• 제목/요약/키워드: Reality Convergence

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An Investigation on the Mutual Effect between Tax Revenue and Economic Growth

  • He, Yugang
    • The Journal of Economics, Marketing and Management
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    • 제6권3호
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    • pp.14-25
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    • 2018
  • Purpose - Taxes cover all aspects of society, especially in terms of resource allocation and economic growth. In reality, the tax revenue is often used to measure the quality of a country's economy. The relationship between tax revenue and economic growth has been paid much attention by academic circles. Due to this background, this paper attempts to investigate the mutual effect between tax revenue and economic growth. Research design, data, and Methodology - The annual datum form 1980 to 2017 are employed to conduct an empirical analysis under the vector error correction model. In this paper, the GDP is treated as an independent variable. The tax revenue is treated as a dependent variable. Furthermore, a menu of statistic approaches will be used to testify the mutual effect between tax revenue and economic growth. Results - Via the co-integration test, the results report that the tax revenue has a positive effect on economic growth in the long run. Through the vector error correction estimation, the results also report that the tax revenue also has a positive effect on economic growth in the short run. Conclusions - This paper provides a view that the tax revenue is a kind of a determinant to promote economic growth. Therefore, the China's government should pay much attention to the improvement of tax revenue system so as to maintain a high-speed economic growth.

A Study on Measures to Improve University Safety Management through a Survey of University Safety Officials (대학안전관계자 설문조사를 통한 대학 안전관리 개선방안에 대한 연구)

  • Jaeshin Seo;Taekeun Oh
    • The Journal of the Convergence on Culture Technology
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    • 제9권2호
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    • pp.503-510
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    • 2023
  • Occupational safety obligations are also applied to on-the-job workers in the education field, and as the work that the education system was not prepared for approaches to reality, difficulties in responding arise and at the same time, it is necessary to establish a safety and health management system at universities. In this study, through a group survey of university safety officials, the application of the Industrial Safety and Health Act, the Serious Accident Punishment Act, the Higher Education Act, and the Laboratory Safety Act, which are closely related to university safety and health management, was identified, and the issues identified as problems were effectively addressed by the university. A plan to improve safety management was suggested.

A Study on the Perception of Metaverse Fashion Using Big Data Analysis

  • Hosun Lim
    • The Korean Fashion and Textile Research Journal
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    • 제25권1호
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    • pp.72-81
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    • 2023
  • As changes in social and economic paradigms are accelerating, and non-contact has become the new normal due to the COVID-19 pandemic, metaverse services that build societies in online activities and virtual reality are spreading rapidly. This study analyzes the perception and trend of metaverse fashion using big data. TEXTOM was used to extract metaverse and fashion-related words from Naver and Google and analyze their frequency and importance. Additionally, structural equivalence analysis based on the derived main words was conducted to identify the perception and trend of metaverse fashion. The following results were obtained: First, term frequency(TF) analysis revealed the most frequently appearing words were "metaverse," "fashion," "virtual," "brand," "platform," "digital," "world," "Zepeto," "company," and "game." After analyzing TF-inverse document frequency(TF-IDF), "virtual" was the most important, followed by "brand," "platform," "Zepeto," "digital," "world," "industry," "game," "fashion show," and "industry." "Metaverse" and "fashion" were found to have a high TF but low TF-IDF. Further, words such as "virtual," "brand," "platform," "Zepeto," and "digital" had a higher TF-IDF ranking than TF, indicating that they had high importance in the text. Second, convergence of iterated correlations analysis using UNICET revealed four clusters, classified as "virtual world," "metaverse distribution platform," "fashion contents technology investment," and "metaverse fashion week." Fashion brands are hosting virtual fashion shows and stores on metaverse platforms where the virtual and real worlds coexist, and investment in developing metaverse-related technologies is under way.

A Study on AR Labeling Model for Indoor Furniture Interior Using Agumented Reality (증강현실을 이용한 실내가구 인테리어 AR레이블링 모델에 대한 연구)

  • Ko, Jeong-Beom;Kim, Jae-Woong;Lee, Yun-Yeol;Chae, Yi-Geun;Kim, JoonYong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 한국컴퓨터정보학회 2022년도 제66차 하계학술대회논문집 30권2호
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    • pp.119-121
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    • 2022
  • 본 논문은 실내가구 인테리어를 배치하는데 있어 증강현실 기술을 적용하여 작업의 효율성을 높일 수 있는 모델을 연구하였다. 현재 증강현실을 적용하는 프로세스에서는 가구의 이미지를 출력할 때 기업의 규모나 제품의 성격 등에 따라 정보가 제한적으로 제공되는 문제를 안고 있다. 이러한 문제점을 해결하기 위하여 본 논문에서 제시하는 알고리즘을 이용하여 AR 레이블링을 생성함으로써, 가구의 정확한 이미지 추출과 함께 가구에 대한 상세한 정보를 제공 받아 사용자가 원하는 가구들을 증강현실을 통해 쉽게 배치할 수 있도록 하는 연구를 진행하였다. 본 연구는 AR 레이블링의 설계, 구현과 3D 렌더링을 통해 원하는 가구들을 실내에 정확히 배치할 수 있어 소비자의 만족도와 구매욕구를 충족시킬 수 있을 것으로 기대된다.

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A Study on Categorization and Contents of Social Welfare Services in Rural Center Revitalization Project (농촌중심지활성화사업에서의 사회복지사업 유형 및 내용 분석)

  • JungRak Lim;Zaewoong Rhee
    • Journal of Korean Society of Rural Planning
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    • 제29권4호
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    • pp.1-11
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    • 2023
  • In this study, we present the necessary measurements of establishment and expansion in social welfare elements, understand the social welfare approach and the reality of social welfare services to solve the physical accessibility problem of the rural center revitalization in the recent trend of various attempts. The measurements were categorized according to the nature and form of the projects through content analysis method by using a master plans and casebooks of the rural center revitalization leading districts. The results show that the social welfare project of the rural center revitalization leading districts were categorized them into three sections of job creation vitalization, lifelong education, hobby and leisure supports, visiting services, it was classified into 11 sub-types. We arrive at a conclusion through analysis results, establishment of cooperative system between related organizations, active gathering of opinions from residents, training of local workforce, convergence with existing social welfare systems and projects, building private governance, for social welfare project operate stably in the rural center revitalization.

Research on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.328-333
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    • 2023
  • Breaking the fourth wall is a very popular concept right now, and depictions of breaking the barrier between virtuality and reality are often used in game advertising. In VR games, game manufacturers describe the experience after breaking the fourth wall as an experiencer who will be completely immersed in the virtual world, as if they are actually living in the virtual world. At the same time, research in the field of traditional drama also shows that breaking the fourth wall can also bring a sense of alienation to the player, allowing the experiencer to clearly realize that he and the character are in a completely different world, and to conduct aesthetic criticism of related works of art.So why there are two completely different feelings after breaking the fourth wall will be the content of this article. This article will focus on the theoretical analysis of the relationship between two different cognitions and two completely different cognitions after breaking the fourth wall. Finally, it will be analyzed from three directions: game perspective, game art style, and different world views of the game. Finally, it was concluded that when players break the fourth wall in the game, these three factors will cause the experiencer to have two completely different cognitions.

Research on Commercialization Strategies for National Strategic Technologies

  • Jeong Keun YUN
    • The Journal of Economics, Marketing and Management
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    • 제12권5호
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    • pp.1-8
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    • 2024
  • Purpose: The purpose of this study is to study promotion strategies so that the research results of national strategic technologies can lead to technology commercialization. National strategic technology is being promoted in various fields, but the reality is that review of the commercialization aspect is lacking. In order to lead to commercialization, the strategic goals and direction of the promotion process must be consistent, and a strategic review must be conducted in terms of technology commercialization. Research design, data and methodology: In this study, the direction of strategic technology was analyzed and commercialization problems and solutions were presented based on case studies and existing literature research. Although technology commercialization methods have been discussed, research on specific strategies is lacking. Results: It is necessary to pursue full-cycle technology commercialization to solve various problems for commercialization of cutting-edge science and technology and advance to the commercialization stage. We will cover topics such as understanding successful commercialization of special strategic technology fields, establishing appropriate commercialization strategies, government-wide cooperation, and investment support. Conclusions: Research results showed that discovery of excellent technologies, investment support, and multi-ministerial cooperation support are necessary to commercialize strategic technologies based on cutting-edge science and technology. This study should discuss various promotion strategies for strategic technologies to improve the efficiency of research and development investment.

Comparative Analysis of Facial Animation Production by Digital Actors - Keyframe Animation and Mobile Capture Animation

  • Choi, Chul Young
    • International journal of advanced smart convergence
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    • 제13권3호
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    • pp.176-182
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    • 2024
  • Looking at the recent game market, classic games released in the past are being re-released with high-quality visuals, and users are generally satisfied. It can be said that the realization of realistic digital actors, which was not possible in the past, is now becoming a reality. Epic Games launched the MetaHuman Creator website in September 2021, allowing anyone to easily create realistic human characters. Since then, the number of animations created using MetaHumans has been increasing. As the characters become more realistic, the movement and expression animations expected by the audience must also be convincingly realized. Until recently, traditional methods were the primary approach for producing realistic character animations. For facial animation, Epic Games introduced an improved method on the Live Link app in 2023, which provides the highest quality among mobile-based techniques. In this context, this paper compares the results of animation produced using both keyframe facial capture and mobile-based capture. After creating an emotional expression animation with four sentences, the results were compared using Unreal Engine. While the facial capture method is more natural and easier to use, the precise and exaggerated expressions possible with the keyframe method cannot be overlooked, suggesting that a hybrid approach using both methods will likely continue for the foreseeable future.

A Study on Exercise Intervention for Improving Physical Activity for the Disabled: From the Perspective of Convergence Device (장애인 신체활동 증가를 위한 운동중재에 관한 연구: 융합형 디바이스 활용 관점에서)

  • Kang, Sunyoung
    • Convergence Security Journal
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    • 제19권5호
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    • pp.85-90
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    • 2019
  • The purpose of this study is to analyze the trend of exercise intervention applying various devices to increase the physical activity of the disabled, and to suggest the exercise intervention using converged devices that meet the needs of the times due to the increase of elderly people with disabilities. Exercise intervention using converged devices applicable to the disabled is divided into two types: first, exercise intervention using virtual reality-based gamification, and second, exercise intervention based on wearable devices of wearable or body-attached such as bands and watches. For exercise intervention using converged devices that can be enjoyed by the elderly with disability, minimize of environmental limitations, and easy to personalize, there is a need for configuration requirements such as easy operation and simple rules of operation, easy device installation and wearing, a trainer who can complement immature device utilization. In order to maintain and improve the daily living performance of the elderly with disabilities who experience a significant decrease in their cognitive and physical functions, it is necessary to use a physical activity game that can be experienced and can be interested in everyday life or a variety of devices to increase the amount of physical activity.

A study on convergence of 2D and 3D animation : Focused on character and expression technique (2D 애니메이션과 3D 애니메이션의 융합: 캐릭터와 제작 기법을 중심으로)

  • Kim, Min-Jung;Kwak, No-Jun
    • Cartoon and Animation Studies
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    • 통권48호
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    • pp.45-67
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    • 2017
  • Many of the modern animations have 3D technology, and as time goes by, their production technology becomes more diverse and sophisticated. When John Alan Lasseter insisted on studying CG animation technology, he might have taken our jobs to the computer in the near future, as many people were worried about. It may be premature to worry that an unstable future may become a reality at this point, but I do not think there will be any difference in the fact that many animations are being produced using 3D technology. Since the Toy Story was screened in 1995, the 3D animation production technology has started to develop rapidly and now it has been elaborately developed so that it can not distinguish the part where computer graphics technology is applied from the live film. On the other hand, Disney's 2D animation part falls into the decline path because the appearance of 3D animation was perceived as a new expression technique at that time, and the efficiency of the work process was superior to the 2D animation in addition to receiving the attention from the audience. Is it necessary to accept the retrogression of 2D animation technology, reflecting the environment of the animation industry that 3D animation production technology has become mainstream in the first 20 years since the first theatrical works appeared? Since 2D animation technology has a long history and is still attractive to the audience, it is not hard to find an attempt to combine 2D and 3D animation technology. In this paper, I want to study 2D hand - drawn character in 3D animation. Through this, it is hoped that animation convergence technology will be applied more actively in the future.