• 제목/요약/키워드: Content convergence technology

검색결과 997건 처리시간 0.026초

융합보안 공급자 자기 적합성 제도 (Convergence Security Provider Self-Conformity System)

  • 백남균
    • 디지털산업정보학회논문지
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    • 제15권2호
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    • pp.53-61
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    • 2019
  • In this paper, we propose 'a self - conformance system of convergence security provider' to provide basic data for security and reliability of convergence industrial technology, system and service. It is difficult to evaluate convergence security systems, limited to information and communication service providers, unable to check convergence security items, burden of submission documents, difficulty in measuring convergence security service level and we will summarize product and service-based requirements that can be integrated and systematically measure the level of convergence security and define renewed life cycle-based convergence security information and content security and assurance requirements. On the basis of this, each convergence security company declares conformity with the standard itself without the certification of the certification body, and introduces the provider conformity certification system which can manufacture and sell. This will enable the company to strengthen its competitiveness through timely launch and implementation of products and services and cost reduction.

Fast Determination of Multiple-Reaction Intermediates for Long-Chain Dicarboxylic Acid Biotransformation by Gas Chromatography-Flame Ionization Detector

  • Cho, Yong-Han;Lee, Hye-Jin;Lee, Jung-Eun;Kim, Soo-Jung;Park, Kyungmoon;Lee, Do Yup;Park, Yong-Cheol
    • Journal of Microbiology and Biotechnology
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    • 제25권5호
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    • pp.704-708
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    • 2015
  • For the analysis of multiple-reaction intermediates for long-chain dicarboxylic acid biotransformation, simple and reproducible methods of extraction and derivatization were developed on the basis of gas chromatography with flame ionization detector (GC-FID) instead of mass spectrometry. In the derivatization step, change of the ratio of pyridine to MSTFA from 1:3 to 9:1 resulted in higher peak intensity (p = 0.021) and reproducibility (0.6%CV) when analyzing 32 g/l ricinoleic acid (RA). Extraction of RA and ω-hydroxyundec-9-enoic acid with water containing 100 mM Tween 80 showed 90.4-99.9% relative extraction efficiency and 2-7%CV compared with those with hydrophobic ethyl acetate. In conclusion, reduction of the pyridine content and change of the extraction solvent to water with Tween 80 provided compatible derivatization and extraction methods to GC-FID-based analysis of longchain carboxylic acids.

Preparation of Epoxidized Soft Terpolymers and Their Reactive Compatibilizing Effects on PP/EVOH Blends

  • Kim, Jung Soo;Jeon, Dong Gyu;Jang, Ji Hoon;Kim, Jin Hoon;Kim, Ki Bum;Yang, Hong Joo;Park, Jun Sung;Lee, Youn Suk;Kim, Dong Hyun
    • Elastomers and Composites
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    • 제50권3호
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    • pp.189-195
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    • 2015
  • In this study, we prepared epoxidized poly ethylene-ter-1-decene-ter-divinylbenzene (Epo-PEHV) as a reactive compatibilizer to prevent phase separation phenomenon which occurs upon blending polypropylene (PP) and ethylene-vinyl alcohol copolymer (EVOH). Firstly, PEHV was prepared under high catalyst activity according to content of catalyst and cocatalyst. After then, we modified vinyl group of the terpolymer with epoxy group. We observed that the terpolymer was successfully epoxidized by 1H-NMR and FT-IR analysis. The Epo-PEHV was added by 2, 5, 10% in PP/EVOH blends. The morphologies and mechanical properties of PP/Epo-PEHV/EVOH blends were analyzed by SEM and UTM, respectively. Epo-PEHV enhanced the interfacial adhesion of PP and EVOH blends.

A Study on Puzzle Game-based Learning Content for Understanding Mandala

  • Lim, Sooyeon;Kim, Youngduk;Kim, Kyungdeok
    • International Journal of Advanced Culture Technology
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    • 제8권2호
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    • pp.34-41
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    • 2020
  • This study proposes the development of 'Mandala 37', a puzzle game based content that learns the principles of 37 Honored Ones within the Diamond World Mandala. The proposed game is a new type of learning content that combines the development process of 37 Honored Ones with the characteristics of the puzzle game. It aims to increase the understanding of Buddhist content by inducing learners' interest and increasing their concentration. Learners can learn and understand the principles of the emergence of 37 Honored Ones naturally through the rules of the game. This study introduces the implementation process of the proposed game and explains how learners perceive the principle of 37 Honored Ones within the Diamond World Mandala through the game.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • 제9권4호
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

기술이전 데이터를 활용한 TF-IDF기반 특허추천 알고리즘 연구 (A Research on TF-IDF-based Patent Recommendation Algorithm using Technology Transfer Data)

  • 김준기;배준수;송영헌;정병호
    • 산업경영시스템학회지
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    • 제46권3호
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    • pp.78-88
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    • 2023
  • The increasing number of technology transfers from public research institutes in Korea has led to a growing demand for patent recommendation platforms for SMEs. This is because selecting the right technology for commercialization is a critical factor in business success. This study developed a patent recommendation system that uses technology transfer data from the past 10 years to recommend patents that are suitable for SMEs. The system was developed in three stages. First, an item-based collaborative filtering system was developed to recommend patents based on the similarities between the patents that SMEs have previously transferred. Next, a content-based recommendation system based on TF-IDF was developed to analyze patent names and recommend patents with high similarity. Finally, a hybrid system was developed that combines the strengths of both recommendation systems. The experimental results showed that the hybrid system was able to recommend patents that were both similar and relevant to the SMEs' interests. This suggests that the system can be a valuable tool for SMEs that are looking to acquire new technologies.

저관리 도시농업을 위한 벽면녹화 부직포 처리가 식용꽃인 한련화(Tropaeolum majus L.)의 생육과 개화에 미치는 영향 (Effects of Layers of Non-woven Fabric on the Growth and Flowering of Edile Flower Tropaeolum majus L. in the Vertical Greening System for Lower Maintenance Urban Agriculture)

  • 박재현;윤용한;이재만;송희연;주진희
    • 한국환경과학회지
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    • 제28권6호
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    • pp.545-552
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    • 2019
  • Tropaeolum majus, with a high decorative and food demand for vertical greening systems, has been utilized to revitalize urban agriculture. The effects of number of non-woven fabrics in a non-water environment and the adaptability of T. majus to this system were investigated. Planting ground composition of the container-type wall vertical greening system was made using non-woven fabric in one, two, three, or four layers. The results showed that the soil water content remained the highest when the non-woven fabric comprised 4 sheets. The morphological properties showed more growth with the 4 sheets than with 1, 2, and 3 sheets. In terms of physiological characteristics, chlorophyll content was mostly high in the 4 sheets, while shoot fresh weight value was in the order of 3 > 4 > 2 > 1 sheet, and root fresh weight value was in the order of 4 > 2 > 1 > 3 sheets. The dry weight of the measured values in the shoot was in the order of 4 > 3 > 2 > 1 sheet while no clear difference was found in the root of each treatment. The difference in the flowring characteristics was not different, but in evaluating the characteristics as a whole, the growth in the three layers of non-waven fabric was the best. In addition, the soil moisture contents and the growth characteristics were statistically significant as a positive correlation between the groups. Thus, greater the non-woven fabric, the higher is the adaptability of T. majus to dry stress under soil water-free conditions by maintaining soil moisture content. This showed that it represented an effective alternative as a method of vertical greening system for lower maintenance urban agriculture.

6축 산업용 로봇 팔과 3D 게임 엔진을 결합한 뉴 미디어 콘텐츠 운용 플랫폼 (New Media Content Platform using 6 - DOF Industrial Robot and 3D Game Engine)

  • 박범영;이지민;박경식;이상엽;이은규;박재흥
    • 로봇학회논문지
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    • 제12권3호
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    • pp.306-312
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    • 2017
  • Recently, development of robot technology has been actively investigated that industrial robots are used in various other fields. However, the interface of the industrial robot is limited to the planned and manipulated path according to the target point and reaching time of the robot arm. Thus, it is not easy to create or change the various paths of the robot arm in other applications, and it is not easy to control the robot so that the robot arm passes the specific point precisely at the desired time during the course of the path. In order to overcome these limitations, this paper proposes a new-media content management platform that can manipulate 6 DOF industrial robot arm using 3D game engine. In this platform, the user can directly generate the motion of the robot arm in the UI based on the 3D game engine, and can drive the robot in real time with the generated motion. The proposed platform was verified using 3D game engine Unity3D and KUKA KR-120 robot.

맞춤형 융복합 웰니스 콘텐츠를 위한 추천 서비스 시스템에 대한 연구 (A study on Recommendation Service System for the Customized Convergence Wellness Contents)

  • 이원진
    • 한국멀티미디어학회논문지
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    • 제20권2호
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    • pp.322-329
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    • 2017
  • Recently, the importance of personalized healthcare(wellness) services is increasing in the era of the 4th Industrial Revolution. However, the authoring of wellness contents fused with variety of contents and the study of the system which provides the customized recommendation are insufficient. In this paper, we proposes the recommendation service system for the customized convergence wellness contents. The proposed system makes to the wellness contents by the existing cultural/tourism/leisure contents and recommends the customized wellness contents based on a user's profile and the situation information such as location and weather. The proposed systems is expected to contribute to designing the innovative and new service models for the tailored wellness content.

A study on Metaverse keyword Consumer perception survey after Covid-19 using big Data

  • LEE, JINHO;Byun, Kwang Min;Ryu, Gi Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.52-57
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    • 2022
  • In this study, keywords from representative online portal sites such as Naver, Google, and Youtube were collected based on text mining analysis technique using Textom to check the changes in metqaverse after COVID-19. before Corona, it was confirmed that social media platforms such as Kakao Talk, Facebook, and Twitter were mentioned, and among the four metaverse, consumer awareness was still concentrated in the field of life logging. However, after Corona, keywords from Roblox, Fortnite, and Geppetto appeared, and keywords such as Universe, Space, Meta, and the world appeared, so Metaverse was recognized as a virtual world. As a result, it was confirmed that consumer perception changed from the life logging of Metaverse to the mirror world. Third, keywords such as cryptocurrency, cryptocurrency, coin, and exchange appeared before Corona, and the word frequency ranking for blockchain, which is an underlying technology, was high, but after Corona, the word frequency ranking fell significantly as mentioned above.