• Title/Summary/Keyword: Content convergence technology

Search Result 1,003, Processing Time 0.024 seconds

Recent Technology of 3D Content for Digital Holography (디지털 홀로그래피 콘텐츠 기술)

  • Yoon, M.S.
    • Electronics and Telecommunications Trends
    • /
    • v.32 no.5
    • /
    • pp.49-64
    • /
    • 2017
  • Digital holography is a computational operation and photo-electronic technology that enables calculating, encoding, and reconstructing a 3D scene based on the interference of a coherent light-wave field. The spatial light modulator in a holographic 3D display decodes a computer-generated hologram to optically regenerate a 3D scene in various depths, thus facilitating to match convergence and accommodation of the human eyes. This paper introduces recent technologies related with the content for digital holography called an ultimate 3D display.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
    • /
    • v.11 no.3
    • /
    • pp.93-101
    • /
    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

Analysis on Domestic Franchise Food Tech Interest by using Big Data

  • Hyun Seok Kim;Yang-Ja Bae;Munyeong Yun;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.2
    • /
    • pp.179-184
    • /
    • 2024
  • Franchise are now a red ocean in Food industry and they need to find other options to appeal for their product, the uprising content, food tech. The franchises are working on R&D to help franchisees with the operations. Through this paper, we analyze the franchise interest on food tech and to help find the necessity of development for franchisees who are in needs with hand, not of human, but of technology. Using Textom, a big data analysis tool, "franchise" and "food tech" were selected as keywords, and search frequency information of Naver and Daum was collected for a year from 01 January, 2023 to 31 December, 2023, and data preprocessing was conducted based on this. For the suitability of the study and more accurate data, data not related to "food tech" was removed through the refining process, and similar keywords were grouped into the same keyword to perform analysis. As a result of the word refining process, a total of 10,049 words were derived, and among them, the top 50 keywords with the highest relevance and search frequency were selected and applied to this study. The top 50 keywords derived through word purification were subjected to TF-IDF analysis, visualization analysis using Ucinet6 and NetDraw programs, network analysis between keywords, and cluster analysis between each keyword through Concor analysis. By using big data analysis, it was found out that franchise do have interest on food tech. "technology", "franchise", "robots" showed many interests and keyword "R&D" showed that franchise are keen on developing food tech to seize competitiveness in Franchise Industry.

A Study on Metaverse Culture Contents Matching Platform

  • Kim, Jeong-Gwon
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.3
    • /
    • pp.232-237
    • /
    • 2021
  • Pre-Corona cultural content was largely formed face to face. For example, the service was great while visiting tourist attractions, visiting performances to see K-Pop, or visiting lectures to learn K-Beauty. However, after the coronation, the virtual world-centered Metaverse began to take the spotlight as non-face-to-face services changed. IT and cultural contents have been combined and developed into various digital services. In that sense, Metaverse, which breaks the boundaries between real-world space and virtual space, has the potential to escape from physical time and space constraints. However, Korea still lacks a Metaverse platform for cultural content. In particular, it is necessary to match each other's necessary services by providing Metaverse -oriented cultural contents that users want, including experienced cultural contents such as K-pop and K-beauty, away from cultural contents that are developed around history museums. Therefore, in this paper, we would like to propose a Metaverse-based cultural content matching platform where users can experience cultural content directly or indirectly.

Development of Contents for Effective Computer Programming Education in Curriculum of Elementary Schools

  • Kim, Jong-soo;Kwon, Soon-kak
    • Journal of Multimedia Information System
    • /
    • v.6 no.3
    • /
    • pp.147-154
    • /
    • 2019
  • In a variety of fields, highly developed technology is being combined to create a lot of value. In order to keep up with this global trend, the Ministry of Education, which is in charge of national education, continuously develops and applies content for creative education to textbooks. The continuous development of content for creative education is not only related to national interests, but also to the continued development of mankind. Today, the succession and development of human knowledge is in charge of the education system. Research into an effective educational system is necessary for effective succession of rapidly developing science and technology and building up technical personnel with such skills. In particular, the computer science field is faster in development than other scientific fields and has accumulated many technologies, indicating that it takes a lot of time and good teaching to foster talent that can effectively utilize the technology. In this paper, elementary school subjects were analyzed to achieve the purpose of cultivating talent in the field of computer science. In addition, we have investigated techniques related to computer programming learning not covered in elementary school subjects. So we developed content that students need to practice. Next, we taught the content to randomly selected elementary school students and assessed their educational effectiveness. As a result of training using the content we developed, 55.37% increased academic performance.

Predicting Learning Achievements with Indicators of Perceived Affordances Based on Different Levels of Content Complexity in Video-based Learning

  • Dasom KIM;Gyeoun JEONG
    • Educational Technology International
    • /
    • v.25 no.1
    • /
    • pp.27-65
    • /
    • 2024
  • The purpose of this study was to identify differences in learning patterns according to content complexity in video-based learning environments and to derive variables that have an important effect on learning achievement within particular learning contexts. To achieve our aims, we observed and collected data on learners' cognitive processes through perceived affordances, using behavioral logs and eye movements as specific indicators. These two types of reaction data were collected from 67 male and female university students who watched two learning videos classified according to their task complexity through the video learning player. The results showed that when the content complexity level was low, learners tended to navigate using other learners' digital logs, but when it was high, students tended to control the learning process and directly generate their own logs. In addition, using derived prediction models according to the degree of content complexity level, we identified the important variables influencing learning achievement in the low content complexity group as those related to video playback and annotation. In comparison, in the high content complexity group, the important variables were related to active navigation of the learning video. This study tried not only to apply the novel variables in the field of educational technology, but also attempt to provide qualitative observations on the learning process based on a quantitative approach.

A study on the combination of transmedia and gamification and the structure of game design (트랜스미디어와 게이미피케이션의 결합과 게임 디자인의 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
    • /
    • v.18 no.4
    • /
    • pp.433-438
    • /
    • 2020
  • With the rapid development of media environment and contents production technology, the era of multi-platform convergence transmedia has emerged, and communication method through trans media contents has attracted attention. Transmedia content refers to the concept of translating individual content into multi-platforms, which creates an expanded worldview of convergence. In addition, the interaction generated in this process is very important and difficult to control in the progress of the content. In this paper, we focused on the combination of transmedia content and gamification concept as a solution, and based on the 'MDA framework' which is a theoretical system of analysis and approach for implementing game design, We looked at the structure. It is expected that a review of the fundamental game design structure, which establishes a prediction system of value and fun experiences through the balance of technology and emotions, will be helpful as a basis for designing trans media contents.

Development of Artificial Intelligence Education based Convergence Education Program for Classifying of Reptiles and Amphibians (파충류와 양서류 분류를 위한 인공지능 교육 기반의 융합 교육 프로그램 개발)

  • Yi, Soyul;Lee, YoungJun
    • Journal of Convergence for Information Technology
    • /
    • v.11 no.12
    • /
    • pp.168-175
    • /
    • 2021
  • In this study, a transdisciplinary convergence education program was developed to enhance the understanding for classification of reptiles and amphibians in biology education and also to increase AI (Artificial Intelligence) capability by using artificial intelligence education. The main content is to solve the classification of reptiles and amphibians that has been dealt with for a long time in biology education, using a decision tree and ML4K (Machine Learnig for Kids), it was designed for a total of 3 lessons. Experts review was conducted on the developed education program, as a result, the I-CVI(Item Content Validity Index) value was .88~1.00 so that can secure content validity. This education program has the advantage of being able to simultaneously learn about the learning contents of artificial intelligence in informatics and the classification of vertebrates in the biological education. In addition, since it is configured to minimize the cognitive load in the AI using part, it is characterized by the fact that all of any teachers can apply it their lesson easily.

A Study on Attribute of User Generated Content in Ubiquitous Technology (유비쿼터스 비즈니스를 위한 참여자 기반의 디지털 콘텐츠 속성에 관한 연구)

  • Lee, Hong-Joo;Jahng, Jung-Joo;Ahn, Joong-Ho
    • Journal of Advanced Navigation Technology
    • /
    • v.13 no.2
    • /
    • pp.287-295
    • /
    • 2009
  • These days, information technology is rapidly changing our society. Thus, considering such a business environment, many companies are seeking revenue models for successful business. In particular, digital content with the convergence of culture and information technology create revenue for businesses. For this reason, many companies are interested in UGC (User Generated Content), which refers to various kinds of publicly accessible media content that are produced by end-users. Thus, this paper analyzed the attributes of UGC and businesses using ubiquitous technology. From this analysis, this paper shows the critical success factors for UGC in ubiquitous business environments. In addition, this paper analyzed the attributes of UGC through the research of literature reviews and expert reviews. Based on this research, many companies are encouraged to develop successful digital content generated by end-users.

  • PDF

A Study for the Conformity Assessment on the Natural Dye by HPLC (1) (HPLC를 활용한 천연염료 적합성 평가 연구 (1))

  • Lee, Eun Mi;Oh, Dong Ki;Yoon, Hong Jin;Kim, Jong Hoon
    • Fashion & Textile Research Journal
    • /
    • v.20 no.6
    • /
    • pp.752-758
    • /
    • 2018
  • Due to environmental pollution and human hazards of some synthetic dyes, the global fashion companies are increasingly interested in eco-friendly products, especially natural dye. For the globalization of natural dyeing industry based on this concern, however, there are some deficiencies of standardization, specification, and conformity assessment on natural dyestuffs as well as natural dyeing process. These obstacles should be not only studied but also defined for a commercial transaction. Accordingly, a study for conformity assessment on commercialized natural dyestuffs (red) was conducted by HPLC analysis in this study. As the results of HPLC analysis, alizarin and purpurin, representative index ingredients, were detected in most of the samples, but the index ingredient content in each sample was different. In addition, some samples showed the variety of peaks including the index ingredients and others. It was inferred that the representative index ingredients could be used on the traceability of natural sourced dyestuffs. These results are related to the index ingredient consistency, standardization, and reproducibility of natural dyed products including such as yarns, fabrics, garments, and so on. Therefore, the present study was demonstrated that in order to determine the conformity assessment system for the satisfaction of all stakeholders, the offering of information on the origin, manufacturing process, and index ingredient content of natural dyes should be prioritized.