• Title/Summary/Keyword: Convergence Media

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A Study on the Effect of Digital Literacy in the Elderly on Critical Thinking Disposition: Focused on the Moderating Effect of Need for Cognition (노인의 디지털 리터러시가 정보의 비판적 수용에 미치는 영향: 인지욕구의 조절효과를 중심으로)

  • Jang, Hye-Yoon
    • Journal of Industrial Convergence
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    • v.20 no.6
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    • pp.17-25
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    • 2022
  • As social problems related to the digital divide are increasing, the elderly are facing various problems as an information alienated group. In particular, there is a need to strengthen the ability to critically understand and accept information. In this study, using the 2020 media panel survey, the effects of digital literacy in the elderly on critical thinking disposition of information were analyzed, focusing on the moderating effect of need for cognition. As a results of the analysis, it was confirmed that the operational and the information skill had a positive effect on the critical thinking disposition of information. Also, as a result of analyzing the moderating effect of NFC(Need for Cognition), it was found that NFC strengthens the influence of operational skill and reduces the influence of information skill. This suggests that the digital literacy education for the elderly needs to change from strengthening accessibility to improving information judgment.

Concurrency processing comparison of large data list using GO language (GO언어를 이용한 대용량 데이터 리스트의 동시성 처리 비교)

  • Lee, Yoseb;Lim, Young-Han
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.361-366
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    • 2022
  • There are several ways to process large amounts of data. Depending on the processing method, there is a big difference in processing speed to create a large data list. Typically, to make a large data list, large data is converted into a normalized query, and the result of the query is stored in a List Map and converted into a printable form. This process occurs as a cause of lowering the processing speed step by step. In the process of storing the results of the created query as a List Map, the processing speed differs because the data is stored in a different format for each type of data. Through the simultaneous processing of GO language, we want to solve the problem of the existing difference in processing speed. In other words, it compares the results of GO language concurrency processing by providing how different and how it proceeds between the format contained in the existing List Map and the method of processing using concurrency in large data lists for faster processing. do.

A Study on the Effect of Perceived Attractiveness and Social Distance of Virtual influencer on Information Acceptance Intention (가상 인플루언서의 지각된 매력과 사회적 거리가 정보 수용의도에 미치는 영향 연구)

  • Kim, Minjung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.309-314
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    • 2022
  • The purpose of this study is to examine how the characteristics of virtual influencer, which are rapidly emerging in recent years, affect consumers. To this end, the change in information accecptance intention was examined using the perceived attractiveness and social distance of consumers toward virtual influencers as independent variables. I found the more attractive consumers feel about virtual influencer and the closer they perceive social distance, the higher the intention to accept information. However, when virtual influencer was perceived as attractive, there was no difference in information acceptance intention according to social distance. On the other side, even if the virtual influencer was perceived as less attractive, the information acceptance intention was higher when the social distance was perceived as close than when it was not. Based on these results, I provided implications for the marketing strategy of virtual influencers.

Extraction of Cole-Cole Parameters from Time-domain Induced Polarization Data (시간영역 유도분극 자료로부터 Cole-Cole 변수 산출)

  • Kim, Yeon-Jung;Cho, In-Ky
    • Geophysics and Geophysical Exploration
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    • v.24 no.4
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    • pp.164-170
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    • 2021
  • Frequency-domain and time-domain induced polarization methods can provide spectral information about subsurface media. Analysis of spectral characteristics has been studied mainly in the frequency-domain, however, time-domain induced polarization research has recently become popular. In this study, assuming a homogeneous half-space model, an inversion method was developed to extract Cole-Cole parameters from the measured secondary potential or electrical resistivity. Since the Cole-Cole parameters of chargeability, time constant, and frequency index are not independent of each other, various problems, such as slow convergence rate, initial model problem, local minimum problem, and divergence, frequently occur when conventional nonlinear inversion is applied. In this study, we developed an effective inversion method using the initial model close to the true model by introducing a grid search method. Finally, the validity of the developed inversion method was verified using inversion experiments.

Discussing Metaverse Ethics with a Movie on Metaverse, 'Ready Player One' (메타버스를 영화 '레디 플레이어 원(Ready Player One)'을 통해 살펴본 메타버스 윤리)

  • Kim, Seong-Hee;Yi, Sang-Wook
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.665-675
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    • 2022
  • After the COVID-19 pandemic, there has been growing interests in metaverse technology and social use of virtual reality platforms in non-face-to-face environments, but social issues and ethical concerns raised by metaverse have not been sufficiently discussed. In this paper, we discuss the social functions of the metaverse by examining the movie 'Ready Player One', and investigate the ethical problems that may arise in various implementation of metaverse. We identify the potential ethical problems that could occur in the context of metaverse including identity fragmentation, metaverse violence and crime, and mismanagement of personal information. We also propose some promising approaches to tackle these ethical problems ranging over descriptive ethics, normative ethics, and analytical (meta) ethics.

Pose Creation of Character in Two-Dimensional Cartoon through Human Pose Estimation (인간자세 추정방법에 의한 2차원 웹툰 캐릭터 포즈 생성)

  • Jeong, Hieyong;Shin, Choonsung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.718-727
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    • 2022
  • The Korean domestic cartoon industry has grown explosively by 65% compared to the previous year. Then the market size is expected to exceed KRW 1 trillion. However, excessive work results in health deterioration. Moreover, this working environment makes the production of human resources insufficient, repeating a vicious cycle. Although some tasks require creation activity during cartoon production, there are still a lot of simple repetitive tasks. Therefore, this study aimed to develop a method for creating a character pose through human pose estimation (HPE). The HPE is to detect key points for each joint of a user. The primary role of the proposed method was to make each joint of the character match that of the human. The proposed method enabled us to create the pose of the two-dimensional cartoon character through the results. Furthermore, it was possible to save the static image for one character pose and the video for continuous character pose.

A Study on the UX-based Ethical AI-Learning Model for Metaverse (UX-기반 메타버스 윤리적 AI 학습 모델 연구)

  • Ahn, Sunghee
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.694-702
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    • 2022
  • This paper is the UX-based technology strategy research which is a solution to how conversational AI can be ethically evolved in the Metaverse environment. Since conversational AI influences people's on-offline decision-making factors through interaction with people, the Metaverse AI ethics must be reflected. In the machine learning process of conversational AI, cultural codes along with user's personal experience data must be included and considered to reduce the error value of user experience. Through this, the super-personalized Metaverse service can evolve ethically with social values. With above hypothesis as a result of the study, a conceptual model of a forward-looking perspective was developed and proposed by adding user experience data to the machine learning (ML) process for context-based interactive AI in the Metaverse service environment.

Analysis of Psychological Factors Inducing Cybercrime (사이버범죄를 유발하는 심리적요인 분석)

  • Lim, HeonWook
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.157-163
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    • 2021
  • This study attempted to find individual reasons for inducing cybercrime. The survey was conducted targeting investigators and security experts on 11 types of cybercrime. There are 16 internal factors that cause crime and classified according to Maslow's 5 steps. As a result of the survey on a total of 176 items, the credibility of the Cronbach's Alpha coefficient was 0.925. The result of the factor analysis is as follows. Factor analysis results are maslow phase 1 physiological desire is commercial, sykes. Phase 2 safety desires are not punishable and crowd. The three-stage social desire is impulsiveness, indifference, etc. The fourth stage of respect is anonymity and honor. The desire for self-reality in stage 5 has been reduced to indesity, a loss of moderation, morality, and media effects. In conclusion, the physiological desire, the desire for respect for the crime of infringing on the information and communication network, the desire for menstruation, the desire for self-realization for the crime of using information and communication networks, the desire for self-actualization for the crime of illegal content. It was in the order of desire.

Proposal of design plan to improve immersion in online video education -Focusing on Zoom and Webex- (온라인 화상 교육 몰입도 향상을 위한 디자인 방안 제안 -줌(Zoom)과 웹엑스(Webex)를 중심으로-)

  • Lee, Kaha;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.341-348
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    • 2021
  • This study identified learners' immersion, focusing on online video education platforms, Zoom and Webex, used in colleges after the 'Covid-19', and suggested design improvement measures to improve immersion. Through prior research and literature research, the components of immersion and screen components of the online distance education platform were identified, and measures to improve immersion were suggested through questionnaire surveys and in-depth interviews. The research method was conducted for 5 days from April 7 to 12, 2021 for 50 college students and graduate students in their 20s and 30s who are receiving online education through Zoom and Webex, and 6 people were interviewed in-depth. As a result of the experiment, the communication between learners and lecturers was deduced as the biggest factor, so a design plan to facilitate communication between learners and lecturers was proposed based on Gutenberg's diagram. As online video education is predicted to continue even after the Covid-19, continuous online video education immersion research is needed, and we hope that it can contribute to the direction of the research.

A study on the increase of kiosk user experience in Non-face-to-face Era for the Elderly -Focused on the McDonald Kiosk- (비대면 시대 고령자의 키오스크 사용자 경험 증대 연구 -맥도날드 키오스크 중심으로-)

  • Ha, Jae-Hyeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.285-292
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    • 2021
  • The purpose of this study is to increase the experience of using kiosks for elderly in the non-face-to-face age. Through prior research and literature research, feature of kiosks and characteristic of elderly user were identified, and improvement were suggested through Ethnography and in-depth interviews. The research method was conducted for 13 days from April 4 to 16, 2021 for 11 senior citizens in their 60s or older living in Incheon. A total of 11 people were interviewed by adding 3 people who had experience in using kiosks. As a result of the experiment, interfaces and psychological factors were derived with paint points in the process of use of the elderly, and the five improvement plan was proposed by combining them. This study is expected to serve as a source for research on the experience of elderly kiosk users or kiosk interface design.