• Title/Summary/Keyword: Content convergence technology

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A Study on Space Utilization according to Changes in Non-face-to-Face Consumer Use : Focused on bank offices

  • Hwang, Sungi;Ryu, Gihwan;Yun, Daiyeol;Kim, Heeyoung
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.271-278
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    • 2020
  • Modern financial services go beyond the stage of internet banking, and new concepts of financial transactions such as Internet of Things, mobile banking, electronic payments, and fintech have emerged. As a result, banks are less influential in financial transactions, and changes are being demanded. In the present era, the basic business of banks has decreased, and it is transforming into a space where both consumer finance work and reside. The bank office stands for the brand image of the bank, and it is represented by trust with customers in the basic business of financial transactions, and the rise in real estate value is a natural social phenomenon due to the nature of the location and location of real estate owned by the bank. The business method and space of the bank office that meets the new paradigm of the modern society is an inefficient space only for the convenience and rest of consumers, but it must be used as a variety of spaces suitable for the region to increase the functional value of the bank office. Through this study, as a convenience space for consumers, various service facilities should be introduced to understand the characteristics of the region as a convenience space for consumers, and various service facilities should be introduced to meet the needs of consumers, and the bank office should be improved as a complex service space for local residents.

Effect of Addition of Mushroom and Sea Tangle Extracts and Mustard Leaf on Anti-oxidant Properties of Kimchi (버섯 및 다시마 추출물과 갓의 첨가가 김치의 항산화 특성에 미치는 영향)

  • Ha, Seon-Hye;Kang, Soon Ah
    • The Korean Journal of Food And Nutrition
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    • v.31 no.4
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    • pp.471-477
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    • 2018
  • The antioxidant properties of mushroom and sea tangle extracts and mustard leaf added to Kimchi were investigated by total phenolic content, DPPH radical scavenging, ABTS anion scavenging, FRAP reducing power, and ORAC value. Total phenolic content of functional Kimchi (FK) was significantly higher than that of control Kimchi (CK). DPPH radical and ABTS anion scavenging activities of functional Kimchi were significantly higher than those of control Kimchi by 2.7 and 1.7 fold, respectively (p<0.05). Also, the FRAP reducing power and ORAC value of functional Kimchi increased compared to those of the control Kimchi by 1.6 and 1.1 fold, respectively (p<0.05). Our results suggest that functional Kimchi made by mushroom and sea tangle extracts and mustard leaf may be a potent antioxidant source and could be developed as a antioxidant functional food that may be for the effective treatment of oxidant conditions. Through continuous research and development of functional Kimchi by the use of mushroom and sea tangle extracts, it will be necessary to try to identify other functions that could be useful for preventing various diseases.

A study on the Intention of Using VR Games: Focusing on Technology Acceptance Model(TAM) (VR 게임 이용 의도에 관한 연구 -기술 수용 모델을 중심으로-)

  • Na, Ji Young;Wui, Min-Young
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.53-64
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    • 2019
  • The purpose of this study is to identify what elements of VR games satisfy and continuous usage for the sustainable development of VR games. Specifically, an extended acceptance model was proposed with the addition of perceived costs, presences, satisfied variables to predict the acceptance and the intention of continued use of VR games. As a result, in general, it was found that the extended technology acceptance model with three external factors is more advantageous to explain the characteristics of VR game and its effect on users than the existing model. This study is suggested an integrated research model that considers the core characteristics of VR games and observe which factors lead to the persistent intention to contribute to the study about the VR game.

Exploring Service Improvement Opportunities through Analysis of OTT App Reviews (OTT 앱 리뷰 분석을 통한 서비스 개선 기회 발굴 방안 연구)

  • Joongmin Lee;Chie Hoon Song
    • Journal of the Korean Society of Industry Convergence
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    • v.27 no.2_2
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    • pp.445-456
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    • 2024
  • This study aims to suggest service improvement opportunities by analyzing user review data of the top three OTT service apps(Netflix, Coupang Play, and TVING) on Google Play Store. To achieve this objective, we proposed a framework for uncovering service opportunities through the analysis of negative user reviews from OTT service providers. The framework involves automating the labeling of identified topics and generating service improvement opportunities using topic modeling and prompt engineering, leveraging GPT-4, a generative AI model. Consequently, we pinpointed five dissatisfaction topics for Netflix and TVING, and nine for Coupang Play. Common issues include "video playback errors", "app installation and update errors", "subscription and payment" problems, and concerns regarding "content quality". The commonly identified service enhancement opportunities include "enhancing and diversifying content quality". "optimizing video quality and data usage", "ensuring compatibility with external devices", and "streamlining payment and cancellation processes". In contrast to prior research, this study introduces a novel research framework leveraging generative AI to label topics and propose improvement strategies based on the derived topics. This is noteworthy as it identifies actionable service opportunities aimed at enhancing service competitiveness and satisfaction, instead of merely outlining topics.

Activation of Culture and Content Industry and Necessity of Security Industry & Concert Hall Safety (문화콘텐츠 산업의 활성화와 공연장 안전 및 보안 산업의 필요성)

  • Choi, Jeong-Il;Jang, Ye-Jin
    • Convergence Security Journal
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    • v.16 no.3_2
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    • pp.55-63
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    • 2016
  • The purpose of this study is that there viewing at the future development direction and awareness of the cultural contents industry targeting college students for the activation of the domestic cultural content industry. And we want to find the need of the security industry & Concert Hall Safety. Recent worldwide it has occurred 'Soft target' terror targeting unspecified civilian in the cultural space of theater and music venues, stadiums etc. But security and safety systems against terror in Korea are very deficient situation. US security market has increased sales significantly interest in increasing against crime and terrorism prevention and depending on the price cut and technology development. It is expected to require a security industry in a variety of applications to the cultural contents industry development about Korean pop music and theatrical performances, and internet and mobile games stc.

Study on e-Book Business Strategy in Information & Communication Industry (정보통신산업으로서 e-Book 비즈니스 전략)

  • Park, Jae-Sue;Kim, Hak-Jin;Ahn, Young-Jik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.9
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    • pp.2057-2065
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    • 2014
  • New business The e-book industry is creating a convergence of ICT and printing culture. Even so, the system changes is not great in Korea. Global market players are going to creating a membership or community-type business model to take advantage of the terminal, platform, network, but the creative content production in Korea is limited. Since the discussion is limited to such devices or network services most, we suggest the possibility of modeling a multi-faceted. And the development of technology and services platform content is also important as a strategic approach to the development of the e-book industry. Most of all, we propose the application of content, technologies and services are developed.

Designing and Implementing Integrated Lessons for Pre-service Elementary Teachers' Technological Pedagogical Content Knowledge Development (예비 초등교사의 테크놀로지 교수학적 내용지식을 향상하기 위한 프로그램의 개발 및 적용)

  • Choi, Youngmi;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.38 no.2
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    • pp.287-304
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    • 2019
  • Teaching with technology has been widespread in practical classroom settings, and increased the needs to enhance pre-service teachers' capability with a variety of technologies. The purpose of this study is focused on designing and implementing a training program to develop pre-service teachers' Technological Pedagogical Content Knowledge(TPACK) which promotes them use technologies tactically in integrated science classes. Based on the theoretical framework of TPACK and Practitioner's Guide to TPACK, the authors developed ten periods of lessons comprised instructional skills in elementary science education. Subsequently, the program was applied into a teacher trainee course in Korea. The results of this study indicate that the TPACK training program for pre-service teachers significantly influenced on attitude toward convergence, TPACK, and science teaching efficacy of the engaged participants. The developed program, meanwhile, caused a significant TPACK improvement of female participants of the teachers college more effectively. Furthermore, it mitigated the gap between science and humanity tracks coming from their high schools. Consequently, there are possibilities to improve pre-service teachers' teaching strategies for integrated classes, if they have opportunities to review the comprehensibility of technological, pedagogical, content knowledge, and intersected areas with metacognitive perspectives.

A Study on Changes in Korean Image of Foreign Tourists Using Big Data - Post COVID-19 -

  • Yoo, Kyoung-Mi;Choi, Youn-Hee;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.72-78
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    • 2021
  • Currently, the Korean wave is not limited to popular culture, but has a significant impact not only on Korea's national image but also on the improvement of Korean companies' products and image of Korea. In this study, using Textom to confirm the change in foreign tourists' image of Korea, the data collection period was 1 year of 2020, when COVID 19 occurred, as a collection period for "Korea and foreigner" and related key words, each Hallyu content, and ranked in the top 80 keywords were derived. Centrality analysis for semantic network visualization was performed using UCINET6, and through CONCOR analysis, 7 groups 'K-Quarantine ', 'K-Drama', 'K-Movie', 'K-Beauty', 'K-Shopping', It was clustered into 'K-Tech' and 'K-Pop'. As a result of the analysis, the image of Korea abroad generally recognized the Korean Wave as cultural content, but after the outbreak of COVID 19, it is judged that it has been recognized as a country with a successful case of K-Quarantine.

A Study on Immersive Content Production and Storytelling Methods using Photogrammetry and Artificial Intelligence Technology (포토그래메트리 및 인공지능 기술을 활용한 실감 콘텐츠 제작과 스토리텔링 방법 연구)

  • Kim, Jungho;Park, JinWan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.654-664
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    • 2022
  • Immersive content overcomes spatial limitations through convergence with extended reality, artificial intelligence, and photogrammetry technology along with interest due to the COVID-19 pandemic, presenting a new paradigm in the content market such as entertainment, media, performances, and exhibitions. However, it can be seen that in order for realistic content to have sustained public interest, it is necessary to study storytelling method that can increase immersion in content rather than technological freshness. Therefore, in this study, we propose a immersive content storytelling method using artificial intelligence and photogrammetry technology. The proposed storytelling method is to create a content story through interaction between interactive virtual beings and participants. In this way, participation can increase content immersion. This study is expected to help content creators in the accelerating immersive content market with a storytelling methodology through virtual existence that utilizes artificial intelligence technology proposed to content creators to help in efficient content creation. In addition, I think that it will contribute to the establishment of a immersive content production pipeline using artificial intelligence and photogrammetry technology in content production.

Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.