• 제목/요약/키워드: smart media industry

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건강정보이해능력과 개인의 특성이 스마트 헬스케어 이용 경험에 미치는 요인 분석 (Factors Affecting Consumers' Experience of Using Smart Healthcare Focusing on Health Literacy and Personal Characteristics)

  • 김가은;박현준
    • 한국콘텐츠학회논문지
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    • 제19권4호
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    • pp.41-53
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    • 2019
  • 헬스케어의 패러다임이 치료 중심에서 예방 중심으로 변화함에 따라, 질병 예방과 관련된 제품 및 서비스가 국내외로 많이 등장하고 있다. 스마트 헬스케어는 만성질환자 수의 증가, 의료비 부담의 증가 등의 보건의료 문제점의 대안으로 언급되어 기업 및 정부는 산업 확산 움직임을 보여주고 있다. 기업은 웨어러블 기기, 앱 등의 형태로 제품 개발 및 출시를 하고 있고, 정부는 보건소를 중심으로 모바일 헬스케어 사업을 시행하고 있다. 본 연구는 소비자의 스마트 헬스케어 제품 및 서비스 이용에 미치는 요인을 건강정보이해능력(Health Literacy)와 건강관련 개인특성을 중심으로 탐색적 연구를 진행하고, 정책적 시사점을 제공하고자 한다. 전국의 20대 이상 소비자 1,027명을 대상으로 온라인 설문조사를 실시하고 의사결정나무 기법으로 요인을 분석하였다. 연구 결과, 응답자의 대부분(76.9%)은 사용 경험이 없는 것으로 나타났지만 건강정보이해능력 중 '대중매체 정보의 활용'의 어려움 정도에 따라 사용 경험에 차이를 보였다. 그 밖에는 신기술 활용 의향 정도, 주변인의 조언 이해, 건강검진 유무가 관련이 있는 것으로 분석되었다. 스마트 헬스케어를 통한 자가 건강관리가 가능하려면, 건강정보를 대중매체로부터 탐색하고 활용할 수 있는 소비자의 건강정보이해능력이 제고되어야하며 이를 위한 정부와 기업의 노력이 필요하다.

3D 의류 시뮬레이션 Z-weave 프로그램을 이용한 실물 소재 비교와 지속 가능한 패션 산업에서의 실현성 (Comparison of physical materials using the 3D Clothing Simulation Z-weave program and its feasibility in the sustainable fashion industry)

  • 채희주;김도은;신윤지
    • 스마트미디어저널
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    • 제13권6호
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    • pp.80-89
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    • 2024
  • 본 연구는 지속적인 의류 환경 문제에 대응하기 위해, 지속 가능한 대안인 업사이클링(Upcycling)을 3D 의류 시뮬레이션 프로그램 Z-weave를 사용하여 해결책을 모색해 보는데 그 목적이 있다. 업사이클링 제품은 한정된 소재와 자원으로 샘플 제작이 어렵고, 폐의류들로 바로 완성품을 제작해야 한다는 한계점이 있다. 이러한 제약을 극복하기 위해 3D 의류 시뮬레이션 프로그램을 도입해 폐의류의 한정된 자원을 효과적으로 활용하고자 한다. 본 연구의 목표는 Z-weave를 통해 생성된 가상공간에서의 의류 원단과 현실 원단의 유사도를 확인하고, 이를 통해 실제 패션 산업에서의 활용 가능성을 평가하는 것이다. 연구 방법은 실제 작품과 유사하게 표현하기 위해 Z-weave 프로그램 안에서 물성을 조절해 실제 소재와 비교하고 전공자들을 대상으로 설문 조사와 인터뷰를 시행하였다. 이로써 Z-weave 프로그램의 패션업계에서 활용 가능성과 잠재적 한계점을 알아보고자 한다. 이 연구는 디지털 기술이 패션 산업에 미치는 영향에 관한 내용과 3D 의류 시뮬레이션 프로그램이 지속 가능한 패션 제작에 어떻게 활용될 수 있는지를 알아보고자 한다.

스마트폰 기반 증강현실 특성이 프레즌스, 플로우 및 관계지속행동에 미치는 영향 (The Effect of Augmented Reality Traits on Presence, Flow, and Relational Continuance Behavior with Smart-Phones)

  • 전태유;박노현
    • 유통과학연구
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    • 제13권5호
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    • pp.45-52
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    • 2015
  • Purpose - Augmented reality (AR) content used in mobile media today can accommodate a wide variety of contextual information. This indicates that making people experience a sense of presence and flow is a very significant factor in augmented reality content. Flow represents a rich immersion potential as representing the progress of emotion and the means to facilitate the operation of the smart phone. Therefore, users will have friendly relational continuance behavior with products and brands that supply this experience. Based on that, the purpose of this study is to investigate the relationships among smart phone AR application traits, presence, flow experience, and relational continuance behavior. First, AR application traits are defined as three categories sensory immersion, navigation, and manipulation, based on preceding studies. This study then examines the influence of AR application traits on the presence and flow experience and looks into the relation among presence, flow experience, and relational continuance behavior. This analysis suggests more detailed and concentrated strategic implications. Research design, data, and methodology - A research model is designed to examine the relation among AR application traits, presence, flow experience, and relational continued behavior. For data collection, questionnaire surveys were composed of multi-items for each component and the direct interview method was used for the interviews. To collect the data, after running the smart phone AR applications, the consumer behaviors of the respondents were generally determined. The questionnaire surveys were conducted for one month, October 2014. A total of 300 questionnaires were distributed with 278 questionnaires used for analysis, excluding the unanswered and insincere questionnaires. The data were analyzed using SPSS ver. 20.0 and LISREL ver. 8.51. Results - The following results are found: First, AR application traits have a significantly positive effect on presence with sensory immersion, navigation, and manipulation all having a significantly positive effect. Second, sensory immersion and manipulation among the AR application traits have a significantly positive effect on flow. However, navigation did not have a significantly positive effect on flow. Third, presence has a significantly positive effect on flow and has a significantly positive effect on relational continuance behavior. Moreover, flow also has a significantly positive effect on relational continuance behavior. This behavior tends to be formed since brands want to encourage relational continuance behavior and positive emotions with the brands being used. Relational continuance behavior accompanies repeat purchasing, positive word-of-mouth and recommendation activities, and forms of trust with the brand. Conclusions - The research results showed that smart phone AR traits had significantly positive effect on presence, flow, and relational continuance behavior. Based on this, smart phone AR application providers should establish an aggressive marketing strategy to accommodate more realistic problems in order to positively influence user behavior. Additionally, the marketers should make efforts to provide fun or convenience in the AR application operation process of the user.

TONYMOLY Cosmetic Company: A Small but Smart Marketing Player

  • Song, Ji-Hee;Lee, Sungho
    • Asia Marketing Journal
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    • 제15권1호
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    • pp.169-188
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    • 2013
  • Established in 2006 as the forward integration effort by Taesung Industry, the major cosmetic packaging company, TONYMOLY has phenomenally grown to one of the major cosmetic brand companies in the submarket called, 'one brand-shop' of cosmetic market since 2008, after overcoming the crisis of 'going out of business' in a couple of early years. Within a relatively short period of time, TONYMOLY's performances have dramatically improved in terms of metrics such as growth in sales revenue, the number of stores, the average sales per store, transaction value per customer, the number of monthly transactions, the number of membership-based customers, and overseas sales. In this case study, we have examined TONYMOLY's recent marketing activities which may explain the plausible reasons behind the substantial growth of a small but smart cosmetic company. Above all, the first key success factor of TONYMOLY would be found in its adherence to the clear philosophy of the customer value proposition and/or the differentiated position of TONYMOLY as a brand of providing value. Second, this brand concept of value was first penetrated and welcomed among the foothold customer target group of mid and late teens with appropriate products, while the target groups were later expanded into the age group of twenties along with expansion of relevant products. Third, its differentiation efforts have been concrete and meaningful by utilizing unique ingredients in its product development and marketing efforts, unique fun packaging, and continuously introducing new hit-selling products as well as managing steady-selling products. Fourth, TONYMOLY has been smart enough to use its limited marketing money efficiently and effectively in its marketing communication activities. Viral marketing, PPL, and concentrated media planning and execution turned out to produce effective and efficient market-based performances such as awareness, word-of-mouth, and sales. Lastly, the marketing leadership of CEO and top management, emphasizing communications and interactions, was confirmed in the relationship quality with and trust level of its franchisees and internal employees. These key success factors may explain the recent phenomenal market performances of TONYMOLY. Despite recent successes, the major issues are presented for TONYMOLY to consider for maintaining its sustainable advantages and growth. The first issue concerns TONYMOLY's choice of growth philosophy between product/brand-centric marketing and customer-centric marketing. The second challenging issue relates to how TONYMOLY can cope with 'growing pains' plausibly accompanied with the rapid growth.

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A Study on the Usability of Digital Humans in New Media Contents

  • Jihan Kim;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.300-305
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    • 2023
  • This thesis is a study of content development utilizing media outlets to date through digital humans. The trend of global content is that the video content industry, including the character business, is growing. Lil Michela, who was selected as one of the 25 most influential people on the Internet by Time magazine in 2018, Nasua, who appeared in a SK Telecom commercial, and Rosie, who appeared in a Shinhan Bank commercial, are representative. Digital humans, which are driving new content, are computer-generated human characters with various characteristics and are referred to as virtual humans, metahumans, and cyber humans. With the rise of the metaverse after COVID-19, digital humans are being utilized in various forms such as media and marketing as an element of visual content. In the form of media, we can see that the boundaries between the offline and digital worlds are converging, and in the form of marketing, we can see that digital humans connect consumers and products more naturally. In the form of interaction, it is possible to achieve two-way communication through various methods of operation, and through these factors, it is possible to go beyond behavioral communication in the form of memorialization to emotional communication through AI technology. What can be seen through these processes is that through the currently developing digital human production methods and AI functions, not only experts but also non-experts can create quality contents, and new directions of contents will appear, and contents that can provide immediate feedback by bringing consumers and creators closer together have been studied.

QR코드와 환경감시센서를 활용한 스마트 디바이스기반 증강현실형 환경모니터링 기술 연구 (A Study on the A·R type Monitoring Technique using QR-code and Environment Monitoring Sensor Based on Smart Device)

  • 김찬;신재권;차재상
    • 한국인터넷방송통신학회논문지
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    • 제12권5호
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    • pp.261-265
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    • 2012
  • 현재 증강현실 기술은 IT융합을 통해 여러 가지 분야의 응용서비스로서 활용가치가 점점 늘어나고 있으며, 스마트디바이스에서도 증강현실기술과 융합된 App을 쉽게 찾아볼 수 있다. 때문에 증강현실 기술을 광고나 전시회, 공연 같은 곳에서 활용하려는 시도는 활성화 되었지만, 아직 다른 분야의 증강현실 기술보다는 상대적으로 전문성이 떨어지며, 그중 환경모니터링과 연동되어 사용되는 서비스는 부족한 현실이다. 이에 본 논문에서는 이미 많은 지역에 광고홍보물의 목적으로 구축되어 있는 QR코드를 증강현실 기술과 접목하여 무인빌딩이나 자동화설비장과 같은 산업적으로 활용될 수 있는 QR코드와 환경감시센서를 활용한 스마트 디바이스기반 증강현실형 모니터링 기술을 제안하고자 한다.

빅 데이터의 효율성 시험 평가 방법 (Evaluation Method of Big Data Efficiency)

  • 양형식;김선배
    • 디지털융복합연구
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    • 제11권8호
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    • pp.31-39
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    • 2013
  • 최근 소셜미디어, 산업 간 융합 등이 확대되고, 기존의 PC뿐만 아니라 스마트폰, 태블릿 PC 등 다양한 스마트 기기를 통한 인터넷 이용이 증가하면서 수많은 비정형 데이터를 발생됨에 따라 빅 데이터 시스템에 대한 관심이 증가하고 있다. 시장조사 전문기관에서는 향후 5년에는 현재보다 데이터량이 9배가 증가할 것으로 전망하고 있으며, 빅 데이터 시장도 더 커질 것으로 예상하고 있다. 본 논문에서는 빅 데이터가 갖추어야할 효율성 품질평가 항목을 요구사항 분석을 통해서 도출하고 평가항목을 세분화하여 빅 데이터에 대한 효율성 시험 평가를 하였다.

고령자 건강 및 질환 관리 시스템 개발 (Development of a Management System for the Health and Diseases of the Elderly)

  • 이명규;은성종;황보택근
    • 한국IT서비스학회지
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    • 제11권sup호
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    • pp.89-101
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    • 2012
  • This paper presents development of a management system for the health and diseases of the elderly. This study aimed to the promotion of the u-healthcare industry and to the increase in its competitive power by developing and expanding a system for managing the health and diseases of the elderly, in cooperation with u-healthcare companies. The study is underway through the following four substudies. In the first substudy titled development of the bio-signal collection and analysis technology using smart media, a technology that supports the collection of bio-signals in the elderly using portable terminals. In the second substudy titled development of the patient-specific healthcare platform expansion and enhancement technology, a technology is being developed for making medical decisions and taking measures based on the results of the processing of the collected bio-signals. In the third substudy titled development of the N-screen based healthcare contents open service technology, a technology is being developed to provide information on health, diseases, and medicine to platforms. In the fourth substudy titled development of the oriental medicine diagnosis and analysis technology for senile diseases. This study is expected to help ensure an excellent workforce and new technologies in the healthcare sector using smart phones, and to help reduce medical expenses by improving the health of citizens.

Design and Implementation of Pneumatic Motion Base for 4D Home Theater

  • Kim, Dohyung;Cho, Seongyeon;Lee, Seokhun;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • 제4권2호
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    • pp.131-137
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    • 2015
  • Home Entertainment system is recently being offered by Home Theater & Smart TV with contents service. Also, console game is being played in the media like in TV. The usage of 4D as the main technology in entertainment industry has mostly been limited in Theme Park, Amuse Park, Theater, and contents for Movie and Animation. Some simulation systems for game has been developed but they were made mostly by using electric or hydraulic motion system which cause high power consumption and have a restriction of place for install. The paper is attempted to build Home Entertainment system which makes users feel realistic contents by developing 4D systems for Home Entertainment rather than before. 4D control S/W in which user can insert and edit 4D effects on contents of all areas such as game, movie, and broadcasting is developed. Also, built-in pneumatic cylinder in 4D system which can be easily controlled and managed in home is developed.

Performance Evaluation of ARCore Anchors According to Camera Tracking

  • Shinhyup Lee;Leehwan Hwang;Seunghyun Lee;Taewook Kim;Soonchul Kwon
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권4호
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    • pp.215-222
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    • 2023
  • Augmented reality (AR), which integrates virtual media into reality, is increasingly utilized across various industrial sectors, thanks to advancements in 3D graphics and mobile device technologies. The IT industry is thus carrying out active R&D activities about AR platforms. Google plays a significant role in the AR landscape, with a focus on ARCore services. An essential aspect of ARCore is the use of anchors, which serve as reference points that help maintain the position and orientation of virtual objects within the physical environment. However, if the accuracy of anchor positioning is suboptimal when running AR content, it can significantly diminish the user's immersive experience. We are to assess the performance of these anchors in this study. To conduct the performance evaluation, virtual 3D objects, matching the shape and size of real-world objects, we strategically positioned ourselves to overlap with their physical counterparts. Images of both real and virtual objects were captured from five distinct camera trajectories, and ARCore's performance was analyzed by examining the difference between these captured images.