• Title/Summary/Keyword: media depth

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Single Image Super Resolution Based on Residual Dense Channel Attention Block-RecursiveSRNet (잔여 밀집 및 채널 집중 기법을 갖는 재귀적 경량 네트워크 기반의 단일 이미지 초해상도 기법)

  • Woo, Hee-Jo;Sim, Ji-Woo;Kim, Eung-Tae
    • Journal of Broadcast Engineering
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    • v.26 no.4
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    • pp.429-440
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    • 2021
  • With the recent development of deep convolutional neural network learning, deep learning techniques applied to single image super-resolution are showing good results. One of the existing deep learning-based super-resolution techniques is RDN(Residual Dense Network), in which the initial feature information is transmitted to the last layer using residual dense blocks, and subsequent layers are restored using input information of previous layers. However, if all hierarchical features are connected and learned and a large number of residual dense blocks are stacked, despite good performance, a large number of parameters and huge computational load are needed, so it takes a lot of time to learn a network and a slow processing speed, and it is not applicable to a mobile system. In this paper, we use the residual dense structure, which is a continuous memory structure that reuses previous information, and the residual dense channel attention block using the channel attention method that determines the importance according to the feature map of the image. We propose a method that can increase the depth to obtain a large receptive field and maintain a concise model at the same time. As a result of the experiment, the proposed network obtained PSNR as low as 0.205dB on average at 4× magnification compared to RDN, but about 1.8 times faster processing speed, about 10 times less number of parameters and about 1.74 times less computation.

Analysis on Constructs Concept of Beauty service experts' Self Management (뷰티 서비스전문가의 자기관리 구성개념 분석)

  • Kim, Hyun-Jung;Myung, Kwang-Joo
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.2
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    • pp.423-433
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    • 2021
  • The purpose of this study was to establish the concept of self-management in beauty service experts through two integrated research methods of open-ended questionnaires and focus group interview. For data collection, an open-ended questionnaire was conducted for 151 beauty service experts located in Seoul·Gyeonggi-do, and a focus group interview was conducted with 8 experts in beauty experts to collect data. Accordingly, the results derived through a series of research procedures are as follows. First, as a result of the inductive content analysis of the open questionnaire, the self-management of beauty service experts was derived into four types of intellectual management: health management, interpersonal management, appearance management, and technology management. Second, in the results of the focus group interview, the inductive content analysis was more validly supported, and the beauty service field-centered interview cases were dealt with in-depth, resulting in two additional attributes of contactless management and knowledge management. The results of this study can be used as basic data for establishing strategies for life as a successful professional of beauty service workers and developing self-management measurement tools for beauty service experts.

Analysis of art & culture consumption propensity according to art & culture experience after COVID19: analysis of differences by art & culture perception (코로나19 이후 문화예술경험에 따른 문화예술 소비성향 분석 - 문화예술 인식에 따른 차이분석 -)

  • So, Eun Hye
    • Korean Association of Arts Management
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    • no.60
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    • pp.155-191
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    • 2021
  • The purpose of this study is to analyze the effect of art and culture experience according to art and culture perception on art and culture consumption. Accordingly, the perception expressed through the experiences of consumers was defined as the delivery of art and culture marketing strategies, and the behavior of consumers enjoying art and culture was measured. The research data were analyzed through an online survey. As a result of the analysis, sense, relation had a significant effect on the hedonistic factor, and the act, sense, emotion and relation had significant effects on the other's consciousness, and the behavioral and emotional factors had a significant effect on the intentional factors. The implication from the experience of relationships with others was found to have a negative(-) effect on all factors, which means to be the result of consumers' anxiety in enjoying art due to the pandemic. It is necessary to develop an online business model for consumers who naturally avoid it, and to narrow the gap between online and offline art and culture. Second, it is thought that sponsorship from companies is necessary so that artists who provide art and culture can produce high-quality contents. In the future, if it was studied the relationship between not only consumers who enjoy art and culture, but also suppliers and artists who provide art and culture, it will be able to understand the culture in-depth.

Basic Study on the Animation Culture Prototype: A Comparison of Korea and Japan (애니메이션에 나타난 문화원형에 관한 고찰: 한·일간 비교를 중심으로)

  • Kim, Yunho
    • Journal of International Area Studies (JIAS)
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    • v.16 no.2
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    • pp.73-94
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    • 2012
  • Recently, Japanese cultural contents are being evaluated as a worldwide content. Among them, the animation takes an overwhelming place in the world market as a Japanese representative content. We need to understand that Japanese animation is being recognized world wide, because Japanese culture was grafted in to and it's very important to apply that to our situation. Cultural content to dominate the world has a fundamentally characteristics derived from regional culture. Cultural content includes elements of particular culture prototype. To investigate into cultural content that has globally used and is valuable, in-depth and systematic research for local (country) culture prototype showed be carried out. Our research aim to provide basic data so Korean animation can be developed as axis of Korean Wave. This compares and analyzes the Culture prototype from Korea and Japanese modern civilized media animation. Specifically for the animation shown in the culture prototype, we aim to - Analyze the content of culture prototype shown in Korea's animation: 'Hopi and Chadol Bawi', 'Heung-Bu and Nol-Bu', 'A Admiral's Diary', and 'Oseam'. - Analyze the content of culture prototype shown in Japan's animation: 'Genji', 'The Spiriting away of Sen and Chihiro', 'The Princess Mononoke', and 'Raccoon War Pom Poko'. - Compare and analyze the content of culture prototype depending on classifying criteria shown between Korea and Japan. We finally want to provide the basic data to develop the creation material for the global animation content based on these two countries throughout this research.

The Process of Multicultural Perception Change in University students who Participated in Multicultural Mentoring (대학생의 다문화 멘토링 활동 경험을 통한 다문화 인식 변화)

  • Oh, Sekyung;Kim, Misoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.9
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    • pp.201-210
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    • 2016
  • The purpose of this study is to explore the process of multicultural perception change of university students who have participated in multicultural mentoring. From May to December of the year 2015, the researcher conducted continuous e-mail interviews as well as in-depth interviews with mentors who participated in multicultural mentoring at I university. The interview contents were transcribed and comparative analysis was done. The result of the study is as follows. The process of multicultural perception change of mentors were discovered to be change in stereotypes, prejudice and ideas on multiculture, difference detection and social desire. They realized that stereotypes and prejudice were the errors of generalization due to their ideas on multiculture which were developed through media. Through mentoring activities the mentors reflected on the inherent negative ideas on multiculture, thus changing their ideas and thoughts. Also, the difference detection acknowledged cultural diversity along with the understanding of the cultural environment of mentees. Social desire expressed their wish for the change of perception in the cultures of others along with the positive change of multicultural perception through mentees. Thus, it was discovered that multicultural mentoring activities are sufficient prerequisites to change the social perception of multiculture from personal interest.

The Identification of Females Fans Identify with the Male Beauty Influencers in SNS - Focusing on Jacques Lacan's Gaze (SNS에 남성 뷰티 인플루언서를 향한 여성 팬의 동일시 - 라캉의 응시 이론을 중심으로)

  • LI LINGJIE
    • Trans-
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    • v.15
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    • pp.57-79
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    • 2023
  • This study aims to explore the strategies and effects of SNS images used by four popular male beauty influencers to gain identification with their female fans. The research selected four male beauty influencers, namely Li Jiaqi, Jeffree Star, James Charles, and Bretman Rock, with a high number of subscribers on Instagram, YouTube, and TikTok as of July 21, 2023. By observing the content they posted on SNS, the study analyzed the types, characteristics, and relevance of male beauty influencer images with their female fans using Lacan's gaze theory. Additionally, concepts related to gaze, such as the mirror stage, the screen, and objet petit a, were supplemented to conduct an in-depth analysis of the characteristics of male beauty influencer images and the motivations of female viewers. The study results suggest that male beauty influencers can maintain an intimate relationship, referred to as 'girl-friendship,' with their female fans through the identification formed by the homogeneity within the feminized mirror images. Furthermore, male beauty influencers can transform female viewers from being seen as objects to seeing them as subjects by presenting images that embrace diversity in gender identity, challenging the traditional notions of societal gender norms. Therefore, the images of male beauty influencers not only challenge gender stereotypes but also cater to the demands for independence and equality of modern young women, promote understanding of feminine gaze, and explore the potential for democratization and inclusivity on social media platforms from a new perspective.

Body Movement as Identity: The Meaning of the 'Bodily Culture' of Older Men at Jongmyo Park (정체성으로서의 몸짓: 종묘공원 노년 남성들의 '몸짓문화'의 의미)

  • Chung, Gene-Woong
    • 한국노년학
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    • v.31 no.1
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    • pp.157-170
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    • 2011
  • The purpose of this article is to examine how the 'bodily culture' of older men who gather at Jongmyo Park serves to express and solidify their sense of a enduring self. The research was carried out based on the anthropological methods of participant observation and in-depth interviews at Jongmyo park and its adjacent areas. In later life, the image of a continuous self becomes harder to achieve due to the ageism prevalent in modern societies. The situation is worse at Jongmyo park since the park itself has been stigmatized as "the extraterritorial zone for the old" by the media due to the boisterous atmosphere of the park. It is dubbed as a place for those who have nowhere else to go. The singing and dancing, which used to be the dominant forms of activities at the park among older men until the 'sanctification' project propelled by the government, serves as an antidote against the ageist tendency to subjugate them. The 'bodily culture' embodies these men's image of themselves as a continuous being which has not been tarnished by the passage of time. The approach of 'body hermeneutics' is required to interpret the experiences of the body in later life.

Current Status, Difficulties, and Support Needs in Operating Support Projects for Childcare in Daycare Centers in the Support Centers for Childcare during the COVID-19 Pandemic (코로나19 상황에서 육아종합지원센터 어린이집 지원사업 운영실태와 어려움 및 지원요구)

  • Kim, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.377-391
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    • 2022
  • The objective of this study is to understand the operational status of the support projects for childcare in daycare centers operated by the Support Centers for Childcare(SCC) during the COVID-19 pandemic and find ways to improve and develop the project operation. To this end, data were collected and analyzed through in-depth interviews from the 1st week to the 4th week of February 2022 with six childcare agents in charge of the support projects for childcare in daycare centers in the SCC located in Seoul and Gyeonggi Province. As a result of the study, it was found that the demand for diversification of project operation methods, expansion of non-face-to-face education, individual consulting, and small-scale education increased while operating the support projects for childcare in daycare centers in the SCC during the COVID-19 pandemic. Operational difficulties were found to be a lack of ability to use media, the burden of coping with unpredictable situations, and insufficient communication between daycare centers and childcare policy institutions. As for the support needs, it was found that it is necessary to employ computer specialists, establish an environment for activating online education, and provide an efficient work delivery system in emergencies.

Calcium-doped zinc oxide nanocrystals as an innovative intracanal medicament: a pilot study

  • Gabriela Leite de Souza;Thamara Eduarda Alves Magalhaes;Gabrielle Alves Nunes Freitas;Nelly Xiomara Alvarado Lemus;Gabriella Lopes de Rezende Barbosa;Anielle Christine Almeida Silva;Camilla Christian Gomes Moura
    • Restorative Dentistry and Endodontics
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    • v.47 no.4
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    • pp.38.1-38.15
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    • 2022
  • Objectives: This study investigated the cytotoxicity, radiopacity, pH, and dentinal tubule penetration of a paste of 1.0% calcium-doped zinc oxide nanocrystals (ZnO:1.0Ca) combined with propylene glycol (PRG) or polyethylene glycol and propylene glycol (PEG-PRG). Materials and Methods: The pastes were prepared by mixing calcium hydroxide [Ca(OH)2] or ZnO:1.0Ca with PRG or a PEG-PRG mixture. The pH was evaluated after 24 and 96 hours of storage in deionized water. Digital radiographs were acquired for radiopacity analysis and bubble counting of each material. The materials were labeled with 0.1% fluorescein and applied to root canals, and images of their dentinal tubule penetration were obtained using confocal laser scanning microscopy. RAW264.7 macrophages were placed in different dilutions of culture media previously exposed to the materials for 24 and 96 hours and tested for cell viability using the MTT assay. Analysis of variance and the Tukey test (α = 0.05) were performed. Results: ZnO:1.0Ca materials showed lower viability at 1:1 and 1:2 dilutions than Ca(OH)2 materials (p < 0.0001). Ca(OH)2 had higher pH values than ZnO:1.0Ca at 24 and 96 hours, regardless of the vehicle (p < 0.05). ZnO:1.0Ca pastes showed higher radiopacity than Ca(OH)2 pastes (p < 0.01). No between-material differences were found in bubble counting (p = 0.0902). The ZnO:1.0Ca pastes had a greater penetration depth than Ca(OH)2 in the apical third (p < 0.0001). Conclusions: ZnO:1.0Ca medicaments presented higher penetrability, cell viability, and radiopacity than Ca(OH)2. Higher values of cell viability and pH were present in Ca(OH)2 than in ZnO:1.0Ca.

A Study on Proposing an Interaction Design Prototype that Reflects User Behavior Elements for VR Collaboration Tool (VR 협업 툴을 위한 사용자 행동 요소를 반영한 인터랙션 디자인 프로토타입 제안 연구)

  • Shin, Jongeun;Kang, Jeannie
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.645-661
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    • 2024
  • Today, the development of new technologies due to the 4th industrial revolution requires work performance methods such as non-face-to-face collaboration. In response to this, various VR collaboration tools are emerging, but VR collaboration tools for brainstorming, which are used in collaboration or design development work, are not provided. Therefore, despite the advantages and possibilities of VR for non-face-to-face collaboration, there are limitations in practical use. Accordingly, the development of VR collaboration tools in a digitalized work environment is necessary, and research on UI design development for this is required. The purpose of this study is to propose a VR collaboration tool prototype by developing an interaction UI design that applies user hand behavior elements that appear during collaboration sessions through user research. This study was a qualitative study. The research method was to conduct user research through observation and in-depth interviews, and as a result of analyzing the data obtained from this, five types of user hand behavior elements were derived. In this study, an interaction UI design was developed that reflects hand gestures as behavioral elements. And using Unity and the Oculus Integration SDK Kit, we created a prototype VR collaboration tool that can be used without a controller. As a result of conducting a user evaluation of the prototype produced in this study, it was found that users had difficulty making hand gestures accurately, and it was possible to find areas for improvement in UI design. It is expected that this study will help develop interaction UI design for VR collaboration tools that can increase work efficiency.