• Title/Summary/Keyword: 현대사회

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The Study on the Characteristics of Cultural Storytelling in the Graphic of Avartars (아바타의 그래픽 표현에 나타난 문화적 스토리텔링의 특징에 관한 연구)

  • 장호현
    • Archives of design research
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    • v.17 no.2
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    • pp.157-170
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    • 2004
  • As a virtual identity on the virtual space, Avata is expressed in the various graphic forms such as 2D and 3D. Avata is not just combination of characters, but it also reveals the cultural Avitus of the times or the society, which often represents the discrimination according to the generation or social stratum or the unconscious choice of popular culture The modern days are absolutely influenced by the popular culture. And, it is also the case in the virtual space as well as the real world, influencing the fashion trend, cultural taste, and even the behavioral pattern of individuals. Hereupon, through an analysis of cases of using Avata character graphic, we are going to look into the technical ways of expressing Avata and the overall pop culture trend and individual life pattern and taste which are shown in the choice of outfit, necessaries, and background. And, we will also find out the kitsch characteristics in the consumption of Avata. And, we also expect that the image of Avata would be developing into a positive identity demonstrating one's existence on the virtual space, not simply a meaningless choice and combination of image in expressing and consuming Avata.

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Human-Object Interaction Framework Using RGB-D Camera (RGB-D 카메라를 사용한 사용자-실사물 상호작용 프레임워크)

  • Baeka, Yong-Hwan;Lim, Changmin;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.11-23
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    • 2016
  • Recent days, touch interaction interface is the most widely used interaction interface to communicate with digital devices. Because of its usability, touch technology is applied almost everywhere from watch to advertising boards and it is growing much bigger. However, this technology has a critical weakness. Normally, touch input device needs a contact surface with touch sensors embedded in it. Thus, touch interaction through general objects like books or documents are still unavailable. In this paper, a human-object interaction framework based on RGB-D camera is proposed to overcome those limitation. The proposed framework can deal with occluded situations like hovering the hand on top of the object and also moving objects by hand. In such situations object recognition algorithm and hand gesture algorithm may fail to recognize. However, our framework makes it possible to handle complicated circumstances without performance loss. The framework calculates the status of the object with fast and robust object recognition algorithm to determine whether it is an object or a human hand. Then, the hand gesture recognition algorithm controls the context of each object by gestures almost simultaneously.

자판기의 변천과 퓨젼화 경향

  • 양일승
    • Vending industry
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    • v.1 no.3 s.3
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    • pp.96-99
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    • 2001
  • 사회생활을 하는 사람이라면 하루에 꼭 한번 정도는 하는 일이 있다. 출퇴근, 회의, 그리고 자판기 이용이 그것이다. 이른아침 출근을 위해 지하철 무인 패스 판매기를 이용하고 출근해서는 나른한 오후시간을 깨우기위해 으례 커피자판기를 이용하기 일수이고 여가시간을 이용해서는 친구들과 가벼운 스티커 사진촬영을 하는 등 우리의 자판기 이용 문화는 이미 현대인 너무나도 보편화되고 친숙해져버린 생활의 한 단면이 되어버렸다. 그렇다면 자판기는 언제쯤 인간의 일상사 속에 등장하기 시작했을까? 놀랍게도 자판기의 기원은 기원전 215년으로 거슬러 올라간다. 당시 이집트 사원에서 `성수(聖水)`를 판매하기 위해 만들어졌던 동전식 조작장치가 최초의 자판기라는게 정설로 받아들여온 사실로서 동전을 넣으면 투입된 동전이 받치고 있던 접시가 기울어져 그 기울기가 원래대로 돌아올 때까지 출구로 물이 나오는 원리를 이용한 것이다. 누가 만든것인지는 명확히 밝혀지지 않았으나 확실한 것은 자판기의 역사가 이미 기원전으로 거슬러 올라가고 인간생활에 뿌리내린 역사가 깊다는 것이다. 아무튼 이렇게 자판기가 나타난 이래로 17세기에 키산드리아 과학자 헤론이 쓴 책이 발견되기 이전까지 자판기는 잊혀진 발명품이었다. 그러나 그 책의 발견과 함께 사람들은 옛문헌 속의 발명품의 실용성에 관심을 기울이기 시작했고 차츰 영국의 선술집과 여관 담배 자판기가 등장하기 시작했으며 자판기는 식민지까지 보급될 정도로 선풍적인 인기를 끌었다. 19세기에 들어서는 담배 이외의 물건을 판매할 수 있는 자판기에 관심을 두기 시작했고, 자유주의 사상이 풍미하던 시절, 영국에서 나타난 금서(禁書)자판기에서부터 상업문화가 발달한 미국의 껌볼 자판기에 이르기까지 자판기는 점차로 그 영역을 넓혀갔고 또한 발전해 왔던 것이다. 그러나 자동판매기의 이러한 급속한 발전과 소비영역에서 역량의 강화는 비단 단순한 소비패턴의 변화에서 기인하는 것이라고는 보기 어렵다. 이는 노동집약적 산업구조에서 기술집약적 산업사회로의 전환에 따른 대량생산, 대량소비, 소비패턴 변화 등의 마케팅 환경의 변화에 따라 새로운 유통구조의 출현이 요망되었기 때문이었다. 따라서 슈퍼마켓, 쇼핑센터 등의 새로운 유통구조의 출현 외에도 인건비의 상승, 장소의 제한 및 구입의 편리성 등에 따라 무인 자동판매기의 등장은 필연적이었다고 볼수 있다. 이후 자판기의 판매상품의 범위는 더욱 넓어졌고 컵라면, 인형, 마음에 드는 음악만을 골라담는 CD,휴지,구두광택기,사진스티커,콘돔,장난감,담배,여행용품,스낵,아이스크림 등등 소액권과 손가락만 있으면 살 수 있는 물건의 가짓수는 헤아리기 어려울 정도가 되었으며, 그만큼 유통혁신의 기구로서 산업에 미치는 영향 역시 증대되고 있으며, 이러한 경향은 21세기 정보화,첨단화 경향에 발맞추어 더욱 진보된 형태로 발전해오고 있다.

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A Study on the Web Services of Living Astronomical Data (생활천문자료의 웹 서비스 구현에 관한 연구)

  • Sung, Hyun-Il
    • Journal of Information Management
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    • v.42 no.2
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    • pp.103-120
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    • 2011
  • The astronomical data obtained by observations of celestial objects movements are useful in our daily life. These data - such as 1) sunrise and sunset data, 2) data transformation between lunar calendar and solar calendar, 3) solar eclipse and lunar eclipse data, and 4) sun's altitude and azimuth data - were used to important things in the agricultural society and ancient kingdom. In the modern society, these data have been used continuously for the legal disputes, construction of buildings and the other areas. This is a good example of pure science data using directly in our life. However there are difficulties to public service because all the data were printed as an Almanac. Using MySQL, we constructed web-based service system which makes to use them easily. This database system was made for the quick search using the calculated orbital data of celestial bodies.

The Interdisciplinary Research on Cultural Technology (문화기술에 관한 간학제적 연구 -미디어아트를 통한 혼합현실형 공공 문화콘텐츠를 중심으로-)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1359-1362
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    • 2009
  • Digital media technology has power of influence as extended in not only science and technology but also our society and culture. These phenomenon is explained as 'digital convergence'. Edmond Couchot argue the term 'hybridization'. Yvonne Spielmann and Jay David Bolter also argue that digital hybrid artworks across and integrates a diverse range of modes of representation, such as image, text, sound, space and bodily modes of expression. They must also address communicative interaction in the convergence of real and virtual spaces. In this paper, I noticed mixed reality environment which is seen as the form of hybrid between real and virtual object. And I discuss about this phenomenon as the study of interdisciplinary between art and science.

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A Preliminary Study on the Analysis of Constructability Issues in High-Rise Office Buildings (고층사무소 프로젝트의 시공성 항목 분석에 관한 기초연구)

  • Kwon Dong-Hyuk;Kim Han-Soo
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • autumn
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    • pp.235-238
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    • 2002
  • The successful completion of a construction project requires a thorough understanding of all stages and phases of the project, and enhanced through integration of design and construction during the pre-construction stage. Constructability is a major factor in measuring the success or failure of construction project. During the pre-construction stage, lack of construction knowledge integration in the planning and design process is a major factor that leads to constructability problems during the construction stage. this study is to find out such problems based on interview and questionnaire in the structure's work of High-Rise Office Buildings. The objective of this study is to Identify Impact aspect of the structure's work of High-Rise Office Buildings.

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A Study on the Diagnosis Method of Knowledge Information in Computational Thinking using LightBot (라이트봇을 활용한 컴퓨팅 사고력에서 지식 정보의 진단 방안에 관한 연구)

  • Lee, Youngseok
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.33-38
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    • 2020
  • Modern society needs to think in new directions and solve problems by grafting problems from diverse fields with computers. Abstraction and automation of various problems using computing technology with your own ideas is called computational thinking. In this paper, we analyze how to diagnose and improve knowledge information based on computational thinking through the process of presenting a variety of problems in programming education situations and finding several problem-solving methods to solve them. To pretest the learners, they were diagnosed using a measurement sheet and a LightBot. By determining the correlation between the evaluation results and LightBot results, the learners' current knowledge statuses were checked, and the correlation between the evaluation results and the LightBot results, based on what was taught according to the problem-solving learning technique, was analyzed according to the proposed technique. The analysis of the group average score of the learners showed that the learning effect was significant. If the method of deriving and improving knowledge based on computational thinking ability for solving the problem proposed in this paper is applied to software education, it will induce student interest, thereby increasing the learning effect.

A Study on Stable Operation of Boost DC-DC Converter Circuit with 3-pole 2-zero Compensation Circuit (3-극점 2-영점 보상 회로가 적용된 승압형 DC-DC 컨버터 회로의 안정적 동작에 관한 연구)

  • Choi, Gun-Woo;Jung, Hai-Young;Lee, Seok-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.5
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    • pp.923-930
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    • 2020
  • In modern society, various DC power supplies are required to operate the system circuits of various electric devices. A stable DC supply is essential for the normal operation of the circuit and the importance of the converter for this is very high. This study proposed a PWM DC-DC converter circuit that applied a 3-pole 2-zero voltage controller to a KY converter, a step-up DC-DC converter, to maintain a stable supply of output voltage regardless of load fluctuations. In order to prove the normal operation characteristics of the proposed converter circuit, a PSIM simulation and a circuit operation experiment on the PCB board were performed in comparison with the conventional converter circuit.

Ransomware Detection and Recovery System Based on Cloud Storage through File System Monitoring (파일 시스템 모니터링을 통한 클라우드 스토리지 기반 랜섬웨어 탐지 및 복구 시스템)

  • Kim, Juhwan;Choi, Min-Jun;Yun, Joobeom
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.2
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    • pp.357-367
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    • 2018
  • As information technology of modern society develops, various malicious codes with the purpose of seizing or destroying important system information are developing together. Among them, ransomware is a typical malicious code that prevents access to user's resources. Although researches on detecting ransomware performing encryption have been conducted a lot in recent years, no additional methods have been proposed to recover damaged files after an attack. Also, because the similarity comparison technique was used without considering the repeated encryption, it is highly likely to be recognized as a normal behavior. Therefore, this paper implements a filter driver to control the file system and performs a similarity comparison method that is verified based on the analysis of the encryption pattern of the ransomware. We propose a system to detect the malicious process of the accessed process and recover the damaged file based on the cloud storage.

Detection of Abnormal Traffic by Pre-Inflow Agent (사전유입 에이전트가 발생하는 이상트래픽 탐지 방안)

  • Cho, Young Min;Kwon, Hun Yeong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.5
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    • pp.1169-1177
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    • 2018
  • Modern society is a period of rapid digital transformation. This digital-centric business proliferation offers convenience and efficiency to businesses and individuals, but cyber threats are increasing. In particular, cyber attacks are becoming more and more intelligent and precise, and various attempts have been made to prevent these attacks from being discovered. Therefore, it is increasingly difficult to respond to such attacks. According to the cyber kill chain concept, the attacker penetrates to achieve the goal in several stages. We aim to detect one of these stages and neutralize the attack. In this paper, we propose a method to detect anomalous traffic caused by an agent attacking an external attacker, assuming that an agent executing a malicious action has been introduced in advance due to various reasons such as a system error or a user's mistake.