• Title/Summary/Keyword: Media value

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A Study on the implementation of the drape generation model using textile drape image (섬유 드레이프 이미지를 활용한 드레이프 생성 모델 구현에 관한 연구)

  • Son, Jae Ik;Kim, Dong Hyun;Choi, Yun Sung
    • Smart Media Journal
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    • v.10 no.4
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    • pp.28-34
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    • 2021
  • Drape is one of the factors that determine the shape of clothes and is one of the very important factors in the textile and fashion industry. At a time when non-face-to-face transactions are being activated due to the impact of the coronavirus, more and more companies are asking for drape value. However, in the case of small and medium-sized enterprises (SMEs), it is difficult to measure the drape, because they feel the burden of time and money for measuring the drape. Therefore, this study aimed to generate a drape image for the material property value input using a conditional adversarial neural network through 3D simulation images generated by measuring digital properties. A drape image was created through the existing 736 digital property values, and this was used for model training. Then, the drape value was calculated for the image samples obtained through the generative model. As a result of comparing the actual drape experimental value and the generated drape value, it was confirmed that the error of the peak number was 0.75, and the average error of the drape value was 7.875

Smartphone-based casual games, character development practices through the development of business models - In the case of developing games(Craze Monkey) (스마트폰 기반 캐쥬얼게임 개발 사례를 통한 캐릭터 수익모델 개발 연구 -크레이지 몽키 개발사례 분석)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.391-396
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    • 2013
  • Character industry is fundamentally based on a technical environment, a media, like any other cultural content industry. In order to extend a life of a character and increase the brand value, a choice and utilization of a more efficient way is necessary. Analyzing why game characters are less worth as a value of commodities than other media contents is presented and suggests complementary methods for the matter. In this study, an approach to increase a brand value of a game character, as well as, linking to develop profitable models afterward is suggested presenting a case of game development.

Study on Aesthetic Framework of Digital Alea (디지털 우연놀이의 미학체계 연구)

  • Lim, Hae-Ryang;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.35-42
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    • 2021
  • The purpose of this study is to examine the aesthetic value of alea, which is placed in negative discourse with a focus on gambling. Alea has not been properly evaluated for its value based on pathological interpretation. Therefore, in order to objectively examine the aesthetic value of alea, This study attempts to look at alea from the perspective of digital remediation and explore the significance which can be distinguished from gambling. The purpose of this study is to examine the difference between RNG mechanism and the analog mechanism, and to find out what changes occur in the aesthetic framework of alea.

Online Hedonic-Experiential Value in Internet Shopping: Antecedents and Consequences (온라인 쇼핑에서 헤도닉-경험가치(Hedonic-Experiential Value): 영향변수와 결과변수)

  • Park, Cheol
    • Asia pacific journal of information systems
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    • v.13 no.4
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    • pp.73-96
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    • 2003
  • Shopping is a work and fun for a consumer. Retailers satisfy social and physiological needs through various experiences as well as economic and rational. Do offer online shopping malls fun and hedonic experiences that offline retailers do? This study applied the hedonic-experiential value relating to the consumption dimension of fun and excitement to online shopping. Especially, a model of online hedonic-experiential value, consisted of its antecedents and consequences, was developed and identified through a survey(n=436). As the result, graphic & multi-media, site structure & design, customer services, payment, individualization, product assortment & display, interactivity, dynamic pricing factors influence online hedonic-experiential value. Also, online hedonic-experiential value significantly related to revisiting, purchasing, and word-of mouth intention of the shopping site. The implications for online retailer are discussed and further research is suggested.

Sponsored Online Community Types and Participant's Perceived Value

  • Diah Priharsari;Emmanuel Mastio
    • Asia pacific journal of information systems
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    • v.31 no.3
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    • pp.415-432
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    • 2021
  • The growth of social media has enabled firms to create virtual organizations (online communities) in which value can be co-created with members. Yet, current typologies of firm-sponsored online communities focus either on the firm or participants, and not the interaction between them. This paper provides a systematic review of the online community literature from 2000 to 2018 to develop an understanding of the types of firm-sponsored online communities and the co-creation of value within them. Four types of sponsored online communities are found. These can be differentiated based on the output for the sponsoring firm and the level of self-organization of the communities. This study contributes to the discussion of value co-creation by (i) shedding light on differences among firm-sponsored online community types based on the level and nature of interaction within an online community; and (ii) examining the perceived value co-created through community interactive experiences.

Study on the scalability of public art in new media -As the center of VR drawing- (뉴미디어 공공미술의 확장성 연구 -VR 드로잉을 중심으로-)

  • Yoon, Hee-Sun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.383-388
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    • 2021
  • Various works of art in a convergent form using new media technology Reflecting the attempted trend, this paper examines the footsteps of public art and Looking at the examples of works using new media art as an expression method of public art works, I suggest vr drawing as a new tool for public media art. The drawing performance using the vr drawing tool and the case of the vr realistic performance scarecrow, The vr drawing tool can infer the possibility of practical application as a new expression method of public art. This study uses a vr drawing tool among new media technologies in the future. It is believed that it will be a prior study that will help prospective creators. In addition, compared to the media status in the era of the 4th industrial revolution, art and If you think and analyze the future value of technology, I think it will be a meaningful study.

Educational Implications of Media Education in the Digital Era in France (디지털 시대 프랑스의 미디어 교육 분석을 통한 시사점 고찰)

  • Lee, Hee-Seung
    • Journal of Convergence for Information Technology
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    • v.9 no.6
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    • pp.140-145
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    • 2019
  • The purpose of this study is to suggest the implications for the domestic media education policy which is still in a state of pace by document research of the case in France which has a long history of media education. France has consistently maintained the tradition of the philosophical value of media education, such as 'the cultivation of consciousness and qualities as a democratic citizen' through legal, policy and educational improvement. At the same time, in the digital era, conceptual expansion was carried out that embraced the concept of 'information' rather than resting on classical media education. This was complemented by education legislation, enforcing information education programs in school, and the manage of CLEMI, the media and information education training organization. It will be necessary to construct software system for media education of Korea through the manage of governmental organization and the cooperation system with related institutes under the constant philosophic direction.

Exploring performance improvement through split prediction in stock price prediction model (주가 예측 모델에서의 분할 예측을 통한 성능향상 탐구)

  • Yeo, Tae Geon Woo;Ryu, Dohui;Nam, Jungwon;Oh, Hayoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.4
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    • pp.503-509
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    • 2022
  • The purpose of this study is to set the rate of change between the market price of the next day and the previous day to be predicted as the predicted value, and the market price for each section is generated by dividing the stock price ranking of the next day to be predicted at regular intervals, which is different from the previous papers that predict the market price. We would like to propose a new time series data prediction method that predicts the market price change rate of the final next day through a model using the rate of change as the predicted value. The change in the performance of the model according to the degree of subdivision of the predicted value and the type of input data was analyzed.

U-Commerce in Service Space : Business Model Analysis and Case Study (서비스 공간에서의 유비쿼터스 상거래 비즈니스 모델 분석 및 사례연구)

  • Lee, Hyun-Seok;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.14 no.2
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    • pp.45-61
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    • 2008
  • Previous U-Commerce researches have dealt with the business support systems for traditional commerce space such as real world shopping malls. This paper investigates U-Commerce business models in service space. The McDonald's Touch-Order case is analyzed from business model perspective and the Media-Embedded Place business model is introduced as a U-Commerce business model for value creation in service space. The media-embedded place business model attaches auto-identification tags to tables or billboards, triggers commercial transaction through the tags, and shares the revenues and the incentives among the place owners and commerce/content providers. This paper analyzes its scenario and applications and illustrates the profitability analysis using so-called 'tag evaluation model'.

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Transmedia Storytelling of Game and Film (게임과 영화의 스토리텔링 융합 요소에 대한 연구)

  • Lee, Dong-Eun
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.301-308
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    • 2007
  • The purpose of this study is to establish the principle that the contents transfer from one media to another media, especially between game and film. Firstly I described the advent of the media and the relationship between these two media applying the logic of 'remediation' suggested by J.Bolter and R.Grusin suggested. Based on these analysis, I draw the gameness and the storytelling, and study the case of transmedia storytelling between game and film. Finally, I suggest the meaning and the value of transmedia storytelling in media culture.

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