• Title/Summary/Keyword: Digital music

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A Study on the Place Specificity of Graffiti Arts Used as Fusion Design Elements in Urban Regeneration (융합 디자인 요소로서 도시재생에 활용된 그라피티의 장소특정성에 관한 연구)

  • Lim, Byung-Woo
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.455-461
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    • 2017
  • This study aims to clarify how the graffiti arts used in urban regeneration projects have come to possess the place specificity as public arts. For the research, the theoretical background of the place specificity of graffiti art was explored with the understanding of the concept of place specificity of public art, before comparing the difference of graffiti arts as public art applied to the urban regeneration projects, depending on their installation location and artist. In addition, the specificity of the place where graffiti artwork was installed and its significance in the context of urban regeneration project were explored. The case study is limited to graffiti arts installed in Bosan-dong, Dongducheon-si, where several urban regeneration projects have been pushed for since 2015. It was found from the analysis that the place specificity of individual art works is maximized when they are merged with cultural contents reflecting the history and place specificity of target cities, such as design, crafts, music and festivals, rather than with the place specificity of the works of individual artists. The result of this study suggests that when graffiti arts are fused with urban cultural contents as fusion design elements, their place specificity is maximized enough to elevate them to the level of public arts, and enable them to function as the media of urban regeneration.

Designing and Implementing IOT-based Casino Information System (Windows OS, Windows Server) (IOT 기반의 카지노정보시스템 설계 및 구현(Windows OS, Windows Server))

  • LEE, Dae Kun;NA, Seung You
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.151-160
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    • 2015
  • As a lexical meaning, casino is defined as "a certified gambling house, equipped with recreational facilities such as dance and music, etc., where people play roulette or cards." Casinos started from 17th to 18th century for European nobility and their social meetings and established a casino industry framework in the United States in the 1930s. The success of the casino business leads to the increase of sales; it became very helpful for the local and national government revenues and also for the related incidental tasks. Casino operations include a variety of fields, such as general customer management, dealer game management, security, account management, currency exchange, re-exchange management, marketing management, comp management and placement management, etc. These operations should be organically connected to each other by information systems such as a groupware, ERP and Customer Relationship Management (CRM), etc. In addition, in order to effectively manage comprehensive entertainment service, including accommodation and tourism, it is necessary to develop an information system which supports casino business and collateral entertainment service, collects the data generated throughout the business and provides information about the situations of management. Thus, this study will propose a casino information system designed and implemented, considering these details.

A Study of ePub-based Standard Framework Supporting Mutual Comparability of eBook DRM (전자책 DRM의 상호호환성을 지원하는 ePub 기반 표준 프레임워크에 관한 연구)

  • Kang, Ho-Gap;Kim, Tae-Hyun;Yoon, Hee-Don;Cho, Seong-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.6
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    • pp.235-245
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    • 2011
  • EBooks refer to electronic versions of books which are accessible via internet with forms of digital texts. In recent years, Amazon's Kindle digital eBooks has revealed the possibilities of success of the e-book market, which leads other companies to launch eBook service such as Google's eBook stores and Apple's iPad and eBook service. These reveal that the eBook market is finally showing a substantial amount of growth. Although the issue of technical support of eBook copyright protection emerges from the fast growing eBook marketplace, current technic of commercial DRM for protecting eBook copyright protection still has problems of non-comparability. Therefore, with the current technical status, DRM comparability problems, which have already occurred in music DRM environment, would also happen in eBook environment. This study suggests a standard framework to support eBook DRM comparability. When development of the standard reference software for eBook DRM comparability is completed, the sources will be registered as shareware to be open to public.

The Recognition Comparison for the Utilization State of Smart Devices and Culinary Education Application Development of High School Students (고등학생의 스마트 기기 활용 실태와 조리교육 애플리케이션 개발에 대한 인식 비교 연구)

  • Kang, Keoung-Shim
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.619-626
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    • 2012
  • The purpose of this study is to compare and analyze the utilization state of smart devices and the recognition level of educational application development of the general high school and the specialized high school. Specialized high school students preferred the utilization of smart devices more and daily spent on the devices more time than general high school students. As for the learning field, language for the general high school and the certificate of qualification for the specialized high school were shown high. The merit of smart device utilization is the use of spare time and its infrastructure was most required. The most expected content is a video lecture for the general high school and cooperative learning for the specialized high school and the most satisfied point was mobility. The specialized high school students feel more necessity about the application development for culinary education and had a plan to utilize it more and more preferred practice videos. As for the food development areas, the general high school students hoped simple food and the specialized high school students did cooking technician food and they both hoped the application to be uploaded in portal sites and the department homepage. The application development for culinary education is required to focus simulation learning including practice videos and cooking recipes and add an evaluation function to check the academic achievement levels. It is required to provide the subject goals of each course and concrete information on solving problems. Contents including video, music, texts need to be attached to improve learning immersion. There should be the beginning and development of a lesson and the flow of arrangement and communication between main bodies of learning should be improved by utilization of SNS cooperative learning services.

The Current Situation of "Using a Smartphone while Doing Something Else" and Related Factors ("보행 시 스마트 폰 사용"의 현상과 관련 요인)

  • Tomomi, MIZUNO;Katsum, TOKUDA;CHO, Hong-joong
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.561-569
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    • 2016
  • Purpose : We will clarify the situation of using a smartphone and what kind of factors are currently related when people use a smartphone while doing something else in order to obtain basic information to educate people to prevent the use of smartphone while doing something else. Methods : We conducted an anonymous self-administered questionnaire survey with 885 people who commuted by train to six companies located in Tokyo, Chiba, and Osaka and 550 university students who commuted by train to five universities located in the same areas. The research period was from April to May of 2014. Results : 33% of the subjects used a feature phone and 73% of the subjects used a smartphone. 38% of them listened to music, using their smartphones or feature phones while walking. Binominal logistic regression analysis was done with dependent variables of using a smartphone while walking and independent variables of age, sex, and educational advertisement. The results showed that people in their 20s used a smartphone while walking 4.93 times more than people in their 30s(p <0.00). No significant difference was found in the relationship between sex and educational advertisement(poster, TV, or magazine) and using a smatphone while doing something else.

A Movie Recommendation System based on Fuzzy-AHP and Word2vec (Fuzzy-AHP와 Word2Vec 학습 기법을 이용한 영화 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.301-307
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    • 2020
  • In recent years, a recommendation system is introduced in many different fields with the beginning of the 5G era and making a considerably prominent appearance mainly in books, movies, and music. In such a recommendation system, however, the preference degrees of users are subjective and uncertain, which means that it is difficult to provide accurate recommendation service. There should be huge amounts of learning data and more accurate estimation technologies in order to improve the performance of a recommendation system. Trying to solve this problem, this study proposed a movie recommendation system based on Fuzzy-AHP and Word2vec. The proposed system used Fuzzy-AHP to make objective predictions about user preference and Word2vec to classify scraped data. The performance of the system was assessed by measuring the accuracy of Word2vec outcomes based on grid search and comparing movie ratings predicted by the system with those by the audience. The results show that the optimal accuracy of cross validation was 91.4%, which means excellent performance. The differences in move ratings between the system and the audience were compared with the Fuzzy-AHP system, and it was superior at approximately 10%.

Communication overhead management techniques based on frequency of convergence contents using the P2P environment (P2P 환경에서 융복합 컨텐츠 사용 빈도수에 따른 통신 오버헤드 관리 기법)

  • Han, Kun-Hee;Jeong, Yoon-Su
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.245-250
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    • 2015
  • The P2P technology is becoming a technology for receiving a service, such as the latest YouTube and Facebook. P2P technology can be easily downloaded to a large amount of multimedia content over a distributed environment. However, pictures, music, a large amount of multimedia content such as videos each user is unable to manage the content management operating smoothly because, Song communication processing overhead caused when the reception is likely to remain the problem. In this paper, we propose a convergence content management technique that provides a low communication overhead of the frequency of use of the convergence content when trying to provide a large amount of convergence content to users in a distributed environment. Our method can be used to select the appropriate frequency is high among the shared content on the P2P multimedia environments that are distributed across a frequency of use of the convergence content and provides the service. Experimental evaluation proposed method, the convergence content browsing speed than conventional techniques improved communication about 13.3% and reduced overhead to about 9.5%.

Literature Analysis on PROMPT Treatment (1984-2020) (프롬프트(PROMPT) 치료기법에 관한 문헌 분석(1984-2020년))

  • Kim, Wha-soo;Lee, Rio;Lee, Ji-woo
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.447-456
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    • 2021
  • This study analyzed 28 domestic and foreign studies related Prompts for Restructuring Oral Muscular Phonetic Targets treatment techniques from 1984 to 2020 to prepare basic data for the development of PROMPT intervention programs and examination tools. According to the analysis, continuous research has been conducted since 1984 when the prompt study was first started, and the method of research was 16 intervention studies, with the highest number of speech disorders, and the target age being 3 to 5 years old, the most frequently conducted for infancy. The treatment was the most frequent in the 16th sessions, and the activities were based on the Motor Speech Hierarchy(MSH), except for the subjects of the non-verbal autism spectrum disorder. According to the analysis of the dependent variables, 'speech production' was the most common, followed by 'speech motor control', 'articulation', and 'speech intelligibility' were highest. Combined with all these studies, it suggests that PROMPT, which are directly useful for exercise spoken word production, are effectively being used outside the country and that it is necessary to develop a PROMPT program that can be applied domestically, in Korea.

A Proposal on Fintech Platform Model Based on Digitalized Securities to Activating the Independent Financial Advisory System (독립투자자문업 활성화를 위한 디지털 수익증권 기반 핀테크 플랫폼 모델 제안)

  • Moon, Myung-Deok;Kim, Sun-Woong;Choi, Heung Sik
    • Knowledge Management Research
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    • v.23 no.1
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    • pp.149-164
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    • 2022
  • This paper analyzes the independent financial advisory business that is not yet active in Korea and proposes a plan to activate the independent financial advisory business using fintech technology. A bill was enacted in 2017 for the domestic independent financial advisory business, but it has not been activated much until now for various reasons. Although existing studies have proposed solutions in various ways, there is no clear solution yet. This paper proposes a new method of revitalizing the independent financial advisory business through fintech technology using the trust system that has recently attracted attention. Digital securities fintech technology using blockchain distributed ledger technology presents new possibilities in the real estate and music copyright markets, and related fintech venture companies continue to emerge in Korea. By combining these digital securities fintech technologies and the business process of ETF, a method was derived so that independent financial advisors can have their own financial products. The proposed model is more decentralized than the existing financial product sales structure, and presents the possibility of a protocol economy through a structure close to a private blockchain while complying with the existing financial order. This paper is meaningful in that it presented new solutions to completely different markets from information convergence perspectives on two completely different markets, and we hope that more business solutions will emerge through knowledge management activities that converge various perspectives in the future.

The Effect Of Neologism Ability Of Students With Mild Intellectual Disabilities On Peer Popularity (경도지적장애 학생의 신조어 능력이 또래인기도에 미치는 영향)

  • Kim, Wha-soo;Jin, Su-mi;Lee, Ji-woo
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.213-220
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    • 2022
  • The purpose of this study is to investigate the relationship between the characteristics of using new words, ability to use new words, and peer popularity among students with mild intellectual disabilities and general students of the age-matched group. A total of 8 students, 4 students with mild intellectual disabilities aged 14 to 16 years of age and 4 normal students in the age-matched group, were compared between groups using a nonparametric test. In the case of new words, 60 new words were selected through expert content validity among 301 new words, and then recognition and background information on the 60 new words were collected. As a result of the study, first, there was a significant difference in understanding of new words between the student group with mild intellectual disability and the general student group of the same age. Second, the correlation between the use of new words and the popularity of peers was compared for each group of students with mild intellectual disabilities and a group of general students of the same age as possible. Therefore, when providing vocabulary instruction for students with mild intellectual disabilities, it suggests that it is necessary to teach new vocabulary in order to increase their relationship with their peers and their popularity.