• Title/Summary/Keyword: Interactive Digital Contents

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Funology Characteristics of High Concept in Contemporary Fashion (현대 패션에 나타난 하이컨셉(high concept)의 퍼놀로지(funology) 특성)

  • Lew, Chahyang;Suh, Seunghee
    • Journal of Fashion Business
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    • v.21 no.2
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    • pp.1-15
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    • 2017
  • This study aims to identify the special features of high-concept funology observed in fashion products and expressional media by exploring funology in an era of high-concept, the emotional paradigm of the 21st century. High-concept funology in today's fashion can be explained as follows: First, 'virtual reality', which is often seen in fashion shows and fashion commercials, enhances consumer participation and involvement with blurred boundaries between the real world and the virtual world. With the expansion of various forms of real-time communication with consumers, positive images of the brand are being projected to the consumers. Second, 'form transformability', which is often found in fashion products, promotes customers' purchase desire as they are able to present themselves in a more versatile way in the fashion product that is changeable in various designs. Third, 'integration of different fields', which is easily found in various fashion goods, engages consumers in a mutual interaction under an entertaining setting with the product that is made to satisfy their needs attuned to their digital lifestyle. Fourth, 'interactive responsiveness', which is mainly recognized in fashion stores and commercials, is characterized by its interactive playfulness that encourages consumer participation through entertainment contents and promotes brand intimacy, eventually adding more value to its name.

Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.577-583
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    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.

A Development of Mobile IPTV Service Platform for User and Service Session Mobility Guarantee (사용자와 서비스 세션 이동성 보장을 위한 모바일 IPTV 서비스 플랫폼 개발)

  • Jang, Ji-Won;Kim, Geun-Hyung
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.87-96
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    • 2009
  • Digital Broadcast Service is being very popular and the delivery mechanism for digital broadcast content through IP network has progressed constantly, due to the advance of video and audio compression and network technologies. From these trends, in Korea, the commercial IPTV service starts in this year after the law related to IPTV is enacted last year. Since IPTV service, which integrates broadcast and communication services, can give an infrastructure for fusion of communication and interactive multimedia data service, IPTV service is attractive. Recently, by the advent of various wireless connection technologies and the mobile devices of high capability, Mobile IPTV, which has an advantage of not only IPTV but also mobile TV, has gained much interest. In this paper, we review a necessary ingredient for Mobile IPTV in the next generation wired/wireless convergence network environment which consists of heterogeneous wireless access networks. In addition, we propose the scheme for user mobility and service session mobility management using RTSP protocol and introduce the service gateway concept to guarantee the extension of IPTV service platform.

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Research on art contents based on 4th industrial technology -Focusing on artificial intelligence painting and NFT art- (4차 산업 기술 기반의 예술 콘텐츠 연구 -인공지능 회화와 NFT 미술을 중심으로-)

  • Bang Jinwon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.613-625
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    • 2024
  • This study analyzed the convergence case of AI painting and NFT art, art content created based on digital technology, an innovative technology of the 4th industrial technology, and explored its characteristics. Digital technology that innovates the paradigm of life in the 21st century is being used in creative art, and AI painting and NFT art that use it as an expression tool are changing the way they perceive and accept art. AI painting using big data and artificial intelligence technology is evolving into interactive daily art, and NFT art using blockchain and NFT technology is becoming the art of the metaverse with economic and cultural values. Therefore, this study attempted to explore various aspects and values of these digital convergence arts. For the study, representative examples of AI painting and NFT art were classified into cognitive creative AI painting and language generative AI, art economic NFTs, and art and cultural NFTs, and their characteristics, contents, and meanings were analyzed. It is hoped that the results of this study will contribute to the development of AI painting and NFT art, which are digital convergence arts.

A Semantics Analysis in the Net Arts fran a Cybernetics Perspective (사이버네틱스 관점에서 본 넷 아트에 나타난 의미론적 분석)

  • Eun, Chang Ik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.3
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    • pp.123-136
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    • 2011
  • Arts gains a new relation as the new academic area that deals with living organisms and through this technology, it affects everything, such as the body, entity, consciousness and unconsciousness to bring an overall change. Based on this premise, arts require a different interpretation from the previous product-focused interpretation or the analysis focusing on the aesthetics. As the result of arts using the scientific methods, I examined the changes of the arts semantics and how it evolved with what kind of contents and characteristics. The net art with the internet base also form a close relationship with the social and cultural codes. In categorizing the social issues and the topical discussions with semantic factors that evolve from the digital biological perspective, it can be divided into four types of complex interaction, positive feedback negative feedback, and amplification of unsettledness. Based on the characteristics of the multimedia and the interactive reaction, the technique and the imagery amplify the message through a spatial and timely meeting in a mutual repletion. In other words, the emotional communication is used to attempt the messages from the products and the expression in various methods.

Location Responsive Vehicle Digital Signage System for Visual Mobile Advertisement

  • Lee, Byoungduk;Yang, Seungyoun;Shin, Jaekwon;Kim, Jintae;Lee, Seonhee
    • Journal of Satellite, Information and Communications
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    • v.12 no.1
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    • pp.49-53
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    • 2017
  • In this paper we present the combination of location based mobile advertisement services and dynamic digital signage markets has been developing recent days to provide consumer admired visual mobile advertisement on all kind transportation vehicles. In spite of that, the digital signage advertisement content management is still not that easy to manage the content dynamically as well operation is most time consuming to handle the contents dynamically in digital signage business. As location based services is most impactful service in shopping, the location responsive advertisement on vehicle signage will be most desirable mobile advertisement to help people migrate from one place to another place for travel or stay. This paper propose a mobile location responsive digital signage system for vehicles using the GPS and wireless infrastructure integrated with digital signage system. This proposed research use the centralized digital signage system architecture for the mobile advertisement application and this system can be expanded to different vehicles for digital advertisement including buses, trucks, train, air vehicle and any other form of mobile advertising vehicles. Also, this present an effective advertisement recommendation algorithm, by which the advertisement can be selected broadcasted for the right advertisement ventures more effectively as the service requested from advertiser. This paper present the emulated experimental result to evidence the proposed dynamic vehicle signage system performed better than compared with traditional signage random advertising. The emulated result proves that the advertisement recommendation algorithm can effectively works out the targeted key audiences in location responsive region the algorithm evaluated.

A Study on Kiosk GUI Design in Fast Food Store for Effective Interaction (효과적인 상호작용을 위한 패스트푸드점 키오스크의 GUI 디자인에 관한 연구)

  • Park, Eun-Young
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1043-1050
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    • 2018
  • As the cconvenience economy of food culture becomes more widespread and the consumption trends for easy and convenient meals grew, every food company is making their various efforts to provide better service. Along with this change, various methods have been allowed for quick and easy ordering. Especially, the introduction of kiosk systems with various merits such as reduction of queues for cashes, saving labor costs, and smoothness of business processes have been actively growing recently. If kiosk system provides not only order but also systematic contents and interface design considering differentiated identity from other companies, brand image enhancement and customer service strategy would be available as well. A kiosk GUI design for effective interactions that provides more usability and satisfaction to users by analyzing the structure and contents of kiosks in fast food stores and GUI designs and investigating usage patterns and design preferences of kiosks through user surveys.

Development of Class-Based Learning Applet on Numbers and Number Operations (수와 연산 학습을 위한 클래스기반 학습 애플릿 개발)

  • Kim, Min-Jeong;Kim, Kap-Su;Min, Mee-Kyung
    • Journal of Digital Contents Society
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    • v.8 no.2
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    • pp.235-243
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    • 2007
  • Students develop mathematical concepts through concrete operations in the area of mathematics. However, most of the learning contents provided on the web are not interactive and limit interactions with learners. To overcome the limitations, there have been needs to develop learning contents to support active interactions with students according to their cognitive levels. In this study, the curriculum of numbers and number operations in elementary mathematics was analyzed. Based on the object-oriented design principle, "Number Classes" on numbers and number operations were designed and implemented. A class-based learning applet was developed with theses "Number Classes". It was developed in small unit programs based on learning themes of mathematics in elementary schools. With this learning applet, the active explorations through easy operations will help students to learn concepts and principles of numbers and number operations. It will strengthen active interactions of students with computer.

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Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

Interactive Morphological Analysis to Improve Accuracy of Keyword Extraction Based on Cohesion Scoring

  • Yu, Yang Woo;Kim, Hyeon Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.145-153
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    • 2020
  • Recently, keyword extraction from social big data has been widely used for the purpose of extracting opinions or complaints from the user's perspective. Regarding this, our previous work suggested a method to improve accuracy of keyword extraction based on the notion of cohesion scoring, but its accuracy can be degraded when the number of input reviews is relatively small. This paper presents a method to resolve this issue by applying simplified morphological analysis as a postprocessing step to extracted keywords generated from the algorithm discussed in the previous work. The proposed method enables to add analysis rules necessary to process input data incrementally whenever new data arrives, which leads to reduction of a dictionary size and improvement of analysis efficiency. In addition, an interactive rule adder is provided to minimize efforts to add new rules. To verify performance of the proposed method, experiments were conducted based on real social reviews collected from online, where the results showed that error ratio was reduced from 10% to 1% by applying our method and it took 450 milliseconds to process 5,000 reviews, which means that keyword extraction can be performed in a timely manner in the proposed method.