Recent companies that have grown to be the world's largest in the information technology industry and have a substantial impact on the global economy started as start-ups built on the founder's entrepreneurship. As a consequence, interest in entrepreneurship education has increased significantly. This research examined the essential elements and educational activities of the educational process among educators who undertake entrepreneurship-related education, using AHP methodologies. The study revealed that both educators rated competency education as more essential than character education. Within the character education dimension, habits were deemed more significant than attitudes, while within the competency education dimension, the technique education module was seen more important than the knowledge education module. This research is expected to contribute to the sustained expansion of domestic entrepreneurship education as well as to the response to opportunity entrepreneurship.
K-pop stars are an important influence in the era of digital culture based on emotions. The purpose of this study is to visually express the identity and worldview of their music in the virtual and real world, and to promote Korea's current and past culture. The study also intends to appeal to the emotions of the global fans by designing original textile in their music video 'IDOL' on Tiny TAN - a symbol of world pop star BTS. For design development, traditional Korean images shown in the 'IDOL' video were collected, patterns for each member were selected, and a motif was designed on Adobe Illustrator. We selected the dragon as the motif for V, cloud for Suga, chrysanthemums for Jin, mask for Jung Kook, hanok pavilion for RM, fan for Jimin, and Sam Taegeuk for J-Hope. The selected motifs were designed as per the four textile design arrangement methods: square pattern, 1/2 half drop pattern, turn-around pattern, and panel pattern. The design was presented by mapping Kwaeja to Tiny TAN character. The developed textile design can be used not only for character costumes in virtual space, but also for various products such as clothes, accessories, bedding, cosmetics, stationery, and food. By using it to produce goods inspired by K-pop stars, it can be used as basic data for the development of high value-added competitive products in the global market and create synergy effects of K-Design, which would lead a new trend in the design world.
International Journal of Internet, Broadcasting and Communication
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v.16
no.1
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pp.106-123
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2024
This article takes the talk show "Beast Town" as an example to introduce the overall technical solution, technical difficulties and countermeasures for the combination of cartoon virtual characters and virtual studio technology, providing reference and experience for the multi-scenario application of digital humans. Compared with the live broadcast that combines reality and reality, we have further upgraded our virtual production technology and digital human-driven technology, adopted industry-leading real-time virtual production technology and monocular camera driving technology, and launched a virtual cartoon character talk show - "Beast Town" to achieve real Perfectly combined with virtuality, it further enhances program immersion and audio-visual experience, and expands infinite boundaries for virtual manufacturing. In the talk show, motion capture shooting technology is used for final picture synthesis. The virtual scene needs to present dynamic effects, and at the same time realize the driving of the digital human and the movement with the push, pull and pan of the overall picture. This puts forward very high requirements for multi-party data synchronization, real-time driving of digital people, and synthetic picture rendering. We focus on issues such as virtual and real data docking and monocular camera motion capture effects. We combine camera outward tracking, multi-scene picture perspective, multi-machine rendering and other solutions to effectively solve picture linkage and rendering quality problems in a deeply immersive space environment. , presenting users with visual effects of linkage between digital people and live guests.
Purpose: This study analyzes the characteristics of the Quality Management performed by SMEs in the Defense Industry in supply chains and analyzes the effect of the continuous improvement activities based on cooperation. Especially, for Military Supplies, the suitability of products is usually decided by judging their conformity to the specification, and from this structural characteristic, this study would analyze the structural relationship of systematic improvement activities with Supply Chain Quality Management(SCQM) and Business Performance(BP). Methods: Continuous improvement activities(CI) have significance as the driver force for the promotion of Quality Management. Thus, this study analyzed the causal relationships from the perspective of the process among CI, SCQM and BP. For an analysis of the structural characteristics and causal relationships among the constituents, AMOS was used, and 297 companies in the Defense Industry were utilized as samples. Results: It turned out that CI had significant impacts on Management Infra(MGT_Infra), Process Management(PM), Human Resources Management(HRM) and Communication(COMU) and had an indirect impact on the enterprises' financial performance through the parameters of HRM and Communication. Meanwhile, it turned out that between CI and non-financial performance, there was a direct effect, and there was also an indirect effect through the variables of the Management Infra and Communication. Conclusion: It turned out that CI had a positive effect on SCQM as a proactive driver and that they had significant relationships with BP(financial, Non-financial), both financial performance and non-financial performance. However, PM did not have a significant relationship of effect with BP because of the character appearing by the evaluation method of military supplies for the conformity to the specifications.
This study explores the evolution of technical innovation over time. It focuses on sectors of the information technology because this industry can be referred to as one of the most dynamic industries of all times. Following evolutionary theorists, we argue that technological change is gradual and that superior firms and technologies are reward by the' selection' environment. In the initial phase of the industry life cycle, technological change is expected to be radical and uncertainty is high. Over time a product or technology is likely to arise which stands out above all other products or technologies. These so-called 'basic designs' serve as sorts of 'technological guideposts' for further developments in the technology. Once a basic design established, technological progress tends to follow consistent paths or trajectories. The cumulative character of technological progress facilitates a rapid expansion of the boundaries of the technology until the natural limits of the technology are approached and technological progress slows down. Following ecological theories, supply-side developments in the industry are described on the basis of five different organizational types. On the basis of this pattern of market and technological evolution we came up with seven basic propositions.
This research analyzed the Chinese style design embodied in the collections of the new generation of fashion designers shown during the Shanghai Fashion Week to improve the understanding of Chinese style and the modernization of Chinese design. The research questions were 1) studying the development of the Chinese fashion industry chronologically and investing young designers' current situation, 2) investigating young designers' awareness of Chinese style and analyzing Chinese style design in collections. A literature and case study were conducted as the research method. The literature study focused on the books about the Chinese fashion industry and history, newspaper, articles, and so on. The case study was conducted among 63 Chinese style collections in 2016-2020 SFW by investigating fashion magazine reviews, articles, and so on. The findings are as follows: 1) Young Chinese fashion designers' awareness of Chinese style has three characteristics; the nonmaterial tendency from decreasing stereotyped images, combination of traditional culture and local youth culture, and commercialization with trends. 2) Chinese elements, including natural, character, and cultural elements were predominantly used in the concept, pattern, and shape. Nonmaterial characteristics were identified in concept, cultural combination characteristics in concept, shape, color, material, and pattern, and trend commercialization in shape, color, and pattern. In conclusion, Chinese young fashion designers had strong national consciousness and new awareness of Chinese style fashion in decreasing the stereotyped images of China. Thus, they used more varied expressions. Meanwhile, they faced difficulties in expressing nonmaterial Chinese elements by balancing them with Chinese style and globalization.
International Journal of Computer Science & Network Security
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v.22
no.8
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pp.385-391
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2022
The relevance of the published study lies in the fact that since the introduction of the first Global Distribution System, new information and communication technologies have constantly been changing the tourism industry. In the context of a current digital environment, travel agencies can't avoid participating in digital transformation processes aimed at rethinking operational models, skills, and organisational structures in the regions. This publication aims to present and provide a critical overview of digitalisation processes in tourism development in the regions of the Russian Federation, as well as to reflect on the challenges to the widespread digitalisation processes in the regional tourism sector. The subject of research is digitalisation processes, as they radically transform the modern tourism industry, in the regions as well. The pragmatic research paradigm was considered the most appropriate for the study of tourism digitalisation processes in the regions, as it does not require the selection of a specific theoretical basis for data collection. The pragmatic approach forms an alternative to classical theoretical approaches and serves as a particular type of grounded theory, combining both inductive and deductive methods. No software was used for the inductive part of the analysis. The deductive part was conducted using the qualitative data analysis software Nvivo 11. Given the wide diversity of interested parties in the regional tourism digital area, a stratified purposive sampling method was preferred due to its ability to adequately represent the full picture of the phenomenon under study. The selection and stratum criteria were chosen to maximise the representation of different perspectives in the regional tourism digital area. The novelty of the study is due to the digitalisation processes, with an implication of new needs, while opening up promising opportunities for more productive tourism business in the regions of the Russian Federation. Currently, e-tourism in the Russian Federation has become a subject of lively debate among scholars and practitioners. However, the involvement of advanced digitalisation technologies in the field of information processes in the regions of the Russian Federation is of a very sporadic character.
Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.
Although there has been a significant technological and representational achievements in domestic animation industry since the beginning of the 21th century due to the high expectation and boost in production, domestic long and short film animations have been less favored compared to foreign animations because they are less entertaining. For small scale productions including students, it is easier to create short film animations due to small budget and short time frame. In addition, as shown in Pixar animation studios case, production of short film animations can lead to success in production of long film animations from better ideas and technology improvements. This research studies factors that contribute to entertainment and humor of short film animation by examining Pixar's short film animations based on Henri Bergson's comedy factors, which are shape, movement, situation and language, and personality. The most noticeable fact is that the humor by situation is found in all short films. Comedy aspect shown in the form of character's internal characteristic is something that has to be considered from the beginning of character design. Contribution of language is minor compared to movement or gesture, which are more often used to cause humor. Finally, character's personality has to be clear and decided beforehand in order to create comedy situations. After studying various short film animations, I found out that the more successfully humorous an animation is, the more it uses various combinations of the above mentioned comedy factors. By fully analyzing and adopting commercially and artistically successful Pixar's short film animations as the benchmark, planning and production of domestic short film animations can perform entertainment role both domestically and globally.
In order to elucidate a responsible mechanism for the development of the odor characteristics of cooked desirable flavoring materials such as crab and shrimp, shore swimming crab flesh were extracted with various solvents and resulting extracts were evaluated organoleptically after cooking. As a result, $80\%$ aqueous methanol extract (AME) was found to produce a cooked desirable flavoring odor. After dialysis of AME, outer dialyzate was fractionated by ionexchange column chromatography, and each of the fraction obtained was subjected to cooking, fellowed by organoleptic evaluation. The outer dialyzate fraction, acidic and amphoteric fraction produced a cooked crab-like odor, On the basis of the composition of $80\%$ AME, an artificial crab extract was prepared with pure chemicals. The artificial crab extract thus obtained closely resembled $80\%$ AME in respect of the cooked odor. To elucidate the role of individual components, the artificial extracts from which certain component alone or as group was omitted were subjected to organoleptic evaluation after cooking. All of neutral, acidic, basic, and sulfur containing amino acids and quarternary base compounds were involved in the development of the cooked crab-like odor. The cooked odor of artificial extract without addition of ribose was lacking in the characteristics of cooked crab odor, and phosphorus compound accelerated the development of the cooked crab-like odor.
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