• Title/Summary/Keyword: Content convergence technology

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Technology Impact Assessment of Coexistence Technology in MR on Edutainment Field: using Word Cloud (실감교류인체감응솔루션기술이 에듀테인먼트 분야에 미치는 파급효과 분석: 워드 클라우드를 이용하여)

  • Hwangbo, Won ju;Park, Young il
    • Journal of Korea Multimedia Society
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    • v.22 no.9
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    • pp.1091-1107
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    • 2019
  • The purpose of this study is to technology impact assessment uncertainties and influences of factors for the coexistence technology in MR and to derive the ripple effect of the target technology in many different application fields. This survey is to evaluate the impact of new technologies on economy, society, culture, ethics and environment in advance and to reflect the results in policy research. As a result, we analyzed the positive and negative impacts predicted by the coexistence technology in MR in edutainment field by word cloud analysis. The purpose of these study is to strengthen the intrinsic intent of technology assessment on the edutainment fields to strengthen positive impacts and minimize adverse impacts by identifying the various factors affecting society when the coexistence technology in MR was commercialized as well as by evaluating the positive and negative impacts from a more balanced view.

A Study on Influencer Food-Content Sentiment Keyword Analysis using Semantic Network based on Social Network

  • Ryu, Gi-Hwan;Yu, Chaelin;Lee, Jun Young;Moon, Seok-Jae
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.95-101
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    • 2022
  • The development of the 4th industry has increased social media, and the rise of COVID-19 has stimulated non-face-to-face services. People's consumption patterns are also changing a lot due to non-face-to-face services. In this paper, food content keywords are derived through social network-based semantic network analysis, emotions are analyzed, and keywords applied to food recommendation platforms are input. We collected food, influencer, and corona keyword analysis data through Textom. A lot of research has been done through online reviews of existing influencer content. However, there is a lack of research on keyword sentiment analysis provided by influencers rather than consumers and research perspectives. This paper uploads language and topics derived through online reviews of existing publications and subscribers, and goes beyond the limits used in marketing methods. By analyzing keywords that influencers suggest when uploading content, you can apply data that applies them to food recommendation platforms and applications.

A Study on Design of Linked Retreival Interface for Biological Information (생명정보 연계검색 인터페이스 설계에 관한 연구)

  • Ahn, Bu-Young;Han, Jeong-Min;Han, Geon;Lee, Sang-Ho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.05a
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    • pp.407-409
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    • 2008
  • 생명체는 여러 가지 물질로 구성되어 있으며, 그 생명체의 분포지역에 따라 생물 종 특성도 다르게 나타난다. 그래서 연구자들이 생명체에 관한 정보를 확인하려면 그 생명체의 종 정보, 지역과 생태정보를 관련 생물다양성 데이터베이스에서 검색하며, 생명체를 구성하는 유전자 서열정보와 단백질 구조정보는 Genbank, PDB 등의 유전자/단백질 데이터베이스에서 검색하고 있다. 또한 그 생명체에 관한 학술적 내용이 수록된 학술 논문까지 별도로 검색해야만 그 생물체에 관한 정확한 정보를 획득할 수 있다. 이런 불편함을 해결하려면 하나의 생명체를 검색할 때, 생명체의 종 정보, 위치 정보, 생명체를 구성하고 있는 유전자 정보, 그리고 논문정보를 연계하여 검색할 수 있는 시스템이 필요하다. 이에, 본 논문에서는 하나의 생명체를 검색할 때 종 정보뿐만 아니라 GIS를 이용한 위치정보와 생명체를 구성하는 유전자 정보를 연계하고 그 생명체에 관한 논문 정보까지 검색 가능한 생명정보 연계검색 인터페이스를 설계하였다.

Preparation and Tactile Performance of Soluble Eggshell Membrane (S-ESM) Embedded Waterborne Polyurethane (WPU) Composite

  • Soohyun Joo;Tridib Kumar Sinha;Junho Moon;Jeong Seok Oh
    • Elastomers and Composites
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    • v.58 no.3
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    • pp.112-120
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    • 2023
  • Herein, we propose a facile water-processible method to develop an eggshell membrane (ESM)-embedded waterborne polyurethane (WPU)-based bio-degradable and bio-compatible coating material that exhibits attractive tactile properties. Virgin ESM is not dispersible in water. Hence, to develop the ESM-based WPU composite, soluble ESM (S-ESM) was first extracted by de-crosslinking the ESM. The extracted S-ESM at different concentrations (0, 0.5, 1.0, 1.5 wt %) was mixed with WPU. Compared to virgin WPU, the viscosity of S-ESM/WPU dispersion and the in-plane coefficient of friction (COF) of the composite film surfaces decreased with an increase in the S-ESM content. In addition, an increase in the S-ESM content improved the tribo-positive characteristics of the film. Different good touch-feeling biomaterials, such as fur, feather, and human skin exhibit tribo-positivity. Thus, the enhanced tribo-positive characteristics of the S-ESM/WPU and the decrease in their COF owing to an increase in the S-ESM content imply the enhancement of its touch-feeling performance. The S-ESM embedded WPU composites have potential applications as coating materials in various fields, including automobile interiors and artificial leather.

An Analysis of Content and Convergence Method of Scientific Technology and Humanities in Elementary School STEAM Programs (과학기술과 인문학 융합 내용 및 융합 방법 실태 분석 -초등학교 융합인재교육(STEAM) 프로그램 개발 과제를 중심으로-)

  • Han, Hyojeong;Kwon, Soonhee
    • Journal of The Korean Association For Science Education
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    • v.37 no.2
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    • pp.313-322
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    • 2017
  • This study aims to analyze the content and methodological aspects of converging scientific technology and humanities in 233 elementary school STEAM programs developed and publicized from 2012 to 2015, to provide the basic materials and implications for editing and supplementing the development of future STEAM programs or policies, or on-site applications of developed programs. The analysis results show that among the Liberal Arts courses of the STEAM program, including Korean, Social Studies, and Ethics, the level of convergence was lowest in Ethics. This seems to be due to the fact that convergence between scientific technology and humanities tended to emphasize a cross-studies convergence over a content convergence done with a specific purpose. In terms of methodological convergence between scientific technology and humanities, the level of convergence of humanities at a normative level was relatively lower than that at a descriptive level. Although a quantitative comparison of the two methods was not significant, it is rather concerning that due to simply converging descriptive humanities, students may not be so aware of the double-sidedness of scientific technology, despite the discovery of some programs that need re-evaluations of their ethical or normative directions. Moreover, the results showed that the cases of converging scientific technology and humanities at a normative level that were analyzed in the STEAM program can be divided into 'complementation of humanities to utilizing scientific technology' and 'complementation of humanities to research in scientific technology and development.' Based on such research results, the study discusses the development of STEAM programs and policies and directions for editing and supplementing programs on-site.

Digital Content Certification and Management Technology Based on Blockchain Technology

  • Jang, Eun-Gyeom
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.121-128
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    • 2021
  • After entering the 4th Industrial Revolution, the digital content market, which was only dependent on existing contents supply enterprises, is providing various digital content through the participation of users like YouTube. Accordingly, it activated the digital content market, but it causes a negative influence on the digital content market due to the copyright of the creator and the indiscriminate illegal use and usage of the content. This study researched digital content management technology based on blockchain technology to protect digital content and the copyright of the creator. The suggested technology protects the digital content and the copyright holder and discerns the users and prevents the indiscriminate approach and illegal use of digital content. For the safe management of digital content, hash function applied as the certification technology of blockchain is used to certify the users and manage the digital content and provide integrity and authentication service.

Augmented Reality Service Based on Object Pose Prediction Using PnP Algorithm

  • Kim, In-Seon;Jung, Tae-Won;Jung, Kye-Dong
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.295-301
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    • 2021
  • Digital media technology is gradually developing with the development of convergence quaternary industrial technology and mobile devices. The combination of deep learning and augmented reality can provide more convenient and lively services through the interaction of 3D virtual images with the real world. We combine deep learning-based pose prediction with augmented reality technology. We predict the eight vertices of the bounding box of the object in the image. Using the predicted eight vertices(x,y), eight vertices(x,y,z) of 3D mesh, and the intrinsic parameter of the smartphone camera, we compute the external parameters of the camera through the PnP algorithm. We calculate the distance to the object and the degree of rotation of the object using the external parameter and apply to AR content. Our method provides services in a web environment, making it highly accessible to users and easy to maintain the system. As we provide augmented reality services using consumers' smartphone cameras, we can apply them to various business fields.

A Feedback Clue Model for Dynamically Updating e-book Content from User Feedback (전자책에서 동적 사용자 피드백의 편집을 위한 피드백 클루 모델의 제안)

  • Choi, Ja-Ryoung;Hwang, JungSoo;Sin, Eun-Joo;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.313-321
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    • 2017
  • The emergence of E-book have allowed readers to interact with other readers and to actively participate (e.g. social reading). Furthermore, there is a growing demand in writer's community to take the advantage of the feedback from their readers to update the content of E-book. To do that, they require the service that utilizes the user feedback while creating or updating the e-book content. This study aims to let authors collect and to apply the reader's feedback on E-book content. However, in order to apply the user feedback, users first need to explicitly type the feedback, and even if they do, authors need to develop the software to automatically analyze and to apply the user feedback. This makes difficult for authors without programming background to produce E-book with automatic content adaptation. In this paper, we propose Feedback Clue Model to generate, analyze and apply the user feedback into E-book content. Based on this model, we develop the block editor which allows easy implementation of E-book that can be dynamically updated.

Analysis on the Media Content Research Trends in Media Convergence Era Based on Intellectual Information Technology (지능정보기술 기반 미디어 컨버전스 시대의 콘텐츠 연구경향 분석)

  • Jeon, Gyongran;Kim, Young-Chul
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.113-122
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    • 2020
  • This study is the research tendency(2016~2019) on the content and the intelligent information technology. After the IIT emerged as a social topic, related research increased, and interest in VR and AR was the highest. In games, more research has been done on VR and AR. In the case of big data technology, it was a tendency to pay attention to the study of movie contents. Many studies have attempted a technological approach to IIT. With regard to artificial intelligence technology, there were differences by technology and content area, mainly viewed from a legal and institutional perspective.

A Study on the Change of Education System with the Development of Digital Content Industry

  • Kim, Jisoo
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.145-150
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    • 2019
  • Due to the development of science and technology and the emergence of new industries, the environmental change of the digital contents industry is rapidly progressing. The scope of technological development in the digital contents industry is affecting not only the entertainment industry but also various industries. Recently, with the development of digital convergence using realistic content, games, video, and VR have provided new opportunities for the growth of the content industry. The researcher determined that a new education system would need to be changed as the digital contents industry developed. For this purpose, an AHP questionnaire was conducted for experts with a high basic understanding of the education platform based on previous studies. We proposed a platform model for human resource development as an education system that meets the demand of digital contents industry. The education system for nurturing talents needed by future society should include elements that can interest the learning of users. The platform should not be approached from a system point of view, but should be developed from the content and user's point of view, considering the platform's original purpose.