• Title/Summary/Keyword: Convergence Media

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A Study on the Current Situation and Improved Method for the Smombie through Field Survey and ICT Trend Analysis (현장 조사와 ICT 동향 분석을 통한 스몸비 현황과 개선 방안 연구)

  • Lee, Dong Hoon;Oh, Hye Soo;Jang, Jae Min;Jeong, Jong Woon;Yang, Sang Oon
    • Journal of the Korean Society of Safety
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    • v.35 no.5
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    • pp.74-85
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    • 2020
  • Smart phone zombie or Smombie means pedestrians who walk without attention to their surroundings because they are focused upon their smart phone. Because the traffic accidents and injuries caused by Smombie have been increased rapidly in recent years, the social attention and policies are needed to prevent it. This study was conducted to analyze Smombie's current status and some solutions used before and to propose new improved method through the latest ICT trend. In this study, we did the field survey to check Smombies at several places in Seoul through people counting, and found that a lot of pedestrians still use the smart phone while walking. And we analyzed many case studies about some solutions to prevent Smombies previously. The case studies include legal regulations, government policies, smart phone app services and facilities that are used before. We studied them through internet searches and reference studies and we also checked the current operating situation as visiting several places that the solutions actually has been operated. Therefore, we found there are some limitations in previous solutions in terms of effectiveness and management. To consider new solution that can be expected to overcome the limitations, we analyzed the latest ICT trends focused on features to utilize the Smombie prevention, especially video recognition and digital signage. In these days, video recognition has been developed rapidly with assistance of AI technology and it can recognize the specific pedestrian's characteristics such as holding smart phone as well as hair style, clothes, backpack and etc. On the other hands, the digital signage is the convergence device that includes big display, network connection and various IoT sensors. It can be used as public media in many places for public services as well as advertising. Through these analysis results, we show the requirements and the user scenario for the improved method to prevent Smombie. Finally, we propose to develop R&D technology to recognize Smombie exactly as pedestrian attributes and to spread creative contents to increase pedestrian's interest and engagement for Smombie prevention through digital signage.

An Active Queue Management Algorithm Based on the Temporal Level for SVC Streaming (SVC 스트리밍을 위한 시간 계층 기반의 동적 큐 관리 알고리즘)

  • Koo, Ja-Hon;Chung, Kwang-Sue
    • Journal of KIISE:Information Networking
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    • v.36 no.5
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    • pp.425-436
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    • 2009
  • In recent years, the user demands have increased for multimedia service of high quality over the broadband convergence network. These rising demands for high quality multimedia service led the popularization of various user terminals and large scale display equipments, which needs a variety type of QoS (Quality of Service). In order to support demands for QoS, numerous research projects are in progress both from the perspective of network as well as end system; For example, at the network perspective, QoS guaranteeing by improving of internet performance such as Active Queue Management, while at the end system perspective, SVC (Scalable Video Coding) encoding scheme to guarantee media quality. However, existing AQM algorithms have problems which do not guarantee QoS, because they did not consider the essential characteristics of video encoding schemes. In this paper, it is proposed to solve this problem by deploying the TS- AQM (Temporal Scalability Active Queue Management) which employs the differentiated packet dropping for dependency of the temporal level among the frames, based on SVC encoding characteristics by exploiting the TID (Temporal ID) field of the SVC NAL unit header. The proposed TS-AQM guarantees multimedia service quality through video decoding reliability for SVC streaming service, by differentiated packet dropping when congestion exists.

Expected Role of ICT for Creative Economy (ICT와 미래창조경제의 나아갈 방향)

  • Kim, Kook-Jin
    • Journal of Legislation Research
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    • no.44
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    • pp.7-31
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    • 2013
  • Paradigm of Global economy is changing to creative economy. This study focuses on the role of creative economy to clarify (understand clearly) the impact (influence) which transition of economy system will bring about. The creative economy is basically came from New economy theory. According to the New economy theory, a state can achieve sustainable growth without an inflation, or higher growth rate under given inflation rate, through an investment on ICT. However, different from America, Korea had limited effect of New Economy. This is because Korean economy had factor-input driven growth model rather than New Economy mechanism. However, ICT is essential requirement to move toward New Economy(Digital Economy), it does not sufficiently explain the increase of productivity and economic growth. A crucial point to realize New economy is how to diffuse and spill over the technology development on ICT sector to other industry. ICT is not creative industry or creative economy per se, and it should play as an enabler to improve other industry's productivity. The creative economy can be understood as an extension of New Economy theory. It means the economy that creates values by cultural assets and human resource, as well as capital and labor factors. However, if we understand the meaning of creative economy as change of input factors, it is hard to bring real shape of creative economy.

A Topic Analysis of College Education Using Big Data of News Articles (뉴스 빅데이터를 통해 검토한 대학교육의 토픽 분석)

  • Yang, Ji-Yeon;Koo, Jeong-Ho
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.11-20
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    • 2021
  • This study extracts topics related to university education through newspaper articles and analyzes the characteristics of each topic and the reporting patterns of each newspaper. The 9 topics were discovered using LDA. Topic 1 and Topic 3 are related to university support projects for education, but Topic 3 is focused on local universities. Topic 2 is about university education after COVID-19, Topic 4 teaching-learning methods, Topic 5 government policies, Topic 6 the high school education contribution university support projects, Topic 7 the university education vision, Topic 8 internationalization, and Topic 9 the entrance exam. The Chosun Ilbo, Kyunghyang, and Hankyoreh reported a lot of articles associated to lectures after COVID-19, government policies, and comments on university education. Relevant articles since 2016 have been analyzed by newspaper type and before/after COVID-19 through which differences in the topics were studied and discussed. These findings would suggest a basic policy guideline for university education and imply that the positive and negative effects of the media need to be considered.

A Study on the intentions of early users of metaverse platforms using the Technology Acceptance Model (기술수용모델을 활용한 메타버스 플랫폼 초기 이용자들의 이용 의도에 관한 연구)

  • Park, Sunkyung;Kang, Yoon Ji
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.275-285
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    • 2021
  • The purpose of this study is to empirically identify the process of technology acceptance of the metaverse, a virtual world-based platform that has attracted attention due to the 4th industrial revolution and the COVID-19 pandemic. The technology acceptance model (TAM) was used to identify factors affecting the use of the metaverse platforms and to analyze the causal relationship among these factors. For research, a survey was conducted on ordinary adult men and women and was analyzed using a structural equation model. The study found that perceived pleasure, interactivity, self-efficacy, and social influence had a positive effect on perceived ease-of-use. Interactivity and social influence had a statistically significant effect on perceived usefulness. The relationship between perceived ease-of-use and perceived usefulness was not statistically significant, but both perceived ease-of-use and perceived usefulness had a significant effect on positively forming attitudes toward metaverse. Lastly, favorable attitudes toward the metaverse platform had a positive effect on the intention to continue using it. Through this study, it was possible to identify the factors affecting the intention to use the metaverse and to confirm the causal relationship between the factors. A deeper understanding of users may be obtained in future if the research subject can be expanded and investigated with various factors.

A Study on Transmedia Storytelling Strategy of Local Government Character (지방자치단체 캐릭터의 트랜스미디어 스토리텔링 전략 연구)

  • Kim, Soong-Hyun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.427-433
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    • 2021
  • With the support of the government and public institutions, local government characters achieved a lot of quantitative growth. However, there are very few successful cases such as strengthening local identity and revitalizing the local economy using characters. This paper presents a transmedia storytelling strategy as a way to solve the problem of local government characters. To do so, I identify the problems of the current local government characters, and analyze the preceding studies on the features and components of transmedia contents, and the principles of transmedia storytelling, to develop strategies and yielded the expected effect. The transmedia strategy of local government characters consists of a total of three stages. In the first step, the local identity is established through the development of a unique story to the region. The second step, improve attractivity by renewing character design for various individual media platforms. And lastly the third step, enhance usability by expanding interactivity based on communication and participation of development actors and the public. This paper is meaningful in that it derives a transmedia storytelling strategy from the perspective of brand marketing as a way to revitalize local government characters. Based on the conclusions drawn from this study, a follow-up study is needed to apply it to specific cases of local government characters.

A Study on Visual Attention Factors for Advertising Photographs (광고 사진을 위한 시각적 주의 기초요인 연구)

  • Kim, Dae-Wook
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.413-425
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    • 2019
  • We see many images every day, some of these images are stored in memory, and the majority are immersed in the unconscious world. Visual elements are seen by personal attention or by visual or biological attention factors. Specific and clear discovery of this visual attention has not yet been made. However, there is an interesting discussion of this visual attention in the fields of interior, design, visual perception, advertising, and psychology. Advertising photographers are expected to produce what their work will have on viewers and consumers. However, the adjustment of subject, exposure, color, or post-production, which could have a visual effect on the consumer, was determined only by the photographer's senses rather than the experimental verification. The advertisement photographs provide a specific image related to the object to be advertised and deliver a certain message. Therefore, it is necessary to understand the effect of the image in a certain visual way. According to previous studies, there are two major factors that affect the visual impression of the viewer. One is the factor depending on the type and content of the subject and the other is the factor about the density and color of the subject. The purpose of this study is to investigate the meaningful changes in the visual perception depending on the shape, content, color and tone of the subject, which can be called the main subject, And to analyze the effects of I will study some implications of visual elements through various analyzes.

Increased Youth Single-person Households and Solitary Deaths realized by College Students (대학생이 인식한 청년 1인 가구 및 청년 고독사 증가 현상)

  • Park, Su-Sun
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.635-640
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    • 2018
  • The study conducted a Focus Group Interview (FGI) on college students to identify single-person households and Solitary Deaths of single-person households recognized by college students. This can be provided as basic data to address problems in single-person households and social problems such as future youth solitary death and will contribute to building a social safety net. This study conducted FGI to analyze data for five fourth graders majoring in social welfare. In the case of involuntary independent living, the high poverty and unemployment rate of single-person households was cited as the cause of economic instability, housing problems and emotional relationship formation. He said that he thinks about young loneliness because he has vague fears about what happens in the media and what can happen to them. As the number of young single-person households will inevitably increase in the coming months and economic difficulties are the biggest problem and the biggest cause of young solitude, institutional support is needed first, especially for housing costs.

Vizrt Engine-Based Virtual Reality Graphics Algorithm A Study on the Basic Practical Training Method (Vizrt 엔진 기반 가상현실 그래픽 알고리즘과 기초 실습 교육 방식의 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.197-202
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    • 2019
  • In the era of the fourth revolution, interest in content production using proven engines in the broadcasting sector, such as Vizrt, is growing. The new visual effects required in the 5G era are critical to content production training. Vizrt has a good production time utility and affordability for broadcast and media content. In this paper, we are going to use this to present a practical case of the theorem and application of the basic training course in the production of virtual content, and to present the basic training direction. In the introduction, the graphic algorithm analyzed and studied the characteristics and environmental factors of the Vizrt engine. In this paper, the production process was studied separately, and the work carried out through engine implementation was presented. The VS Studio Foundation was provided as a practical production case at each stage. The Vizrt engine operator process is important in graphic approach and application, and through the results of the lecture, the method of understanding and implementing algorithms for virtual reality perspective suitable for basic learning was studied. Based on practice, the research method of main theory was to create Vizrt contents specialized in 5G contents work in each sector and to implement graphic production in new areas from contents image. Through this study, we came to the conclusion of the basic training method through virtual reality content work based on Vizrt by practicing content creation according to the subject. It also proposes the effect of creating Vizrt content and the direction of building Vizrt basic training courses.

Suggestion of Customized Professional Guide Services through Domestic and Foreign Travel Platforms (국내외 여행 플랫폼을 통한 맞춤형 전문 가이드 서비스 제안)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.421-428
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    • 2019
  • This study includes services that require six professional guides - health care, exhibition performance, restaurant, shopping, business and daily life - as well as a trip-based tour, along with solving existing problems that may occur on domestic and overseas trips, and proposes services that connect users with proven professional guides. As a result of previous research, the most needed services among overseas travel were air tickets, accommodation, transportation, and guides, but as Korea enters an aging society, professional guide services are expected to increase daily demand. Based on this, the service technology, user scenarios and brand development were presented. This Service Proposal provides users with a personalized guide to knowledge or experience that they have not previously known, providing them with a wealth of experience. In addition, guides can help develop new fields of expertise and help improve professional guides' capabilities. Finally, the platform service is meaningful in that it enables the creation of jobs by enabling everyone to engage in economic activities, as it allows users to provide services through their own capabilities while at the same time being convenient for them.