• 제목/요약/키워드: Content creation

검색결과 508건 처리시간 0.03초

Factors Influencing Liquidity Creation among Commercial Banks in Uzbekistan: An Empirical Study

  • OMONOV, Akrom A.;MUHAMMAD, Kamaruzzaman;GHANI, Erlane K.
    • The Journal of Asian Finance, Economics and Business
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    • 제10권1호
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    • pp.1-8
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    • 2023
  • The banking industry regulators have imposed on commercial banks to maintain a certain level of liquidity to ensure that they can meet their obligations to the depositors and third parties. This study examines the factors influencing liquidity creation among commercial banks in Uzbekistan. Specifically, this study examines three internal factors namely, risk assets, deposits, and inter-bank loans on the creation of liquidity in commercial banks of Uzbekistan. This study uses content analysis on financial reports of 33 commercial banks in Uzbekistan over 21 years. This study shows all the factors chosen in this study significantly influence liquidity creation among the commercial banks in Uzbekistan. While deposits and inter-bank loans significantly and positively influence liquidity creation, this study shows that risk assets significantly and negatively influence liquidity creation. Further analysis shows that these three factors contribute to a 92.4% variance in liquidity creation among commercial banks in Uzbekistan. The findings of this study provide valuable insights to the stakeholders in the banking industry on the factors influencing liquidity creation in banks. In addition, this study adds to the existing literature by providing insight into the internal factors' role in influencing liquidity creation in the context of an emerging economy.

디지털 휴먼 컨텐츠 생성 시스템의 설계 (The Design of Digital Human Content Creation System)

  • 이상윤;이대식;유영모;이계훈;유현수
    • 한국정보전자통신기술학회논문지
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    • 제15권4호
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    • pp.271-282
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    • 2022
  • 본 논문에서는 디지털 휴먼 컨텐츠 생성 시스템을 제안한다. 디지털 휴먼 컨텐츠 생성 시스템은 전신 스케닝을 통해 3D AI 모델링 작업을 하고, 3D 모델링 후처리와 텍스쳐링, 리깅 작업으로 제작된다. 이를 가상현실 컨텐츠 정보와 결합함으로써 가상현실 내에서 가상 모델의 자연스러운 동작이 이뤄질 수 있고, 하나의 시스템에서 효율적으로 디지털 휴먼 컨텐츠를 생성할 수 있다. 따라서 자원을 최소화하는 가상현실 기반의 디지털 휴먼 컨텐츠 생성이 가능하도록 하는 효과가 있다. 또한 사람에 의한 3D 모델링 및 텍스쳐링 작업은 전처리 과정을 필요로 하지 않는 자동화된 전처리 공정을 제공하며, 다양한 디지털 휴먼 컨텐츠를 효율적으로 관리하는 기술을 제공고자 한다. 특히 가상 모델을 구성하기 위한 3D 모델링 및 텍스쳐링 등의 전처리 공정은 인공지능에 의해 자동으로 수행되도록 함으로써 신속하고 효율적인 가상 모델 구성이 이뤄질 수 있다는 장점이 있다. 또한 시그니처 모션을 통해 디지털 휴먼 컨텐츠 구성 및 관리가 용이하게 이뤄질 수 있다는 장점이 있다.

공동가치창출 경험이 소비자 태도에 미치는 영향: 소비자 동기의 조절효과를 중심으로 (Effects of Consumer Co-creation on Consumer Attitude: Moderating Roles of Consumer Motivation)

  • 손정민;강우성;강성호
    • 유통과학연구
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    • 제13권12호
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    • pp.105-111
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    • 2015
  • Purpose - Many global companies across industries are paying significant attention to co-creation activities, which enable consumers to participate in firms' value creation process, as a main model of new product development processes. In this study, we aim to examine different types of co-creation activities and their effects on consumer attitudes. We focus on upstream co-creation, downstream co-creation, autonomous co-creation, and sponsored co-creation. Upstream co-creation includes firms' control and management in the initial stage of new product development and prototype testing. Downstream co-creation indicates that consumers participate in firms-initiative activities at a later stage in new product development, such as public relations and marketing communications. Autonomous co-creation includes consumers' commitment activities in the absence of firms' rewards. However, under the sponsored co-creation, consumers can return monetary and social rewards from firms through their co-creation activities. The hypotheses regarding the effect of co-creation on consumer attitudes are as follows. (H1, H2, H3, H4) Upstream, downward, autonomous, and sponsored co-creation has positive effects on consumer attitude. (H5, H6) As intrinsic motivation increases, the positive effect of upstream and autonomous co-creation increases. (H7, H8) As extrinsic motivation increases, the positive effect of downward and sponsored co-creation increases. Research design, data, and methodology - To achieve our research goals, we analyzed responses from 246 samples from Korean consumers and verified the proposed hypotheses using a linear regression model. The samples include Korean consumers who experienced upstream, downstream, autonomous, and sponsored co-creation by firms. Results - First, both upstream co-creation and downstream co-creation with firms and consumers are found to have positive effects on consumer attitudes. Second, autonomous co-creation and sponsored co-creation are found to positively affect consumer attitudes. Third, consumers' intrinsic motivation has a fit-effect between upstream co-creation and autonomous co-creation, and their extrinsic motivation has a fit-effect between downstream co-creation and sponsored co-creation. Consumers who have strong intrinsic motivation are affected by upstream co-creation and autonomous co-creation. However, consumers who have strong extrinsic motivation are affected by downstream co-creation and sponsored co-creation. Conclusion - These results indicate that the fit between consumers' co-creation participation types and consumers'motivations is a significant factor in determining consumer attitudes. The results of this study imply that various types of consumer participation actually improve consumers' attitudes toward products and brands. In addition, our study also suggests that firms should consider the fit between co-creation types and consumers' motivations when they initiate co-creation activities. In this study, we survey consumers who participated in firms' co-creation activities. Future studies can compare different types of consumers. For instance, we can examine the different in different test by comparing experienced versus inexperienced consumers. Finally, we expand this research to user-generated content topics. This attending issue focuses on the mechanism that breaks down the boundaries and barriers between consumers and producers.

가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향 (The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow)

  • 이민우;김성식
    • 컴퓨터교육학회논문지
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    • 제23권2호
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    • pp.65-72
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    • 2020
  • 본 연구의 목적은 가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 초등학생의 창의적 문제해결력 및 학습몰입에 미치는 영향을 검증하고자 한 것이다. 이를 위하여 초등학생이 다루기 쉽고, 공유가 쉬운 가상현실 콘텐츠 제작 플랫폼을 선정하고, 메이커 교육 교수·학습 모형 중 TMSI 모형의 단계별 활동을 가상현실 콘텐츠 제작 교육과 관련지어 재구성한 교육 프로그램에 적용하여 그 효과성을 분석하였다. 이를 바탕으로 본 연구에서 가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 초등학생의 창의적 문제해결력 및 학습몰입 향상에 긍정적인 영향을 미치는 것을 확인하였다.

Ergonomic Approaches to Content Creation for 3D Displays

  • Kawai, Takashi;Kishi, Shinsuke;Kim, Sang-Hyun;Yamazoe, Takashi;Shibata, Takashi;Inoue, Tetsuri;Sakaguchi, Yusuke;Okabe, Kazushige;Yasuhiro, Kuno
    • Journal of Information Display
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    • 제8권1호
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    • pp.26-31
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    • 2007
  • This paper presents ergonomic approaches to editing and evaluating content for 3D displays. Two systems, a nonlinear editing system and an evaluation system, were developed to improve viewing safety and comfort for 3D content observers and provide better usability for the creators from the viewpoint of ergonomics.

ETRI AI 실행전략 3: 네트워크 및 미디어·콘텐츠 미래기술 선도 (ETRI AI Strategy #3: Leading Future Technologies of Network, Media, and Content)

  • 김성민;연승준
    • 전자통신동향분석
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    • 제35권7호
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    • pp.23-35
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    • 2020
  • In this paper, we introduce ETRI AI Strategy #3, "Leading Future Technologies of Network, Media, and Content." Its first goal is "to innovate AI service technology to overcome the current limitations of AI technologies." Artificial intelligence (AI) services, such as self-driving cars and robots, are combinations of computing, network, AI algorithms, and other technologies. To develop AI services, we need to develop different types of network, media coding, and content creation technologies. Moreover, AI technologies are adopted in ICT technologies. Self-planning and self-managing networks and automatic content creation technologies using AI are being developed. This paper introduces the two directions of ETRI's ICT technology development plan for AI: ICT for AI and ICT by AI. The area of ICT for AI has only recently begun to develop. ETRI, the ICT leader, hopes to have opportunities for leadership in the second wave of AI services.

온라인 공유 플랫폼용 콘텐츠 보호를 위한 블록체인 저작권 정보 등록 시스템 (A Blockchain Copyright Information Registration System for Content Protection of Online Sharing Platforms)

  • Kim, Minyoung;Lee, Hyoun-Sub;Kim, Jin-Deog
    • 한국정보통신학회논문지
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    • 제24권12호
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    • pp.1718-1721
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    • 2020
  • This paper proposes a method to protect the copyright of creators' content shared through an online sharing platform in a legal battle. When creators upload their independent creation content to the online sharing platform, it automatically upload information necessary for copyright effect to this system. The data warehouse of this system is as a private blockchain for to ensure non-repudiation and transparency of the information. We present that the data warehouse is to build as Hyperledger Fabric in this paper. And We present the transaction data structure of the blockchain to prevent orphan works. We also dealt with how to build a website where users can conveniently check the data (copyright related information) of this blockchain.

한국궁중복식의 문화콘텐츠화 현황 분석 (Analysis of Present Situations on the Cultural Contents of Korean Royal Costumes)

  • 박가영
    • 한국의류학회지
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    • 제33권7호
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    • pp.1014-1024
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    • 2009
  • The cultural content industry can be stimulated by the production of content based on Korean traditional culture such as Korean court culture. At present, the use of royal costumes of various Korean dynasties for content creation is rare. Less than ten government-supported projects managed by the Korea Culture & Content Agency (KOCCA) are related with Korean royal costumes. Only a handful of tourism-related cultural products (e.g., souvenirs and theme parks) are related to this subject. Fortunately, there are many events that demonstrate traditional court ceremonies; however, there is a need for more investment in academic research to ensure accurate reproduction. There are a number of issue in utilizing traditional royal costumes to produce cultural content that include: a lack of understanding the importance of Korean royal costumes, discrepancies of the content produced based on the historical context, a lack of public knowledge or support, and the lack of the historical accuracy of reproduced content. In order to benefit the most from royal costumes, this article suggests recreating the costumes as a source for further content creation, the development of a database to store information by design features and itemized topics, along with the active support of the government.

Direction for Designing a 3D Animation Curriculum Utilizing AI Technology

  • Jibong Jeon
    • Journal of Information Technology Applications and Management
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    • 제30권5호
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    • pp.141-158
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    • 2023
  • In the field of animation, as technology advances, production technology, production methods, and production culture are also steadily developing. The demand for content is increasing rapidly around the OTT platform, and the demand for animation content and diversity is increasing. With these market changes, animation creation ability is becoming a more important animation education goal. There is also a need to innovate educational methods to provide students with the skills and knowledge required in the modern animation business. This paper investigated the composition of the educational curriculum of domestic and foreign animation universities education. It examines artificial intelligence (AI) technology that can be used in animation creation and explores the design and direction of the university animation curriculum using it. AI technology has already proven its potential in various areas, and it is integrated into the animation curriculum to present various development potentials. Using AI technology, students can focus on practical and essential animation education by preventing technical difficulties in animation creation, increase their experience in animation production, and experiment with planning and producing various contents. It is proposed to design an educational curriculum that further strengthens animation creation and production capabilities by forming smart animation classes to foster talents who can lead the future animation industry in a new direction.

모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석 (The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis)

  • 배준희;구동모
    • 한국게임학회 논문지
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    • 제16권6호
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    • pp.173-184
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    • 2016
  • 본 연구는 전통적인 양면시장인 게임산업에서 게임개발사들이 선택하는 플랫폼 전략을 모바일 게임플랫폼을 대상으로 탐색하였다. 온라인과 오프라인에 존재하는 관련 콘텐츠를 대상으로 자료를 수집하여 주제를 추출하는 콘텐츠 질적 분석을 실시하였으며 연구의 신뢰도와 타당도를 높이기 위하여 게임개발사의 임원 4명과 추가로 심층면접을 실시하였다. 연구결과는 첫째, 게임개발사의 플랫폼 선택 요인은 게임 구현능력과 기술적 안정성, 플랫폼의 마케팅능력, 그리고 수익성 창출이다. 둘째, 가치창출과 가치확보에 따라서 모바일 게임플랫폼은 SNS중심의 모바일 1세대 게임에서 마켓플레이스를 중심으로 하는 모바일 2세대 게임으로 플랫폼 주도권을 넘겨주었다.