• 제목/요약/키워드: Contents generation

검색결과 1,320건 처리시간 0.026초

Infotainment Contents 생성 시스템 개발 (Development of Infotainment Contents Generation System)

  • 김건희;최진우;김태수;하성도;박면웅
    • 한국정밀공학회:학술대회논문집
    • /
    • 한국정밀공학회 2004년도 추계학술대회 논문집
    • /
    • pp.1034-1037
    • /
    • 2004
  • The goal of this paper is to develop a system which provides infotainment services for the healthy life of the elderly. First, we define the infotainment services for the elderly, and then determine the infotainment contents and categories related to the infotainment service. In order to provide the infotainment service, we define several modules as follow: user representation, contents generation, contents personalization, provision and learning manager. Finally we develop a pilot system which is based on the proposed framework.

  • PDF

차세대 융합형 콘텐츠 산업 분류체계에 관한 연구 (A Study on the Classification of Next Generation Contents Convergence Industry)

  • 길진호;신민수
    • 디지털콘텐츠학회 논문지
    • /
    • 제14권1호
    • /
    • pp.97-109
    • /
    • 2013
  • 오늘날 콘텐츠 산업의 가치와 중요성은 급속히 증대되고 있다. 특히 스마트 기기의 대중화로 인해 콘텐츠와 신기술들이 결합된 융합형 콘텐츠의 소비가 증가하고 있다. 이러한 융합형 콘텐츠를 기반으로 하는 차세대 융합형 콘텐츠 산업은 미래 산업을 선도하고 국가성장 동력원으로 인식되고 있다. 그러나 차세대 융합형 콘텐츠 분류체계가 아직 정립되지 않고 있는 상황이어서 산업의 범위를 규정하는데 어려움이 발생한다. 효과적으로 신산업 발굴하기 위해서 현재 콘텐츠, 기술과 산업을 재조명하여 콘텐츠 분야에서 융합트렌드를 이끌어갈 요인을 발견하고 융합 콘텐츠의 형태가 무엇인지를 파악할 필요가 있다. 존재하거나 새롭게 나타나는 융합기술 기반의 콘텐츠 산업 분류를 시도하는 것은 차세대 융합형 콘텐츠 산업 발굴을 위한 초기 연구로 중요하다. 이를 위해 본 연구에서는 차세대 융합형 콘텐츠 산업군을 발견하기 위하여 융합 콘텐츠 속성들을 분석하였고, 이를 바탕으로 컨조인트 분석을 실시하였다. 그리고 컨조인트 분석을 통해 나타난 주요 속성을 기반으로 차세대 융합 산업 군을 제안한다.

실버세대를 위한 기능성 게임 콘텐츠 개발 (Developing Functional Game Contents for the Silver Generation)

  • 김은석;이현철;주재홍;허기택
    • 한국콘텐츠학회논문지
    • /
    • 제9권9호
    • /
    • pp.151-162
    • /
    • 2009
  • 고령화가 진전되면서 실버세대가 경제적으로 차지하는 비율도 매우 증가하여 생산과 소비의 주체가 되는 시대로 변모하고 있다. 실버세대의 경제적 활동이 증가하는데 반해 여가 활동을 대비하는 실버 콘텐츠개발은 아직 활성화되지 못한 실정이다. 실버세대는 신체적 노화로 지각능력과 학습능력, 운동능력 등이 젊은 사람에 비해 상대적으로 낮으며, 이동성이나 활동성 면에서도 취약하기 때문에 실버세대를 위한 기능성 실버콘텐츠와 사용이 용이한 인터페이스의 개발은 필수적이다. 본 논문에서는 실버세대의 여가 활용과 건강을 유지할 수 있는 하체 운동 효과를 갖는 게이트볼, 체감형 자전거, 두더지 게임 콘텐츠를 개발하기 위한 방법을 제안한다. 게임으로서의 재미와 함께 실버세대의 인지능력, 신체 활동 능력에 맞는 기능적 디자인 요소를 고려하였고, 실버세대들이 사용하기 쉬운 체감형 인터페이스와 개별적인 특성에 따른 맞춤형 진행 방법을 통해 지속적인 흥미와 하체운동 효과를 유도할 수 있도록 하였다.

사용자 제작 콘텐츠의 활성화 요인에 대한 정성적 연구: 구비문학 이론을 중심으로 (A Qualitative Study on Facilitating Factors of User-Created Contents: Based on Theories of Folklore)

  • 정승기;이기호;이인성;김진우
    • Asia pacific journal of information systems
    • /
    • 제19권2호
    • /
    • pp.43-72
    • /
    • 2009
  • Recently, user-created content (UCC) have emerged as popular medium of on-line participation among users. The Internet environment has been constantly evolving, attracting active participation and information sharing among common users. This tendency is a significant deviation from the earlier Internet use as an one-way information channel through which users passively received information or contents from contents providers. Thanks to UCCs online users can now more freely generate and exchange contents; therefore, identifying the critical factors that affect content-generating activities has increasingly become an important issue. This paper proposes a set of critical factors for stimulating contents generation and sharing activities by Internet users. These factors were derived from the theories of folklores such as tales and songs. Based on some shared traits of folklores and UCC content, we found four critical elements which should be heeded in constructing UCC contents, which are: context of culture, context of situation, skill of generator, and response of audience. In addition, we selected three major UCC websites: a specialized contents portal, a general internet portal, and an official contents service site, They have different use environments, user interfaces, and service policies, To identify critical factors for generating, sharing and transferring UCC, we traced user activities, interactions and flows of content in the three UCC websites. Moreover, we conducted extensive interviews with users and operators as well as policy makers in each site. Based on qualitative and quantitative analyses of the data, this research identifies nine critical factors that facilitate contents generation and sharing activities among users. In the context of culture, we suggest voluntary community norms, proactive use of copyrights, strong user relationships, and a fair monetary reward system as critical elements in facilitating the process of contents generation and sharing activities. Norms which were established by users themselves regulate user behavior and influence content format. Strong relationships of users stimulate content generation activities by enhancing collaborative content generation. Particularly, users generate contents through collaboration with others, based on their enhanced relationship and specialized skills. They send and receive contents by leaving messages on website or blogs, using instant messenger or SMS. It is an interesting and important phenomenon, because the quality of contents can be constantly improved and revised, depending on the specialized abilities of those engaged in a particular content. In this process, the reward system is an essential driving factor. Yet, monetary reward should be considered only after some fair criterion is established. In terms of the context of the situation, the quality of contents uploading system was proposed to have strong influence on the content generating activities. Among other influential factors on contents generation activities are generators' specialized skills and involvement of the users were proposed. In addition, the audience response, especially effective development of shared interests as well as feedback, was suggested to have significant influence on contents generation activities. Content generators usually reflect the shared interest of others. Shared interest is a distinct characteristic of UCC and observed in all the three websites, in which common interest is formed by the "threads" embedded with content. Through such threads of information and contents users discuss and share ideas while continuously extending and updating shared contents in the process. Evidently, UCC is a new paradigm representing the next generation of the Internet. In order to fully utilize this innovative paradigm, we need to understand how users take advantage of this medium in generating contents, and what affects their content generation activities. Based on these findings, UCC service providers should design their websites as common playground where users freely interact and share their common interests. As such this paper makes an important first step to gaining better understand about this new communication paradigm created by UCC.

Sociodemographic and Health Related Factors Influencing Problem Drinking of the Echo Generation Using Data of the 2018 Korean National Health and Nutrition Examination Survey

  • Kwak, Minyeong
    • International Journal of Contents
    • /
    • 제17권1호
    • /
    • pp.54-60
    • /
    • 2021
  • The aim of this study was to identify factors influencing problem drinking among the Echo Generation in South Korea and provide basic data for early intervention and mediation of problem drinking among the Echo Generation. This descriptive study performed a secondary analysis of raw data from the 2018 Korean National Health and Nutrition Examination Survey and used responses for problem drinking items from 999 Echo Generation participants born between 1979 and 1992. This study comprehensively investigated sociodemographic and health-related factors influencing problem drinking among the Echo Generation. SPSS WIN program (version 26.0) was used for data analysis. Gender (β=-.32, p<.001), education level (β=.10, p=.002), white-collar workers out of job (β=-.09, p=.041), and depression (β=.11, p<.001) were identified as factors that influenced problem drinking among the Echo Generation. Results of this study suggest that in order to prevent problem drinking among the Echo Generation, there should be user-customized prevention education and intervention programs.

정상성인의 뇌기능적 자기공명영상에서 명사, 동사, 형용사 그리고 부사 만들기 과제들에 대한 언어영역편재화의 재현성에 관한 연구 (Reproducibility of Hemispheric Language Dominance by Noun, Verb, Adjective and Adverb Generation Paradigms in Functional Magnetic Resonance Imaging of Normal Volunteers)

  • In Chan Song;Kee Hyun Chang;Chun Kee Chung;Sang Hyun Lee;Moon Hee Han
    • Investigative Magnetic Resonance Imaging
    • /
    • 제5권1호
    • /
    • pp.24-32
    • /
    • 2001
  • Purpose : We investigated the reproducibility of language lateralization by 4 different word generation paradigms or the rest contents in each paradigm using functional magnetic resonance imaging in normal volunteers Materials and Methods Nine normal volunteers with left-handedness (mean age: 25 yrs) were examined on a 1.57 MR unit using a single-shot gradient echo epibold sequence. Four different word generation paradigms of noun, verb, adjective and adverb were used in each normal volunteer for investigating language system. In each paradigm, two different rest contents consisted of only seeing the " +" symbol or reading the meaningless letters. Each task consisted of 96 phases including 3 activations and 6 rests of 2 different contents. Two activation maps in one task were obtained under two different rest contents using the correlation method. We evaluated the detection rates of Broca and Wernicke areas and the differences of language lateralization among four different word generation paradigms, or between the rest contents. Results : The detection rates of Broca and Wernicke areas were over 67 % in 4 different language paradigms and there was no significant difference of them among language paradigms, or between two different rest contents. Language dominances, in all 4 different language paradigms, were shown to be consistent in 66 %, but were contrary with language paradigms in some subjects. The rest contents made no significant effect on dominant language dominance determination, but the success rates of the dominant language dominances determined from 4 language paradigms were higher in reading the meaningless letter (100%, n=9) than in only seeing "+" on screen at the rest task (78%, n=7).

  • PDF

이진 공간 분할로 보강된 셀 오토마타를 이용한 고립 동굴 없는 맵 자동 생성 (Automatic Map Generation without an Isolated Cave Using Cell Automata Enhanced by Binary Space Partitioning)

  • 김지민;오평;김선정;홍석민
    • 한국게임학회 논문지
    • /
    • 제16권6호
    • /
    • pp.59-68
    • /
    • 2016
  • 다양한 이유로 콘텐츠 생성에 대한 연구는 최근 게임 인공 지능분야에서 활발히 연구되고 있다. 디자이너의 개입과 관계없이 자동적으로 콘텐츠를 생성하려는 시도가 계속 되고 있으며, 여러 게임 장르에서 다양한 형태의 게임 콘텐츠를 생성하는데 사용되어 왔다. 본 논문은 다양한 콘텐츠 생성 연구 중, 고립 동굴이 없는 맵을 자동으로 생성하기 위해 이진 공간 분할을 활용하여 보강된 셀 오토마타 방법을 제안한다. 이진 공간 분할을 이용하면 원하는 공간의 수를 지정할 수 있으며, 셀 오토마타를 이용하여 자동 생성된 맵의 통로를 탐색하는데 걸리는 시간도 줄일 수 있다. 본 논문에서는 이진 공간 분할로 보강된 셀 오토마타를 이용하여 자동 생성된 맵을 게임에 적용하여 그 유용성을 보인다.

Analysis of Operating Characteristics in Tidal Power Generation According to Tide Level

  • Hong, Jeong-Jo;Oh, Young-sun
    • International Journal of Contents
    • /
    • 제18권1호
    • /
    • pp.76-84
    • /
    • 2022
  • Tidal power generation plays a critical role in reducing greenhouse gas emissions. It uses a tidal force generated by gravitational force between the moon, the earth, and the sun. The change of seawater height generates the tide-generating force, and the magnitude of the change is the tide level. The tide level change has the same period as the tide-generating force twice a day, every 29.5 days, every year, and every 18.6 years. Sihwa Lake Tidal Power Station is Korea's first tidal power plant that began commercial power generation in August 2011 and has been accumulating a large volume of data on electricity production, power generation sales, sluice displacement, and tide levels. The purpose of this paper was to analyze the impact of the inefficiency factors affecting production and the tidal level change on tidal power generation and their characteristics using Sihwa Lake Tidal Power's operational performance data. Throughout this paper we show that tidal power generating operation is accurately predicting the trends of magnitude of tidal force to be periodical for each day. determining the drop to initiate the water turbine generator factoring the constraints on the operation of Sihwa Lake, and reflecting the water discharge through the floodgate and water turbine during the standby mode in the power generation plan to be in the optimal condition until the initiation of the next power generation can maximize power generation.

EPD File Generation System Based on Template for Choosing E-paper Contents Layout

  • Son, Bong-Ki
    • 한국컴퓨터정보학회논문지
    • /
    • 제23권12호
    • /
    • pp.107-114
    • /
    • 2018
  • We propose EPD(Electrophoretic Display) file generation system based on template that enable users to choose contents layout for E-paper display. And also we show implementation results that apply the proposed system in digital doorsign management field adopting E-paper display. Template includes information for contents layout which is composed of standard form image to be used as background image, coordinates of area for dynamic data to be inserted, data source about dynamic data, and characteristic data of EPD panel for displaying contents. System administrator registers templates in Forms Server. When user chooses a contents layout, Forms Server automatically generates EPD file for displaying contents in E-paper by using information of the template and sends EPD file into doorsign. Strength of the proposed system lies in reflecting user preference about contents design and adding personal data into E-paper contents by smartphone application.

실감방송을 위한 3차원 영상 촬영 및 3차원 콘텐츠 제작 기술 (3D Image Capturing and 3D Content Generation for Realistic Broadcasting)

  • 강윤석;호요성
    • 스마트미디어저널
    • /
    • 제1권1호
    • /
    • pp.10-16
    • /
    • 2012
  • 3차원 영상은 기본적으로 양안식 혹은 다시점 카메라를 이용해 촬영되며, 3차원 공간의 정보를 실시간적으로 얻기 위해 깊이 센서도 함께 사용된다. 이렇게 얻어진 영상은 잡음과 왜곡 제거, 깊이 생성, 중간 시점 합성 등의 3차원 영상처리 기술을 이용하여 3차원 입체영상 콘텐츠로 제작된다. 실감방송은 다양한 실감 콘텐츠를 이용하여 시청자가 마치 현장에 있는 것과 같은 생생함을 느끼게 해주는 차세대 방송이며, 3차원 입체영상 콘텐츠는 실감방송을 위한 가장 기본적인 미디어로 사용된다. 본 논문에서는 다양한 카메라 시스템을 이용하여 3차원 영상을 촬영하고 편집하여 실감방송을 위한 3차원 콘텐츠를 제작하는 연구의 국내외 기술동향을 살펴보고 주요 기술을 소개, 비교 및 분석한다.

  • PDF