• Title/Summary/Keyword: 현실적인 스타일

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Analysis of Factors of Success on Online VOD Contents (온라인 VOD 영상콘텐츠 흥행요인 분석)

  • An, Jae-Hyeon;Kim, Mi-Kyung;Min, Byeong-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.157-165
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    • 2010
  • As the result of correlation, the viewing rate of terrestrial broadcasting programs has a little bit affect on online VOD use. In addition, WOM(word of mouth) and online referral importantly influences to the picking with online VOD drama. The great popularity of main actors on drama affect a little bit the viewing of VOD drama but doesn't perfectly affect on it. However, the drama which is performed by great popular actors has positive affect on VOD use. This study result shows that the using of video depends on the effect of WOM, referral and commercial. The casting of a great popular actors plays role of the safeguard which affects viewing rate and add-value. That means the casting of a great popular actors doesn't connect with the success of release but the tool of defense from loss of profit.

Conjunction Assessments of the Satellites Transported by KSLV-II and Preparation of the Countermeasure for Possible Events in Timeline (누리호 탑재 위성들의 충돌위험의 예측 및 향후 상황의 대응을 위한 분석)

  • Shawn Seunghwan Choi;Peter Joonghyung Ryu;John Kim;Lowell Kim;Chris Sheen;Yongil Kim;Jaejin Lee;Sunghwan Choi;Jae Wook Song;Hae-Dong Kim;Misoon Mah;Douglas Deok-Soo Kim
    • Journal of Space Technology and Applications
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    • v.3 no.2
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    • pp.118-143
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    • 2023
  • Space is becoming more commercialized. Despite of its delayed start-up, space activities in Korea are attracting more nation-wide supports from both investors and government. May 25, 2023, KSLV II, also called Nuri, successfully transported, and inserted seven satellites to a sun-synchronous orbit of 550 km altitude. However, Starlink has over 4,000 satellites around this altitude for its commercial activities. Hence, it is necessary for us to constantly monitor the collision risks of these satellites against resident space objects including Starlink. Here we report a quantitative research output regarding the conjunctions, particularly between the Nuri satellites and Starlink. Our calculation shows that, on average, three times everyday, the Nuri satellites encounter Starlink within 1 km distance with the probability of collision higher than 1.0E-5. A comparative study with KOMPSAT-5, also called Arirang-5, shows that its distance of closest approach distribution significantly differs from those of Nuri satellites. We also report a quantitative analysis of collision-avoiding maneuver cost of Starlink satellites and a strategy for Korea, being a delayed starter, to speed up to position itself in the space leading countries. We used the AstroOne program for analyses and compared its output with that of Socrates Plus of Celestrak. The two line element data was used for computation.

안전현장스케치 - 감성안전의 새로운 지평 제시, (주)티피에스

  • Jeong, Tae-Yeong
    • The Safety technology
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    • no.187
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    • pp.24-26
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    • 2013
  • 바야흐로 스마트 시대가 도래했다. 스마트폰, 태블랫PC 등 스마트기기의 등장은 현대인들의 생활에 큰 영향을 미쳤다. 스마트폰 하나만 있으면 언제 어디서나 원하는 직업을 할 수 있는 꿈같은 일이 현실로 다가온 것이다. 이런 시대적인 흐름에 따라 관련 산업도 큰 변화를 겪고 있다 각종 스마트기기에 들어가는 부품을 전문적으로 제조 유통하는 기업들이 속속 등장하고 있는 것이다. 이런 기업들 기운데 업계의 남다른 주목을 받고 있는 곳이 오늘의 주인공인 (주)티피에스이다. 2003년 창립된 이곳은 스마트기기의 카메라 이미지센서에 장착되는 적외선 차단용 필터기판을 전문적으로 생산하는 기업이다. 갤럭시 S3 S4, 갤럭시노트2에 설치된 필터의 대부분이 이곳 제품일 정도로 업계의 반응은 매우 뜨겁다. 물론 이곳이 단순히 제품생산에만 주력하고 있다고 생각하면 오산이다. 국내 특허 등록 및 출원 21건, 국제 특허 등록 2건 등 상당한 기술력도 갖추고 있다. 특히 지난해에는 '대구스타기업'으로 선정되면서 대외적으로 성장가능성을 인정받기도 했다. 설립된 지 불과 10여 년 만에 (주)티피에스가 이처럼 괄목할만한 성장을 할 수 있었던 원동력은 무엇일까. 이곳 관계자들은 그 밑바탕에 안전이 자리잡고 있다고 입을 모아 말한다. 근로자들의 안전을 확보해 나가면서 경영활동을 한 것이 '우수한 제품'이라는 결과물로 나타났다는 것이다 안전경영의 모범을 보이고 있는 (주)티피에스를 찾아가 봤다.

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Research on the Creative Style of DreamWorks' Animated Film Script (드림웍스 애니메이션 영화 시나리오의 창작 스타일에 관한 연구)

  • Yan, Liu
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.97-106
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    • 2020
  • The mainstream of cinema animated film in today's world is the animated film produced by film companies such as Disney, DreamWorks, and 20th Century Fox. These animated films are influenced by Hollywood blockbusters, high cost, and big-budget, which have brought a gorgeous and splendid audio-visual feast to the global audience. DreamWorks Studios founded in 1994 has become noted in just over ten years. It has produced many high-quality animated works which are well-known all over the world. This achievement is no doubt inseparable from its superior external animation industry environment, and benefited from the American animation industry which commercially operated for almost 100 years. However, in addition to these external environmental factors, DreamWorks' achievements have also come from the extraordinary and superior creation of the animated film scripts, strong narrative script ensures the logic and appeal of animated films. This article takes Kung Fu Panda series, Shrek series, The Prince of Egypt, The Croods, Chicken Run, Megamind and other representative films produced by DreamWorks as key analysis object, using Jean Baudrillard's simulation and imaging theory, Syd Field's screenwriting skills, and Hegel's aesthetic point of view, explores the Creative Style of DreamWorks' Animated Film Script which contains the following four aspects. The script is exaggerated and novel, and the subject matter is rich and targeted. The script creation is very imaginative and can fully express the visual beauty. The structure of the story is well controlled, the space comes from reality but full of imagination. The characters have distinctive personality and the dialogue is moderated but forceful.

Approximation ratio 2 for the Minimum Number of Steiner Points (최소 개수의 스타이너 포인트를 위한 근사 비율 2)

  • 김준모;김인범
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.7_8
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    • pp.387-396
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    • 2003
  • This paper provides an approximation algorithm for STP-MSP(Steiner Tree Problem with minimum number of Steiner Points).Because it seems to be impossible to have a PTAS(Polynomial Time Approximation Schemes), which gives the near optimal solutions, for the problem, the algorithm of this paper is an alternative that has the approximation ratio 2 with $n^{O(1)}$ run time. The importance of this paper is the potential to solve other related unsolved problems. The idea of this paper is to distribute the error allowance over the problem instance so that we may reduce the run time to polynomial bound out of infinitely many cases. There are earlier works[1,2] that show the approximations that have practical run times with the ratio of bigger than 2, but this paper shows the existence of a poly time approximation algorithm with the ratio 2.

A Study on Relation between Indexicality of Digital Cinema and Evolution of Cinematic Language (디지털 시네마의 지표성과 영화언어의 진화와의 관계에 관한 연구)

  • Jeong, Minah
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.185-191
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    • 2018
  • The digital technologies brought a structural transformation to cinema, have lead a change in the way of existence of an assembly of images called cinema, and have shared expression methods with new-media. To look into how in terms of cinema style of the film era and the digital era are different, this article will focus on the matter of 'indexicality.' From the point of view of perceptive realism the discourses on digital image deconstruct the dichotomy between illusionism and classical realism. Therefore the actuality of an image does not depend on only indexicality but has much to do with how the viewers fundamentally perceive the image. In this age of digital cinema it does not matter to distinct a composite-image from a reality-image. This article inquires the relation of indexicality, the world and digital images in digital cinema on the level of reception, and reconsider in terms of image production.

Design and Implementation of an Automatic Grading System for Programming Assignments (자동화된 프로그래밍 과제 평가 시스템의 설계 및 구현)

  • Kim, Mi-Hye
    • Journal of Internet Computing and Services
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    • v.8 no.6
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    • pp.75-85
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    • 2007
  • One of important factors for improving the learning achievement of students in computer programming education is to provide plenty of opportunities of problem-solving experiences through variety forms of assignments, However, for the most cases, evaluation of programming assignments is performed manually by instructors and automated tools for the accurate evaluation are not equipped at the present time. Under this restricted environment instructors need much work and time to grade assignments so that instructors could not deliver sufficient programming assignments to students, In order to overcome this problem. au automated programming assignment evaluation system is needed that would enable instructors to evaluate assignments easily in an effective and consistent way and also to detect any plagiarism activities among students in program source codes readily, Accordingly, in this paper we design and implement a Web-based programming assignment grading system that allows instructors to evaluate program performance automatically as well as to evaluate program styles and piagiarism easily with appropriate feedback.

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Digital Face Design with Reference to Contemporary Fashion (현대패션의 관점에서 본 디지털 페이스디자인)

  • Lee, Se-Lee
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.363-371
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    • 2020
  • This study based on the digital innovation of the fashion industry has researched digital-based face design that already has many users all over the world through social media and has influenced the fashion industry. The purpose of this study is to present the future vision of the direction of the fashion industry by classifying representative cases of augmented reality-based digital face design and deriving the oriented value that penetrates them. It was needed to analyzing 3D designer's works that provide digital filter-based face design to the public through Instagram and Facebook. As a result of observing the oriented value of digital face design from the point of view of modern fashion through case exploration, three trends were drawn: experimental formativeness orientation, playful experience orientation, and future technology orientation. This study limited the scope to digital-based face design, but the conclusions presented through these are applicable to all areas of fashion. Therefore, it is supposed to expect to study new phenomena related to fashion design and fashion communication based on digital augmented reality beyond the scope of face design in the future.

The Study on the psychological characteristics of learning types in the e-learning environment (사이버 학습 환경에서의 학습자 유형과 그 특성에 대한 탐색)

  • Whang, Sang-Min;Kim, Jee-Yeon;Ko, Beom-Seog;Seo, Jeong-Hee
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.206-212
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    • 2007
  • 웹을 기반으로 하는 e-러닝에 대한 교육적 수요는 증가하고 있다. 이와 동시에, 학습 공간으로서의 사이버 공간의 활용에 대한 고민도 증가하였다. 전통적인 학습활동을 사이버 공간에 복제하려 했던 고전적 방식이 e-러닝 또는 사이버 학습이 아니라는 사실을 확인하기 시작했기 때문이다. e-러닝의 가치가 강조됨에도 불구하고, 실제 사이버 공간에서 일어나는 학습자의 특성과 학습활동이 구체적으로 어떻게 일어나는 지에 대한 탐색은 미흡하다. 산재한 정보를 스스로 가공한 지식, '학습하는 방법을 학습'하는 것이라는 개념들이 제시됨에도 불구하고, 사이버 공간에 산재한 정보, 학습하는 방법의 학습, 그리고 사이버 공간의 학습특성에 대한 논란은 여전하다. 본 연구에서는 실제 사이버 학습 사이트를 이용하고 있는 학습자들의 행동을 중심으로, 학습자의 특성을 탐색하였다. 사이버 공간에서 보이는 스스로 학습하는 방법이 무엇인지 확인하고 이것이 다양한 학습자 유형으로 구분되는 지를 확인하고자 하였다. 연구대상이 된 사이버 학습 사이트는 서울, 부산, 대구, 광주 교육청에서 운영하는 사이버 가정 학습관이었다. 총 1535명의 사이버 가정 학습관 이용자들의 특성이 분석되었다. 사이버 가정학습관 이용자들의 행동특성은 9개의 요인-놀이 활동, 공동 경험, 현실 정체, 공동 성취, 개인주의, 경쟁 지향, 성취감, 편리성(조작 용이), 생생함-으로 구분되었다. 9개의 활동 요인을 기준으로 하여 확인된 학습자 유형은 4가지로 나타났다. 4가지 학습자 유형은 각각 독야청청형, 동고동락형, 의무방어형, 희희낙낙형으로 명명되었다. 이들 유형은 학습 활동 정도 및 사이트 이용 행동, 학습 스타일(사이버 학습 활동 양식)에서 서로 차이가 있었다. 본 연구는 기존의 이론적인 모델에 기초하여 임의적으로 구분된 사이버 학습자 유형 구분이 아닌, 실제 학습 활동을 탐색하였다는 측면에서 의미가 있다. 특히, 기존의 오프라인 학습 이론 및 학습자 특성 연구를 사이버 학습에 그대로 적용할 것이 아니라 사이버 공간의 특성이 실제 학습 활동에서 어떻게 나타났는지를 밝히려고 했다는데 그 의의가 있다. 향후, 사이버 학습자 유형에 따른, 사이버 학습활동의 촉진방안이나 학습 효과의 차이를 높일 수 있는 구체적인 학습 시스템의 설계 및 운영 모델에 대한 탐색이 필요할 것이다.

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Appeared on the Metaverse Platform Typing the Interface Properties of the Extended Space (메타버스형 플랫폼에 나타난 확장공간의 인터페이스 특성 유형분석)

  • Jang, Jinha;Lim, Kyungran
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.94-105
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    • 2022
  • This study looks at the recently increasing metaverse platform from the perspective of users. Therefore, to understand the metaverse concept as an extended space, we looked at the spatial theory and looked at the paradigm from the perspective of lifestyle and technological change. The case was viewed as 'big tech', and it was shown to be developing in various forms. simulation, Immersense, It is reclassified into Tranconnect and Explorience interfaces to suggest directions for use in various fields.