• Title/Summary/Keyword: Art platform

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A case study of blockchain-based public performance video platform establishment: Focusing on Gyeonggi Art On, a new media art broadcasting station in Gyeonggi-do (블록체인 기반 공연영상 공공 플랫폼 구축 사례 연구: 경기도 뉴미디어 예술방송국 경기아트온을 중심으로)

  • Lee, Seung Hyun
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.108-126
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    • 2023
  • This study explored the sustainability of a blockchain-based cultural art performance video platform through the construction of Gyeonggi Art On, a new media art broadcasting station in Gyeonggi-do. In addition, the technical limitations of video content transaction using block chain, legal and institutional issues, and the protection of personal information and intellectual property rights were reviewed. As for the research method, participatory observation methods such as in-depth interviews with developers and operators and participation in meetings were conducted. The researcher participated in and observed the entire development process, including designing and developing blockchain nodes, smart contracts, APIs, UI/UX, and testing interworking between blockchain and content distribution services. Research Question 1: The results of the study on 'Which technology model is suitable for a blockchain-based performance video content distribution public platform?' are as follows. 1) The blockchain type suitable for the public platform for distribution of art performance video contents based on the blockchain is the private type that can be intervened only when the blockchain manager directly invites it. 2) In public platforms such as Gyeonggi ArtOn, among the copyright management model, which is an art based on NFT issuance, and the BC token and cloud-based content distribution model, the model that provides content to external demand organizations through API and uses K-token for fee settlement is suitable. 3) For public platform initial services such as Gyeonggi ArtOn, a closed blockchain that provides services only to users who have been granted the right to use content is suitable. Research question 2: What legal and institutional problems should be reviewed when operating a blockchain-based performance video distribution public platform? The results of the study are as follows. 1) Blockchain-based smart contracts have a party eligibility problem due to the nature of blockchain technology in which the identities of transaction parties may not be revealed. 2) When a security incident occurs in the block chain, it is difficult to recover the loss because it is unclear how to compensate or remedy the user's loss. 3) The concept of default cannot be applied to smart contracts, and even if the obligations under the smart contract have already been fulfilled, the possibility of incomplete performance must be reviewed.

An Experimental Analysis on the Stewart Platform-Based 6 Axis Force-Torque Sensor (Stewart Platform 방시그이 6축 힘-토크 센서에 관한 실험적 해석)

  • Han, J.H.;Kang, C.G.
    • Journal of the Korean Society for Precision Engineering
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    • v.14 no.1
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    • pp.78-83
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    • 1997
  • The paper presents the experimental analysis of a Stewart platform-based force-torque senor. The closed-form solution of forward kinematics of the Stewart platform is derived approximately by way of a linearization technique, and the solution is used in the force analysis of the force-torque sensor. An exper- mental studies show that the proposed method including gravity compensation algorithm is valid for Stew- art platform-based force-torque sensors. The performance of the developed force-torque sensor is evaluated in view of accuracy and linearity in measurements.

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A study on Development of Mathematics Teaching and Learning Platform Model using NAS (NAS 서버를 활용한 수학 교수·학습 플랫폼 모델 개발 연구)

  • Kim, Tae Jung;Huh, Nan
    • East Asian mathematical journal
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    • v.39 no.4
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    • pp.419-436
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    • 2023
  • In this study, we aimed to develop a teacher-adaptive platform model that enhances teachers' instructional activities and teaching capabilities, allowing them to conduct intended lessons effectively. The platform is designed to support various teaching and learning activities based on the instructional situation, and additionally provides teaching and learning materials, assessment questions, and results. The developed teaching and learning platform utilized Moodle, an open-source-based LMS solution that provides various tools for online learning. The platform was specifically designed for teaching conic sections in high school geometry, and it was constructed to enable teachers to deliver their intended lessons effectively.

Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.27-36
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    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

A Bridge Technique of Heterogeneous Smart Platform supporting Social Immersive Game (소셜 실감 게임을 위한 이기종 스마트 플랫폼 브릿지 기술)

  • Jang, S.E.;Tang, J.M.;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.17 no.8
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    • pp.1033-1040
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    • 2014
  • Recently, the concept of mobile content service has changed from providing unilaterally contents for single-device to providing same contents for multi-device. This service should be able to provide diverse contents for multi-devices without platform and specification of multi-device. In this study, we propose a bridge technique of heterogeneous smart platform supporting social immersive game. It is possible to access social immersive game by using a multi-platform bridge. To achieve this, we explain techniques of device connection and data transmission between heterogeneous devices using server-client structure and UPnP. It provides an immersive game environment for multi-user, which is able to play in a public place using big screen.

Design of the air purification system with On/Off fan control to reduce harmful air in nail shop

  • Minwoo Cheon
    • Journal of Platform Technology
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    • v.11 no.6
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    • pp.28-33
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    • 2023
  • With the development of the beauty industry, the nail art industry is expanding, and through this, nail culture is becoming more popular. However, some products used in the nail art field may produce harmful substances, so great caution is required. In this paper, an air purification system was designed to reduce harmful air. The air purification system uses a harmful gas sensor to measure the level of pollution in the surrounding air and then turns the fan on/off to remove harmful gases and fine dust. Two types of filters and two fans can be driven and controlled respectively so that harmful gases are absorbed into the charcoal filter and fine dust is absorbed into the HEPA filter. In addition, filters, fans, and piping were appropriately placed to remove contaminated surrounding air as quickly as possible during nail procedures.

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A Study on the Planning of Minhwa Museum Utilizing the Metaverse Platform : Focusing on Zepeto Case (메타버스 플랫폼을 활용한 민화 미술관 기획 연구 -제페토 사례를 중심으로-)

  • Choi, Eunjin;Lee, Young-suk
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.63-74
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    • 2021
  • Metaverse fits well with the lifestyle of MZ generation who carries smart-phones at all times and value their identity. This study proposes a planning model that develops Minhwa, traditional Korean culture and arts, into art galleries on Zepeto, a metaverse platform. To this end, the characteristics of the metaverse platform, open world, sandbox, creator economy, and avatar, are analyzed and developed into a planning to open a Minhwa museum on Zepeto. While reinterpreting traditional Korean art in a modern way, it is worth researching as a metaverse planning and development model suitable for the new-tro sensibility of the MZ generation.

Exploring the Types of AI Platforms for Creative Activities and How to Use Them (창작활동을 위한 인공지능 플랫폼의 종류와 활용방안 탐색)

  • Park, Ju-Yeon;Ahn, Su-Jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.361-364
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    • 2022
  • This study was carried out for the purpose of Exploring the types of AI platforms for creative activities and how to use them. In order to learn AI in the fields of art creation and music creation, which are representative areas of creative activity, types of AI platforms that can experience AI and perform simple programming were investigated. In addition, the utilization plan was presented so that each AI platform can be used to express students' ideas abundantly and to enhance their creativity. Through this, it is meaningful to suggest that the AI platform can be used as a teaching aid to enhance students' expressive power and creativity in creative activities.

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Exploring Fractional Ownership in Korean Art Market: Based on Business Model Canvas (분할소유 미술시장의 현황과 과제 - 비즈니스 모델 캔버스를 중심으로 -)

  • Lee, Yunjin;Koo, Jajoon
    • Korean Association of Arts Management
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    • no.58
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    • pp.179-204
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    • 2021
  • Not only the consumption trend after the COVID-19 pandemic but also low financial interest rates have stimulated people to invest artworks. With the recent noticeable growth, art investments that mainly conducted by younger generation through online platform can be characterized by a fractional ownership in art market which means several people share one piece of artwork. This study explores 4 fractional ownership platforms in the domestic art market including Art Together, Art & Guide, Tessa, and Pica projects, using a business model canvas that describes nine key elements: Customer Segments, Value Proposition, Channels, Customer Relationships, Revenue Streams, Key Resources, Key Activities, Key Partners and Cost Structure. The four cases have similar business models, but the details of revenue streams are different. The key sources of revenue are the profit and commission of the work. Thus, maximizing the profit margin of artworks is the core of revenue streams, so selecting and purchasing highly profitable artworks are significant. Based on the analysis, there are 3 suggestions to continue fractional ownership platform businesses in art market successfully. First, it is required to have a long-term perspective on art investments, as a way to diverse asset portfolio. Second, business confidence should be increased to maintain customer loyalty. Third, the role of platforms as competent experts is important.

ART : An Implementation on the Active_object RunTime Systems Applicable for the Embedded Systems (ART : 임베디드 시스템에 적용 가능한 능동객체 실행시간 지원 시스템의 구현)

  • Park, Yoon-Young;Lim, Dong-Sun;Jung, Bu-Geum;Lee, Kyung-Oh;Park, Jung-Ho
    • The KIPS Transactions:PartA
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    • v.10A no.4
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    • pp.295-304
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    • 2003
  • Active object is an Independent runnable unit which is scheduled by CPU in creation time. In this paper, we define the active object and suggest ART(Active object RunTime support systems) which controls creation and execution of the active object. ART can Provide users locational transparency and support easy method call mechanism. We also designed a communication model among active objects and implemented a communication method to make the distributed programing possible. The implementation target platform of ART is an embedded system which has only limited resources and runs in the distributed computing environment.