• 제목/요약/키워드: new creation

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사용자와 미디어 사이의 상호작용 기능 제공 기반 영상 창작 시스템 설계 및 구현 (Design and Implementation of the Image Creation System based on User-Media Interaction)

  • 송복득;김상윤;김채규
    • 한국멀티미디어학회논문지
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    • 제19권5호
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    • pp.932-938
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    • 2016
  • Recently, interactive media which maximizes audience engagement by making the audience appeal on a stage in digital media environment has been distributed more widely. In fact, there has been active movement to develop and promote a new participatory media genre with higher immersion by applying this kind of interactive media concept to advertisement, film, game and e-learning. In the conventional interactive media, digital media had to be enjoyed in particular environment where diverse sensors were installed or through a certain device to recognize a user's motion and voice. This study attempted to design and implement an image creation system which ensures interactions between a user and media in popular distribution-enabled web environment and through PC and smart devices to minimize the image producer-user constraints.

차세대 이동통신 컨버젼스 서비스를 위한 비즈니스 모델 개발 (Design of Next Generation Mobile Convergence Service Business Model)

  • 류승완;김진배;신동천;오돈성
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2007년도 추계학술대회 및 정기총회
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    • pp.358-373
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    • 2007
  • In this paper, we proposed the next generation mobile convergence service business model creation methodology. In order to establish such a business model creation methodology framework, we first introduce the service model based on our previous research results on next generation mobile convergence services. The service model contains several components such as infrastructures, operations, and provision of services that are indispensible for providing the next generation mobile services. Finally, by adding service and value flows to the developed service model, we propose the next generation mobile services business model creation methodology. To achieve this objective, we first derive necessary components of business model including actors, their relationships, and roles. In addition, we propose service composition methodology for creating new mobile services and its corresponding business models.

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창업 온톨로지 구축을 위한 벤처창업 연구의 지식구조 분석 (An Analysis of the Intellectual Structure of Venture-Creation Studies to build an Entrepreneurship Ontology)

  • 심재후;최명길
    • 지식경영연구
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    • 제14권4호
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    • pp.75-86
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    • 2013
  • The deeping interests and research toward Entrepreneurship, which is considered as an potential alternative for solving the continuing economic recession in the $21^{st}$ century, have grown. The process and methodology of the research could not be systematically arranged and the results of the research lack in efforts on the application of increasing suceess ratio in starting new business. This study adopted corpus methodology, through which we try to analyzes the knowledge structure in entrepreneurship research, derive essential concepts and the consisting domains in venture research. Based on the results of analysis, this study constructs the knowledge structure of venture research in a form of knowledge ontology. The results of the study could be a ground for entrepreneurship research and utilized as implication for a creation of construction for the entrepreneurship knowledge ontology.

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조형성을 바탕으로 한 애니메이션 입체 캐릭터 모델링 연구 (A Study on Animation Cubic Character Modelling Based on Plasticity)

  • 최돈일
    • 만화애니메이션 연구
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    • 통권6호
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    • pp.116-131
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    • 2002
  • Character plays an important role not merely in animation but also in the modern image industry. From this perspective a new academic approach to and an analysis of character seems of much significance. With this in view this study carried out an elucidation of the basic factors and concept of plasticity for the creation of animation character on the basis of animation structural elements. Furthermore, an inquiry was conducted into fundamental requirements and factors of animation characters, human anatomy serving as the basis of forms for animation character modelling, the characteristics and techniques for creating animation cubic character, and then suggested a method of creation. In this process it was revealed that integral cubic character was applied to diverse animations, that character of high density was prerequisite for the creation of creative and effective animations, and that cubic character plasticity played a catalytic role in activation popular sympathy and the character industry.

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A Study on the Business Strategy of Smart Devices for Multimedia Contents

  • Lee, Hong-Joo
    • Journal of Information Processing Systems
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    • 제7권3호
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    • pp.543-548
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    • 2011
  • Information technology is changing the business value chain and business systems. This situation is due to the business value chain and the value creation factors in business. Technology companies and researchers are developing new businesses, but many companies and researchers cannot find successful ways to analyze and develop a business in a specific way. In this paper, first, the value creation motive in business is analyzed through a literature review. Second, business attributes are analyzed, while considering the value creation motive and the business factors in management. Finally, the business attributes of information technology are studied through a review of previous research papers on this topic.

Analysis of Business Attributes in Information Technology Environments

  • Lee, Hong-Joo
    • Journal of Information Processing Systems
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    • 제7권2호
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    • pp.385-396
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    • 2011
  • Information technology is changing the business value chain and business systems. This situation is due to the business value chain and the value creation factors in business. Technology companies and researchers are developing new businesses, but many companies and researchers cannot find successful ways to analyze and develop a business in a specific way. In this paper, the following will be explored. First, the value creation motive in business is analyzed through a literary review. Second, business attributes are analyzed while considering the value creation motive and business factors in management. Finally, the business attributes of information technology are studied through a review of previous research that has been conducted on this topic.

A study on Innovation Methods for the Content Industry in the post-COVID-19 Era

  • Lee, Gun-Woong;Bang, Mee-Young
    • International Journal of Advanced Culture Technology
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    • 제9권3호
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    • pp.142-151
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    • 2021
  • The content industry was greatly affected by the pandemic that hit the world in 2020. The release and production of major Hollywood films were postponed. Performances, festivals, and mega-events such as tourism and the Olympic Games were also canceled or postponed. The innovation of the content industry became inevitable in line with these rapid environmental changes, and the industry had to undergo internal changes according to these external environmental changes. Representative examples are talent fostering and job creation for young people. This study conducts both SWOT analysis and PEST analysis on the South Korean content industry, thereby analyzing cases of talent fostering and job creation suitable for the new environment.

제품디자인과 종교적 사상의 근접성에 관한 연구 - 기독교적 창조사상을 중심으로 - (A Study of Approach to the Religious Faith in Industrial Design - Especially on the Creative Idea of Christianity -)

  • 박규현
    • 디자인학연구
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    • 제12권3호
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    • pp.29-40
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    • 1999
  • Walter Gropius, famous architect of Bauhaus, once treated of pure mind which was revealed in the system of object and its phenomena through sense of sight while examining material being and illusive being. And Thomas Aquinas said that man can have a creative power only with modest mental state void of prejudice saying that he expected God to come to him after his soul went out of him. The same thing was said by so many great philosophers and thinkers other than him. I think his saying, "God comes after Soul's escape from the body for a new creation", has a real truth for all times and places and beauty itself beyond expression. Why\ulcorner The reason why the saying is so true is because it has a Yin and Yang Idea, that is, the Soul means a dark spirit correspondent to Yin between both oriental ideas and God does a bright spirit correspondent to Yang between them. By reason of this idea, I would like to assert that we should take it granted that we stand in need of the same bright Yang's spirit as God has for the new creation, and let the Yang's bright spirit come to our minds. We can call it divine 'Providence', or call it God's guidance, which we cannot help accepting as a man's fatality. As God was pleased after he made man and all the creatures by dint of his design, so man was pleased after he made everything he needed by the same design that he accepted from God. In spite of pleasure of different dimensions from what God and Man has each other, their way of empathies were all the same. In this paper I compared a worldly lower conception by which man designed his products for his sensuous satisfaction with a higher conception by which God designed his creatures for his mental satisfaction. I intended to infer what destined relation there must be between both God's and man's creations, trying to remind designers that they have to confess to have not so divine a providence as God has for creation because I think the real truth is that they had regarded their works of product design as a routine occurrence for their physical convenience in the industrial plans.ial plans.

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스레드 생성 및 삭제 오버헤드를 줄이기 위한 히스토리 기반의 동적 스레드풀 방법 (A History-based Dynamic Thread Pool Method for Reducing Thread Creation and Removal Overheads)

  • 오삼권;김진섭
    • 한국항행학회논문지
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    • 제17권2호
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    • pp.189-195
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    • 2013
  • 작업의 실행요청이 빈번하고 실행시간이 짧은 환경에서, 스레드 생성 및 삭제로 인한 오버헤드를 줄여 작업처리효율을 향상시키기 위해 스레드풀 방법이 자주 사용된다. 그중에서 워터마크 스레드풀 방법은 최대로 필요한 스레드 수 이하의 스레드들을 유지함으로써 자원의 불필요한 사용을 줄인다. 그러나 사용가능한 스레드가 없을 경우에는 지정된 한도 내에서 스레드를 추가로 생성하여 작업들을 처리해야 하므로 스레드 생성으로 인한 시스템 오버헤드가 증가하고 결국 성능 저하 현상이 발생할 수 있다. 본 논문은 이런 성능 저하를 줄이기 위한 방법으로써 히스토리 기반의 동적 스레드풀 방법을 제안한다. 이 방법은 작업처리에 필요한 스레드 수를 측정하고 유지함으로써 스레드 생성 및 삭제로 인한 오버헤드를 줄인다. 실험결과에 따르면, 제안방법은 워터마크 스레드 풀 방식과 비교하여 보유 스레드 수는 평균 33% 증가하나 스레드 생성 수는 평균 62% 감소함으로써 평균 6%의 시스템 처리량 증가를 보인다.

해군분석모델용 AI-CGF를 위한 시나리오 생성 모델 설계(I): 진화학습 (Design of Scenario Creation Model for AI-CGF based on Naval Operations, Resources Analysis Model(I): Evolutionary Learning)

  • 김현근;강정석;박강문;김재우;김장현;박범준;지승도
    • 한국군사과학기술학회지
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    • 제25권6호
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    • pp.617-627
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    • 2022
  • Military training is an essential item for the fundamental problem of war. However, there has always been a problem that many resources are consumed, causing spatial and environmental pollution. The concepts of defense modeling and simulation and CGF(Computer Generated Force) using computer technology began to appear to improve this problem. The Naval Operations, Resources Analysis Model(NORAM) developed by the Republic of Korea Navy is also a DEVS(Discrete Event Simulation)-based naval virtual force analysis model. The current NORAM is a battle experiment conducted by an operator, and parameter values such as maneuver and armament operation for individual objects for each situation are evaluated. In spite of our research conducted evolutionary, supervised, reinforcement learning, in this paper, we introduce our design of a scenario creation model based on evolutionary learning using genetic algorithms. For verification, the NORAM is loaded with our model to analyze wartime engagements. Human-level tactical scenario creation capability is secured by automatically generating enemy tactical scenarios for human-designed Blue Army tactical scenarios.