• Title/Summary/Keyword: Information Technology Industry

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Correlation between Head Movement Data and Virtual Reality Content Immersion (헤드 무브먼트 데이터와 가상현실 콘텐츠 몰입도 상관관계)

  • Kim, Jungho;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.500-507
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    • 2021
  • The virtual reality industry has an opportunity to take another leap forward with the surge in demand for non-face-to-face content and interest in the metaverse after Covid-19. Therefore, in order to popularize virtual reality content along with this trend, high-quality content production and storytelling research suitable for the characteristics of virtual reality should be continuously conducted. In order for content to which virtual reality characteristics are applied to be effectively produced through user feedback, a quantitative index that can evaluate the content is needed. In this study, the process of viewing virtual reality contents was analyzed and head movement was set as a quantitative indicator. Afterwards, the experimenter watched five animations and analyzed the correlation between recorded head movement information and immersion. As a result of the analysis, high immersion was shown when the head movement speed was relatively slow, and it was found that the head movement speed can be used significantly as an index indicating the degree of content immersion. The result derived in this way can be used as a quantitative indicator that can verify the validity of the storytelling method applied after the prototype is produced when the creator creates virtual reality content. This method can improve the quality of content by quickly identifying the problems of the proposed storytelling method and suggesting a better method. This study aims to contribute to the production of high-quality virtual reality content and the popularization of virtual reality content as a basic research to analyze immersion based on the quantitative indicator of head movement speed.

Analysis on the Changes in Muscle Function of the Leg Joint in Athletics Athletes Through by Whole Body Vibration Exercise Training (전신진동(Whole body vibration)운동훈련을 통한 육상 투척선수의 하지관절 근육 기능변화에 관한 분석)

  • Lee, Youngsun;Yoon, Changsun;Han, KiHoon;Kim, Jinhyun;Hah, Chongku;Park, Joonsung;Kim, Jongbin
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.250-260
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    • 2021
  • The purpose of this study is to investigate muscle function and symmetry index during whole body vibration exercise using lower extremity training posture for throwing athletes. For throwing athletes in their 20s(6 males, 4 females, age: 24.60±0.92years, height: 177.90±7.40cm, weight: 92.90±22.97kg), lower extremity training postures with squat, carphrase, and lunge movements. Whole body vibration exercise training was performed using. Tensiomyography(TMG) variables Time Delay(Td), Time Contraction(Tc), Time Sustain(Ts) Time Relaxation(Tr), and Displacement Maximumal(Dm) in the lower extremity joint muscles(biceps femoris(BF), gastrocnemius lateral(GL), gastrocnemius medial(GM), rectus femoris(RF), tibialis anterior(TA), lateral vastus(LV), medial latissimus(ML)), were measured to compare and analyze muscle activity, muscle fatigue, and left-right symmetry. The results of the study are left RF, VL, right VM (p<.05) in Td, VM (p<.05) in Tc, GM in Ts (p<.05), left RF in Tr, and right TA (p<. 05) showed a change. Therefore, it has been proven that various whole-body vibration training is an effective exercise with changes in muscle contraction, and stability of the core is secured by symmetry of the left and right muscles. For this reason, the whole body vibration exercise will have a positive effect on rehabilitation training, and it is believed that it will be able to improve performance.

A Study on the Influence of Personal Characteristics on DIY Experience and Intention to Continue (개인적 특성이 DIY체험과 지속의도에 미치는 영향에 관한 연구)

  • Jeong, Yun-Hee
    • Journal of Convergence for Information Technology
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    • v.11 no.7
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    • pp.75-83
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    • 2021
  • Recently, as consumer interest in DIY increases and the industry develops, theoretical interest in DIY is also gradually increasing, but in-depth research has hardly been conducted. In particular, research on DIY marketing from a marketing perspective is lacking, and moreover, the influence of the characteristics of individuals participating in DIY has hardly been studied. Therefore, the purpose of this study is to supplement the limitations of these existing studies by examining the effect of individual characteristics on DIY experience and intention to continue. We propose affect intensity, need for cognition, and self-efficacy as personal characteristics that influence DIY experience. In addition, we hypothesized the effects of these variables on the DIY experience such as sense, feel, think, act, relate, and the effect of the DIY experience on intention to continue DIY. We analyzed 231 copies of data for consumers who have experienced DIY in various fields, and the results are as follows. As expected, it was found that affect intensity positively influenced sense and feel, need for cognition had a positive effect on think, and self-efficacy had a positive effect on act and relate. As expected, it was found that affect intensity had an effect on sense and feel, need for cognition had an effect on think, and self-efficacy had a positive effect on act and relate. And it was confirmed that all DIY experiences had a positive effect on the intention to continue DIY. This study provides theoretical and strategic implications by confirming the influence of personal characteristics of DIY consumers and approaching DIY from the perspective of a comprehensive experience.

Prospect Theory and Risk Preferences of Real Estate Development Companies (부동산 개발 및 공급 기업의 손익과 경영진의 위험 선호도)

  • Kim, Byungil;Kim, Won Tae;Chung, Do-Bum
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.1
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    • pp.83-88
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    • 2022
  • Companies make decisions with risks such as choosing an investment plan in order to pursue profits. This study explained the decision making of the management of construction companies in South Korea using the tendency to avoid losses in the Prospect Theory. To this end, 20-year financial data of 2,881 companies engaged in real estate development, which have to bear the greatest risk among the construction industry, were collected. The collected companies were roughly classified based on the reference point, and the causal relationship between average return on equity and risk preference by group was empirically analyzed through regression analysis. As a result, it was confirmed that if the average return on equity of a company decreases for the group above the reference point, it tends to select an investment plan with low uncertainty in order not to lose additional money. In addition, it was confirmed that if the average return on equity of a company decreases for the group below the reference point, it tends to select an investment plan with high uncertainty to move to the profit area. This result is exactly consistent with the loss aversion tendency of the Prospect Theory.

Resistive E-band Textile Strain Sensor Signal Processing and Analysis Using Programming Noise Filtering Methods (프로그래밍 노이즈 필터링 방법에 의한 저항 방식 E-밴드 텍스타일 스트레인 센서 신호해석)

  • Kim, Seung-Jeon;Kim, Sang-Un;Kim, Joo-yong
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.67-78
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    • 2022
  • Interest in bio-signal monitoring of wearable devices is increasing significantly as the next generation needs to develop new devices to dominate the global market of the information and communication technology industry. Accordingly, this research developed a resistive textile strain sensor through a wetting process in a single-wall carbon nanotube dispersion solution using an E-Band with low hysteresis. To measure the resistance signal in the E-Band to which electrical conductivity is applied, a universal material tester, an Arduino, and LCR meters that are microcontroller units were used to measure the resistance change according to the tensile change. To effectively handle various noises generated due to the characteristics of the fabric textile strain sensor, the filter performance of the sensor was evaluated using the moving average filter, Savitsky-Golay filter, and intermediate filters of signal processing. As a result, the reliability of the filtering result of the moving average filter was at least 89.82% with a maximum of 97.87%, and moving average filtering was suitable as the noise filtering method of the textile strain sensor.

Plasma metabolites associated with physiological and biochemical indexes indicate the effect of caging stress on mallard ducks (Anas platyrhynchos)

  • Zheng, Chao;Wu, Yan;Liang, Zhen Hua;Pi, Jin Song;Cheng, Shi Bin;Wei, Wen Zhuo;Liu, Jing Bo;Lu, Li Zhi;Zhang, Hao
    • Animal Bioscience
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    • v.35 no.2
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    • pp.224-235
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    • 2022
  • Objective: Cage rearing has critical implications for the laying duck industry because it is convenient for feeding and management. However, caging stress is a type of chronic stress that induces maladaptation. Environmental stress responses have been extensively studied, but no detailed information is available about the comprehensive changes in plasma metabolites at different stages of caging stress in ducks. We designed this experiment to analyze the effects of caging stress on performance parameters and oxidative stress indexes in ducks. Methods: Liquid chromatography tandem mass spectrometry (LC/MS-MS) was used to determine the changes in metabolites in duck plasma at 5 (CR5), 10 (CR10), and 15 (CR15) days after cage rearing and traditional breeding (TB). The associated pathways of differentially altered metabolites were analyzed using Kyoto encyclopedia of genes and genomes (KEGG) database. Results: The results of this study indicate that caging stress decreased performance parameters, and the plasma total superoxide dismutase levels were increased in the CR10 group compared with the other groups. In addition, 1,431 metabolites were detected. Compared with the TB group, 134, 381, and 190 differentially produced metabolites were identified in the CR5, CR10, and CR15 groups, respectively. The results of principal component analysis (PCA) show that the selected components sufficiently distinguish the TB group and CR10 group. KEGG analysis results revealed that the differentially altered metabolites in duck plasma from the CR5 and TB groups were mainly associated with ovarian steroidogenesis, biosynthesis of unsaturated fatty acids, and phenylalanine metabolism. Conclusion: In this study, the production performance, blood indexes, number of metabolites and PCA were compared to determine effect of the caging stress stage on ducks. We inferred from the experimental results that caging-stressed ducks were in the sensitive phase in the first 5 days after caging, caging for approximately 10 days was an important transition phase, and then the duck continually adapted.

Chromosomal Assembly of Tegillarca granosa Genome using Third-generation DNA Sequencing and Hi-C Technology (3세대 DNA 염기서열 분석과 Hi-C기술을 이용한 꼬막 게놈의 유전체 연구)

  • Kim, Jinmu;Lee, Seung Jae;Jo, Euna;Choi, Eunkyung;Cho, Minjoo;Shin, So Ryung;Lee, Jung Sick;Park, Hyun
    • Journal of Marine Life Science
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    • v.6 no.2
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    • pp.97-105
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    • 2021
  • Tegillarca granosa, is one of the most important fishery resources throughout Asia. However, due to industrialization factories, marine environmental pollution, and global warming, the marine fishery production has drop sharply. In order to understand the genetic factors of the blood clam, which is a major fishery resource on the southern coast of Korea, the whole genome of blood clam was studied. The assembled genome of T. granosa was 915.4 Mb, and 19 chromosomes were identified. 25,134 genes were identified, and 22,745 genes were functionally annotated. As a result of performing gene gain and loss analysis between the blood clam genome and eight other types of shellfish, it was confirmed that 725 gene groups were expanded, and 479 gene groups were contracted. The homeobox gene cluster of blood clam showed a well-preserved genetic structure within lophotrochozoan ancestor. T. granosa genome showed high similarity between three hemoglobin genes with Scarpharca broughtonii. The blood clam genome will provide information for the genetic and physiological characteristics of blood clam adaptation, evolution, and the development of aquaculture industry.

European Experience in Implementing Innovative Educational Technologies in the Field of Culture and the Arts: Current Problems and Vectors of Development

  • Kdyrova, I.O.;Grynyshyna, M.O.;Yur, M.V.;Osadcha, O.A.;Varyvonchyk, A.
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.39-48
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    • 2022
  • The main purpose of the work is to analyze modern innovative educational practices in the field of culture and art and their effectiveness in the context of the spread of digitalization trends. The study used general scientific theoretical methods of analysis, synthesis, analogy, comparative, induction, deduction, reductionism, and a number of others, allowing you to fully understand the pattern of modern modernization processes in a long historical development and demonstrate how the rejection of the negativity of progress allows talented artists to realize their own potential. The study established the advantages and disadvantages of involving innovative technologies in the educational process on the example of European experience and outlined possible ways of implementing digitalization processes in Ukrainian institutions of higher education, formulated the main difficulties encountered by teachers and students in the use of technological innovation in the pandemic. The rapid development of digital technologies has had a great impact on the sphere of culture and art, both visual, scenic, and musical in all processes: creation, reproduction, perception, learning, etc. In the field of art education, there is a synthesis of creative practices with digital technologies. In terms of music education, these processes at the present stage are provided with digital tools of specially developed software (music programs for composition and typing of musical text, recording, and correction of sound, for quality listening to the whole work or its fragments) for training programs used in institutional education and non-institutional learning as a means of independent mastering of the theory and practice of music-making, as well as other programs and technical tools without which contemporary art cannot be imagined. In modern stage education, the involvement of video technologies, means of remote communication, allowing realtime adjustment of the educational process, is actualized. In the sphere of fine arts, there is a transformation of communicative forms of interaction between the teacher and students, which in the conditions of the pandemic are of two-way communication with the help of information and communication technologies. At this stage, there is an intensification of transformation processes in the educational industry in the areas of culture and art.

Experimental Comparison of Network Intrusion Detection Models Solving Imbalanced Data Problem (데이터의 불균형성을 제거한 네트워크 침입 탐지 모델 비교 분석)

  • Lee, Jong-Hwa;Bang, Jiwon;Kim, Jong-Wouk;Choi, Mi-Jung
    • KNOM Review
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    • v.23 no.2
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    • pp.18-28
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    • 2020
  • With the development of the virtual community, the benefits that IT technology provides to people in fields such as healthcare, industry, communication, and culture are increasing, and the quality of life is also improving. Accordingly, there are various malicious attacks targeting the developed network environment. Firewalls and intrusion detection systems exist to detect these attacks in advance, but there is a limit to detecting malicious attacks that are evolving day by day. In order to solve this problem, intrusion detection research using machine learning is being actively conducted, but false positives and false negatives are occurring due to imbalance of the learning dataset. In this paper, a Random Oversampling method is used to solve the unbalance problem of the UNSW-NB15 dataset used for network intrusion detection. And through experiments, we compared and analyzed the accuracy, precision, recall, F1-score, training and prediction time, and hardware resource consumption of the models. Based on this study using the Random Oversampling method, we develop a more efficient network intrusion detection model study using other methods and high-performance models that can solve the unbalanced data problem.

An Empirical Study on the Factors Affecting Continuous Usage Intention of Games (게임의 지속적 이용에 영향을 미치는 요인에 대한 실증적 연구)

  • Kim, Han-Min;Kim, Jong Uk;Park, Sang Cheol
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.525-535
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    • 2022
  • The purpose of this study is to identify the factors influencing the user's continuous usage intention of computer games. A research model was developed which shows that the independent variables of value, expectation confirmation, perceived enjoyment affect user satisfaction and continuous usage intention. To test the six hypotheses, survey data were collected from 104 respondents, and hypotheses tests as well as a confirmatory factor analysis were conducted using a partial least square analysis tool. The statistical analysis result showed that expectation confirmation had a significant positive effect on satisfaction, and satisfaction also had a strong positive effect on the game user's continuous usage intention. Perceived enjoyment showed a highly strong positive effect on satisfaction. In addition, satisfaction was found to have full mediation effects in the relationship between expectation confirmation and continuous usage intention, and perceived enjoyment and continuous usage intention respectively. This result provides an important implication that continuous usage intention occurs through user satisfaction, and also indicates the contribution of this study for the game industry. Another contribution of this study is to introduce critical independent variables from the marketing and information technology domains in order to explain continuous usage intention of computer games.