• Title/Summary/Keyword: platform structure and contents

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Searching for Ways to Utilize Avatars in Consideration of User Preferences in the Experience Metaverse Service (경험 메타버스 서비스에 있어 사용자의 선호도를 고려한 아바타 활용 방안 모색)

  • Sung-Suk Park;Il-Hyun Cho
    • Journal of Information Technology Applications and Management
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    • v.30 no.2
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    • pp.45-57
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    • 2023
  • Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on 'creation and economy' and 'discovery', will evolve into an 'experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new 'metaverse business model' was proposed based on 'experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of 'business experience'. In addition, a survey was conducted on the 'application of metaverse service and avatar' targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an 'selective switch mode' that can change the avatar's appearance at the desired timing according to the 'experience' and 'purchase purpose' of each metaverse service area. In addition, by strategically utilizing the 'Digilog' psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of 'avatar purchase system' by 'selective switch mode' and 'avatar decorating system' by 'digilog' strategy, the experience metaverse, which has been focused on 'digital twin experience' so far, is As it develops into 'business experience', it is expected that the user experience can be further satisfied.

Virtual reality education program including three-dimensional individualized liver model and education videos: A pilot case report in a patient with hepatocellular carcinoma

  • Jinsoo Rhu;Soyoung Lim;Danbee Kang;Juhee Cho;Heesuk Lee;Gyu-Seong Choi;Jong Man Kim;Jae-Won Joh
    • Annals of Hepato-Biliary-Pancreatic Surgery
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    • v.26 no.3
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    • pp.285-288
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    • 2022
  • Three-dimensional (3D) modeling of the liver can be especially useful for both the surgeon and patient to understand the actual location of the tumor and planning the resection plane. Virtual reality (VR) can enhance the understanding of 3D structures and create an environment where the user can focus on contents provided. In the present study, a VR platform was developed using Unreal Engine 4 software (Epic Games, Potomac, MD, USA). Patient's liver based on magnetic resonance image was imported as a 3D model that could distinguish liver parenchyma, vascular structure, and cancer. Preoperative education videos for patients were developed. They could be viewed inside the VR platform. To evaluate the usefulness of VR education program for patients undergoing liver resection for hepatocellular carcinoma, a randomized clinical trial evaluating the knowledge and anxiety of the patient was designed. The case presented in this report was the first experience of performing the VR education program and examining the knowledge and anxiety using questionnaires. When the knowledge score increased, the anxiety score also increased after the education program. Based on findings of this pilot case study, the timing and place where the questionnaire will be answered can be modified for formal initiation of the randomized controlled study to examine the usefulness of VR in patient education.

A Study on Necessary Guidelines for Teachers of Distance Learning due to COVID-19 (COVID-19에 따른 원격수업 시 교사들에게 필요한 사항)

  • Won, Jeongmin;Ahn, Sung Hun
    • Journal of Creative Information Culture
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    • v.7 no.3
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    • pp.167-176
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    • 2021
  • In this paper, from the pervious studies investigating the current status of distance learning due to COVID-19, the needs of teachers for effective distance learning were analyzed. As a result, it was found that support related to distance learning contents was necessary. Specifically, it is necessary to establish a platform specialized for content production for distance learning, expand teacher training related to content production and operation, and improve the copyright system related to content production. In addition, since distance classes differ from those of back-to-school classes in system and characteristics, it is necessary to supplement the institutional aspects for distance classes. It is judged that it is necessary to support the evaluation method suitable for distance learning, the authority to operate the curriculum, and the learning management system. In addition, it was analyzed that it is necessary to expand the infrastructure for distance learning, and a structure and platform for self-directed improvement programs and self-directed distance learning are needed to prevent the learning gap problem from repeating due to distance learning.

A Study on Comic Expression of Social Network Game (소셜네트워크게임의 만화적 표현연구)

  • Lee, Hyun-Woo;Kim, Sung-Nam;Kim, Byung-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.527-530
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    • 2011
  • This Paper studied out prototype and the structure of comic expression on Social Network Game and started with issues based on SNS(Social Network Service) in Culture Communication. Interaction with the platform have the information that aims to develop relationships with SNG. In a world where the paradigm is changing the game People of all ages, transcending national borders in the mediator role of interaction could have been important. Today SNG is a major topic in Game Contents and this issue has influenced the game design and Story Telling. Under this Situation, this study has a significant meaning because it proves that the factors Comic Expression in game is analyzed by SNG.

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A Study on the Local Cultures Design Using New Media (뉴미디어를 활용한 지역문화디자인 연구)

  • Lee, Hyun-Woo;Kim, Byung-Ok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.469-472
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    • 2012
  • This Paper studied out prototype and the structure of Convergence on Cultures Industry and started with issues based on Local Cultures Design in New Media. platform with the New Media have the information that aims to develop relationships with Local Culture. In a world where the paradigm is changing the Convergence of all ages, transcending national borders in the mediator role of modern could have been important. Under this Situation, this study has a significant meaning because it proves that the Local Cultures Design in Degital Contents is analyzed by New Media.

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A Study on Stone Platforms of the Buseoksa Temple - In Relations to the "Hwaeomgyeong" and "Sipjipum" - (부석사의 석단 고찰 - "화엄경"."십지품"과의 관계를 중심으로 -)

  • Hong, Jae-Dong;Lim, Chung-Sin
    • Journal of architectural history
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    • v.19 no.2
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    • pp.21-42
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    • 2010
  • 1) The structural system of "Hwaeomgyeong" has its core in the fact it deals with certain themes repeatedly on the basis of "Sipjipum" as a system of discipline.( The key of Euisang's ideas lay in referring to the whole "Hwaeomgyeong" as Beopseong and expressing it with the term, 'Haeng'. Here 'Haeng' is a system of discipline based on "Sipjipum". This indicates that "Hwaeomgyeong" can be fully represented just by "Sipjipum" because the twos are structurally similar) (1) In "Sipjipum", a summary of "Hwaeomgyeong" is contained. Thus descriptions of "Sipjipum" may be like those of "Hwaeomgyeong". (2) "Hwaeomgyeong" had a three-dimensional spatial structure which corresponds with the Heaven of Yok Gye Yuk Cheon and the Earth, when associated with places of preaching Buddhist sermons. 2) This researcher investigated stone platforms of the Buseoksa Temple with references to "Hwaeomgyeong" and "Sipjipum". 1) All the platforms, whether their building is still remained on them or not, comply better with implications of "Sipjipum". 2) Different heights of the stone platforms and the axial refraction of the platforms brought by their shape changes all imply variations in discipline levels descrided in "Sipjipum", in terms of form and symbolic implication. Sites which mainly compose the stone platforms also comply with descriptions contained in "Hwaeomgyeong" regarding the place, frequency and contents of preaching Buddhist sermons. In conclusion, the outside of the Buseoksa Temple is composed of architectural spaces for which contents of "Hwaeomgyeong" and "Sipjipum" and the frequency and place of preaching Buddhist sermons are fully considered and comprehended.

A Comparative Study on the Key Success Factors of Over-The-Tops in South Korea (국내 OTT(Over-The-Tops) 서비스 성공 요인에 관한 비교 연구)

  • Lee, Soyul;Park, Hyunjun
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.6
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    • pp.135-154
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    • 2021
  • This paper compares and analyzes the domestic OTT services to access their success factors, strategies and examine the domestic OTT leader's wavve's unique differentiation strategy. It is a comparative study of the top five market share services based on the operator and content's key success factors criteria, revenue structure, personalization, interactive media and cooperation. As a result, the common success factors were contents that reflected the characteristics of the operators, hybrid VOD, hybrid filtering, real-time participation interaction, alliances between the same and heterogeneous industries, and utilization of existing business areas. In addition, the study confirmed that it expanded the scope of the project and operated the contents efficiently by introducing one or more business strategies. wavve has been widely validated with its content, while B2C has long-term benefits and overseas use services, and B2B has a systematic use system, differentiating itself from other services. This paper can be the foundation for identifying the strengths and differences of each service on 2021, entering the domestic OTT industry, and establishing competitive strategies.

Study of the Ecosystem Model of Magazine on Special Genre Focusing on Collaboration System within Magazine Firm, Community and Creative User (전문잡지의 생태계 모델 분석 - 잡지사·커뮤니티·사용자의 협업체계를 중심으로)

  • Chang, Yong Ho;Kong, Byoung-Hun;Jin Jeon, Eun-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.8
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    • pp.4831-4843
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    • 2014
  • Magazines on specific genres have been operating collaborative, co-working and collective production systems for value maximization using an adaptation strategy on the dynamic, complex and uncertain value network of the magazine industry. The study used a case study method, and data collection was performed by observational research, depth interviews and survey research. The subjects of the study were 'magazine industry', 'magazine firm and community', and 'collaboration system within creative users'. According to the research results, the ecosystem of magazines on a specific genre has been evolving into an innovative value network system, which is combined with the magazine firm, community users and magazine platform. Second, the rapid introduction of smart device environment changes the way of the collaborating system, in which an action and interaction came out within the community, creative users and magazine firms. Third, the production agency shows strong action and interaction, which fits the magazine platform within the ecosystem of a magazine on a specific genre well. This model has a similar fractal structure to the game, publishing, drama, movie, comic, and animation contents industry, converging to an innovative technology-based-creative-industry.

Development of Robot Performance Platform Interoperating with an Industrial Robot Arm and a Humanoid Robot Actor (산업용 로봇 Arm과 휴머노이드 로봇 액터를 연동한 로봇 공연 플랫폼 개발)

  • Cho, Jayang;Kim, Jinyoung;Lee, Sulhee;Lee, Sang-won;Kim, Hyungtae
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.487-496
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    • 2020
  • For the purpose of next generation technology for robot perfomances, a RAoRA (Robot Actor on Robot Arm) structure was proposed using a robot arm joined with a humanoid robot actor. Mechanical analysis, machine design and fabrication were performed for motions combined with the robot arm and the humanoid robot actor. Kinematical analysis for 3D model, spline interpolation of positions, motion control algorithm and control devices were developed for movements of the robot actor. Preliminary visualization, simulation tools and integrated operation of consoles were constructed for the non-professionals to produce intuitive and safe contents. Air walk was applied to test the developed platform. The air walk is a natural walk close to a floor or slow ascension to the air. The RAoRA also executed a performance with 5 minute-running time. Finally, the proposed platform of robot performance presented intensive and live motions which was impossible in conventional robot performances.

A Research on Streaming Protocol for User-Created Contents in Digital Cable Broadcasting environment (디지털 케이블 방송 환경에서 개인 미디어를 위한 스트리밍 프로토콜 연구)

  • Kim, Seong-Won;Kim, Jung-Hwan;Si, Jang-Hyun;Jung, Moon-Ryul
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.1
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    • pp.54-61
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    • 2007
  • In this paper, on-demand service streaming protocol for user-created contents in digital cable broadcasting environment is considered. In order to provide variety media contents service like UCC in digital cable broadcasting environment, the same service model as RVOD(Real Video on Demand) is required and the different interface for each broadcasting platform is needed in a current OCAP environment. Using return path based RTP, we separate existing VOD stream band into broadcasting and VOD stream band. In order to broaden On-demand service, consistent expansion of the infrastructure same as live broadcasting system is inefficient in the digital cable broadcasting environment. Using existing network protocol, the service which is insensitive to the infrastructure for VOD service becomes possible. Therefore we considered the analysis of the class of download available structure in the Set-Top-Box for RTP(Real-time Transport Protocol) and designing the decoding available streaming server for UCC transcoding and transmission in the receiver. Designing a efficient VOD service and system under the broadcasting environment gives a expansion of On-Demand service and more chance to upload and utilization of contents.