• Title/Summary/Keyword: IT contents

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Study on Distortion and Field of View of Contents in VR HMD

  • Son, Hojun;Jeon, Hyoung joon;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • v.6 no.1
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    • pp.18-25
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    • 2017
  • Recently, VR HMD (virtual reality head mounted display) has been utilized for virtual training, entertainment, vision therapy, and optometry. In particular, virtual reality contents are increasingly used for vision therapy and optometry. Accordingly, high-quality virtual reality contents such as a natural vision of life is required. Therefore, it is necessary to study the content production according to the optical characteristics of the VR HMD. The purpose of this paper is to suggest a proper FOV (field of view) of contents according to the distortion rate. We produced virtual reality contents and obtained distorted images by virtual camera. The distortion rate is calculated by using the distorted image. It is proved that the optimal FOV of the VR content with the minimum distortion is $90{\sim}100^{\circ}$. The results of this study are expected to be applied to the production of high quality contents.

Eco Food Waste Note : Food Waste Record Service System based on IoT Technologies (Eco Food Waste Note : IoT 기반 음식물 쓰레기 기록 서비스 시스템)

  • Lee, Mi-Hee;Baek, Eun-Jung;Park, Jung-Bin;Kim, Eun-Byel
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.175-176
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    • 2015
  • 본 논문에서는 매년 증가하고 있는 음식물 쓰레기를 줄일 수 있는 방안으로 IoT 개념을 이용하여 음식물 쓰레기의 양에 따른 부과 요금을 실시간 조회 가능하도록 하여 경각심을 갖도록 유도하는 시스템을 개발하였다. 또한, 편리성을 위해 종량제 카드 대신 스마트폰의 NFC를 활용할 수 있게하고, 쓰레기 분류, 쓰레기 버리는 날 등의 정보를 제공하며, 쓰레기의 양을 줄인 가구에게는 관리 부서 정책에 따라 쿠폰 등을 제공할 수 있는 기능을 통해서도 음식물을 줄일 수 있는 동기를 부여하였다.

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Study on AI-based content reproduction system using movie contents (영화를 이용한 AI 기반 콘텐츠 재생산 시스템 연구)

  • Yang, Seokhwan;Lee, Young-Suk
    • Journal of Korea Multimedia Society
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    • v.24 no.2
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    • pp.336-343
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    • 2021
  • AI technology is spreading not only to industrial fields, but also to culture, art, and content fields. In this paper, we proposed a system based on AI technology that can automate the process of reproducing contents using characters for movie contents. After creating the basic appearance of the character by using the StyleGAN2 model from the video extracted from the movie contents, analyzing the character's personality and propensity using the extracted dialogue data, it was determined from the contemplative appearance based on the yin-yang and five elements to the character's propensity. Accordingly, the external characteristics are reflected in the character. Using the OpenPose model, a character's motion is created, and the finally generated data is integrated to reproduce the content. It is expected that many movie contents can be reproduced through the study of the proposed system.

A Survey on the Necessity Developing of Popular Pansori Contents (대중적인 판소리 콘텐츠 개발 필요성에 관한 인식조사)

  • Kim, Ye-Jin
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.600-609
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    • 2017
  • The purpose of this study is to investigate the perception of Pansori non-Specialist After reviewing the need for content development and conducting interviews with Pansori Specialist, the contents of popular Pansori contents It is aimed to derive basic data necessary for development. First, in order to examine the necessity of development of popular Pansori contents, 100 Pansori non-specialists surveyed through the experience of the same popular Pansori Contents revealed that the contents of popular Pansori showed a new aspect of Pansori and it is necessary to develop popular Pansori contents. it is necessary to secure popularity, fun and interest, Convergence with other genres, intrinsic troubles about Pansori, Expansion in to traditional arts, materials suitable for trends, development of lirics, language, music, and professional producers should be considered. Second, As a result of conducting interviews 31 Pansori Specialist in order to provide basic data necessary for the development of popular Pansori contents, its essential to develop popular Pansori contents. and analysis of the public, endless challenges and attempts, material development collaboration with professional worker and expansion.

An Exploratory Study on the Concept of Play for Establishing Cultural Contents Studies (문화콘텐츠학 정립을 위한 놀이 개념에 대한 탐색적 연구)

  • Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.646-657
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    • 2019
  • It has been 20 years since the cultural contents were newly emerged in the late 1990s and grown in our society. However, efforts to establish culture contents concept and to establish cultural contents as a separate discipline are relatively poor. There may be various reasons, but the most important thing is that it failed to cover the broad sense of the word 'cultural contents' and to present a key concept through the core. Therefore, this study examined the possibility of securing the conceptual resources necessary to lay the foundation for cultural contents within play, under the premise that cultural contents should be play studies in the 21st century. In order to do this, this paper examined the meaning of play in each of the three conceptual categories, ie, mimesis, aesthetics, and power, which are deemed to be related to the meaning of cultural contents that we currently use. As a result, it has been confirmed that play is used in various ways in connection with various concepts such as emotion, art, percept, cognition, education, coincidence, power, hegemony, class, religion, ritual. These various uses of play concept can give cultural contents researchers an opportunity to study cultural contents from a play perspective.

Relationship between Access to Lewd Internet Contents by Middle School Students and Their Awareness of Sex (중학생의 인터넷음란물 접속과 성 의식의 관계)

  • Lim, Jong-In;Choi, In-Sook
    • The Journal of Korean Society for School & Community Health Education
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    • v.4
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    • pp.117-139
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    • 2003
  • The purpose of this research lies in presenting logical viability for the measures that curtail access to lewd Internet contents by middle school students amidst the reality in which lewd contents are circulated freely through the Internet, a medium that the middle school students find most easy to access. In order to establish right form of awareness towards sex, this research identified the ways they access the lewd Internet contents, their reaction after the exposure to those contents, their knowledge of sex, their concerns regarding sex and their accessibility to sexual activities in order to conduct a comparative analysis on the relationship between lewd Internet contents and their awareness of sex. First, realities of accessing lewd Internet contents and reactions according to the demographics of middle school students There isa significant difference in the experience of accessing lewd Internet contents in terms of gender. Mostly, male students tend to access the contents more. As for the way they access the lewd Internet contents, both male and female students replied that they access through spam mail of lewd nature. Thus, measures to address this problem are needed urgently. As to when they first accessed the lewd contents, most of the research subjects replied that they accessed either in elementary school period or in the early middle school period. This shows that most of the students got exposed to lewd contents even before they could establish positive, correct awareness of sex. Thus, there is a risk that they may formulate wrong kind of sexual awareness. Accordingly, it is necessary to develop measures through focused sex education. Students are divided into two groups according to the time they spend on the contents averagely: those who spend over one hour and those who spend less than an hour on the lewd contents. If the students spending longer hours are not to be checked and properly guided, it may lead to increasing cases of sexual delinquencies due to their wrongly formed awareness of sex. When the question of existence(non-existence) of guardian was addressed, students with both parents tend to access the lewd Internet contents in a more diverse manner and tend to access more compared to those students from single parent or no-parent families. Accordingly, guardians need to pay attention to how their children are using the Internet. Second, awareness of sex depending on the middle school students' demographics In case of sexual knowledge, middle school students shows relatively high level of knowledge. In particular, female students are found more knowledgeable than male students, and the students in upper years are more knowledgeable as well. As a result, this research recommends that the students in lower years should be guided with more basc and detailed information, while those in upper years need to be taught to form and express their own thoughts and attitudes and to build up independence on this matter. In case of worries about sex, both male and female students don't worry too much about it. However, male students are more concerned about sex than female students in a more diverse ways. As for the differences by academic year, concerns for sex increase, as students get older. Accordingly, sex education that helps establish sound perception of the opposite sex and that focuses on the etiquettes that one must adhere to at the presence of the opposite sex need to be conducted against middle school students. In case of accessibility to sex, male students manifest higher tendency than female students. As for the differences by academic year, those in the first and second years show higher accessibility than those in their third year. In general, younger students tend to be more open-minded toward sex. Accordingly, students in lower academic years need to undergo basic knowledge oriented sex education, whereas those in upper academic years need to undergo discussion centered sex education where they subject to questions regarding their attitude and opinion. Third, relationship between the reactions after the exposure to the lewd Internet contents and their awareness of sex As the frequency of contact with lewd Internet contents increases, awareness of sex increases as well. Thus, the lewd Internet contents contribute to the increase in students' concern for sex as well as increase in accessibility to sex, which eventually become barriers to students' establishment of a healthy perception of sex. Reactions to sex after the exposure to lewd Internet contents and awareness of sex indicate a significant correlation. However, negative correlation is manifested with knowledge of sex. Thus, it is possible to know that the greater access to lewd Internet contents does not necessarily translate into increase in knowledge of sex. However, the study showed there is a correlation between concerns for sex and the level of accessibility to sex. In more detail, the more reactions to the contents they show, the more concerns for sex they have and the more positively they take acceptability to sex. Moreover, it is necessary to develop necessary measures since textbooks today do not include measures needed to address the lewd Internet contents. Given the above findings, it is necessary to continue to complement structural measures in order to prevent easy access of lewd Internet contents by middle school students. Moreover, it is necessary to be considerate of the students so that they themselves can form a healthy Internet culture and grow up within positive framework for the sex education.

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A Scheduling of the Multimedia Contents Processing in LMS for E-Learning System (E-Learning 시스템을 위한 LMS의 멀티미디어 콘텐츠 처리 스케줄링)

  • Jeong, Hwa-Young;Kim, Eun-Won;Hong, Bong-Hwa
    • 전자공학회논문지 IE
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    • v.45 no.1
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    • pp.50-57
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    • 2008
  • It is applying the various teaming contents to improve learner's studying desire and effect in E-Learning system. In this learning contents, there are text animation, sound and picture etc. But, multimedia teaming contents which has big file size need much transmission service times. In this paper, I proposed a scheduling technique of LMS to be faster and service efficiently the multimedia learning contents which was managed and processed it in LMS. for this purpose, I used message and scheduler at LMS. While loaming was processed, it saved the result information of learning contents request to LMS. In this case, if the learner request loaming contents request, it could be possible to support the learning contents efficiently to use learning contents information in LMS without connecting to LCMS. As application result of this techniques, at the first learning course, existent techniques displayed faster learning contents service than proposal techniques. But the more learning process, proposal technique is faster service than existent.

Comparison of User Experience from Parallax Scrolling and Video Use on the Web Contents (영상과 Parallax Scrolling 기법을 활용한 웹콘텐츠의 사용자 경험 요소 비교 연구)

  • Kim, Hee Won;Ko, Hye Young
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.520-529
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    • 2016
  • Recent use of digital video contents increases visual fatigue of users. As a result, it has been difficult that the existing video methods make users focus on the content with interest and deliver stories intended by contents producers. Parallax scrolling is getting the spotlight as a new way which are keeping the fluent visual advantages of video and help users maintaining their attention with simple maneuver. In this study, based on a survey, it would compare the user experience in an existing video in Web contents and parallax scrolling Web contents. As a result, it showed that using the parallax scrolling Web sites improve user sensibilities such as aesthetic, novelty and pleasure of user experiences. A remarkable thing is that users replied parallax scrolling is not much comfortable to use. According to the result, researchers suggest that using parallax scrolling in Web site needs thoughtful decision in making and managing of Web contents.

The Comparative study on Game Contents Costing by Single Game Element and Multi Game Elements (다중게임요소와 단일게임요소에 의한 게임콘텐츠 원가산정 방법에 관한 비교연구)

  • Lim, Deuk-Soo;Lee, Kook-Chul;Park, Hyun-Ji
    • Journal of Information Technology Applications and Management
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    • v.15 no.1
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    • pp.67-81
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    • 2008
  • Last decade, IT industry in Korea has been developed greatly. The game industry as an international leader has given good value added to its country. Game industry is one of the speedy improved one and it showed over 20% of growth rate from 2002. Most distressings in Game industry, there are no established costing system in spite that there should be in emerging market. In 2004, Game Contents Costing Model using Mission and Event was developed and also the study of Game Elements weight was done in 2005. The cost of Game Contents can be calculated by GEP and its unit price. The study of Game Contents Sizing Model was done in 2005. The costing of Game Contents by single Game Element which represents software which is one of 3 Game Elements-plan, graphic and software-and it is counted by mission and event. If the software element only can not well represent Game Contents volume, we can include plan and graphic elements for Game Contents costing. And we can say above two methods as a costing model of Game Contents. In this paper, these models were tested empirically and proved as usable.

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A Study on Personalized Mobile Web News Contents Creation using Keyword Analysis (키워드 분석을 이용한 개인화 모바일 웹 뉴스 컨텐츠 생성에 관한 연구)

  • Han, Seugn-Hyun;Lim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.3
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    • pp.277-285
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    • 2007
  • This research proposes a personalized mobile web contents creation method that uses web news channel contents-based analysis. It promptly acquires data through the RSS and RSS-linked web pages which have been supplied by the existing web sites for a news search. And then It applies a personalization method using analysis in contents filtering and generation. The proposed method will make creating mobile web contents easier while lowering wireless contents production costs. Moreover, It can be improved a user satisfaction for contents filtering and access with using analysis that fits in with a matter of user's specific interest.

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