• Title/Summary/Keyword: 1 Person Media

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The Interactive Window Interface reflecting external environment information (외부 환경 정보 반영 대화형 창문 인터페이스)

  • Kim, Da-Eun;Lim, Chan
    • Journal of the Korea Convergence Society
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    • v.10 no.4
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    • pp.107-113
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    • 2019
  • The highest percentage of single-person households is older than 60. Many of them live in dilapidated residential space because they are in difficult economic situations. The windows of them often don't exist or don't function properly as windows. As a result, they are suffering from social problems such as depression, solitude. This paper proposes an interactive window interface that reflects external environmental information for older people in their 60s or older of one household living in a dilapidated residential space. This content utilizes an inexpensive TV or PC monitor that doesn't require extra space and cost. Recognizing a user's hand through intuitive touch-sensing technology, which doesn't require much help from older people, this content provides weather videos and temperature information that reflect current external environment. Alert notification sound and SMS service are provided in preparation for more critical user emergencies. This content enables users to feel emotional stability and respond quickly to emergencies.

Inquiry on Educating One-person Creative Enterprise by College Students: Based on the Field of Applied Music Education (학생 1인창조기업 육성을 위한 거시적 교육방향 탐색: 실용음악분야를 중심으로)

  • Lee, Seung-Hee;Kim, Kun
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.125-133
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    • 2012
  • The focus of the study is to propose a long-term teaching and learning direction of one-person creative enterprise by college students in the field of the industry of Applied Music Contents. Critical review on literature and theories related to the recent trends of Applied Music industry and entrepreneurship education was conducted. The study introduced a macro level of four educational principles of Applied Music studies at a college such as: integrating Applied Music education with a viewpoint of humanities, fostering creative entrepreneur spirits of students in the field of Applied Music, applying new social media and technologies into teaching knowledge and skills of Applied Music, and finally developing students' authentic music expertise under cognitive apprenticeship(by a relationship of mentor-mentee) of Applied Music.

Journal Publishing and Authorship in Library and Information Science by Early Career Researchers in South Korea

  • Shin, Eun-Ja
    • Journal of Information Science Theory and Practice
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    • v.7 no.1
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    • pp.6-16
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    • 2019
  • This study explored journal publishing and authorship by South Korean early career researchers (ECRs) in the field of library and information science (LIS). This research analyzed relevant journal publication data and conducted interviews to obtain information on the experiences and opinions of ECRs. Results indicated that South Korean ECRs in LIS were highly productive. This was evidenced by their annual publishing rate of 2.04 articles per person. In addition, Social Science Citation Index (SSCI) publications were produced at an annual average of 0.26 articles per person, while the quartile ratings for SSCI journal publications were also relatively high. However, unlike the trends seen in other academic fields, their collaborative research efforts were not considered very high because such efforts did not correspond to half their total publications. ECRs often participate as lead or corresponding authors despite being new researchers. ECRs are publishing first in the journals approved by their universities. These researchers cannot receive proper credit if the journal was not approved in this manner. ECRs are particularly disadvantaged when publishing in international journals corresponding to specific areas that are not on the SSCI list. By examining the journal publishing and authorship efforts of ECRs, this study discovered a variety of difficulties that should be addressed. For example, South Korean universities do not currently have cooperative research guidelines to solve authorship problems. The results from this study can serve as a basis to establish academic publishing and authorship policies while promoting scholarly communication in LIS and other scientific fields.

Developing a first-person horror game using Unreal Engine and an action camera perspective (언리얼엔진과 액션 카메라 시점을 활용한 1인칭 공포 게임 개발)

  • Nam-Young Kim;Young-Min Joo;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.75-81
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    • 2024
  • This paper focuses on developing a first-person 3D game to provide extreme fear to players through realistic camera direction utilizing the features of action cameras. As a new camera production technique, we introduce perspective distortion using a wide-angle lens and camera shake when moving to provide higher immersion than existing games. The theme of the game is horror room escape, and the player starts with a firearm, but in order to overcome the concern that the game's difficulty is low due to the use of firearms, the player is asked to control the use of firearms by imposing burdens such as chasing monsters and reducing the number of magazines. The significance of this paper is that we developed a new type of 3D game that maximizes the fear effect of players through realistic production.

Exploiting Person-identity Features for Person-based Photo Indexing (인물 기반 사진 색인을 위한 인물 특징 값 개발에 관한 연구)

  • Yang Seung-Ji;Seo Kyong-Sok;Ro Yong-Man;Kim Sang-Kyun
    • Journal of Broadcast Engineering
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    • v.11 no.1 s.30
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    • pp.15-27
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    • 2006
  • In this paper, a novel approach is addressed to facilitate the browsing of large collection of digital photos associated with specified person(s) in the photos. The goal of the proposed method is to exploit additional person-identity features as incorporating facial regions and peripheral clothes region associated with them. For more effective incorporation of the clothes and facial features, situation-based photo clustering is also proposed. To evaluate the efficacy of the proposed method experiment was performed with 1120 generic home photos. The experiment results showed that the proposed method outperformed the conventional method us El.g only face feature as showing the average performance of about 92% contrary to the average performance of about 70% in the conventional method.

A Study on Image Generation from Sentence Embedding Applying Self-Attention (Self-Attention을 적용한 문장 임베딩으로부터 이미지 생성 연구)

  • Yu, Kyungho;No, Juhyeon;Hong, Taekeun;Kim, Hyeong-Ju;Kim, Pankoo
    • Smart Media Journal
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    • v.10 no.1
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    • pp.63-69
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    • 2021
  • When a person sees a sentence and understands the sentence, the person understands the sentence by reminiscent of the main word in the sentence as an image. Text-to-image is what allows computers to do this associative process. The previous deep learning-based text-to-image model extracts text features using Convolutional Neural Network (CNN)-Long Short Term Memory (LSTM) and bi-directional LSTM, and generates an image by inputting it to the GAN. The previous text-to-image model uses basic embedding in text feature extraction, and it takes a long time to train because images are generated using several modules. Therefore, in this research, we propose a method of extracting features by using the attention mechanism, which has improved performance in the natural language processing field, for sentence embedding, and generating an image by inputting the extracted features into the GAN. As a result of the experiment, the inception score was higher than that of the model used in the previous study, and when judged with the naked eye, an image that expresses the features well in the input sentence was created. In addition, even when a long sentence is input, an image that expresses the sentence well was created.

Study on the meaning of Edi-curation in Trans-media era - Based on the comic(webtoon) and publishing content - (트랜스미디어 시대에서 에디큐레이션의 의미에 대한 연구 - 출판 및 만화 콘텐츠를 중심으로 -)

  • Park, Se-Hyeon
    • Cartoon and Animation Studies
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    • s.44
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    • pp.235-261
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    • 2016
  • Media consumers in the context of the Internet and digital media are using the same content to a variety of platforms. As such, the content of various genres is converted to the form of a new content through the process of fusion, combination, transformation, differentiation, reproduction, etc on the basis of digital media. That is referred to as trans-media. In order to create the successful content in trans-media era, it requires the work of Edi-curation. Edi-curation work is the act of editing and adding meaning to the curation work of curators. In that sense, this paper analyzed the definition and meaning for Edi-curation of publishing and comic(webtoon) content in trans-media era. Edi-curation process induces the changing role of consumers and producers of content in the digital media experience. In process of Edi-curation, consumers(producers) will soon lead to a media producer(consumer), namely proconsumer / produser. Diversification of digital platforms and devices, digital 1 person (or SNS) appeared in the media, etc. are also required to Edi-curation of content and comic(webtoon) published in a variety of ways. Depending on the intention of media producers (or consumers), content through the process of replication, montage, disassembly, dismantling, hypertext, compression, and reconstruction births to new content. The work of Edi-curation has the significance that it affects the way the media producers work in creative process, as well as the reading content of the media consumers. In the publishing content, Edi-curation work is the logicality destruction of a chapter or a paragraph, a sentence of colloquialisms, card news, the deformation of the utilization of video and media content. Meanwhile in the comic(webtoon) content, we mention the destruction of cut(frame), the various modifications of speech bubbles, onomatopoeia, and mimetic word.

Writing Discourse Study in a Group of Professionals: Focusing on YouTube (전문가 집단의 글쓰기 담론 연구: 유튜브(YouTube)를 중심으로)

  • Cho, Young-kwon
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.331-341
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    • 2021
  • This paper analyzed the discourse on writing by experts such as writers, novelists, and writing instructors appearing in YouTube videos through narrative analysis methods. According to the analysis, the five key topics comprising writing discourse were: Active reading for writing, Nonstop writing and writing more, Rewriting 10 times more than talent, Writing in spoken language in the era of one-person media, Sharing feedback on social media. The writing discourse of professionals illustrated the change in writing in the age of social media. First, it was confirmed that the writing culture shifted from reading to writing and rewriting. Second, writing in the social media era naturally showed that the spoken language of writing became the dominant code. Third, it has been confirmed that writing in the social media era is social writing of cooperation and sharing that openly share feedback. These findings will have significant implications for future research on media and writing

Examining the Korean Wave Wanghong Media of China - Based on Viewing Satisfaction and Cultural Acceptance (한류 왕홍 미디어에 관한 연구 - 시청만족도와 문화 수용성을 중심으로)

  • Lin, Tang;Cho, Hee Jung;Lee, Hye Eun
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.105-117
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    • 2020
  • This study defined the Creators who produce video contents related to Korean Wave in the form of one-person media and takes an influential role in China as the 'Korean Wave(Hallyu) Wanghong Media'. This study aimed at examining the effects of viewing motivation and behavior on satisfaction and cultural acceptance. The survey was conducted on 240 respondents who have watched the contents on China's Bilibili video site. As a result, among five different motivations, the higher the level of 'cultural curiosity', 'entertainment', and 'empathy', the higher the satisfaction. Examining the effect of viewing behavior on satisfaction, 'frequency', the act of 'sharing' and 'participating' had positive effects. Furthermore, 'cultural curiosity' and 'satisfaction' were the factors of positive influence on cultural acceptance. The results of this study can enhance the understanding of Korean Wave Wanghong Media and further contribute to continuous development.

Examining News Report Research Trends Using Keyword Network Analyses (국내 뉴스 보도 연구 동향에 관한 주제어 연결망 분석)

  • Cho, Yiyoung;Ahn, Dohyun
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.278-291
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    • 2016
  • This study examined research trends via network analyses of keywords appeared in academic research articles about news reports in South Korea during the last 10 years from 2006 to 2015. Keyword network analyses of 4410 keywords from 1108 articles suggested that framing, agenda setting, third-person effect, selective exposure, and uses and gratification were main theories but most studies used framing theory. Research areas included news reports on politics, economics, science, world issues, or tour. However, research on news reports covering culture, sports or daily life were not identified. In terms of media, research on both traditional and emerging media were ample. Research on broadcasting new, online news, and social media were frequently observed.