• Title/Summary/Keyword: Multi-Platform

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The Play World Structure of EBS Character "Pengsu" (EBS 캐릭터 '펭수'의 놀이세계 구조)

  • Kim, Jeong-Seob
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.267-275
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    • 2020
  • Even ordinary-looking plays can have a profound meaning. Based on this assumption, Eugene Pink (1960) has established an analytical model of play with five elements, namely "delight", "meaning", "community", "rules" and "tools." It was an effort to reflect on the true meaning of play beyond the cortical entertaining nature of play. In this study, it was carried out that all the texts containing images and performance from the EBS character "Pengsu" were selected, since he emerged as a new star in 2019. And also his play structure was analyzed by applying the Pink's model. As a result, Pengsu's play structure was confirmed to be systematic and complete as a play prototype because it was well-organized with five elements of play. It was regarded as a successful character that skillfully attracts participants to the play world. Among the components of the play, "fun" was found to be his funny appearance, sudden and unconventional behavior, "meaning" was the elimination of authoritarianism, self-esteeming and energizing, "community" was a multi-platform media user who crossed off-on-line, analog-digital-line, "rules" was to set his concept fixed as a young stranger with an ego to unreveal his identity, and "tools" was shown as his character itself and continual discourse. It shows that until now, Pengsu has a social net function of quite spreading the positive meaning of encouragement and comfort, advice and guide, consideration and forgiveness, introspection and nirvana to all members of our society, including the youth who are struggling with uncertainty and anxiety by showing rather exaggerated and stimulating performance that precisely combines these play elements.

A Cooperative Security Gateway cooperating with 5G+ network for next generation mBcN (차세대 mBcN을 위한 5G+ 연동보안게이트웨이)

  • Nam, Gu-Min;Kim, Hyoungshick;Lee, Hyun-Jin;Cho, Hark-Su
    • Journal of Internet Computing and Services
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    • v.22 no.6
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    • pp.129-140
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    • 2021
  • The next generation mBcN should be built to cooperate with the wireless network to support hyper-speed and hyper-connectivity. In this paper, we propose a network architecture for the cooperation mBcN and 5G commercial network and architecture of the cooperative security gateway required for the cooperation. The proposed cooperative security gateway is between gNB and UPF to support LBO, SFC, and security. Our analysis shows that the proposed architecture has several advantages. First of all, user equipment connected with the mBcN can be easily connected through the 5G commercial radio network to the mBcN. Second, the military application traffic can be transmitted to mBcN without going through the 5G core network, reducing the end-to-end transmission delay without causing the traffic load on the 5G core network. In addition, the security level of the military application can effectively be maintained because the user equipment can be connected to the cooperative security gateway, and the traffic generated by the user equipment is transmitted to the mBcN without going through the 5G core network. Finally, we demonstrate that LBO, SFC, and security modules are essential functions of the proposed gateway in the 5G test-bed environment.

Card Transaction Data-based Deep Tourism Recommendation Study (카드 데이터 기반 심층 관광 추천 연구)

  • Hong, Minsung;Kim, Taekyung;Chung, Namho
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.277-299
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    • 2022
  • The massive card transaction data generated in the tourism industry has become an important resource that implies tourist consumption behaviors and patterns. Based on the transaction data, developing a smart service system becomes one of major goals in both tourism businesses and knowledge management system developer communities. However, the lack of rating scores, which is the basis of traditional recommendation techniques, makes it hard for system designers to evaluate a learning process. In addition, other auxiliary factors such as temporal, spatial, and demographic information are needed to increase the performance of a recommendation system; but, gathering those are not easy in the card transaction context. In this paper, we introduce CTDDTR, a novel approach using card transaction data to recommend tourism services. It consists of two main components: i) Temporal preference Embedding (TE) represents tourist groups and services into vectors through Doc2Vec. And ii) Deep tourism Recommendation (DR) integrates the vectors and the auxiliary factors from a tourism RDF (resource description framework) through MLP (multi-layer perceptron) to provide services to tourist groups. In addition, we adopt RFM analysis from the field of knowledge management to generate explicit feedback (i.e., rating scores) used in the DR part. To evaluate CTDDTR, the card transactions data that happened over eight years on Jeju island is used. Experimental results demonstrate that the proposed method is more positive in effectiveness and efficacies.

Research on soil composition measurement sensor configuration and UI implementation (토양 성분 측정 센서 구성 및 UI 구현에 관한 연구)

  • Ye Eun Park;Jin Hyoung Jeong;Jae Hyun Jo;Young Yoon Chang;Sang Sik Lee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.17 no.1
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    • pp.76-81
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    • 2024
  • Recently, agricultural methods are changing from experience-based agriculture to data-based agriculture. Changes in agricultural production due to the 4th Industrial Revolution are largely occurring in three areas: smart sensing and monitoring, smart analysis and planning, and smart control. In order to realize open-field smart agriculture, information on the physical and chemical properties of soil is essential. Conventional physicochemical measurements are conducted in a laboratory after collecting samples, which consumes a lot of cost, labor, and time, so they are quickly measured in the field. Measurement technology that can do this is urgently needed. In addition, a soil analysis system that can be carried and moved by the measurer and used in Korea's rice fields, fields, and facility houses is needed. To solve this problem, our goal is to develop and commercialize software that can collect soil samples and analyze the information. In this study, basic soil composition measurement was conducted using soil composition measurement sensors consisting of hardness measurement and electrode sensors. Through future research, we plan to develop a system that applies soil sampling using a CCD camera, ultrasonic sensor, and sampler. Therefore, we implemented a sensor and soil analysis UI that can measure and analyze the soil condition in real time, such as hardness measurement display using a load cell and moisture, PH, and EC measurement display using conductivity.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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Effect of Implant Types and Bone Resorption on the Fatigue Life and Fracture Characteristics of Dental Implants (임플란트 형태와 골흡수가 임플란트 피로 수명 및 파절 특성에 미치는 효과에 관한 연구)

  • Won, Ho-Yeon;Choi, Yu-Sung;Cho, In-Ho
    • Journal of Dental Rehabilitation and Applied Science
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    • v.26 no.2
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    • pp.121-143
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    • 2010
  • To investigate the effect of implant types and bone resorption on the fracture characteristics. 4 types of Osstem$^{(R)}$Implant were chosen and classified into external parallel, internal parallel, external taper, internal taper groups. Finite elements analysis was conducted with ANSYS Multi Physics software. Fatigue fracture test was performed by connecting the mold to the dynamic load fatigue testing machine with maximum load of 600N and minimum load of 60N. The entire fatigue test was performed with frequency of 14Hz and fractured specimens were observed with Hitachi S-3000 H scanning electron microscope. The results were as follows: 1. In the fatigue test of 2 mm exposed implants group, Tapered type and external connected type had higher fatigue life. 2. In the fatigue test of 4 mm exposed implants group, Parallel type and external connected types had higher fatigue life. 3. The fracture patterns of all 4 mm exposed implant system appeared transversely near the dead space of the fixture. With a exposing level of 2 mm, all internally connected implant systems were fractured transversely at the platform of fixture facing the abutment. but externally connected ones were fractured at the fillet of abutment body and hexa of fixture or near the dead space of the fixture. 4. Many fatigue striations were observed near the crack initiation and propagation sites. The cleavage with facet or dimple fractures appeared at the final fracture sites. 5. Effective stress of buccal site with compressive stress is higher than that of lingual site with tensile stress, and effective stress acting on the fixture is higher than that of the abutment screw. Also, maximum effective stress acting on the parallel type fixtures is higher. It is careful to use the internal type implant system in posterior area.

A Study on Repetition and Multiplicite of Superhero Comics (슈퍼히어로 코믹의 반복과 다양체적 형식에 관한 연구)

  • Park, Seh-Hyuck
    • Cartoon and Animation Studies
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    • s.28
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    • pp.27-53
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    • 2012
  • American superhero comics are being produced in numerous different forms for multiple, and cross-platform media. In cinema, films based on superhero comics top the list of all time box office records. The same phenomenon of the 'Invasion of Superhero' is duplicated in Korean box office 2012, however, the korean fans are not familiar with the superheroes from the publication which provides the original source of characters and stories for other superhero related media products. Based on observing the multiple and vastness of world building characteristics of superhero comic, this paper attempts to associate the continuous creative nature and the infinite repetition of superheroes and comic texts with the identity of superhero on ontological level. First, chapter 2 examines how one superhero exists in multiple and different worlds individually by utilizing the concept of 'multi-universe' or 'multiverse' in comic texts. Initially, duplicating a superhero on multiple settings and series destroyed continuity and allowed contradiction and paradox confused narrative as a whole, but it also gave chances for comics to be more vibrant and experimental with their stories and characters. Chapter 3 analyzes the superhero comic texts in the light of repetition, concept developed by french philosopher Gilles Deleuze, and make the argument that the superheroes and texts are not repeated to generate surplus of source for economic utilitarian purposes, but it is, first and foremost, a repetition of creativeness and capability. Many concepts introduced by Deleuze in his early masterpiece, $\acute{e}$rence et R$\acute{e}$p$\acute{e}$tition> are taken to support this argument. Mainly, his critical views on generality of the identity and his effort to replace the Plato's system of representation with vibrant creative, and renewal energy of r$\acute{e}$p$\acute{e}$tition. According to Deleuze, repetition is similar concept, if not identical, to what Nietzsche called the 'eternal return' which allows the return of the Overhuman or the Superhuman, and he extends his idea that the returning Overhuman is the singular simulacre which opposes the generalization of identity, in the likes of Plato's Idea. Thus, the superhero's identity is ever changing, ever returning, and ever renewing Overhuman. The superhero must be repeated to fully actualize his/her existence. Also, based on Deleuze's reading of Bergson's texts on the Virtual, the superhero, for example Superman, is actualization of his/her multiplisit$\acute{e}$, the internally multiple, and differentiated variations from itself. These every Supermans' multiplisit$\acute{e}$ shares common memory, past, and duration, thus the Virtual of Superman. Superman becomes himself only by actualizing the movement and differentiation from these multiplisit$\acute{e}$ in his virtual on the surface of reality. On chapter 4, a popular Korean comic book character Oh, Hae-Sung's r$\acute{e}$p$\acute{e}$tition and multiplist$\acute{e}$ are analyzed, and makes comparison to that of Superman to distinguish the repetition from r$\acute{e}$p$\acute{e}$tition, and multiplicit$\acute{e}$ from diversity.

Group storytelling with multi-storyteller in single person media game contents on Youtube - focused on viewer-participating contents in channel (유튜브 1인 게임 방송의 집단 스토리텔링 -<대도서관 TV(buzzbean11)> 채널의 시청자 참여형 콘텐츠를 중심으로)

  • Kil, Hye-Bin;Kim, So-Young
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.107-142
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    • 2021
  • Emergence of new media platform had changed relationship between the broadcaster and the viewer, which used to form 'performer-audience' structure. This research has focused on the transition of 'streamer-viewer' role in single-media broadcasting, such as Youtube or Twitch, and identify how they progress group storytelling as a team. Walter Benjam and Leslie Marmon Silko's notion of 'story and storyteller' and Erving Goffman's 'social role theory' was used to define participants' role in new media broadcasting. channel, on Youtube, was selected and analyzed as example case. The domain of 'front stage' was broadened in recorded contents comparing to live streaming. The audience of live streaming is included to the front stage during the expansion. The role of streamer, game participant, and live stream contents viewer is also adjusted during the change, which leads to group-creation of the contents. Streamer plays a role of main-storyteller and suggest identity of the community. Game participants work as sub-storyteller, filling in the blank space in game storytelling and making it sophisticated. They also perform based on community's identity, which streamer has built in advance. Lastly, live steam viewers are intermittent sub-storyteller, which seldom add up the narrative. Though, their main role is to preserve identity of game broadcasting community by reacting according to community's identity. As a result, the game broadcasting narrative is developed by combining and adding up pieces of story made in different level and role of participants. The research redefine the role of viewer and storytelling method in new media, especially in single-person broadcasting. Considering the rapid shift in recent media and contents, a new approach to the streamer-veiwer role and group storytelling of this research can be one of the new method to analyze contents produced in new media, such as Youtube.

A Study on Image Copyright Archive Model for Museums (미술관 이미지저작권 아카이브 모델 연구)

  • Nam, Hyun Woo;Jeong, Seong In
    • Korea Science and Art Forum
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    • v.23
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    • pp.111-122
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    • 2016
  • The purpose of this multi-disciplinary convergent study is to establish Image Copyright Archive Model for Museums to protect image copyright and vitalize the use of images out of necessity of research and development on copyright services over the life cycle of art contents created by the museums and out of the necessity to vitalize distribution market of image copyright contents in creative industry and to formulate management system of copyright services. This study made various suggestions for enhancement of transparency and efficiency of art contents ecosystem through vitalization of use and recycling of image copyright materials by proposing standard system for calculation, distribution, settlement and monitoring of copyright royalty of 1,000 domestic museums, galleries and exhibit halls. First, this study proposed contents and structure design of image copyright archive model and, by proposing art contents distribution service platform for prototype simulation, execution simulation and model operation simulation, established art contents copyright royalty process model. As billing system and technological development for image contents are still in incipient stage, this study used the existing contents billing framework as basic model for the development of billing technology for distribution of museum collections and artworks and automatic division and calculation engine for copyright royalty. Ultimately, study suggested image copyright archive model which can be used by artists, curators and distributors. In business strategy, study suggested niche market penetration of museum image copyright archive model. In sales expansion strategy, study established a business model in which effective process of image transaction can be conducted in the form of B2B, B2G, B2C and C2B through flexible connection of museum archive system and controllable management of image copyright materials can be possible. This study is expected to minimize disputes between copyright holder of artwork images and their owners and enhance manageability of copyrighted artworks through prevention of such disputes and provision of information on distribution and utilization of art contents (of collections and new creations) owned by the museums. In addition, by providing a guideline for archives of collections of museums and new creations, this study is expected to increase registration of image copyright and to make various convergent businesses possible such as billing, division and settlement of copyright royalty for image copyright distribution service.