• Title/Summary/Keyword: Contents convergence

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Proposal Convergence profitable model of mobile games that utilize the mileage system (마일리지 시스템을 활용한 모바일게임의 융복합 수익모델 제안)

  • Kim, Tae-Gyu;Heo, Tae-In;Jeong, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.333-340
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    • 2015
  • Mileage system in some online media, I have a lot of use. In addition, there are a lot of companies that are making money by using the mileage system. A mileage system is the first airline in such a way that the service in the late 1980s, many states now listed sungineung and features. In addition, there are many industries that reported good results using a mileage system used by carriers in other industries. However, mileage of the current game industry has not been introduced, it is not the service by using the concept of point returning to the user is purely a function of mileage. So a lot of developed payment systems in the mobile industry since 2010, proposed a better and more current online payment systems industry has an easy hybrid revenue model for mobile games service convergence mileage using this system.

A Plan of Graffiti Utilization as Convergence Design on Urban Cultural Contents (그라피티(Graffiti)를 활용한 도시 문화콘텐츠 융합 디자인 방안)

  • Lim, Byung-Woo
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.397-402
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    • 2016
  • This study discusses on the city-culture contents convergence design strategy which can be linked to the identity of the city through applying the graffiti on old-town of Dongducheon. First, the background and cultural asset of Dongducheon were researched. Second, the places revealing the identities were investigated. Third, the interviews with the college students in the city were performed. As the result, we found that using graffiti gains positive reaction as the reinforcement factor for the city identification. The exotic image made up by US military presence is evaluated as an important factor for the city identification. The Rock Festival is a representative cultural event derived by the cultural influence from the US military and is one of the crucial elements for the city identification. In this study, graffiti was proposed as the visual expression which can be harmonized with this culture and be reinforced for the city identity. Results of the study concludes with the strategy for the application of graffiti with the expectation for the improvement of city image of Dongducheon through the change of identity, urban regeneration, and making of pollution-free culture.

Preparation and Gas Characterization of Poly(phenylene oxide) Containing Imidazolium (이미다졸륨을 포함하는 폴리페닐렌옥사이드 고분자 제조 및 기체 특성평가)

  • Son, Tae Yang;Jo, Jin Woo;Kim, Ji Hyeon;Kim, Tae Hyun;Tocci, Elena;Nam, Sang Yong
    • Membrane Journal
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    • v.27 no.6
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    • pp.528-535
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    • 2017
  • In this study, halogen element was introduced into polyphenylene oxide polymer using bromination reaction, and then halogen element was replaced with imidazolium. Imidazolium corporated polyphenylene oxide polymer was synthesized and the synthesis was confirmed by various instrumental characterization. In addition, gas permeation properties of $O_2$, $N_2$, $CO_2$ were studied with different imidazolium contents. As the content of imidazolium increased, the ion exchange capacity increased and the mechanical strength decreased. The gas permeance showed a tendency to decrease slightly with increaing imidazolium contents. Whereas, it was confirmed that the tendency of $CO_2/N_2$ ideal selectivity increased as the imidazolium contents increased.

Development of Intelligent Traditional Culture Retrieval System based on 3D Digital Timeline (3D 디지털 연표 기반의 지능형 전통문화 검색 시스템 개발)

  • Shin, Yutak;Jo, Jaechoon
    • Journal of Convergence for Information Technology
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    • v.9 no.10
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    • pp.154-162
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    • 2019
  • Despite the development of information and communication technology, which has a great impact on society and culture, there is no platform that provides a systematic classification and state-of-the-art information retrieval system on the traditional culture. Therefore, this paper developed a traditional culture retrieval system capable of convergence services with systematic classification and retrieval based on automatically generate and visualize the 3D timeline. This system provides the function of collecting traditional culture contents, classifying and storing collected traditional culture contents, and automatically generating 3D digital timeline based on stored traditional culture contents. In addition, a system satisfaction questionnaire was developed to evaluate the usability of the system, and 19 students participated in verifying the system. As a result of the experiment, the satisfaction of the system showed that all items were 'satisfied' on average.

A Convergence Study on Korean Traditional Plant Patterns and 'Zentangle Art' (한국 전통문양 식물문(食物紋)과 젠탱글 아트의 융합연구)

  • Yoon, Hee-Sun;Kim, Ki-Beom;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.285-290
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    • 2019
  • This study is a study on the methodology and possibility of making more creative 'Zentangle Art' works through the effective convergence of digital art during the process of Zentangle Art' which draws patterns using writing instruments such as analog pencils and pens to be. In particular, we studied the convergence of traditional pattern and 'Zentangle Art' by applying the method of making using digital author's authoring tool and the pattern symbol of Korean traditional pattern. And It was studied and analyzed in terms of semiotics. In the future, I intend to study the psychological phenomenon and characteristics of the artist during the production of the works. Later, Zentangle artists and researchers will be presenting the continuing direction of content creation and industrial value.

A Study on the Development Direction of Traditional Cultural Contents in the Age of Convergence Media (융합미디어 시대에서 전통문화 콘텐츠의 발전방향 연구)

  • Shan, Xinyi;Chung, Jeanhun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.99-104
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    • 2022
  • In the age of convergent media, traditional media and network media are highly integrated, and benefits are shared, which promotes the increase of traditional culture communication channels, the change of communication methods, and the change of the mode of interaction with audiences. This article analyzes the difficulties of traditional culture dissemination by enumerating some excellent cultural programs in China. At the same time, combined with the current situation of convergence media, it discusses how to transform invisible traditional culture into visual digital content, and make it widely disseminated by means of convergence media. It provides reference for the development of traditional culture, and has enlightening significance for creating high-quality cultural programs and spreading mainstream culture.

Concept and Properties of Transmedia Storytelling (트랜스미디어 스토리텔링의 개념과 특성)

  • Lee, Sang-Min
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.193-200
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    • 2009
  • Transmedia storytelling is that a number of contents based on various media platform establish a world, and refereed as newly appeared mode in the age of digital convergence. Transmedia storytelling, each different media organically creates and produce various meaning to create a world, makes alteration in not just only producer's area but also consumer's area. The first property of Transmedia storytelling is joint producing in creation and intelligence collectiveness for enjoyment. The second property is the differentiation of story through crossover and combination, which offer new experience and penetration to consumers. As last property, it is the process of collecting and transpiring story by making relationship to establish that world. Such properties of Transmedia storytelling will act as an analysing base for transmedia contents establishing through various media platform.

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.

Self-Networking and Replaceable Structure for Ubiquitous Multimedia Contents (유비쿼터스 멀티미디어 컨텐츠의 자기 네트워킹과 대체 구조에 대한 연구)

  • Jeong, Gu-Min;Park, Kyung-Joon;Ka, Chung-Hee;Ahn, Hyun-Sik;Moon, Chan-Woo
    • Journal of the Institute of Convergence Signal Processing
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    • v.8 no.4
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    • pp.244-248
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    • 2007
  • In this paper, we propose a novel self-networking and replaceable structure method for the ubiquitous multimedia. As the contents in the ubiquitous multimedia should be realistic and continuously updated in the real-time manner, an efficient scheme of a self-networking and replaceable structure is necessary. In the proposed method, the contents itself connects to the server or corresponding devices and updates itself autonomously. Also, we can reduce the total amount of data transmission comparing to the cases where the whole contents should be downloaded. A Markov chain model is introduced for the proposed structure in order to perform the throughput analysis. The whole mechanism is implemented in the wireless handset and also, various applications of the scheme are discussed.

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Changes in Nutrition of Adult's Favorite Foods of High calorie, Low-nutritive Foods

  • LEE, Jaemin
    • The Korean Journal of Food & Health Convergence
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    • v.6 no.3
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    • pp.1-4
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    • 2020
  • This study analyzed in nutrient contents changes of adult's favorite foods between March 2019 and July 2020 after policy implementation nutrient-poor foods based on special act on safety control of adult's dietary life in Korea. Among adult's favorite foods manufactured or sold in 2020 as well as 2019, calories and key nutrients in breads, ice creams and pizzas were improved in comparison to those in the other food groups. However, most of the changes in calories or key nutrient contents exist. The newly introduced candies, breads showed slightly greater improvements in calories and key nutrient contents than in 2019. On the other hand, some negative changes were found in newly introduced chocolates in comparison to previous ones. Overall, policy implementation on foods seemed to induce changes in nutrient contents of adult's favorite foods. In particular, nutrition education is reported to have a positive impact on adult's frequency and preference for processed foods, and more systematic and continuous nutrition education measures should be devised to help adult as consumers selectively purchase healthy foods. This research is meaningful in that it is the first study to analyze the quality changes of adult's favorite foods since the high-calorie and low-nutrient food management policy.