• Title/Summary/Keyword: Cultural Industries

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An Implementation of Metaverse Virtual Fitting Technology using a Posture extraction based on Deep Learning. (딥러닝 기반 자세 추출을 통한 메타버스 가상 피팅 기술 구현)

  • Lee, Bum-Ro;Lee, Sang-Won;Shin, Soo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.73-76
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    • 2022
  • 본 논문에서는 메타버스 공간에서 패션 아이템 판매에 있어서 필수적이라 할 수 있는 온라인 가상 피팅 기술을 동작 인식 전용 디바이스가 아닌 일반 스마트폰 카메라를 활용하여 구현하는 기술을 제안한다. 가상 피팅 기술을 구현하기 위해서는 딥러닝 기법을 활용하여 입력 영상을 분석하고, 분석 결과를 토대로 인체의 전체 자세를 추정하며, 인체 사이즈의 근사값을 추출하는 과정들이 수행되어야 하는데, 현재의 스마트폰 컴퓨팅 환경은 이를 수행하기에 충분한 연산 성능을 가지지 못한다는 문제점을 가진다. 본 논문에서는 높은 비용이 요구되는 고부하 연산을 클라우드 서버를 통해 수행하는 서버 기반 프레임워크를 도입하여, 낮은 성능의 스마트폰으로도 고성능 연산이 가능한 서비스 구조를 확보하고 이를 통해 휴대성 높은 증강현실 기반의 가상 피팅 기술을 구현한다. 본 논문의 성과를 통해 메타버스 상거래의 활성화와 메타버스 본연의 의미에 충실한 가상 월드 구축에 기여할 것이라 기대한다.

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On the Costume Culture in South Korean Movies and Television Series and Its Creative Industries

  • Shi, Vajuan;Guo, Pingjian
    • The International Journal of Costume Culture
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    • v.13 no.1
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    • pp.5-8
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    • 2010
  • The goal of this study is to analyze the influence of the costume culture of South Korean movies and television series on the development of fashion industry. South Korean movies and television series make full use of the influence of costume culture to advocate Korea's national spirit and character as well as the confidence and vigor of the young generation. They contribute to establishing South Korea as a country with a graceful, modern appearance and great cultural heritage. The presentation and promotion of its costume culture in movie and television series stimulates its cultural competence and advances its cultural creative industry. The spread of Korean costume culture has become the pioneer and foreshadowing of clothing industries and greatly underpins its advancement overseas. In concert, the development of clothing industry helps the spread of Korean costume culture.

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Using Dark Tourism Study on Culture and Tourism of industrialization - Focusing on Honam righteous army - (다크 투어리즘을 활용한 문화관광 산업화 방안에 관한 연구 - 한말 호남 의병사(義兵史)를 중심으로 -)

  • Kim, Hyun-Cheol;Yoo, Jun-Ho;Ha, Kyu-Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.6 no.1
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    • pp.59-81
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    • 2011
  • The 21st century, the creation and utilization of knowledge and information are the core of all economic activity, knowledge-based economy is plunging into. Culture can not live without knowing the age of culture and national spirit of a nation's cultural assets. Closed for other cultures, countries can develop a culture that is neither marked by imitation and import of cultural industries can never be developed. Creative and diverse culture of its own cultural code, evenly balanced mix of social culture is really the cultural and creative culture. Central government and local government-led growth in the local economy in terms of competitive cultural industry development policy has been carried out. In general, a country or society, culture, industry, the creation of a unique cultural and Planning on the basis of information deliquescent recreated a typical high-risk high returns to pay the venture industry and the nature of the creative industries and the venture industry a unique mix of industrial Characteristic is that it has. These times and the industry can contribute to the flow of valuable cultural assets and a history of our righteous living and exercise will be a source of resources.

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A study on the development of cultural industries craft (공예문화산업의 발전방안 연구)

  • Kim, Sung-Min
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.689-694
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    • 2013
  • Craft culture industry 'crafts and culture made up of industry meaning of' rather than 'as a craft industry'. Culture it is desirable to see Roy. Craft culture industry features, technology, techniques, or by indigenous raw materials to the foundation, which is produced as a plastic product manufacturing process, characteristics of the main part of the craft industry with a means to manufacture products. Historically, over the years, which has been formed by tradition, culture, crafts related to specific industries. Only by looking at the craft cultural industries have unique features and understand the value and no longer making craft activity does not remain only in the dimensions of the production, distribution and development of craft industries and national and ethnic culture has inherited expression traditionality a representative craft, culture as a development plan for the industry through the development of market research is to propose ways.

Knowledge Spillover Effects on Agglomerations of Environment-related Industries

  • Yamashita, Jun
    • World Technopolis Review
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    • v.3 no.3
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    • pp.122-138
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    • 2014
  • The number of environment-related technologies has increased remarkably over the past two decades, as has the public's interest in effective resource use and ways to reduce the effects of global warming. Industries that are based on environment-related technologies are thus growing rapidly. Previous studies revealed that externalities derived from the population concentration in urban areas positively affect agglomerations of high-tech industries. Such externalities have been named the "knowledge spillover effect". The purposes of the present paper are to (1) give a thumbnail sketch of the locations of environment-related industries around the world, using the Organisation for Economic Co-operation and Development environment-related patent statistics, and (2) explicate the effects of the Marshall-Arrow-Romer (MAR) and Jacobs externalities, which result from population concentrations in urban areas, on the agglomeration of environment-related industries in Sweden. The analysis revealed that environment-related industries are located chiefly in urban areas across the globe, and that only the MAR externalities influenced positively on the agglomeration of these industries in Sweden.

A study on the Relationship between Cultural Differences and Performance of Knowledge Exchange Promoting Activities in Regional Innovation Cluster (산업클러스터 단위 지식경영에서 지역 및 산업간 문화적 차이와 지식교류촉진활동의 성과 간 관계에 대한 연구)

  • Cho, Sung-Eui
    • Journal of the Economic Geographical Society of Korea
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    • v.15 no.2
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    • pp.240-257
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    • 2012
  • Regional innovation cluster is closely related to promoting innovations through activities for knowledge sharing and exchanges among organizations in an adjacent regional context. However, performance of activities for knowledge sharing and exchanges are basically influenced by cultural characteristics of the industries or regions where the organization belongs to. Therefore, knowledge management strategies in a unit of a regional cluster need to consider the cultural characteristics of an industry or region and in turn different activities need to be adopted according to cultural characteristics. This study explores the relationship between cultural differences and the performance of the activities to promote knowledge exchanges in a regional innovation cluster. For this study, factors reflecting cultural characteristics of diverse industries and regions were extracted and the relationships with the performance of the activities promoting inter-organizational knowledge exchanges were analyzed through statistical method.

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Research For Creation Plan of Game Culture Street (게임문화의 거리 조성방안 연구)

  • Kim Dong-Kyun;Kim Dong-Hyun;Lee Ju-Young;Yu Yeo-Jung;Choi Sung-Kuan
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.38-43
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    • 2006
  • As the quality of life increases, the demand for enjoyment of leisure culture is increasing in modem society. This has led to the growth of cultural industries, creating many new cultural industries, and due to its recent engagement with digital technology, the development of digital cultural contents has rapidly expanded. As an integrated art field grafted with high technology, the game industry in particular is fusible with other various fields to create new leisure cultures. Taking these periodic conditions into consideration, this essay has presented a promotion scheme for game culture street based on the characteristics of game culture that make it easy for anyone to access. Game culture material signifies the grafting of cultural game characteristics to the physical platform of street, to provide, not only diverse applications of game culture, but also a market for vitalized game industries. This essay has researched the validity and components of game culture material promotion, along with promotion schemes for physical street.

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A study of the impact of the contemporary film industry on the game industry (현대 영화 산업이 게임 산업에 미치는 영향에 관한 연구)

  • Kim, Hak-Soo;Kang, Hyo-Soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.531-534
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    • 2011
  • It can be said that film and game industries take core parts of the comtemporary cultural industry. For consumers in modern industry, cultural industry is immensely significant as much as other industries. Because consumers are spending proportionally more money on experiential and emotional needs and less on basics such as food, housing, and clothes. Cultural industry is the one that can give us 'cultural satisfaction'. Some may say the film industry is different from the game industry in genre. However, we have no difficulty in finding many common characteristics between them since we are living in the world where any content or genre cannot stand alone and contents' boundaries diversify themselves to meet consumers' demand in daily basis. The purpose of this study is to look into the impact of the film industry on the game industry and to show how these different industries can coexist successfully by creating a synergy effect.

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