• Title/Summary/Keyword: Successful fusion

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Tech shop building plan and its effect to encourage local start-up (지역 창업 활성화를 위한 테크숍 구축 방안과 기대효과)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.10 no.1
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    • pp.133-139
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    • 2019
  • The Tech Shop, which provides an environment for fast prototyping by using 3D printers and various work tools, is a place where the fusion design education can be realized and creative ideas can be produced in the era of industrial 4.0. The purpose of this study is to propose and establish the possibility of a tech shop for the revitalization of local businesses in the Chungcheong province where many of contents related universities and institutions are located. For this purpose, we reviewed the necessity and the requirements of a tech shop, and analyzed the necessary components of a tech shop for successful operation. If the proposed tech shop is built and efficient operation is applied, it is expected that many of prototypes based on good ideas could be quickly produced and commercialized.

A Study on the Promotional Media Strategy of Non-face-to-face and Martial Arts Events

  • Kim, Bo-kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.271-278
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    • 2020
  • This study looked at the World Martial Arts Mastership's 'non-face promotional media strategies and methods' after the Corona-19 fandom, and found out if they could be applied to other sports events. As a method of research, the promotional media strategy of martial arts mastership was divided into types and in-depth interviews with media agents were conducted. According to the study, hosting an online martial arts competition, building an untact convention platform, and a base education facility can be a successful contest with budget support. Martial arts branding, popularization and industrialization can be a new attempt if ideas and execution personnel are sufficient. If IT technology and Chungbuk martial arts infrastructure are combined, they will be able to pioneer a new model called 'non-face-to-face-to K-sports'.

Development a Collision Accident Evaluation Indicator for an e-Navigation Service (e-Navigation 서비스를 위한 충돌사고 평가지표 개발)

  • Kim, Jeong-Ho;Bae, Sek-Han;Jang, Eun-Kyu
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.27 no.1
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    • pp.1-12
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    • 2021
  • The International Maritime Organization (IMO) is promoting the introduction of e-Navigation that prevents maritime accidents by fusion of Information & Communication Technology (ICT) with ship operation technology. In Korea, Korean e-Navigation is also being developed for fishing vessels and small vessels sailing offshore, which are vulnerable to maritime accidents. However, for the successful development of Korean e-Navigation, it is necessary to develop an indicator that can evaluate the development performance so that the development performance that has been progressed so far can be evaluated and the development direction can be re-established. Therefore, this study attempted to develop an evaluation index tailored to the development goal of e-Navigation service centering on the collision accident, which is a major maritime accident. In this study, a collision accident evaluation index for e-Navigation service was developed by deriving and quantifying the root cause of maritime collision accidents using Root cause analysis(RCA) and fault tree analysis (FTA) techniques. This indicator is considered to be helpful in reducing maritime accidents as it is used as a development indicator for e-Navigation and an indicator for maritime collision accident analysis.

A Study on the Possibilities in Korean Horror Movies Due to Popular Culture Crossover and Collaboration Trends (대중문화의 크로스오버와 콜라보레이션 유행에 따른 한국 공포영화에서의 가능성)

  • Ahn, Il–Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.31-43
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    • 2021
  • The talk of today's era is innovation and convergence. Convergence can be seen as innovation because convergence is born through innovation and innovation is made through convergence. Crossover and collaboration (collectively referred to as "crossover") which are used as a concept of convergence in popular culture means the combination and integration of different genres or fields, and has recently been used in various fields such as movies and music. The use of crossover helps to break boundaries with other fields and create new works through free and diverse attempts. Thus, in this study, the convergence of popular culture, or crossover, is analyzed in conjunction with the Korean horror genre. Currently, Korean horror movies were popular from the 1990s to the early 2000s, but now only a few are coming out due to a series of poor box office performances. However, according to this study, crossover attempts have already begun in Korean horror films, and traces of crossover have been found in several successful films. In this study, we will further apply a collaboration of characters such as "Avengers" to present a new direction for Korean horror movies.

RTTC System through Fusion of Dynamic and Static Game Elements (동적·정적 게임 요소의 퓨전을 통한 RTTC 시스템 )

  • Chang-Jo, Sung;Kyung-Soo, Park;Seo-Hyun, Kim;Chae-Lim, Lee;Ji-Hye, Huh;Sung-Jun, Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.183-189
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    • 2023
  • Most of the games in the RTS genre, including games such as Starcraft and LOL, which are considered the most successful works in E-sports, have become increasingly uniform and boring. In order to make more changes in a uniform and boring system, I thought it could be solved through a combination of genres that have been fully developed and verified, so I tried to present a new game paradigm. To this end, let's focus on the genres of RTS andt TCG among the popular game genres and present a new paradigm by combining the dynamic and static features of these two genres. The new Real-Time Trading Card (RTTC) genre of game system proposed in this paper refers to a new type of game system that fuses the dynamic and static elements of the game. This mixed genre can be a new paradigm for games that can satisfy both gamers and viewers by minimizing the uniformity of the game while adding the randomness of cards to the characteristics of RTS called real-time warfare.

Comparison of Cs and Sr Ion Adsorption Capacities with Crystallinity of Zeolitic Materials Synthesized from Coal Fly Ash under Low-Alkaline Conditions (석탄 비산재로부터 저알칼리 조건에서 합성된 제올라이트 물질의 결정화도에 따른 Cs 및 Sr 이온의 흡착 용량 비교)

  • Choi, Jeong-Hak;Lee, Chang-Han
    • Journal of Environmental Science International
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    • v.31 no.2
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    • pp.171-180
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    • 2022
  • Zeolitic material, Z-Y3, was synthesized from coal fly ash (CFA) under low-alkaline conditions (NaOH/CFA ratio = 0.3 and NaOH solution concentrations of 0.0, 0.5, and 1.0 M) using a fusion/hydrothermal method. The adsorption capacities of the fabricated Z-Y3 samples for Cs and Sr ions and the desorption capacity of Na ions were evaluated. The XRD patterns of the Z-Y3 sample fabricated using a 1.0 M NaOH solution (Z-Y3 (1.0 M)) indicated the successful synthesis of a zeolitic material, because the diffraction peaks of Z-Y3 coincided with those of the Na-A zeolite in the 2θ range of 7.18-34.18. Moreover, the SEM images revealed that morphology of the Z-Y3 (1.0 M) sample, which presented zeolitic materials characteristics, consisted of sharp-edged cubes. The adsorption isotherms of Cs and Sr ions on all the fabricated Z-Y3 samples were described using the Langmuir model, and the maximum adsorption capacities of Cs and Sr were calculated to be 0.14-0.94 mmol/g and 0.19-0.78 mmol/g, respectively. The desorption of Na ions from the Cs and Sr ions adsorbed Z-Y3 samples followed the Langmuir desorption model. The maximum desorption capacities of Na ions from the Cs and Sr ions adsorbed Z-Y3 (1.0 M) samples were 1.28 and 1.49 mmol/g, respectively.

A Study on the Fashion Styles of the Wellness Kin in the Contemporary Fashion

  • Kan, Ho-Sup;Park, Na-Na
    • Journal of Fashion Business
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    • v.6 no.6
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    • pp.19-33
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    • 2002
  • In the middle of economic and mental riches in the 21st century, the importance of well being and the pursuit of happiness are emerging as the new trend. Thus the lifestyle that values comfortable and practical naturalness and intrinsic merits has come to influence the human life rather than the old showing-off and formal desire. In addition to this, the spread of the five day week has given more leisure time, which has led to the increasing interest in health and leisure. The interest in sports has skyrocketed since the successful holding of the 2002 Korea and Japan World Cup event. All these changes to the lifestyle have contributed to the fusion of luxury wear and sports wear. As the result of the consumers in the 21st century having more classified and upgraded way of living thanks to the settlement of the above-mentioned lifestyle and the enlargement of the leisure sports culture, there has appeared the wellness kin, who value the importance of life and the nature and believe in the idea that they can reconstruct the environment in the way they can enjoy their lifestyle and pursue happiness. They favor healthy fashion items and think much of exercise, nutrition, and rest. They pursue the natural and comfortable style, whose ideas came from simple exercises such as health training and yoga and the easy and comfortable look observed at resorts. Their fashion style can be divided into three of fitness fashion, yoga fashion and resort fashion. First, the boxer fashion is characterized by the relaxing design and practicality. The major items of the fashion include running shirt-styled upper clothes, training pants, hooded shirts and sneakers. Simple and comfortable look should be induced from the combination of the items. Second, the yoga fashion was motivated by the comfortable yoga wear. It advocates stress-free spirit and comfortable and stable naturalism. Along with the advantages of the good feeling to wear and the functionality to help exercise better, the yoga fashion gives the wearer enough room to move around in, using the unique lines. Third, the resort wear refers to the kinds of clothes you tend to wear at the beach and the park. There are various kinds of the resort look; bathing suits, the beach wear you can wear with the bathing suit, the resort evening wear, the full-side look that you try on top of the bathing suit and is made of the same material of the bathing suit, and the marine look, the symbol of the summer. In short, the study attempted to investigate many trends occurring as the result of human recent increasing interest and concern in the quality of life, and the impacts of them on the fashion world. This kind of research that examines the background of the times and society will help to grasp with the fashion trends of the present and the future. And more studies should be conducted on the development of new and original design in clothes fashion, which reflects the characteristics identified in this kind of research.

Study on the meaning of Edi-curation in Trans-media era - Based on the comic(webtoon) and publishing content - (트랜스미디어 시대에서 에디큐레이션의 의미에 대한 연구 - 출판 및 만화 콘텐츠를 중심으로 -)

  • Park, Se-Hyeon
    • Cartoon and Animation Studies
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    • s.44
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    • pp.235-261
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    • 2016
  • Media consumers in the context of the Internet and digital media are using the same content to a variety of platforms. As such, the content of various genres is converted to the form of a new content through the process of fusion, combination, transformation, differentiation, reproduction, etc on the basis of digital media. That is referred to as trans-media. In order to create the successful content in trans-media era, it requires the work of Edi-curation. Edi-curation work is the act of editing and adding meaning to the curation work of curators. In that sense, this paper analyzed the definition and meaning for Edi-curation of publishing and comic(webtoon) content in trans-media era. Edi-curation process induces the changing role of consumers and producers of content in the digital media experience. In process of Edi-curation, consumers(producers) will soon lead to a media producer(consumer), namely proconsumer / produser. Diversification of digital platforms and devices, digital 1 person (or SNS) appeared in the media, etc. are also required to Edi-curation of content and comic(webtoon) published in a variety of ways. Depending on the intention of media producers (or consumers), content through the process of replication, montage, disassembly, dismantling, hypertext, compression, and reconstruction births to new content. The work of Edi-curation has the significance that it affects the way the media producers work in creative process, as well as the reading content of the media consumers. In the publishing content, Edi-curation work is the logicality destruction of a chapter or a paragraph, a sentence of colloquialisms, card news, the deformation of the utilization of video and media content. Meanwhile in the comic(webtoon) content, we mention the destruction of cut(frame), the various modifications of speech bubbles, onomatopoeia, and mimetic word.

A study on standardization and R&D strategies of agrifood-ICT convergence technology (농식품-ICT 융·복합 기술 개발 및 표준화 추진방향)

  • Min, J.H.;Huh, M.Y.;Park, J.Y.
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.777-780
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    • 2015
  • Currently, our country has promoted sustainable growth in agriculture field by expanding the growth engine which is going to creat new value through agrifood industry & ICT convergence, the deployment of computerization in rural areas and the efficiency increase of agricultural administration system. Since the level of domestic agriculture-ICT convergence technology focusing on production areas is at early stage, it is necessary to deploy the successful models through the systematic development of technology and standardization including production, distribution and consumption phase. In addition, because the management and control systems of large glass greenhouse are mostly foreign products with no standardization and related small domestic companies, there is a limit to agri-food & ICT convergence activation led by the agri-food private sector. Also, it is vital to increase productivity & efficiency and improve quality throughout the entire agricultural process including production, distribution and consumption by the fusion of information technology, automatic control technology and unique ICT on existing agricultural technology, Therefore, in this paper we propose the agricultural-ICT convergence technology fields in which our country can lead technology and the standardization plans through analyzing the development, policy and standardization trends on agricultural-ICT convergence technology.

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Modeling Virtual Ecosystems that Consist of Artificial Organisms and Their Environment (인공생명체와 그들을 둘러싸는 환경으로 구성 되어지는 가상생태계 모델링)

  • Lee, Sang-Hee
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.12 no.2
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    • pp.122-131
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    • 2010
  • This paper introduces the concept of a virtual ecosystem and reports the following three mathematical approaches that could be widely used to construct such an ecosystem, along with examples: (1) a molecular dynamics simulation approach for animal flocking behavior, (2) a stochastic lattice model approach for termite colony behavior, and (3) a rule-based cellular automata approach for biofilm growth. The ecosystem considered in this study consists of artificial organisms and their environment. Each organism in the ecosystem is an agent that interacts autonomously with the dynamic environment, including the other organisms within it. The three types of model were successful to account for each corresponding ecosystem. In order to accurately mimic a natural ecosystem, a virtual ecosystem needs to take many ecological variables into account. However, doing so is likely to introduce excess complexity and nonlinearity in the analysis of the virtual ecosystem's dynamics. Nonetheless, the development of a virtual ecosystem is important, because it can provide possible explanations for various phenomena such as environmental disturbances and disasters, and can also give insights into ecological functions from an individual to a community level from a synthetic viewpoint. As an example of how lower and higher levels in an ecosystem can be connected, this paper also briefly discusses the application of the second model to the simulation of a termite ecosystem and the influence of climate change on the termite ecosystem.