Recently, the cinema industry faced a crisis on the rise of various media platforms such as Netflix, Amazon Prime, IPTV, and Kakao Page. The rate of film release in the theater has become ever shorter, and the secondary consumption of film through IPTV, tablet, PC, or mobile has seen a drastic increase. In the midst of this new media-geography, the most significant change in recent years would be the rise of the 'fantasy film' genre. This paper explores the conditions and characteristics of fantasy films in the way in which the genre has been constituted, and delves into particular aspects that its contents contain. This is an attempt to understand the sociology of the birth of a new genre. In this process, this paper will ask two frequently raised questions in regard to this genre. The first is to ask whether we can discern fantasy from reality, and the second is to examine whether the fantasy genre implicates certain social subversion. These two questions aim to discover how fantasy forms a relationship with reality and what this means. To do so, this paper will trace the genealogy of the fantasy film genre in Korea and analyze recent big hits such as the series as the model case of digital fantasy film. Through this exploration, this paper will be able to provide a new sociology of the fantasy film production and consumption in the 21st century Korea.
Game engines have the advantage of enabling efficient content production, such as reducing development time, with minimal visual quality guarantees and support for multi-platforms. Recently, game engines have provided various functions that can easily, quickly, and effectively produce immersive content using virtual reality (VR) HMD. Therefore, this study conducts a comparative study on the development environment in VR content production using Oculus Quest 2 HMD, focusing on Unity and Unreal game engines, which are widely used in the content production industry, including games. First, we compare the basic setup process of building a development environment using Oculus Quest 2 HMD and a dedicated controller based on a VR template project that includes the minimum functions and settings provided by each engine. Next, we present a simple experience environment that can interact in a virtual environment and compare the development environment to use a dedicated controller and the process of building a development environment that directly utilizes hands through the hand tracking function provided by Oculus Quest 2. Through this process, we will understand the basic process of building a VR development environment, and at the same time, we will check the characteristics and differences of the engine and use it as a research that can be applied to various immersive content production.
Purpose: How to build the attitude on brand is very important, because it affects the positive word of mouth and revisit intention. Brand attachment, brand name, and image congruence play important role on consumer behavior in terms of reinforcing consumers' perception of food service companies and differentiating them from competing brands. Following the planned behavior theory, this paper examines the effect of linking brand attitude to word-of-mouth and revisit intentions in the restaurant sector. Research design, data, and methodology: This paper examines the structural relationship among brand attachment, brand name, image congruence, brand attitude, WOM, and revisit intention. In order to test the purposes of this study, research model and hypotheses were developed. The questionnaire items were modified and used according to the content of this study based on previous studies. All constructs were measured by multiple items tested and developed in the previous research. The study is based on the quantitative method and considered 519 questionnaires fulfilled by customers of restaurants. The data were explored employing the partial least square-structural equation modelling (PLS-SEM). Frequency analysis was conducted to identify the general characteristics of the survey subjects. To measure the reliability and validity of the measurement tools, confirmatory factor analysis was conducted. Structural model analysis was conducted to verify the research model. Result: The findings demonstrate that brand attachment and brand name had positive effects on attitude while image congruence did not have. Also, attitude had positive effect on WOM and revisit intention. Conclusions: This study expands the literature about WOM and revisit intentions. This study expands prior research in a similar field to which the theory of planned behavior (TPB) is applied, and reveals that brand attachment, brand name, and brand image congruence play an important role in developing brand attitude that affect revisit intention and WOM. And provide guidelines on how to enhance competitiveness in the restaurant sector based on understanding of linking brand attitude to customer loyalty and repeat business. By putting into practice these suggestions in the restaurant industry, brands can easily build up their attitude and boost a positive WOM and the intention to revisit.
Global virtual reality (VR) and augmented reality (AR) markets are growing as VR and AR become a new source of revenue for industries around the world. In the edutech sector, an industry that combines traditional education, research on new innovative educational models and business models are scarce, and improvements are needed in the technology group and business environment to realize edutech in detail. Therefore, this study aims to define the elements strategically required for VR Toon development by comparing and analyzing the characteristics of existing touch panel-based display Toon and VR Toon content experiences. Tablet PC Toon and VR Toon were selected to conduct the research. Thirty people (19 men and 11 women) from their teens through their forties were surveyed using questionnaires. The questionnaires were formulated through a quantitative method by using AttrakDiff with a 7-point scale (-3: negative words to 3: positive words). Qualitative evaluations were also performed addressing nine concepts (satisfaction, novelty, operability, creativity, understanding, education, interest, participation, expressiveness). As a result, the usability test results of educational content using tablet personal computers and VR equipment were analyzed from the viewpoint of user experience to define elements expected to be strategically required for VR Toon development.
This paper presented a method to build a predictable smart ammunition logistics system using the 4th industrial technology for ammunition logistics, which is the core functions in the field of defense and logistics. We have analyzed the current level of ammunition logistics with various perspectives such as domestic and overseas logistics policies, technology trends, ammunition logistics characteristics, the smart logistics certification measures by Ministry of Land, Infrastructure and Transport. As a result it is considered that the current ammunition logistics needs needs improvement. To improve this, we presented a direction based on the implications derived after analyzing various ongoing programs such as wired/wireless-based automation, smart ammunition depots, and logistics innovation of the army, navy, and air force that can be applied to the ammunition logistics. In order to implement a data-based smart ammunition logistics management system that can achieve innovation and efficiency of total life cycle while meeting changes in the battlefield environment, we presented 4 objectives such as "automation and modernization of field work", "3D-based storage management & improvement of issuing at war," and "data management for prediction-oriented ammunition management". it is expected that there will be benefits such as improvement of operational continuity, guarantee of ammunition reliability, budget reduction, improvement of inefficiencies such as delay, waiting, and double work, and reduction of accidents.
Recently, with the development of deep learning technology, researches to apply a deep learning algorithm to analyze unstructured data such as text and images are being actively conducted. Text classification has been studied for a long time in academia and industry, and various attempts are being performed to utilize data characteristics to improve classification performance. In particular, a hierarchical relationship of labels has been utilized for hierarchical classification. However, the top-down approach mainly used for hierarchical classification has a limitation that misclassification at a higher level blocks the opportunity for correct classification at a lower level. Therefore, in this study, we propose a methodology for classifying hierarchical data using the autoencoder-based deeply supervised network that high-level classification does not block the low-level classification while considering the hierarchical relationship of labels. The proposed methodology adds a main classifier that predicts a low-level label to the autoencoder's latent variable and an auxiliary classifier that predicts a high-level label to the hidden layer of the autoencoder. As a result of experiments on 22,512 academic papers to evaluate the performance of the proposed methodology, it was confirmed that the proposed model showed superior classification accuracy and F1-score compared to the traditional supervised autoencoder and DNN model.
Journal of the Korean Association of Geographic Information Studies
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v.25
no.3
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pp.17-28
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2022
This study is to develop the direction of the development of the next-generation mapping of marine information required to develop a base of the utilization localization of maritime production tools. The GIS data-processing products and technologies currently used in the Korea's marine sector depend on external applications which is renewal costs, technical updates, and unreflected characteristics. Meanwhile, the S-100 standard, the next generation hydrographic data model that complements S-57's problems in marine GIS data processing, was adopted as a new marine data standard. This study aims to present the current status and problems of marine GIS technology in Korea and to suggest the development direction of GIS software based on the next generation hydrogrphic data model S-100 standard of IHO(International Hydrographic Organization). S-100-based marine GIS localization technology development and industrial ecosystem development research is expected to scientific decision-making on policy issues that occur with other countries such as marine territory management and development and use of marine resources.
Printed circuit boards (PCBs) are a basic component in the electronics industry and are widely used in nearly all electronic products, such as mobile phones, tablet computers, and digital cameras, as well as in electric equipment. PCB manufacturing involves the use of many chemicals and chemical processes and therefore has more risks than other manufacturing sectors. This study aims to identify the causes of possible accidents during PCB manufacturing through risk assessment, develop and implement safety measures, and evaluate the effectiveness of these measures. Note that the safety measures developed to mitigate the risks of a certain process were also implemented for other similar processes. The risk assessments conducted over seven years, from 2015 to 2021, at a PCB manufacturing company identified 361 hazardous processes. Between 2016 and 2019, 41-56 hazardous processes were identified per year; such processes decreased to fewer than 20 per year after 2020. Application of the risk assessment results to the improvement of the hazardous processes with the similar characteristics seems to be effective in decreasing the risks. Equipment-related factors such as lack of appropriate maintenance, low work standards, and defective protection devices were responsible for 59.8% of all possible accidents. Because PCB manufacturing involves many chemicals, skin contact with hazardous substances, electric shock, fire, and explosion were the most common types of possible accidents (81.7%). In total, 505 safety measures were implemented, including 157 related to purchase and improvement of equipment and devices for safety (31.1%), 147 related to the installation/modification of fire prevention facilities (29.1%), and 69 related to the use of standard electrical appliances (13.7%). Risk assessment conducted after implementing the safety measures showed that these measures significantly decreased risk; 247 processes (68.4%) had a risk level of 3, corresponding to "very low," and 114 processes (31.6%) showed a risk level of 4, corresponding to "low." In particular, risk assessment of 104 processes with risk scores of 12 and 10 other processes with risk score of 16 showed that the risk decreased to 4 after implementing the safety measures. Thus, implementing these measures in similar manufacturing sectors that involve chemical processes can mitigate risk.
The Journal of the Convergence on Culture Technology
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v.8
no.5
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pp.377-383
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2022
In today's modern society, along with the 4th industrial revolution, digitalization is rapidly progressing from everyday life to the entire industry. In the field of education, support is being provided at the government level, such as the dissemination of digital devices to create a digital educational environment, and the use of digital devices is remarkably increasing at the level of individual students as well. In the fashion design education field of universities, the number of students using tablet PCs and applications such as iPads is increasing and the scope of its application is expanding, from design concept setting and idea generation to design sketches in the early fashion design process, as well as diagramming and portfolio work. For fashion design sketching, it was found that students mainly use Procreate or Clip Studio applications with iPad. Therefore, by identifying the differentiated functions and characteristics of Procreate and Clip Studio, and examining design sketch examples using them, the possibility of effective use of iPad applications was presented and problems were also examined. Through this study, it is intended to provide basic data for fashion design education that can increase students' interest and achievement by using the iPad application.
The Journal of the Convergence on Culture Technology
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v.8
no.5
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pp.369-375
/
2022
Due to the so-called COVID-19 pandemic, railway service management has also faced an unprecedented situation over the past. This study conducted a survey of customers using high-speed railways during the COVID-19 pandemic to explore the impact of infectious diseases on the railway service customer experience. As a result, customer satisfaction and loyalty increase as customers are more aware of the quarantine-related services provided by railway operators. The moderating role of customer's COVID-19 risk perception was examined as well because there are individual differences in the level of thinking dangerously about Covid-19. As a result, the perceived level of the service's quarantine-related services has a significant impact on customer satisfaction when the customer's risk perception of Covid-19 is at an appropriate level, but its impact is relatively weak when the customer's risk perception is significantly high. Eventually, only the complete extinction of COVID-19 risk will bring a complete recovery to the service industry. Nevertheless, during the epidemic period, it was confirmed that the main service characteristics are that the service operator thoroughly conducts quarantine activities and faithfully communicates with customers.
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