• Title/Summary/Keyword: Convergence Media

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Machine Learning Language Model Implementation Using Literary Texts (문학 텍스트를 활용한 머신러닝 언어모델 구현)

  • Jeon, Hyeongu;Jung, Kichul;Kwon, Kyoungah;Lee, Insung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.427-436
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    • 2021
  • The purpose of this study is to implement a machine learning language model that learns literary texts. Literary texts have an important characteristic that pairs of question-and-answer are not frequently clearly distinguished. Also, literary texts consist of pronouns, figurative expressions, soliloquies, etc. They hinder the necessity of machine learning using literary texts by making it difficult to learn algorithms. Algorithms that learn literary texts can show more human-friendly interactions than algorithms that learn general sentences. For this goal, this paper proposes three text correction tasks that must be preceded in researches using literary texts for machine learning language model: pronoun processing, dialogue pair expansion, and data amplification. Learning data for artificial intelligence should have clear meanings to facilitate machine learning and to ensure high effectiveness. The introduction of special genres of texts such as literature into natural language processing research is expected not only to expand the learning area of machine learning, but to show a new language learning method.

User Experience Research on TV Multiview Feature (TV 멀티뷰 기능에 관한 사용자 경험 연구)

  • Kim, Hee-soo Esther;Kim, Jae-Yeop
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.415-424
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    • 2022
  • This study is a user experience research on the current usage of TV multiview and evaluating the usability. From traditional TV viewing to connecting laptop or mobile devices, the scope of using TV has expanded and evolved to multipurpose. Utilizing the multiview feature offers new TV experiences, but research on its usability has not been actively conducted yet. In this research, a case study and survey were held prior to usability testing to identify user needs and behavior of TV multiview. After reviewing the results, we ran a task-based usability testing and in-depth interview. As a result, users preferred different ways of accessing and using multiview based on their situation, and the current user interface needed improvement for easier, intuitive use. This study is expected to contribute to the development of improving user experience in TV multiview.

A Case Study of Intellectual Property Rights Using Animation Characters (애니메이션 캐릭터를 활용한 Intellectual Property 사례 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of convergent media, the digital animation industry has developed a variety of content centered on the role of Intellectal Property. The excellent IP role image has created huge economic benefits in business. This paper selects three representative Intellectual Property animation cases from Japan, the United States and China. Analyzed of the reuse of IP animation character images and combined with the era technology and the style of culture and art, the traditional cultural IP roles are reconstituted into modern character design two aspects. Through the research of this paper, can understand the expansion possibility of IP animation according to the use of character image. It is expected that when making digital animation, can recognize the importance of intellectual property and use it as a reference for role development.

The Influence of Social Factors of Acceptance of Cloud Services on Consumer Usage Intentions (클라우드 서비스의 수용 관련 사회적 요인이 소비자의 이용의도에 미치는 영향)

  • Chen, Yu-Fei;Nie, Xin-Yu;Quan, Dong-mei
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.173-178
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    • 2022
  • With the development of information technology, the popularization of 5G and cloud computing has accelerated the circulation and digital transformation of information. In the network information society where information is rapidly increasing, it is very important to have the ability to manage and collect the required information. In particular, the information storage and management functions of cloud services are widely used among young people. This research takes the social factors of accepting cloud services as the breakthrough point, and takes young consumers aged 20-30 as the survey object, and designs a research model according to the development of cloud computing technology. The findings verify the influence of social factors on cloud service acceptance and 20-30-year-old consumers' intention to use cloud services. The partial and complete mediating effects of perceived ease of use were verified from the influence relationship between social factors and exploitation intention. Finally, this study provides inspiration for the development direction of cloud computing technology through empirical analysis.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
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    • v.20 no.5
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    • pp.69-76
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    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

Design of DID-based Verification Protocol for Strengthening Copyright Holders' Sovereignty (저작권자의 주권 강화를 위한 DID 기반 검증 프로토콜 설계)

  • Kim, Ho-Yoon;Shin, Seung-Soo
    • Journal of Industrial Convergence
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    • v.20 no.9
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    • pp.47-58
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    • 2022
  • Digital content is difficult to distinguish between the original and the replica due to its nature. For this reason, NFT technology using blockchain technology is attracting attention because it can guarantee the proof and scarcity of the original digital content. However, the NFT buyer does not own the copyright to the digital content, but the ownership. In particular, since the minting process of issuing NFTs is possible for anyone, there is a copyright threat to the copyright holder. In this study, we propose a verification protocol based on DID for the process of issuing and transacting NFTs for copyright protection of copyright holders' digital contents. As a research method, the problems of research cases related to digital contents were analyzed and the safety was comparatively analyzed. NFT issuance can only be issued by copyright holders whose identity has been verified through DID, and only users who have completed authentication can participate in the transaction to prevent indiscriminate theft and use of digital content and form a safe and transparent transaction market.

An Exploratory Study on the Advertising Display and Regulation Method of Native Advertising - Focus on Expert research by production practitioners - (네이티브 광고의 광고 표시 및 규제 방법에 대한 탐색적 연구 - 제작 실무자들의 전문가 조사를 중심으로 -)

  • Yu, Hyun Joong;Chung, Hae Won
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.455-462
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    • 2022
  • This study attempted to examine the problems of the expression and format of native advertisements appearing on various platforms and to prepare a plan to regulate them. To this end, in-depth interviews were conducted to those in charge of advertising practice and examined. First, as a problem with the expression and format of native advertisements, it was considered that the congestion and deception of indiscriminate native advertisements appearing on various platforms could bring negative perceptions to consumers. For the second user's interaction, it was considered that customized advertising expressions through targeting by platform should be produced. Third, regarding the regulation of native advertisements, it was suggested that regulatory measures for consumer protection should be prepared and that market autonomy should be left to it. A strategic operation plan for native advertising according to various platforms should be prepared.

The Effect of E-Service Quality on Customer Satisfaction and Repurchase Intention: Focusing on Fresh Food (E-서비스품질이 고객만족도와 재구매의도에 미치는 영향: 신선식품을 중심으로)

  • Hu, HuiYan;Chen, Xing
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.77-84
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    • 2022
  • The purpose of this study is to confirm the influence of E-service quality of fresh product quality, logistics quality, and website quality on customer satisfaction and repurchase intentions. For the analysis, we used SPSS 23.0 to perform multiple regression analysis with 284 people who have purchased fresh food from China E-Services. The research results show that the better the E-service quality, the more positive (+) impact it has on customer satisfaction. In the relationship between E-service quality and purchase intention, customer satisfaction has a media effect. Through the analysis of the results, in order to improve customer satisfaction, it is necessary to focus on the quality of fresh food, provide excellent logistics, and allow customers to use convenient websites. This study only studies the general environment of E-services in the fresh food market, and will recommend specific implementation for one company in the future.

Study on Utilization of Sleep Measurement Data for Practice of Sleep Hygiene (수면위생 실행을 위한 수면 측정 데이터 활용 방안 연구)

  • Lee, Hee-Young;Park, Do-Sung;Lee, Jei;Jung, Won-Hyeong;Kim, Jung-Yi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.663-668
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    • 2022
  • As the number of people who experience sleep disorders is increasily growing, users' desire to improve their sleep quality has also increased. Acoordingly, the 'Sleeptech' market is showing a steady growth. This study designs and proposes a system after consideration of existing related research that can help modern people overcome sleep disorders, which is based on the necessity for customized sleep hygien service. This system analyzes user's sleep data collected through smartphone built-in sensors to calculate sleep patterns, provides customized sleep hygiene-based solutions to users through collaborative filtering, and provides an environment suitable for sleep through the automatic control of IoT devices. This method of using sleep data is expected to contribute to the improvement of the quality of life of modern people suffering from sleep disorders, which results from expansion to Sleeptech market as well as improvement of users' sleep habits.

Virtual Costume Creation Simplification Service Design - Focusing on Metaverse and ZEPETO - (가상 의상 제작 간략화 서비스 설계 - 메타버스, 제페토를 중심으로 -)

  • Ryu, Sang-Hyun;Sur, Da-Eun;Kim, Kyeong-Mok;Ban, Jae-Eun;Huh, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.583-589
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    • 2022
  • Due to COVID-19, which has thrown the whole world into chaos, it has become an era where many technologies and contents are made non-face-to-face. At the same time, the popularity of the metaverse service is also increasing day by day, and the virtual costume (avatar) industry, one of the sub-industries, is also growing. In this study, we designed and developed a system for creating virtual costumes to be uploaded to ZEPETO, a mobile metaverse service. Unlike the existing service that requires a program that operates in a PC environment, it can be produced only by shooting and simple operation through a mobile device. With the advantage of being able to process all tasks of this system in a mobile environment, small businesses and individual operators who are not familiar with external programs will be able to more easily access the 3D virtual clothing industry.