• Title/Summary/Keyword: Media Environment

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Exploring Meaning for Change of Social Awareness of Art Activity (예술활동의 사회적 인식변화를 위한 의미 탐색)

  • Seo, Sang-Gyu;Oh, Kwang-Suk;Sin, Dae-Sik;Hong, Sea-Hee;Sung, Gun-Jae;Jung, Ha-Ni
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.167-173
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    • 2019
  • This study aimed to point out the social meaning of acting and art and the change of perception according to the time change. The research method was based on qualitative research through literature review. Based on the findings of this study, the following conclusions should be made. Acting is an art directly linked to the life of an individual. Therefore, the life of an individual is an activity that sublimates his or her life into art through acting. Every activity that we do in our daily life is acting, which is directly related to our talents. In other words, a talented person is recognized as a good actor, and a person with a lack of talent plays the role of an extra person. However, talent is influenced by effort and is also influenced by a given environment. That is, an individual's talent is not fixed but can be changed according to the situation. Education is the area that deals with the possibility of changing these talents. Education has been operating in a variety of ways, but with regard to acting, it has long been centered on apprenticeship education. However, as the 20th century began, systems gradually began to emerge, and in recent years, countries have developed into different educational systems. Therefore, it is necessary to practice the development and operation of various education programs so that the acting and the art are naturally applied in everyday education process and can be applied in daily life.

Current Status, Difficulties, and Support Needs in Operating Support Projects for Childcare in Daycare Centers in the Support Centers for Childcare during the COVID-19 Pandemic (코로나19 상황에서 육아종합지원센터 어린이집 지원사업 운영실태와 어려움 및 지원요구)

  • Kim, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.377-391
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    • 2022
  • The objective of this study is to understand the operational status of the support projects for childcare in daycare centers operated by the Support Centers for Childcare(SCC) during the COVID-19 pandemic and find ways to improve and develop the project operation. To this end, data were collected and analyzed through in-depth interviews from the 1st week to the 4th week of February 2022 with six childcare agents in charge of the support projects for childcare in daycare centers in the SCC located in Seoul and Gyeonggi Province. As a result of the study, it was found that the demand for diversification of project operation methods, expansion of non-face-to-face education, individual consulting, and small-scale education increased while operating the support projects for childcare in daycare centers in the SCC during the COVID-19 pandemic. Operational difficulties were found to be a lack of ability to use media, the burden of coping with unpredictable situations, and insufficient communication between daycare centers and childcare policy institutions. As for the support needs, it was found that it is necessary to employ computer specialists, establish an environment for activating online education, and provide an efficient work delivery system in emergencies.

Research and improvement of image analysis and bar code and QR recognition technology for the development of visually impaired applications (시각장애인 애플리케이션 개발을 위한 이미지 분석과 바코드, QR 인식 기술의 연구 및 개선)

  • MinSeok Cho;MinKi Yoon;MinSu Seo;YoungHoon Hwang;Hyun Woo;WonWhoi Huh
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.861-866
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    • 2023
  • Individuals with visual impairments face difficulties in accessing accurate information about medical services and medications, making it challenging for them to ensure proper medication intake. While there are healthcare laws addressing this issue, there is a lack of standardized solutions, and not all over-the-counter medications are covered. Therefore, we have undertaken the design of a mobile application that utilizes image recognition technology, barcode scanning, and QR code recognition to provide guidance on how to take over-the-counter medications, filling the existing gaps in the knowledge of visually impaired individuals. Currently available applications for individuals with visual impairments allow them to access information about medications. However, they still require the user to remember which specific medication they are taking, posing a significant challenge. In this research, we are optimizing the camera capture environment, user interface (UI), and user experience (UX) screens for image recognition, ensuring greater accessibility and convenience for visually impaired individuals. By implementing the findings from our research into the application, we aim to assist visually impaired individuals in acquiring the correct methods for taking over-the-counter medications.

Generating Sponsored Blog Texts through Fine-Tuning of Korean LLMs (한국어 언어모델 파인튜닝을 통한 협찬 블로그 텍스트 생성)

  • Bo Kyeong Kim;Jae Yeon Byun;Kyung-Ae Cha
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.3
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    • pp.1-12
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    • 2024
  • In this paper, we fine-tuned KoAlpaca, a large-scale Korean language model, and implemented a blog text generation system utilizing it. Blogs on social media platforms are widely used as a marketing tool for businesses. We constructed training data of positive reviews through emotion analysis and refinement of collected sponsored blog texts and applied QLoRA for the lightweight training of KoAlpaca. QLoRA is a fine-tuning approach that significantly reduces the memory usage required for training, with experiments in an environment with a parameter size of 12.8B showing up to a 58.8% decrease in memory usage compared to LoRA. To evaluate the generative performance of the fine-tuned model, texts generated from 100 inputs not included in the training data produced on average more than twice the number of words compared to the pre-trained model, with texts of positive sentiment also appearing more than twice as often. In a survey conducted for qualitative evaluation of generative performance, responses indicated that the fine-tuned model's generated outputs were more relevant to the given topics on average 77.5% of the time. This demonstrates that the positive review generation language model for sponsored content in this paper can enhance the efficiency of time management for content creation and ensure consistent marketing effects. However, to reduce the generation of content that deviates from the category of positive reviews due to elements of the pre-trained model, we plan to proceed with fine-tuning using the augmentation of training data.

Deep Learning-based UWB Distance Measurement for Wireless Power Transfer of Autonomous Vehicles in Indoor Environment (실내환경에서의 자율주행차 무선 전력 전송을 위한 딥러닝 기반 UWB 거리 측정)

  • Hye-Jung Kim;Yong-ju Park;Seung-Jae Han
    • KIPS Transactions on Computer and Communication Systems
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    • v.13 no.1
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    • pp.21-30
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    • 2024
  • As the self-driving car market continues to grow, the need for charging infrastructure is growing. However, in the case of a wireless charging system, stability issues are being raised because it requires a large amount of power compared with conventional wired charging. SAE J2954 is a standard for building autonomous vehicle wireless charging infrastructure, and the standard defines a communication method between a vehicle and a power transmission system. SAE J2954 recommends using physical media such as Wi-Fi, Bluetooth, and UWB as a wireless charging communication method for autonomous vehicles to enable communication between the vehicle and the charging pad. In particular, UWB is a suitable solution for indoor and outdoor charging environments because it exhibits robust communication capabilities in indoor environments and is not sensitive to interference. In this standard, the process for building a wireless power transmission system is divided into several stages from the start to the completion of charging. In this study, UWB technology is used as a means of fine alignment, a process in the wireless power transmission system. To determine the applicability to an actual autonomous vehicle wireless power transmission system, experiments were conducted based on distance, and the distance information was collected from UWB. To improve the accuracy of the distance data obtained from UWB, we propose a Single Model and Multi Model that apply machine learning and deep learning techniques to the collected data through a three-step preprocessing process.

2023 Korea Digital Business Trend Study: Listening to Voices from Academia and Industry (2023 대한민국 디지털 비즈니스 트렌드 인식조사: 학계와 산업계의 다양한 목소리를 들어보다)

  • Heedong Yang;Hyunchul Ahn;Jung Lee;Hyunjeong Kang
    • Information Systems Review
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    • v.25 no.1
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    • pp.189-212
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    • 2023
  • This study uses various methods, including media analysis, expert interviews, and large-scale surveys, to derive notable digital business trends in 2023. Most trend studies have yet to deal with digital business trends in Korea. They also often have limitations in the objectivity of the results using unclear methods. On the other hand, this study emphasizes the validity of the results by collecting opinions from Korean digital business experts in various fields. First, Korean IT news articles were collected and analyzed through topic modeling analysis. Then, based on the results, interviews were conducted with 13 academic and industrial experts to derive 16 IT business trend candidates. Then, a survey was conducted on 210 experts to finalize the list of Korean IT business trends. Finally, to compare overseas and domestic views, we conducted an additional survey using the items developed by the Society for Information Management, SIM. This study is meaningful in that it drew prospects for digital business trends in consideration of the domestic business environment by scientifically converging various opinions of Korean digital business leaders. Our study contributes to developing strategies for IT technology and IT service business markets.

Consideration of the Correlation between Declining Academic Ability and COVID-19 - through Analysis of National Level Academic Achievement (국가수준 학업성취도 분석을 통한 학력 저하와 코로나19와의 상관관계에 대한 고찰)

  • Saesoon Lee;Jin-Woo Park
    • Journal of Science Education
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    • v.47 no.3
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    • pp.251-262
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    • 2023
  • In this study, we examine other factors that may contribute to the decline in students' academic performance and educational attainment. Many media reports, as well as previous studies, have suggested that virtual learning is the main reason for the decline in students' academic performance. However, the 2020 National Student Achievement Survey, which was conducted in conjunction with the COVID-19 Distance Learning Environment Student Survey, showed that students were highly satisfied with distance learning (70-80%), and the analysis of the National Assessment of Educational Achievement showed that students' academic performance had already been declining year by year since 2017, with a general downward curve. For further confirmation, we analyzed the performance of high school students on mock exams and found that their performance was not normally distributed, but rather a right-skewed U-shaped distribution with a shrinking number of medians and severe polarization. We found that this phenomenon is not simply because of the mode or quality of the virtual classroom, but to a variety of factors, including environmental influences such as care and management at home, changes in investment in private education, increased time spent on online devices while taking virtual classes at the bottom, and increased time spent watching online content, games, and videos that are not related to learning.

The Effects of Robot Play linked to Environmental Picture Books on the Environmentally Friendly Attitudes of 5-Year-Old Children (환경그림책 연계 로봇 놀이가 만 5세 유아의 환경친화적 태도에 미치는 영향)

  • Choi Eun Na;An ji Su;Nam Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.133-139
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    • 2024
  • The purpose of this study was to investigate the effects of robot play linked to environmental picture books on the Environmentally Friendly attitudes of 5-year-old children. For this purpose, 24 5-year-old children from Seoul Y Kindergarten and 20 5-year-old children from E Kindergarten were selected as comparison subjects. In order to examine the differences between the groups, the experimental group performed 'Robot Play Linked to Environmental Picture Books' and the comparative group performed 'Free Play After Appreciating Environmental Picture Books'. The collected data were analyzed through independent sample t-test, which compares the average between the two groups using SPSS 29.0 statistical program. As a result of the study, there was a significant difference in all sub-areas of children's environment-friendly attitude(nature-friendly attitude, environmental preservation attitude), and these findings are meaningful as a basis for the direction of new environmental education of play-centered early childhood environmental education based on the value of new play media support called robot.

A Study on Elemental Technology Identification of Sound Data for Audio Forensics (오디오 포렌식을 위한 소리 데이터의 요소 기술 식별 연구)

  • Hyejin Ryu;Ah-hyun Park;Sungkyun Jung;Doowon Jeong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.34 no.1
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    • pp.115-127
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    • 2024
  • The recent increase in digital audio media has greatly expanded the size and diversity of sound data, which has increased the importance of sound data analysis in the digital forensics process. However, the lack of standardized procedures and guidelines for sound data analysis has caused problems with the consistency and reliability of analysis results. The digital environment includes a wide variety of audio formats and recording conditions, but current audio forensic methodologies do not adequately reflect this diversity. Therefore, this study identifies Life-Cycle-based sound data elemental technologies and provides overall guidelines for sound data analysis so that effective analysis can be performed in all situations. Furthermore, the identified elemental technologies were analyzed for use in the development of digital forensic techniques for sound data. To demonstrate the effectiveness of the life-cycle-based sound data elemental technology identification system presented in this study, a case study on the process of developing an emergency retrieval technology based on sound data is presented. Through this case study, we confirmed that the elemental technologies identified based on the Life-Cycle in the process of developing digital forensic technology for sound data ensure the quality and consistency of data analysis and enable efficient sound data analysis.

A Study on Proposing an Interaction Design Prototype that Reflects User Behavior Elements for VR Collaboration Tool (VR 협업 툴을 위한 사용자 행동 요소를 반영한 인터랙션 디자인 프로토타입 제안 연구)

  • Shin, Jongeun;Kang, Jeannie
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.645-661
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    • 2024
  • Today, the development of new technologies due to the 4th industrial revolution requires work performance methods such as non-face-to-face collaboration. In response to this, various VR collaboration tools are emerging, but VR collaboration tools for brainstorming, which are used in collaboration or design development work, are not provided. Therefore, despite the advantages and possibilities of VR for non-face-to-face collaboration, there are limitations in practical use. Accordingly, the development of VR collaboration tools in a digitalized work environment is necessary, and research on UI design development for this is required. The purpose of this study is to propose a VR collaboration tool prototype by developing an interaction UI design that applies user hand behavior elements that appear during collaboration sessions through user research. This study was a qualitative study. The research method was to conduct user research through observation and in-depth interviews, and as a result of analyzing the data obtained from this, five types of user hand behavior elements were derived. In this study, an interaction UI design was developed that reflects hand gestures as behavioral elements. And using Unity and the Oculus Integration SDK Kit, we created a prototype VR collaboration tool that can be used without a controller. As a result of conducting a user evaluation of the prototype produced in this study, it was found that users had difficulty making hand gestures accurately, and it was possible to find areas for improvement in UI design. It is expected that this study will help develop interaction UI design for VR collaboration tools that can increase work efficiency.