• Title/Summary/Keyword: Reality Convergence

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Comparative analysis Gundam contents(Animation and Figure) and elements of a culture theory (건담 컨텐츠(애니메이션 및 건담 피규어)의 문화 성립 요소분석)

  • Sohn, Jong-Nam
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.299-304
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    • 2012
  • First broadcasted in 1979's and until today very popular in the Original title video content Mobil Suit GUNDAM, it has difference to existing other two-way race other robot animation. According to director Tomino Yoshiyuki animation Gundam has an elements of drama. It's explain imply all untruth reality contents. The content of Japanese animation, GUNDAM beyond its wide range of industries around the world, further developed and expanded, and further is referred to as GUNDAM culture. Academic culture in terms of the five elements that make up culture (technology, values, social relations, language, and material) around the content analysis of GUNDAM. As a result, the five cultures of each of the elements that conflict with sufficient information and are believed to be worth.

A study on Activation plan for the Culture Tourism Product of chungcheongbuk-do Area (충북지역 관광문화상품 활성화 방안 연구)

  • Ahn, Myung-Soo;Park, Seung-Chul
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.327-331
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    • 2012
  • Although crafts industry in Chungcheongbuk-do where Cheongju International Craft Biennale is held has an excellent infrastructure, it is backward comparing with other regions. So we face up to the reality and desire to contribute to the creation of added value and the development of local crafts culture through study on the here and the hereafter of Chungbuk crafts industry. We figure out the customer satisfaction and the potential customer preference for cultural products on sale currently. Then, we establish a detailed marketing strategy and study the way how we can solve the current difficulties including design, technique and marketing.

Application authoring tool for the use of the efficiency of a literature class (문학수업의 효율성을 위한 애플리케이션 저작도구의 활용)

  • Nam, Sukhee
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.423-428
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    • 2013
  • This paper is to suggest how to apply smartphone application making for literature class as a learning tool. New specialists in literature are not satisfied with the traditional learning methods for the acquisition of theoretical knowledge any more. They try to learn the making process of smartphone application using app writing tools to meet their attention and needs. As a result, they can experience "deterritoriatization" of their major. Such a new learning method not only makes the learners build up their literary knowledge, but also plays a part to meet their needs to make it reality as a practical method that satisfies their learning needs. On this basis, there can be a possibility for literature to be the important resource of the contents development for mobile application.

A Study on the Creation List of Game Scenarios (게임시나리오 창작 리스트 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.61-70
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    • 2017
  • The fusion of virtual and reality and the revolution of gamification are beginning in human culture. As the quaternary industrial revolution enters the era, major developments of convergence main content games are expected as human-made play products. Now that we need a diverse game IP, we need a methodology that makes it easy to approach game scenario creation. The creation of the game scenario has a very large difference due to interactivity with the general video scenario. Therefore, without interactive knowledge, it is difficult to challenge game scenario creation. In this paper, 'Game Scenario Creation List' was created in order to lower the barriers to entering game scenario creation. I hope that this paper will be even a little positive for the development of game contents.

k-Fragility Maximization Problem to Attack Robust Terrorist Networks

  • Thornton, Jabre L.;Kim, Donghyun;Kwon, Sung-Sik;Li, Deying;Tokuta, Alade O.
    • Journal of information and communication convergence engineering
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    • v.12 no.1
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    • pp.33-38
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    • 2014
  • This paper investigates the shaping operation problem introduced by Callahan et al., namely the k-fragility maximization problem (k-FMP), whose goal is to find a subset of personals within a terrorist group such that the regeneration capability of the residual group without the personals is minimized. To improve the impact of the shaping operation, the degree centrality of the residual graph needs to be maximized. In this paper, we propose a new greedy algorithm for k-FMP. We discover some interesting discrete properties and use this to design a more thorough greedy algorithm for k-FMP. Our simulation result shows that the proposed algorithm outperforms Callahan et al.'s algorithm in terms of maximizing degree centrality. While our algorithm incurs higher running time (factor of k), given that the applications of the problem is expected to allow sufficient amount of time for thorough computation and k is expected to be much smaller than the size of input graph in reality, our algorithm has a better merit in practice.

Analysis of C2C Internet Fraud and Its Counter Measures (인터넷 직거래 사기의 실태 및 보안대책)

  • Jung, Jinhyo;Lee, Chang-Moo
    • The Journal of Society for e-Business Studies
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    • v.20 no.2
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    • pp.141-153
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    • 2015
  • In recent days, internet appears to be a daily necessity, which leads to the increase of internet fraud. This study particularly focuses upon C2C internet fraud, while other researches on internet fraud seldom touch such a topic. The aim of this study is to grasp the stark reality of the soaring C2C online fraud, to categorize the type of the frauds, to identify the root causes of the fraud, and to suggest security measures to prevent the C2C online fraud.

Development and Application of the Learning Application of the Rotating Object (회전체 학습 어플리케이션 개발 및 활용)

  • Chang, Chiwoong;Kim, Kapsu
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.549-557
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    • 2014
  • The learning application of the rotating object utilizing smart devices, it is possible by using the touch functionality and 3D graphics to enhance the realism and operational feeling, and to overcome the limitations of learning content existing. In this study, I designed a "rotation class" based on the learning contents of elementary and middle mathematics education and developed the learning application which driven by smart Android-based device by using Andoroid API class and the OpenGL ES Because this application is driven by the smart devices, learners easily can make the rotated objects and observe them. It can be utilized in various for elementary and middle education.

u-City service Model based on Implementation and Adaptability

  • Lee, Yeon-Ho;Ko, Seong-Sun;Lee, Nam-Yong;Kim, Jong-Bae
    • Journal of information and communication convergence engineering
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    • v.8 no.3
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    • pp.251-257
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    • 2010
  • The realization of u-City is coming near in some local governments by applying various city services, namely, u-City services to the city construction field to improve competitiveness of the city. But it is a reality that some local governments are experiencing many trial and errors in application of the u-City service in addition to the problem posing that the u-City service is not considering characteristics of development or application environment of an individual city. The present research proposes a service model for on-site application of the u-City service to solve this problem. The proposed model suggests a method for specifically conceptualizing and objectifying the on-site application that the existing concept-oriented model or an architecture-oriented model, etc. didn't provide. The verification system on effectiveness or effects of the u-City service model to remove ambiguity on the u-City service especially. The verification system of the u-City service model grasps the technology, function, procedure and target, etc. that the u-City service contains, evaluates whether the model satisfies conditions that the model should have, and secures objectivity and predictability of the u-City service model through confirmation on propriety, implementation and effectiveness, etc.

A Study on the AR Game Analysis and Business Model (AR게임 분석과 비즈니스 모델에 관한 연구)

  • Kang, Ye-seul;Kang, Ji-yeong;Yoon, Hee-young;Hwang, Jin-ju;Chang, Young-hyun;Ko, Chang-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.4
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    • pp.49-54
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    • 2016
  • Development of AR/VR has expanded computer games from indoor static contents to outdoor dynamic contents. The syndrome of 'Pokemon Go' which is a representative AR game was born, and Nintendo's stock price shot up a massive 120%. Although some people gained profits, new damages are emerging including illegal intrusion or road accidents because it is a type of game to visit real locations. There are reported about 114 thousand road accidents related to the game. This study aims to examine the trends of AR game in 2016 and analyze damages and positive cases to suggest a method for preventing accidents due to the AR game, and a business model.

Development of Interactive Hologram Education System based on Speech Recognition - Live Map (음성인식 기반 대화형 홀로그램 교육 시스템의 개발 및 평가에 관한 연구 - 라이브맵(Live Map))

  • Kwon, Chongsan;Lee, Dong-Heon;Moon, Mikyeong
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.69-75
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    • 2019
  • In this study, we developed a world map learning system for elementary education that uses Google Cloud platform STT, Dialog Flow, and fan holograms to recognize the voices of learners and to show and explain three-dimensional images of suitable results as holograms. As a result of the experiments and interviews, it is expected to be helpful for improving the learning effect by inducing students' interest and immersion and is expected to be effectively used for collaborative learning and education for students with disabilities.