• Title/Summary/Keyword: digital transformation

Search Result 981, Processing Time 0.025 seconds

A Study on the Spatial Configuration in the Metaverse - Focusing on Communication Game Virtual Worlds's 'Animal Crossing' - (메타버스에서의 공간 형태 구성에 관한 연구 - 커뮤니케이션 게임 가상세계 '모여봐요 동물의 숲'을 중심으로 -)

  • Yu, Yeon Seo
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.52 no.1
    • /
    • pp.1-16
    • /
    • 2024
  • Alvin Toffler mentioned that it is important for future society to keep pace with synchronization and that time deviations can hinder social development. As we experience the new normal era of untact, we have experienced an increase in non-face-to-face contact and accelerated digital transformation. Amid these rapid changes, we can maintain the need for synchronization or change in space. Therefore, we would like to study what kind of settlements people create and choose. We looked at the metaverse as an object that could indirectly find out about this, and used the content called "Animal Crossing" to collect data related to the spatial form of the metaverse. Sampling utilized a judgment sampling method during non-probability sampling to alleviate differences due to the progress of the game. The collected data was classified according to floor plan and location type and briefly organized through descriptive statistics. After matching each facility by use, data was constructed by setting coordinates for each cluster and listing them. This data was interpreted graphically on the coordinate plane for each cluster, and Euclidean analysis was performed to analyze the relationships between clusters and residential choice using a Euclidean matrix. As a result of the analysis, it could be interpreted that efficiency was pursued by arranging similar functions in close proximity. Nevertheless, when choosing a residence, it was interpreted that the intention was to create a community through arrangement adjacent to residents rather than efficiency or convenience. Due to the differences between the metaverse and the real world, it is expected that there will be limitations in equating it with reality. However, through the space expressed in the virtual world by people who are far away from the constraints of reality, we can indirectly know the wishes that we have not been able to express due to our lack of awareness.

A Study on Hydrophobic Surface Treatment for Microfluidic System Fabrication Based on SLA 3D Printing Method (SLA 3D 프린팅 방식 기반의 미세 유체 시스템 제작을 위한 소수성 표면 처리 연구)

  • Jae Uk Heo;Seo Jun Bae;Do Jin Im
    • Korean Chemical Engineering Research
    • /
    • v.62 no.1
    • /
    • pp.105-111
    • /
    • 2024
  • The SLA (Stereolithography Apparatus) method is a type of 3D printing technique predicated on the transformation of liquid photocurable resin into a solid form through UV laser exposure, and its application is increasing in various fields. In this study, we conducted research to enhance the hydrophobicity and transparency of SLA 3D printing surfaces for microfluidic system production. The enhancement of surface hydrophobicity in SLA outputs was attainable through the application of hydrophobic coating methods, but the coating durability under different conditions varied depending on the type of hydrophobic coating. Additionally, to simultaneously achieve the required transparency and hydrophobic properties for the fabrication of microfluidic systems, we applied hydrophobic coatings to the proposed transparency enhancement method from prior research and compared the changes in contact angles. Teflon coating was proposed as a suitable hydrophobic coating method for the fabrication of microfluidic systems, given its excellent transparency and high coating durability in various environmental conditions, in comparison to titanium dioxide coating. Finally, we produced an Electrophoresis of Charged Droplet (ECD) chip, one of the digital microfluidics systems, using SLA 3D printing with the proposed Teflon coating method (Fluoropel 800). Droplet manipulation was successfully demonstrated with the fabricated chip, confirming the potential application of SLA 3D printing technology in the production of microfluidic systems.

A Study on Policy Trends and Location Pattern Changes in Smart Green-Related Industries (스마트그린 관련 산업의 정책동향과 입지패턴 변화 연구)

  • Young Sun Lee;Sun Bae Kim
    • Journal of the Economic Geographical Society of Korea
    • /
    • v.27 no.1
    • /
    • pp.38-52
    • /
    • 2024
  • Digital transformation industry contributes to the improvement of productivity in overall industrial production, the smart green industry for carbon neutrality and sustainable growth is growing as a future industry. The purpose of this paper is to explore the status and role of the industry in the future industry innovation ecosystem through the analysis of the growth drivers and location pattern changes of the smart green industry. The industry is on the rise in both metropolitan and non-metropolitan areas, and the growth of the industry can be seen in non-metropolitan and non-urban areas. In particular, due to the smart green industrial complex pilot project, the creation of Gwangju Jeonnam Innovation City, and the promotion of new and renewable energy policies, the emergence of core aggregation areas (HH type) in the coastal areas of Honam and Chungcheongnam-do, and the formation of isolated centers (HL type) in the Gyeongsang region, new and renewable energy production companies are being accumulated in non-metropolitan areas. Therefore, the smart green industry is expected to promote the formation of various specialized spokes in non-urban areas in the future industrial innovation ecosystem that forms a multipolar hub-spoke network structure, where policy factors are the triggers for growth.

Study on Developing the Information System for ESG Disclosure Management (ESG 정보공시 관리를 위한 정보시스템 개발에 관한 연구)

  • Kim, Seung-wook
    • Journal of Venture Innovation
    • /
    • v.7 no.1
    • /
    • pp.77-90
    • /
    • 2024
  • While discussions on ESG are actively taking place in Europe and other countries, the number of countries pushing for mandatory ESG information disclosure related to non-financial information of listed companies is rapidly increasing. However, as companies respond to mandatory global ESG information disclosure, problems are emerging such as the stringent requirements of global ESG disclosure standards, the complexity of data management, and a lack of understanding and preparation of the ESG system itself. In addition, it requires a reasonable analysis of how business management opportunities and risk factors due to climate change affect the company's financial impact, so it is expected to be quite difficult to analyze the results that meet the disclosure standards. In order to perform tasks such as ESG management activities and information disclosure, data of various types and sources is required and management through an information system is necessary to measure this transparently, collect it without error, and manage it without omission. Therefore, in this study, we designed an ESG data integrated management model to integrate and manage various related indicators and data in order to transparently and efficiently convey the company's ESG activities to various stakeholders through ESG information disclosure. A framework for implementing an information system to handle management was developed. These research results can help companies facing difficulties in ESG disclosure at a practical level to efficiently manage ESG information disclosure. In addition, the presentation of an integrated data management model through analysis of the ESG disclosure work process and the development of an information system to support ESG information disclosure were significant in the academic aspects needed to study ESG in the future.

A Study on Educational Content Based on Virtual Reality (가상 현실 기반의 교육 목적 콘텐츠에 대한 연구 - VR 키오스크 시뮬레이션)

  • Junseop Lee;Byeongil Lim;Jiyoung Han;Taekhee Lee
    • Journal of the Korea Computer Graphics Society
    • /
    • v.30 no.3
    • /
    • pp.179-188
    • /
    • 2024
  • Recently, unmanned terminals (kiosks) have greatly increased their scope of use by allowing orders or payments to be made efficiently while replacing existing manpower. With the acceleration of digital transformation, the rate of kiosk installations has soared, making it an important task to help all age groups easily use kiosks. In this study, based on the function of the game engine and Hand Tracking technology, we developed content that can conduct kiosk education in a virtual world. The goal of this content is to help users unfamiliar with kiosks confidently cope with real-world situations by experiencing visual and auditory stress caused by waiting guests in virtual reality. To this end, two VR contents were developed. One is a simple kiosk experience content, and the other is specialized content that causes visual and auditory stress. The experiment was divided into two groups: one group experienced general VR content, while the other group experienced specialized VR content. After the experience, both groups proceeded to place orders in an actual store. Survey results showed that 85% of the experimental group and 95% of the control group were satisfied with the training. This confirms that the specialized experience described in this paper is effective for kiosk education.

The Effect of Mean Brightness and Contrast of Digital Image on Detection of Watermark Noise (워터 마크 잡음 탐지에 미치는 디지털 영상의 밝기와 대비의 효과)

  • Kham Keetaek;Moon Ho-Seok;Yoo Hun-Woo;Chung Chan-Sup
    • Korean Journal of Cognitive Science
    • /
    • v.16 no.4
    • /
    • pp.305-322
    • /
    • 2005
  • Watermarking is a widely employed method tn protecting copyright of a digital image, the owner's unique image is embedded into the original image. Strengthened level of watermark insertion would help enhance its resilience in the process of extraction even from various distortions of transformation on the image size or resolution. However, its level, at the same time, should be moderated enough not to reach human visibility. Finding a balance between these two is crucial in watermarking. For the algorithm for watermarking, the predefined strength of a watermark, computed from the physical difference between the original and embedded images, is applied to all images uniformal. The mean brightness or contrast of the surrounding images, other than the absolute brightness of an object, could affect human sensitivity for object detection. In the present study, we examined whether the detectability for watermark noise might be attired by image statistics: mean brightness and contrast of the image. As the first step to examine their effect, we made rune fundamental images with varied brightness and control of the original image. For each fundamental image, detectability for watermark noise was measured. The results showed that the strength ot watermark node for detection increased as tile brightness and contrast of the fundamental image were increased. We have fitted the data to a regression line which can be used to estimate the strength of watermark of a given image with a certain brightness and contrast. Although we need to take other required factors into consideration in directly applying this formula to actual watermarking algorithm, an adaptive watermarking algorithm could be built on this formula with image statistics, such as brightness and contrast.

  • PDF

A Destructive Method in the Connection of the Algorithm and Design in the Digital media - Centered on the Rapid Prototyping Systems of Product Design - (디지털미디어 환경(環境)에서 디자인 특성(特性)에 관한 연구(硏究) - 실내제품(室內製品) 디자인을 중심으로 -)

  • Kim Seok-Hwa
    • Journal of Science of Art and Design
    • /
    • v.5
    • /
    • pp.87-129
    • /
    • 2003
  • The purpose of this thesis is to propose a new concept of design of the 21st century, on the basis of the study on the general signification of the structures and the signs of industrial product design, by examining the difference between modern and post-modern design, which is expected to lead the users to different design practice and interpretation of it. The starting point of this study is the different styles and patterns of 'Gestalt' in the post-modern design of the late 20th century from modern design - the factor of determination in industrial product design. That is to say, unlike functional and rational styles of modern product design, the late 20th century is based upon the pluralism characterized by complexity, synthetic and decorativeness. So far, most of the previous studies on design seem to have excluded visual aspects and usability, focused only on effective communication of design phenomena. These partial studies on design, blinded by phenomenal aspects, have resulted in failure to discover a principle of fundamental system. However, design varies according to the times; and the transformation of design is reflected in Design Pragnanz to constitute a new text of design. Therefore, it can be argued that Design Pragnanz serves as an essential factor under influence of the significance of text. In this thesis, therefore, I delve into analysis of the 20th century product design, in the light of Gestalt theory and Design Pragnanz, which have been functioning as the principle of the past design. For this study, I attempted to discover the fundamental elements in modern and post-modern designs, and to examine the formal structure of product design, the users' aesthetic preference and its semantics, from the integrative viewpoint. Also, with reference to history and theory of design my emphasis is more on fundamental visual phenomena than on structural analysis or process of visualization in product design, in order to examine the formal properties of modern and post-modern designs. Firstly, In Chapter 1, 'Issues and Background of the Study', I investigated the Gestalt theory and Design Pragnanz, on the premise of formal distinction between modern and post-modern designs. These theories are founded upon the discussion on visual perception of Gestalt in Germany in 1910's, in pursuit of the principle of perception centered around visual perception of human beings. In Chapter 2, I dealt with functionalism of modern design, as an advance preparation for the further study on the product design of the late 20th century. First of all, in Chapter 2-1, I examined the tendency of modern design focused on functionalism, which can be exemplified by the famous statement 'Form follows function'. Excluding all unessential elements in design - for example, decoration, this tendency has attained the position of the international style based on the spirit of Bauhause - universality and regularity - in search of geometric order, standardization and rationalization. In Chapter 2-2, I investigated the anthropological viewpoint that modern design started representing culture in a symbolic way including overall aspects of the society - politics, economics and ethics, and its criticism on functionalist design that aesthetic value is missing in exchange of excessive simplicity in style. Moreover, I examined the pluralist phenomena in post-modern design such as kitsch, eclecticism, reactionism, hi-tech and digital design, breaking away from functionalist purism of modern design. In Chapter 3, I analyzed Gestalt Pragnanz in design in a practical way, against the background of design trends. To begin with, I selected mass product design among those for the 20th century products as a target of analysis, highlighting representative styles in each category of the products. For this analysis, I adopted the theory of J. M Lehnhardt, who gradated in percentage the aesthetic and semantic levels of Pragnantz in design expression, and that of J. K. Grutter, who expressed it in a formula of M = O : C. I also employed eight units of dichotomies, according to the G. D. Birkhoff's aesthetic criteria, for the purpose of scientific classification of the degree of order and complexity in design; and I analyzed phenomenal aspects of design form represented in each unit. For Chapter 4, I executed a questionnaire about semiological phenomena of Design Pragnanz with 28 units of antonymous adjectives, based upon the research in the previous chapter. Then, I analyzed the process of signification of Design Pragnanz, founded on this research. Furthermore, the interpretation of the analysis served as an explanation to preference, through systematic analysis of Gestalt and Design Pragnanz in product design of the late 20th century. In Chapter 5, I determined the position of Design Pragnanz by integrating the analyses of Gestalt and Pragnanz in modern and post-modern designs In this process, 1 revealed the difference of each Design Pragnanz in formal respect, in order to suggest a vision of the future as a result, which will provide systemic and structural stimulation to current design.

  • PDF

Development of Cloud Detection Method Considering Radiometric Characteristics of Satellite Imagery (위성영상의 방사적 특성을 고려한 구름 탐지 방법 개발)

  • Won-Woo Seo;Hongki Kang;Wansang Yoon;Pyung-Chae Lim;Sooahm Rhee;Taejung Kim
    • Korean Journal of Remote Sensing
    • /
    • v.39 no.6_1
    • /
    • pp.1211-1224
    • /
    • 2023
  • Clouds cause many difficult problems in observing land surface phenomena using optical satellites, such as national land observation, disaster response, and change detection. In addition, the presence of clouds affects not only the image processing stage but also the final data quality, so it is necessary to identify and remove them. Therefore, in this study, we developed a new cloud detection technique that automatically performs a series of processes to search and extract the pixels closest to the spectral pattern of clouds in satellite images, select the optimal threshold, and produce a cloud mask based on the threshold. The cloud detection technique largely consists of three steps. In the first step, the process of converting the Digital Number (DN) unit image into top-of-atmosphere reflectance units was performed. In the second step, preprocessing such as Hue-Value-Saturation (HSV) transformation, triangle thresholding, and maximum likelihood classification was applied using the top of the atmosphere reflectance image, and the threshold for generating the initial cloud mask was determined for each image. In the third post-processing step, the noise included in the initial cloud mask created was removed and the cloud boundaries and interior were improved. As experimental data for cloud detection, CAS500-1 L2G images acquired in the Korean Peninsula from April to November, which show the diversity of spatial and seasonal distribution of clouds, were used. To verify the performance of the proposed method, the results generated by a simple thresholding method were compared. As a result of the experiment, compared to the existing method, the proposed method was able to detect clouds more accurately by considering the radiometric characteristics of each image through the preprocessing process. In addition, the results showed that the influence of bright objects (panel roofs, concrete roads, sand, etc.) other than cloud objects was minimized. The proposed method showed more than 30% improved results(F1-score) compared to the existing method but showed limitations in certain images containing snow.

Characteristics and Implications of Sports Content Business of Big Tech Platform Companies : Focusing on Amazon.com (빅테크 플랫폼 기업의 스포츠콘텐츠 사업의 특징과 시사점 : 아마존을 중심으로)

  • Shin, Jae-hyoo
    • Journal of Venture Innovation
    • /
    • v.7 no.1
    • /
    • pp.1-15
    • /
    • 2024
  • This study aims to elucidate the characteristics of big tech platform companies' sports content business in an environment of rapid digital transformation. Specifically, this study examines the market structure of big tech platform companies with a focus on Amazon, revealing the role of sports content within this structure through an analysis of Amazon's sports marketing business and provides an outlook on the sports content business of big tech platform companies. Based on two-sided market platform business models, big tech platform companies incorporate sports content as a strategy to enhance the value of their platforms. Therefore, sports content is used as a tool to enhance the value of their platforms and to consolidate their monopoly position by maximizing profits by increasing the synergy of platform ecosystems such as infrastructure. Amazon acquires popular live sports broadcasting rights on a continental or national basis and supplies them to its platforms, which not only increases the number of new customers and purchasing effects, but also provides IT solution services to sports organizations and teams while planning and supplying various promotional contents, thus creates synergy across Amazon's platforms including its advertising business. Amazon also expands its business opportunities and increases its overall value by supplying live sports contents to Amazon Prime Video and Amazon Prime, providing technical services to various stakeholders through Amazon Web Services, and offering Amazon Marketing Cloud services for analyzing and predicting advertisers' advertising and marketing performance. This gives rise to a new paradigm in the sports marketing business in the digital era, stemming from the difference in market structure between big tech companies based on two-sided market platforms and legacy global companies based on one-sided markets. The core of this new model is a business through the development of various contents based on live sports streaming rights, and sports content marketing will become a major field of sports marketing along with traditional broadcasting rights and sponsorship. Big tech platform global companies such as Amazon, Apple, and Google have the potential to become new global sports marketing companies, and the current sports marketing and advertising companies, as well as teams and leagues, are facing both crises and opportunities.

School Experiences and the Next Gate Path : An analysis of Univ. Student activity log (대학생의 학창경험이 사회 진출에 미치는 영향: 대학생활 활동 로그분석을 중심으로)

  • YI, EUNJU;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
    • /
    • v.26 no.4
    • /
    • pp.149-171
    • /
    • 2020
  • The period at university is to make decision about getting an actual job. As our society develops rapidly and highly, jobs are diversified, subdivided, and specialized, and students' job preparation period is also getting longer and longer. This study analyzed the log data of college students to see how the various activities that college students experience inside and outside of school might have influences on employment. For this experiment, students' various activities were systematically classified, recorded as an activity data and were divided into six core competencies (Job reinforcement competency, Leadership & teamwork competency, Globalization competency, Organizational commitment competency, Job exploration competency, and Autonomous implementation competency). The effect of the six competency levels on the employment status (employed group, unemployed group) was analyzed. As a result of the analysis, it was confirmed that the difference in level between the employed group and the unemployed group was significant for all of the six competencies, so it was possible to infer that the activities at the school are significant for employment. Next, in order to analyze the impact of the six competencies on the qualitative performance of employment, we had ANOVA analysis after dividing the each competency level into 2 groups (low and high group), and creating 6 groups by the range of first annual salary. Students with high levels of globalization capability, job search capability, and autonomous implementation capability were also found to belong to a higher annual salary group. The theoretical contributions of this study are as follows. First, it connects the competencies that can be extracted from the school experience with the competencies in the Human Resource Management field and adds job search competencies and autonomous implementation competencies which are required for university students to have their own successful career & life. Second, we have conducted this analysis with the competency data measured form actual activity and result data collected from the interview and research. Third, it analyzed not only quantitative performance (employment rate) but also qualitative performance (annual salary level). The practical use of this study is as follows. First, it can be a guide when establishing career development plans for college students. It is necessary to prepare for a job that can express one's strengths based on an analysis of the world of work and job, rather than having a no-strategy, unbalanced, or accumulating excessive specifications competition. Second, the person in charge of experience design for college students, at an organizations such as schools, businesses, local governments, and governments, can refer to the six competencies suggested in this study to for the user-useful experiences design that may motivate more participation. By doing so, one event may bring mutual benefits for both event designers and students. Third, in the era of digital transformation, the government's policy manager who envisions the balanced development of the country can make a policy in the direction of achieving the curiosity and energy of college students together with the balanced development of the country. A lot of manpower is required to start up novel platform services that have not existed before or to digitize existing analog products, services and corporate culture. The activities of current digital-generation-college-students are not only catalysts in all industries, but also for very benefit and necessary for college students by themselves for their own successful career development.