• Title/Summary/Keyword: 현실과 가상 환경

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News Article Analysis of the 4th Industrial Revolution and Advertising before and after COVID-19: Focusing on LDA and Word2vec (코로나 이전과 이후의 4차 산업혁명과 광고의 뉴스기사 분석 : LDA와 Word2vec을 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.149-163
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    • 2021
  • The 4th industrial revolution refers to the next-generation industrial revolution led by information and communication technologies such as artificial intelligence (AI), Internet of Things (IoT), robot technology, drones, autonomous driving and virtual reality (VR) and it also has made a significant impact on the development of the advertising industry. However, the world is rapidly changing to a non-contact, non-face-to-face living environment to prevent the spread of COVID 19. Accordingly, the role of the 4th industrial revolution and advertising is changing. Therefore, in this study, text analysis was performed using Big Kinds to examine the 4th industrial revolution and changes in advertising before and after COVID 19. Comparisons were made between 2019 before COVID 19 and 2020 after COVID 19. Main topics and documents were classified through LDA topic model analysis and Word2vec, a deep learning technique. As the result of the study showed that before COVID 19, policies, contents, AI, etc. appeared, but after COVID 19, the field gradually expanded to finance, advertising, and delivery services utilizing data. Further, education appeared as an important issue. In addition, if the use of advertising related to the 4th industrial revolution technology was mainstream before COVID 19, keywords such as participation, cooperation, and daily necessities, were more actively used for education on advanced technology, while talent cultivation appeared prominently. Thus, these research results are meaningful in suggesting a multifaceted strategy that can be applied theoretically and practically, while suggesting the future direction of advertising in the 4th industrial revolution after COVID 19.

Privacy Assurance and Consumer Behaviors in e-Business Environments (e-비즈니스 환경에서 기업의 개인정보보호 활동이 소비자 행위에 미치는 영향)

  • Park, JaeYoung;Jung, Woo-Jin;Lee, SangKeun;Kim, Beomsoo
    • The Journal of Society for e-Business Studies
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    • v.23 no.4
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    • pp.1-17
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    • 2018
  • Recently, most online firms are trying to provide personalized services based on customer's data. However, customers are reluctant to give their information to online firm because of concerns about data breach. Online firms are seeking to increase their trust by ensuring the protection of personal information for customers through privacy seal (e.g. e-privacy) or data breach insurance. This research examines the effects of privacy assurance(i.e. privacy seal, data breach insurance) on consumer behavior in online environment. An experiment based on the hypothetical scenario was conducted using a between-subjects 2 (type of privacy assurance) + 1 (control) design. We found that both privacy seal and data breach insurance increased perceived privacy trust. In addition, privacy seal has a positive effect on the intention to provide personal information through perceived privacy trust. Finally, in the case of the group with a high (low) disposition to trust, higher perceived privacy trust is formed through privacy seal (data breach insurance). Theoretical and practical implications are discussed.

A Study on the Information Strategy Planing for the Construction of the Online Information System for the Transaction of Art (미술품 거래정보 온라인 제공시스템 구축을 위한 정보전략계획)

  • Seo, Byeong-Min
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.61-70
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    • 2019
  • The The government has recently announced its mid- to long-term plans for promoting art. With the advent of the 4th industrial revolution, contemporary art contents that are integrated with Intelligent Information Technologies such as Artificial Intelligence (AI), Virtual Reality (VR), and Big Data are being introduced, and social interest in humanities and creative convergence is rising. In addition, the industrialization of the art market is expanding amid the rising popularity of art among the general public and the growing interest of art as an investment replacement system, along with the strengthening of the creative personality education of our Education Ministry. Therefore, it is necessary to establish a strategy for transparency and revitalization of the art market by providing comprehensive information such as search functions, analysis data, and criticism by writer and price. This paper has established an information system plan for the establishment of an online supply system for art transaction information, providing auction transaction information for art market, providing report and news for art market, providing public relations platform, and providing art market analysis service and membership relationship management service. To this end, the future model was established through environmental analysis and focus analysis of the art market, and strategic tasks and implementation plans were established accordingly.

A Study on the Development of 3D Virtual Reality Campus Tour System for the Adaptation of University Life to Freshmen in Non-face-to-face Situation - Autonomous Operation of Campus Surrounding Environment and University Information Guide Screen Design Using Visual Focus Movement - (비대면 상황에서 신입생 대학생활적응을 위한 3차원 가상현실 캠퍼스 투어시스템 개발연구 - 시야초점의 움직임을 활용한 캠퍼스주변 환경의 자유로운 이동과 대학정보안내화면 GUI설계 -)

  • Lim, Jang-Hoon
    • Journal of Information Technology Applications and Management
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    • v.28 no.3
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    • pp.59-75
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    • 2021
  • This study aims to establish a foundation for autonomous driving on campus and communication of abundant university information in the HCI environment in a VR environment where college freshmen can freely travel around campus facilities. The purpose of this study is to develop a three-dimensional VR-style campus tour system to establish a media environment to provide abundant university information guidance services to freshmen in non-face-to-face situations. This study designed a three-dimensional virtual reality campus tour system to solve the problem of discontinuity in which VR360 filming space does not lead to space like reality, and to solve many problems of expertise in VR technology by constructing an integrated production environment of tour system. We aim to solve the problem of inefficiency, which requires a large amount of momentum in virtual space, by constructing a GUI that utilizes the motion of the field of view focus. The campus environment was designed as a three-dimensional virtual reality using a three-dimensional graphic design. In non-face-to-face situations, college freshmen freely transformed the HMD VR device, smartphone, FPS operation mode of the gyroscope sensor. The design elements of the three-dimensional virtual reality campus tour system were classified as ①Visualization of factual experiences, ②Continuity of space movement, ③Operation, automatic operation mode, ④Natural landscape animation, ⑤Animation according to wind direction, ⑥Actual space movement mode, ⑦Informatization of spatial understanding, ⑧GUI by experience environment, ⑨Text GUI by building, ⑩VR360, 3D360 Studio Environment, ⑪Three-dimensional virtual space coupling block module, ⑫3D360-3D Virtual Space Transmedia Zone, ⑬Transformable GUI(VR Device Dual Viewer-Gyro Sensor Full Viewer-FPS Operation Viewer) and an integrated production environment was established with each element. It is launched online (http://vautu.com/u1) by constructing a GUI for free driving mode and college information screens to adapt to college life for freshmen, and designing an environment that can be used simultaneously by current media such as PCs, Android, and iPads. Therefore, it conducted user research, held a development presentation, a forum on excellence in university innovation support projects, and applied it as a system on the website of a particular university. College freshmen will be able to experience university information directly from the web and app to the virtual reality campus environment.

A Study on the Expression of Sense of Space in 3D Architectural Visualization Animation (3D 건축 시각화 애니메이션의 공간감 표현에 관한 연구)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.369-376
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    • 2021
  • 3D architectural visualization animation has become more important in architectural presentations due to the rapid development of digital technology. Unlike games and movies, architectural visualization animation most focuses on delivering visual information, and aims to express the sense of space that viewers feel in an architectural space, rather than simply providing an image of viewing buildings. The sense of space is affected not only by physical elements of architecture, but also by immaterial elements such as light, time, and human actions, and it is more advantageous to express it in animations that can contain temporality compared to a fixed image. Therefore, the purpose of this study is to search for elements to effectively convey a sense of space in architectural visualization animation. To this end, the works of renowned architectural visualization artists that are open to the public were selected and observed to search for elements to effectively convey a sense of space to viewers. The elements that convey the sense of space that are common to the investigated architectural animations can be classified into the movement and manipulation of the camera, the movement of surrounding objects, the change of the light environment, the change of the weather, the control of time, and the insertion of a surreal scene. It will be followed by a discussion on the immersion of architectural contents.

Analysis of news bigdata on 'Gather Town' using the Bigkinds system

  • Choi, Sui
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.53-61
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    • 2022
  • Recent years have drawn a great attention to generation MZ and Metaverse, due to 4th industrial revolution and the development of digital environment that blurs the boundary between reality and virtual reality. Generation MZ approaches the information very differently from the existing generations and uses distinguished communication methods. In terms of learning, they have different motivations, types, skills and build relationships differently. Meanwhile, Metaverse is drawing a great attention as a teaching method that fits traits of gen MZ. Thus, the current research aimed to investigate how to increase the use of Metaverse in Educational Technology. Specifically, this research examined the antecedents of popularity of Gather Town, a platform of Metaverse. Big data of news articles have been collected and analyzed using the Bigkinds system provided by Korea Press Foundation. The analysis revealed, first, a rapid increasing trend of media exposure of Gather Town since July 2021. This suggests a greater utilization of Gather Town in the field of education after the COVID-19 pandemic. Second, Word Association Analysis and Word Cloud Analysis showed high weights on education related words such as 'remote', 'university', and 'freshman', while words like 'Metaverse', 'Metaverse platform', 'Covid19', and 'Avatar' were also emphasized. Third, Network Analysis extracted 'COVID19', 'Avatar', 'University student', 'career', 'YouTube' as keywords. The findings also suggest potential value of Gather Town as an educational tool under COVID19 pandemic. Therefore, this research will contribute to the application and utilization of Gather Town in the field of education.

A Study on Next-Generation Data Protection Based on Non File System for Spreading Smart Factory (스마트팩토리 확산을 위한 비파일시스템(None File System) 기반의 차세대 데이터보호에 관한 연구)

  • Kim, Seungyong;Hwang, Incheol;Kim, Dongsik
    • Journal of the Society of Disaster Information
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    • v.17 no.1
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    • pp.176-183
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    • 2021
  • Purpose: The introduction of smart factories that reflect the 4th industrial revolution technologies such as AI, IoT, and VR, has been actively promoted in Korea. However, in order to solve various problems arising from existing file-based operating systems, this research will focus on identifying and verifying non-file system-based data protection technology. Method: The research will measure security storage that cannot be identified or controlled by the operating system. How to activate secure storage based on the input of digital key values. Establish a control unit that provides input and output information based on BIOS activation. Observe non-file-type structure so that mapping behavior using second meta-data can be performed according to the activation of the secure storage. Result: First, the creation of non-file system-based secure storage's data input/output were found to match the hash function value of the sample data with the hash function value of the normal storage and data. Second, the data protection performance experiments in secure storage were compared to the hash function value of the original file with the hash function value of the secure storage after ransomware activity to verify data protection performance against malicious ransomware. Conclusion: Smart factory technology is a nationally promoted technology that is being introduced to the public and this research implemented and experimented on a new concept of data protection technology to protect crucial data within the information system. In order to protect sensitive data, implementation of non-file-type secure storage technology that is non-dependent on file system is highly recommended. This research has proven the security and safety of such technology and verified its purpose.

The Transformation of Norms and Social Problems: Focusing on the COVID-19 Pandemic (규범의 전환과 사회문제: 코로나를 중심으로)

  • Lee, Jangju
    • Korean Journal of Culture and Social Issue
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    • v.28 no.3
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    • pp.513-527
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    • 2022
  • This study was conducted to examining the socio-cultural impact of the COVID-19 pandemic that swept the world around 2020, and the transformation of norms and social problems due to COVID-19. For this, the characteristics of changes in the socio-cultural norms of the 14th century European Black Death, a representative example of the pandemic, were derived, and based on this, the COVID-19 pandemic was analyzed. The Black Death served as an opportunity to change social norms based on the existing religious authority and the power of the feudal system to the Enlightenment. The population declination and labor shortage also promoted commercialization and mechanization. Printing, which spread during this period, led to the popularization of knowledge, which raised the level of thinking and led to epochal scientific development. This became the foundation of the Industrial Revolution. Like the recent Black Death, COVID-19 has triggered changes in social norms. The technological environment of metaverse, a mixture of virtual and reality, has changed the norm of a consistent identity into free and open identities exerting various potentials through alternate characters. In addition, meme, which are about people being friendly to those with the same worldview as him on the metaverse, weakened the sense of isolation in non-face-to-face situations. Artificial intelligence (AI), which developed during the COVID-19 pandemic, has entered the stage of being used for creative activities beyond the function of assisting humans. Discussions were held on what new social problems would be created by the social norms changed due to the COVID-19 pandemic.

Effect of Weather, Flight, and Time Conditions on Anxiety and Time Perception of Helicopter Pilots in Flight (기상, 비행 및 시간 조건이 조종 중인 헬리콥터 조종사의 불안 및 시간지각에 미치는 영향)

  • MunSeong Kim;ShinWoo Kim;Hyung-Chul O. Li
    • Science of Emotion and Sensibility
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    • v.26 no.1
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    • pp.65-78
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    • 2023
  • Aircraft are representative of human-machine systems. There is a delay between the human operation and the completion of the machine operation such as when the machine starts to operate and when the force is transmitted to the machine and completed. Time perception is an important component of timing tasks and is known to be affected by the anxiety associated with high arousal. This research verified the impact of weather, flight, and time conditions on the anxiety and time perception of in-service pilots in a virtual reality area. Weather conditions were divided into visual flight weather conditions and very low visibility conditions. Experiments 1 and 2 were performed with different flight and time conditions. In Experiment 1, time perception was measured by employing a button added to the control rod in the scenario of hovering and level flight with relatively little transformed in momentum and little delay. In Experiment 2, time perception was measured in the procedure of naturally taking off the helicopter by employing only the control stick in a takeoff scenario where there was a lot of transformation in momentum and a lot of delays. As a result of the experiment, it was reported that anxiety and heart rate increased in very low visibility conditions In particular, among all flight conditions in Experiments 1 and 2, it was reported that time was overestimated in the scenario of increased anxiety. This outcome can lead to overestimation of time under the impact of anxiety and failure of the timing task, which may lead to challenges in maneuvering and possibly lead to accidents.

Design and Validate Usability of New Types of HMD Systems to Improve Work Efficiency in Collaborative Environments (협업 환경에서 작업 효율 향상을 위한 새로운 형태의 HMD 시스템 설계 및 사용성 검증)

  • Jeong-Hoon SHIN;Hee-Ju KWON
    • Journal of the Institute of Convergence Signal Processing
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    • v.24 no.1
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    • pp.57-68
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    • 2023
  • With the technological development in the era of the 4th Industrial Revolution, technologies using HMD are being applied in various fields. HMD is especially useful in virtual reality fields such as AR/VR, and is very effective in receiving vivid impressions from users located in remote locations. According to these characteristics, the frequency of using HMD is increasing in the field related to collaboration. However, when HMD is applied to collaboration, communication between experts located in remote locations and workers located in the field is not smooth, causing various problems in terms of usability. In this paper, remote experts and workers in the field use HMD to solve various problems arising from collaboration, design/propose new types of HMD structures and functions that enable more efficient collaboration, and verify their usability using SUS evaluation techniques. As a result of the SUS evaluation, the new type of HMD structure and function proposed in this paper was 86.75points, which is believed to have greatly resolved the restrictions on collaboration and inconvenience in use of the existing HMD structure. In the future, when the HMD structure and design proposed in this paper are actually applied, it is expected that the application technology using HMD will expand rapidly.