• 제목/요약/키워드: Immersive Content

검색결과 195건 처리시간 0.022초

The Study of Restaurant Start-up Education on Restaurant Start-up : Focus on Entrepreneurship

  • Jun-Young Lee;Sung-Ho Bang;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.102-111
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    • 2023
  • We would like to find out how restaurant start-up education affects restaurant start-ups. Recently, as low barriers to entry and endemics are approaching, more and more people want to start a restaurant business. However, while the market size of restaurant start-ups increases due to the high youth unemployment rate and changes in the social population structure, the probability of failure of start-ups is increasing due to the high competition rate. Therefore, this study aims to examine whether restaurant start-up education affects restaurant start-ups through entrepreneurship. This study conducted a survey on prospective start-ups. After that, demographic analysis and multiple regression analysis were performed using the SPSS 23.0 program. As a result, it was found that entrepreneurship had an effect on restaurant start-ups. However, in future studies, more research is needed on the direction of improving and developing restaurant start-up education.

A study on the audio/video integrated control system based on network

  • Lee, Seungwon;Kwon, Soonchul;Lee, Seunghyun
    • International journal of advanced smart convergence
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    • 제11권4호
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    • pp.1-9
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    • 2022
  • The recent development of information and communication technology is also affecting audio/video systems used in industry. The audio/video device configuration system changes from analog to digital, and the network-based audio/video system control has the advantage of reducing costs in accordance with system operation. However, audio/video systems released on the market have limitations in that they can only control their own products or can only be performed on specific platforms (Windows, Mac, Linux). This paper is a study on a device (Network Audio Video Integrated Control: NAVICS) that can integrate and control multiple audio / video devices with different functions, and can control digitalized audio / video devices through network and serial communication. As a result of the study, it was confirmed that individual control and integrated control were possible through the protocol provided by each audio/video device by NAVICS, and that even non-experts could easily control the audio/video system. In the future, it is expected that network-based audio/video integrated control technology will become the technical standard for complex audio/video system control.

XR 기술을 활용한 전시관람 지원 실감콘텐츠 설계 (Design of Immersive Content supporting the Exhibition Viewing using Extended Reality Technology)

  • 문태웅;유정현;조하준;김희동;김석훈;임광혁
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2023년도 제68차 하계학술대회논문집 31권2호
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    • pp.423-424
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    • 2023
  • 본 논문에서 우리의 HMD는 Microsoft의 HoloLens 2와 국내 XR 기업을 비롯한 AR, XR을 이용하여 박물관 관람 지원 콘텐츠를 제시하고자 한다. 증강현실과 더불어 확장 현실의 기술 확장을 보이며 사용자는 박물관이란 공간 내에서 HMD를 착용하고 관람하며 설명 판에 QR코드를 인식하여 인터페이스와 더불어 각 주제에 맞는 애니메이션을 제공하여 시각적으로의 추가적 요소를 제공한다. 또한 사용자가 기존의 일반적이던 박물관 관람에서 XR이란 새로운 기술의 융합을 접목함으로 시각적 흥미를 갖게 하고 지역마다 특수한 역사, 배경에 맞춘 콘텐츠로서 지역을 알려 더 넓게 사회문제의 하나인 인구 저하에 따른 지역소멸에 지역홍보 차원이나 콘텐츠의 제공, 나아가 XR의 상용화까지 기대할 수 있는 콘텐츠를 기대한다.

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3D Object Generation and Renderer System based on VAE ResNet-GAN

  • Min-Su Yu;Tae-Won Jung;GyoungHyun Kim;Soonchul Kwon;Kye-Dong Jung
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.142-146
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    • 2023
  • We present a method for generating 3D structures and rendering objects by combining VAE (Variational Autoencoder) and GAN (Generative Adversarial Network). This approach focuses on generating and rendering 3D models with improved quality using residual learning as the learning method for the encoder. We deep stack the encoder layers to accurately reflect the features of the image and apply residual blocks to solve the problems of deep layers to improve the encoder performance. This solves the problems of gradient vanishing and exploding, which are problems when constructing a deep neural network, and creates a 3D model of improved quality. To accurately extract image features, we construct deep layers of the encoder model and apply the residual function to learning to model with more detailed information. The generated model has more detailed voxels for more accurate representation, is rendered by adding materials and lighting, and is finally converted into a mesh model. 3D models have excellent visual quality and accuracy, making them useful in various fields such as virtual reality, game development, and metaverse.

Online Music Distribution Strategy to Develop the future Hallyu Music Industry

  • Woo-Jun JANG;Min-Ho CHANG
    • 유통과학연구
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    • 제22권6호
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    • pp.115-122
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    • 2024
  • Purpose: The main aim of this study is to analyze and suggest new online music distribution models targeted to facilitate the development of the Korean Wave (Hallyu) music market in all locations of the world. This study is conducted through a close analysis of the prevailing distribution models, the unique challenges of the K-pop market, and the trends in new technologies. Research design, data and methodology: To address the issue of how the online music distribution market could be domesticated for the Korean music industry, a systematic review of the previous studies was conducted. The use of the PRISMA approach was followed so that an accurate and transparent method for choosing the studies is ensured. Results: According to the investigation of literature analysis, the online distribution strategy may consist of four key plannings as follows, 1. Leveraging Social Media and User-Generated Content Platforms, 2. Embracing Immersive and Interactive Experiences, 3. Fostering Direct-to-Fan Connections and Monetization, 4. Harnessing Artificial Intelligence and Big Data Analytics. Conclusions: Finally, collaboration and strategic partnerships will be vital. The Korean music companies should seek to cooperate with the technology companies, social media platforms, and the global music streaming services so that they can grow their market, acquire new technologies, and to better their online distribution strategies.

Research on Changes in the Coffee and Tourism Industries After the End of COVID-19 Through Big Data Analysis

  • Hyeon-Seok Kim;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권2호
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    • pp.43-49
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    • 2024
  • In early 2020, as the COVID-19 pandemic hit the world, widespread changes occurred throughout society. COVID-19 also brought changes in consumers' consumption behaviors and preferences. This study aims to find out how the current status of the tourism industry and the coffee industry has changed since the end of COVID-19 by conducting big data analysis focusing on the search frequency of Naver, Google, and the following, which are representative social networks in Korea. Designating "Coffee Industry + Tourism Industry" as the representative keyword, January 1, 2020 to December 31, 2020, the time of each COVID-19 outbreak, was set before the COVID-19 type, and January 1, 2023 to December 31, 2023 was set after the end of COVID-19. Based on the analyzed search binder big data analysis within the period, we would like to find out how the current status of the tourism industry and the coffee industry has changed since the end of COVID-19. Finaly, the coffee and tourism industries are on the path of recovery and growth. In particular, the rise in coffee consumption, the recovery of the number of tourists, the emphasis on local tourism, and the strengthening of links with global markets are prominent.

A Prototype Design for a Real-time VR Game with Hand Tracking Using Affordance Elements

  • Yu-Won Jeong
    • 한국컴퓨터정보학회논문지
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    • 제29권5호
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    • pp.47-53
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    • 2024
  • 본 연구는 어포던스 개념을 적용하여 가상 환경에서의 제스처 인식 과정에서 자연스러운 동작을 유도함으로써 상호작용과 몰입감을 향상하기 위한 인터랙티브 기술 활용을 제안한다. 이를 위해 샘플링 및 정규화 과정을 포함한 선분 인식 알고리즘을 활용하여 실제 손동작과 유사한 제스처를 인식하는 기법을 제안한다. 이러한 선분 인식은 본 논문에서 설계한 <VR Spell> 게임에서 마법진을 그리는 동작에 적용되었다. 실험 방법으로는 4개의 선분 인식 동작에 대한 인식률을 검증하였다. 본 논문은 실시간 핸드 트래킹 기술을 가상 환경, 특히 VR 게임과 같은 실감 콘텐츠에 적용하여 사용자에게 더 높은 몰입감과 재미를 추구하는 VR 게임을 제안하고자 한다.

A Study on the Development Direction of Medical Tourism and Wellness Tourism Using Big Data

  • JINHO LEE;Gi-Hwan Ryu
    • International journal of advanced smart convergence
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    • 제13권1호
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    • pp.180-184
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    • 2024
  • Since COVID-19, many foreign tourists have visited Korea for medical tourism. When statistical data were checked from 2022, after COVID-19, the number of foreign patients visiting Korea for two years was 24.8 million, an increase of 70.1% from 2020. It was confirmed that it has achieved a 50% level compared to 2019 (Statistics Office, 2023). Therefore, to create a development plan by linking medical tourism and wellness tourism, the purpose of this study is to find the link between medical tourism and wellness tourism as big data and present a development plan. In this research method, medical tourism, and wellness tourism for two years from 2022 to 2023 from the post-COVID period as big data are set as central keywords to compare text data to find common points. When analyzing wellness tourism and medical tourism, it was confirmed that most wellness tourism had a greater frequency than medical tourism. This confirmed that wellness tourism occupies a larger pie than medical tourism. As a result, when checking the word frequency, it was confirmed that wellness tourism and medical tourism share a lot as complex tourism products, and when checking 2-gram, to attract many medical tourists, it is necessary to combine medical tourism clusters and wellness tourism according to each other's characteristics among local governments.

The Effect of Satisfaction of Entrepreneurship Education on Successful Entrepreneurship

  • Jun-Young Lee;Sung-Ho Bang;Ki-Hwan Ryu
    • International Journal of Advanced Culture Technology
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    • 제12권1호
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    • pp.276-280
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    • 2024
  • Recently, many policies and fairs have been made in relation to start-ups. In addition, various start-up education for prospective start-ups is being conducted in various ways. Therefore, these days, the number of prospective start-ups who receive such information and start-up education is increasing. Nevertheless, more and more start-ups are still unsuccessful and close their businesses within months or years. In particular, start-ups who continue to maintain their start-ups also see the unfortunate reality of start-ups that find other jobs in various support systems and related policies and relationships that they cannot quit even if they want to. In this study, based on previous studies, factors for satisfaction with entrepreneurship education will be set and a questionnaire will be conducted for prospective entrepreneurs who have completed education at a startup education center in Seoul. The survey results are intended to verify their reliability and validity through empirical analysis. The SPSS statistical package will be used for analysis, and a total of 200 copies of the questionnaire will be distributed and collected. In this study, it was confirmed that the higher the satisfaction with entrepreneurship education, the better the successful entrepreneurship. In addition, I think that further developing various policies or detailed curriculums for entrepreneurship education will be of great help to prospective entrepreneurs taking entrepreneurship education.

Analysis on Types of Golf Tourism After COVID-19 by using Big Data

  • Hyun Seok Kim;Munyeong Yun;Gi-Hwan Ryu
    • International Journal of Advanced Culture Technology
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    • 제12권1호
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    • pp.270-275
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    • 2024
  • Introduction. In this study, purpose is to analize the types of golf tourism, inbound or outbound, by using big data and see how movement of industry is being changed and what changes have been made during and after Covid-19 in golf industry. Method Using Textom, a big data analysis tool, "golf tourism" and "Covid-19" were selected as keywords, and search frequency information of Naver and Daum was collected for a year from 1 st January, 2023 to 31st December, 2023, and data preprocessing was conducted based on this. For the suitability of the study and more accurate data, data not related to "golf tourism" was removed through the refining process, and similar keywords were grouped into the same keyword to perform analysis. As a result of the word refining process, top 36 keywords with the highest relevance and search frequency were selected and applied to this study. The top 36 keywords derived through word purification were subjected to TF-IDF analysis, visualization analysis using Ucinet6 and NetDraw programs, network analysis between keywords, and cluster analysis between each keyword through Concor analysis. Results By using big data analysis, it was found out option of oversea golf tourism is affecting on inbound golf travel. "Golf", "Tourism", "Vietnam", "Thailand" showed high frequencies, which proves that oversea golf tour is now the re-coming trends.