• 제목/요약/키워드: Convergence Media

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A Study on Analysis of R&D Intensity based on Patent Citation Information: Case Study on Self-driving Car of Google (특허인용정보 기반의 연구집중도 분석에 관한 연구: 구글의 자율주행자동차 기술 중심으로)

  • Lee, Junseok;Kim, Jongchan;Lee, Joonhyuck;Park, Sangsung;Jang, Dongsik
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.4
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    • pp.327-333
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    • 2016
  • An autonomous vehicle is a convergence of artificial intelligence and a vehicle which can drive itself while analyzing the real-time situation on a road without a driver. A lot of research achievements have been revealed through the media and Google is considered to be the best leading company in this field. The use of patent information which contains various information such as bibliographic data and information about technologies is a good way to find out the R&D direction of a company and develop a reasonable strategy. This study is aimed at investigating the direction to which Google focuses its R&D capabilities and establishing strategies for technology development. Google's patents about autonomous vehicles were collected and the degree of research bias was analyzed using Social Network Analysis based on citations indicating the quality of a patent. Based on the results, the strategies for technology development was eventually proposed. As a result, it was revealed that Google focused its R&D capabilities on the part of hardware control to make up for its lack of hardware-oriented technologies. As of now, Google obtained remarkable achievements, so it seems reasonable that last-movers consider cooperative research with Google.

A Study on the Improvement of Support System on Child·Youth Damages due to Digital Sexual Abuse based on Foreign Cases -With a Focus on the Support System of the U.S., U.K., and Australia- (해외 사례를 통해 본 국내 아동·청소년 디지털 성폭력 피해 지원 제도 개선 방안 연구 -미국, 영국, 호주 지원 제도를 중심으로-)

  • Kim, Hyejin
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.59-80
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    • 2020
  • The purpose of this study is to analyze the current problems with the recovery methods and support systems for harm caused by digital sexual assault, based on cases in the U.S., U.K., and Australia. The significance of this study is the implications on problem solving related to digital sexual assault based on the legislation and systems of advanced foreign nations. The analytical method behind this study is the investigation of research literature. The reference materials are from judicial precedents, comparative analysis on media data, experts' advisory conferences, study forums, foreign theses, and documents on law and policy. As shown by the results of this study, we need to examine digital sexual exploitation and seek countermeasures from the victim's perspective after comparing foreign cases to determine the best protections and support systems. As digital sexual content can spread indefinitely, we certainly recognize the inherent difference between digital sexual crimes and offline sexual crimes. Thus, each case needs to be professionally categorized and an appropriate punishment must be suggested that satisfies the victims' needs. Ultimately, this study is meaningful for suggesting preventive measures against digital sexual crimes.

Customizing feature analysis for super mario maker (슈퍼마리오 메이커의 커스터마이징 특징 분석)

  • Park, Sang-Tae;Sohn, Jong-Nam;Lee, Chang-Jo
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.339-345
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    • 2016
  • While a game market has been growing consistently world widely, a market of arcade or video game has been detained. In this stagnation, the latest one in 2015, "Super Mario Maker" of Mario series that's been running in good for 30 years, the notable sale and growth of which are extraordinary. As for a study in customizing, a literature of game customizing and studies that are foregone were mostly handling contents about a game character. In the survey that's done in this thesis about knowledge and needs in customizinge game users have, it was shown they want to customize sides of a rule and a character. I analyzed what the main factors are in this game which uses a main concept of customizing and the reason for high profits and popularity. As a result of the analysis, four features, possibility to customize a game rule, share data among users, collaboration in marketing with NFC figure characters, offering updates with sustained and new customizing features were found out. I am certain a game customizing will be helping to meet users and be used for various industries without limit of existing character.

Effect of movie audience's degree of attention on experience of presence, emotional touch, memory (영화 관객의 주목도가 프레즌스, 감동, 기억에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.413-419
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    • 2017
  • This experimental research explores the effect of low attention of movie audience on the experience of presence, the degree of emotional touch, and memory about movie contents, because of indiscreet use of smart phone. This study measured and analyzed the experience frequency of presence, degree of emotional touch and recognition memory about movie contents by self report survey, after showing 2 subject groups consisting of 83 University students, one with not manipulated attention, the other with manipulated attention, using smart phone intentionally. This research found that the subjects exposed to the movie with not manipulated attention showed more presence experiences, and higher degree of emotional touch than the subjects exposed to the movie with manipulated attention. However meaningful difference of recognition memory was not discovered between the 2 groups. The result of this research can have a meaning because proceeding studies about presence effect of movie mainly dealt with the effect of HDTV, 3D image, stereo sound on the experience of presence, arousal, pleasure of movie audience and it is difficult to find studies about the relation between attention of movie audience and the experience of presence, emotional touch, and memory.

Psychological Factors Influencing Continuous Use of Mobile Healthcare Applications (모바일 헬스케어 앱의 지속사용의도에 미치는 심리적 요인의 영향 연구)

  • Lee, Lee-Sac;Lee, Sang-Hyun;Jeong, Jae-Seon;Noh, Ki-Young
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.445-456
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    • 2017
  • Mobile healthcare apps should be paid more attention not just as software, but also as significant health information providers. We examine the impact of psychological factors (e,g., instrumental efficacy, informational efficacy, health information orientation, playfulness, and responsiveness) on intention to continuous use of mobile healthcare apps. Based on an expanded technology acceptance model (TAM II), this study examined the effects of psychological factors influencing the usage of mobile healthcare apps. The results showed that informational efficacy and instrumental efficacy influenced intention to use through perceived ease of use and perceived usefulness. Playfulness influenced intention to continuous use directly as well as indirectly through perceived ease of use and perceived usefulness. Health information orientation and responsiveness influenced intention to continuous use through perceived usefulness. This study suggests the need for adopting instrumental, informative perspectives and playfulness in contemporary health research and production of mobile healthcare apps.

Case Analysis Study of Global Femvertising Campaign for Female Empowerment (여성들의 권익신장을 위한 글로벌 펨버타이징 광고 캠페인 사례분석)

  • Um, Namhyun
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.389-395
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    • 2020
  • Female empowerment advertising campaigns are easily observed in the United States and European countries whereas it is rarely found in Korea. Thus, this study is designed to analyze female empowerment advertising campaigns so-called femvertising through a case analysis method. The case analysis is often employed in the field of advertising and other social sciences, especially is helpful in finding current trends. Study results found that themes of global femvertising campaigns could be categorized into 'redefining women's beauty', 'gender equality', 'education', and 'leadership'. The objective of these femvertising campaigns is to change perspectives of the society on women and change men's perspective. In terms of product category by global femvertising campaign companies, it varies from consumer goods, IT & electronics, automotive, finance, toy, non-profit organization to press. In general, femvertising targets women, but some femvertising campaigns also target men. This study also provides implications in regards with media usage strategy and advertising planning strategy.

Design and Implementation of a Robot Analyzing Mental Disorder Risks for a Single-person Household Worker through Facial Expression-Detecting System (표정 감지 시스템을 통한 직장 생활을 하는 1인 가구의 정신질환 발병 위험도 분석 로봇 설계 및 구현)

  • Lee, Seong-Ung;Lee, Kang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.489-494
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    • 2020
  • We propose to designs and to implements a robot analyzing the risk of occurrence of mental disorder of single-person households' workers through the facial expression-detecting system. Due to complex social factors, the number and proportion of single-person households continues to increase. In addition, contrast to the household of many family members, the prevalence of mental disorder among single-person household varies greatly. Since most patients with mental can not detect the disease on their own, counseling and treatment with doctors are often ignored. In this study, we design and implement a robot analyzing the risk of mental disorder of single-person households workers by constructing a system with Q.bo One, a social robot created by Thecorpora. Q.bo One is consisted of Arduino, ar raspberry pie, and other sensors designed to detect and respond to sensors in the direction users want to implement. Based on the DSM-5 provided by the American Psychiatric Association, the risk of mental disorder occurrence was specified based on mental disorder. Q.bo One analyzed the facial expressions of the subjects for a week or two to evaluate depressive disorder, anxiety disorder. If the mental disorder occurrence risk is high, Q.bo One is designd to inform the subject to counsel and have medical treatment with a specialist.

Design of Embodiment-based Programming Education using Arduino for Middle School Students (중학생을 대상으로 한 아두이노를 활용한 체현 기반 프로그래밍 교육 설계)

  • Eom, Hyun-Young;Lee, Kang-Hee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.471-476
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    • 2020
  • We propose an practical embodiment-based programming training course for middle school students using Arduino and conduct survey before and after the curriculum. Arduino is an open source physical computing platform that integrates the IDE used in processing language. It is a low-cost, relatively simple I/O interface compared to other platforms, and because of its practical formability, it is educational material suitable for programming. Subsequent surveys will provide feedback on changes in cognition of programming needs and improvement in thinking skills. In this study, the program based on embody-based programming using Arduino was conducted for 8 weeks for each first grade, and 112 middle school students for two years from '16 to '17. Based on the theoretical and practical training, the training was based on the application of the ultrasonic sensor to the RC car and the preparation of the adduction quadrotor drone. The purpose of this study is to prove that the recognition, necessity, and programming education of middle school students are effective for the improvement of thinking ability through the program based on embody-based programming using Arduino.

Effect of Virtual Reality Program on Balance for the Elderly in Korea: Systematic Review (한국 노인을 대상으로 한 가상현실 프로그램이 균형에 미치는 효과: 체계적 문헌고찰)

  • Lee, Eun-A;Jung, Jae-Hun
    • Journal of Industrial Convergence
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    • v.18 no.5
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    • pp.42-53
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    • 2020
  • This study approached the elderly in Korea with a systematic review to find out the effect of virtual reality program arbitration on balance, which the evidence for the virtual reality program is provided. Total of 94 papers were searched through the database Nuri Media (DBpia), Scholarship (earticle), Korean Studies Information (KISS), National Digital Science Library (NDSL), the Korea Educational Research and Information Service (RISS), Kyobo Book Scholar (RISS), and Hakjisa New Thesis on Literature Selection using PRISMA flow-chart from January 2005 to May 2020 based on the final literature selection process and analysis. The quality level of the literature was found to be three volumes (50.0%) of the base level I, one (16.7%) of the II, and two of the III (33.3%). The most common type of virtual reality program was Wii-fit balance of 4 (66.7%), and the effect of virtual reality program arbitration was significant overall through evaluation tools for balance and walking ability. This is expected to effectively apply the virtual reality program to the elderly. In addition, since clinical application basis has been provided, further studies applying various virtual reality program interventions need to be addressed.

Multi-Level Correlation LMS Algorithm for Digital On-Channel Repeater System in Digital TV Broadcasting System Environment (DTV 방송 시스템 환경에서 동일 채널 중계기를 위한 다중 레벨 상관 LMS 기법)

  • Lee, Je-Kyoung;Kim, Jeong-Gon
    • Journal of Broadcast Engineering
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    • v.15 no.1
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    • pp.63-75
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    • 2010
  • In this paper, the equalizer techniques that is able to adopt the digital on-channel repeater for 8VSB-based DTV system has been analyzed and we propose an effective equalizer structure which can reduce the error propagation phenomenon by the feedback signal and improve the receiver performance at the same time. In order to confirm the effective cancellation of the feedback signal, the multi-level Correlation LMS scheme is proposed through the analysis of conventional basic LMS based DFE and Correlation LMS algorithm and as compared with the conventional method, we can confirm the reduction of error propagation. When performing the computer simulation, as the Brazil channel model which is very popular for DTV broadcasting system is adopted, the result is drawn by comparing and analysing the equalizer algorithm. We have examine the symbol error rate which is in the range of 15~25dB of operation receipt SNR and MSE(Mean Square Error) in the DTV broadcasting system. As a result of comparing with the existing method, the signal-noise ratio which is necessary for maintain the bit error correction ability that the means of proposal is same is reduced by about 2~5dB, and in the rate of convergence through the MSE, we found the reduction of needed time.