. In particular, in the field of education, online classes (non-face-to-face) had some negative perceptions of online classes, such as lack of preparation for learning and student dissatisfaction with the class. According to the current situation survey in 2020, non-face-to-face classes accounted for about 56% of the class, and streaming real-time classes and video content-based classes accounted for most of the class. This study empirically analyzes the problems to be solved by online classes through the 2020-2021 survey (software application practical class university students), and explains the detailed program and development plan (implementation result). This study intends to contribute to the development of online learning development of each educational institution after the end of the corona crisis.

A study on the improvement of 3D animation production productivity (3D 애니메이션 제작 생산성 향상에 관한 연구)

  • Park, Hunjin
    • Journal of Software Assessment and Valuation
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    • v.17 no.2
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    • pp.101-107
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    • 2021
  • Animation production is collaborated by many experts and gives many ideas for new and interesting video production. Interesting video production is a problem directly related to the success of the project, so it can be said that it is better to create an environment that is not burdened with technical aspects in expressing ideas. In the actual keyframe animation production environment, ideas are frequently modified to obtain better results, and techniques that are re-used so that the animation key pose data developed at the early stage of the possible stage can be rewritten without abandoning it, and functions that can temporarily change the center of gravity contribute to the productivity of animation work and greatly help the creator to improve the creative atmosphere. This study analyzes action animations implemented in computer animation software to examine the factors that hinder actual productivity, and derives the technical concepts that can contribute to the improvement of animation production productivity and the necessity of developing related tools.

Web Server based Hologram Image Production Pipeline System Implementation (웹 서버 기반의 홀로그램 영상 제작 파이프라인 시스템 구현)

  • Kim, Yongjung;Park, Chansoo;Shin, Seokyong;Kim, Jungho;Gentet, Philippe;Lee, Jiyoon;Kwon, Soonchul;Lee, Seunghyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.751-757
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    • 2021
  • In this paper, we proposed a pipeline system for holographic image production in a web server-based environment. There are time and spatial constraints for the existing holographic image production. The purpose of the proposed system is to obtain high-quality holographic images by reducing accessibility to users. It is a structure in which a video captured by a user in a web environment is transmitted to a server and converted into a frame for holographic image production through post-production. For high-quality holographic image acquisition, post-processing uses a deep learning-based algorithm. The proposed system provides various service tools in the web environment for user convenience. Through this method, the user's accessibility is improved when producing holographic images because images are taken in a web environment rather than in a limited space.

Character Recognition Algorithm in Low-Quality Legacy Contents Based on Alternative End-to-End Learning (대안적 통째학습 기반 저품질 레거시 콘텐츠에서의 문자 인식 알고리즘)

  • Lee, Sung-Jin;Yun, Jun-Seok;Park, Seon-hoo;Yoo, Seok Bong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1486-1494
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    • 2021
  • Character recognition is a technology required in various platforms, such as smart parking and text to speech, and many studies are being conducted to improve its performance through new attempts. However, with low-quality image used for character recognition, a difference in resolution of the training image and test image for character recognition occurs, resulting in poor accuracy. To solve this problem, this paper designed an end-to-end learning neural network that combines image super-resolution and character recognition so that the character recognition model performance is robust against various quality data, and implemented an alternative whole learning algorithm to learn the whole neural network. An alternative end-to-end learning and recognition performance test was conducted using the license plate image among various text images, and the effectiveness of the proposed algorithm was verified with the performance test.

A Study on the Changes of the Restaurant Industry Before and After COVID-19 Using BigData (빅데이터를 활용한 코로나 19 이전과 이후 외식산업의 변화에 관한 연구)

  • Ahn, Youn Ju
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.787-793
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    • 2022
  • After COVID-19, with the emergence of social distancing, non-face-to-face services, and home economics, visiting dining out is rapidly being replaced by non-face-to-face dining out. The purpose of this study is to find ways to create a safe dining culture centered on living quarantine in line with the changing trend of the restaurant industry after the outbreak of COVID-19, establish the direction of food culture improvement projects, and enhance the effectiveness of the project. This study used TEXTOM to collect and refine search frequency, perform TF-IDF analysis, and Ucinet6 programs to implement visualization using NetDraw from January 1, 2018 to October 31, 2019 and December 31, 2021, and identified the network between nodes of key keywords. Finally, clustering between them was performed through Concor analysis. As a result of the study, if you check the frequency of searches before and after COVID-19, it can be seen that the COVID-19 pandemic greatly affects the changes in the restaurant industry.

Interactive Interface Design Through VR Hand Tracking (VR 핸드트레킹을 통한 상호작용 인터페이스 설계)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.213-218
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    • 2023
  • In order to use the VR HMD, operation through separate controllers in both hands is required. Methods for text input in VR include a method of selecting virtual keyboard keys on the screen one by one using a controller, a method of inputting through a keyboard that is a resource of a computer by connecting a computer and VR, or a method of inputting through a keyboard that is a resource of a computer by purchasing a wireless keyboard in VR and wireless keyboard connection method. As such, the text input method in current VR equipment causes inconvenience and additional costs to users. For these reasons, most of the VR-related contents are limited to simple functions such as games or viewers, and there is a risk that VR equipment will be recognized as a simple game machine. Therefore, in this study, a multi-input interface using hand tracking provided by the Oculus Quest2 device is designed and partially implemented. Through this, it is expected that various tasks such as document work and business processing as well as games can be conveniently used using VR equipment.