• Title/Summary/Keyword: tangible contents

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Predicting Early Retirees Using Personality Data (인성 데이터를 활용한 조기 퇴사자 예측)

  • Kim, Young Park;Kim, Hyoung Joong
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.141-147
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    • 2018
  • This study analyzed the early retired employees who stayed in company no longer than 3 years based on a certain company's personality evaluation result data. The predicted model was analyzed by dividing into two categories; the manufacture group and the R&D group. Independent variables were selected according to the stepwise method. A logistic regression model was selected as a prediction model among various supervised learning methods, and trained through cross-validation to prevent over-fitting or under-fitting. The accuracy of the two groups were confirmed by the confusion matrix. The most influential factor for early retirement in the manufacture group was revealed as "immersion," and for the R&D group appeared as "antisocial." In the past, people concentrated on collecting data by questionnaire and identifying factors that are highly related to the retirement, but this study suggests a sustainable early retirement prediction model in the future by analyzing the tangible outcome of the recruitment process.

Networked Structure and Message Types of Newspaper Advertisements about Universities in Daegu and Gyeongbuk provinces in Korea: A Social Network Analysis (사회연결망 분석을 활용한 대학의 신문광고 게재 구조와 메시지 유형: 대구·경북 지역을 중심으로)

  • Song, Hwa-Young;Kim, Jae-Hun;Park, Han-Woo
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.197-206
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    • 2021
  • This study examined the networked structure and message types of newspapers advertisements in which universities have put in Daegu and Gyeongbuk provinces in Korea. Data were collected from July to September in 2020. As a result, universities preferred newspapers located in Daegu and Pohang areas. Next, universities have emphasized their cooperations with industries, basic competency capacities, and specialization programs in the advertising messages. When analyzing the findings in terms of university level, key words related to mid- to long-term development plans often appeared in the four-year schools. On the other hand, two or three-year universities frequently used an appeal that emphasized tangible performances. The findings showed the way in which the direction of university newspaper advertisements have been set in line with the rapidly changing environment.

Application Method of Virtual Reality by Types of Intangible Cultural Properties (무형문화재 유형별 가상현실 적용 방법에 관한 연구)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1489-1494
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    • 2018
  • Recently, culture technology (CT), which combines cultural contents and IT technology, is being watched as a new growth engine, and IT technology is actively utilized in preserving, inheriting and utilizing cultural heritage. For this, new areas of convergence of IT technology and cultural heritage are attracting attention. In particular, virtual reality is a representative area of IT convergence in the era of the fourth industrial revolution. Although some studies have been conducted to utilize virtual reality technology to preserve and inform cultural heritage, it is mainly limited to tangible cultural properties. In this study, we propose a methodology to develop contents of intangible cultural heritage using virtual reality technology in intangible cultural properties. To do this, we classify the types of intangible cultural properties to apply the technology to each type of intangible cultural property. Next, virtual reality, augmented reality, and $360^{\circ}VR$ video technology are applied to the intangible cultural properties classified.

An Analysis of the Performance Paths of Rural Area Revitalization Project: Focusing Eup·Myon Comprehensive Improvement Project (읍·면 소재지 종합정비사업의 성과경로 분석)

  • Kim, Jung-Tae;Jung, Nam-Su
    • Journal of Korean Society of Rural Planning
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    • v.25 no.2
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    • pp.47-62
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    • 2019
  • This paper considers the effect of "comprehensive rural community improvement project" in terms of three factors - physical environment, rural tourism, socioeconomic and analyzed the path effect leading to the final outcome - the quality of life of residents, using covariance structure analysis. By doing so, this study looks into why residents prefer the improvement of a physical environment that takes a public nature. The analysis showed that the socioeconomic effect did not have an immediate impact on the improvement of quality of life of residents at a significance level of 5%, whereas the improvement of physical environment had a static effect on the quality of living at a significance level of 1%. Residents' preference for "hardware" or physical environment may be attributed to lack of their understanding of human factors such as social capital. However, analyzing the impact of specific contents of the project on performance, it is found that as projects fail to generate a tangible socioeconomic effect, residents strategically prefer the repair of their physical environment such as public facilities that directly affect their daily lives, so that they can maximize an improvement of the quality of living. Hence, this study suggests that instead of attributing the failure of rural community development projects to residents, macroscopic problems of rural communities and specific contents of projects should be dealt with before the success of any project can be discussed.

Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

A Basic Study on the Establishment of the Viewing Environment and Interpretation·Presentation System According to the Cultural Heritage Type (문화유산 유형별 관람환경 및 해석·전달체계 조성에 관한 기초 연구)

  • Kim, Jong-Seung;Kim, Chang-Kyu;Hwang, Kyu-Man;Choi, Yong-Won;Kim, Kyu-Yeon
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.39 no.2
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    • pp.39-49
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    • 2021
  • This study was conducted to establish practical goals for the viewing environment and interpretation and delivery system of cultural heritage and to create an viewing environment according to the classification of cultural heritage types, and the conclusions reached are as follows. First, five goals were set based on the international basic principles of the cultural heritage viewing environment and interpretation and delivery system. Second, based on the set goals, cultural heritage was classified into the first type 'disappeared and hidden heritage', the second type 'stuffed memory heritage', and the third type 'living memory heritage'. Third, the directions for creating the viewing environment for each type of cultural heritage were suggested. The first type has to be able to properly convey cultural heritage to visitors through excavation and digital technology. The second type needs a plan to deliver tangible and intangible values by combining various digital technologies with actual cultural heritage. The third type should emphasize the role of local residents in effectively enjoying the tangible and intangible values ??that already exist. Fourth, it proposed comprehensive considerations in the establishment of the cultural heritage viewing environment and interpretation and delivery system. Based on dynamic and sustainable heritage management, cultural heritage viewing should be valuable, satisfying and enjoyable. In addition, local communities should be actively involved, and tourism and conservation activities should be able to benefit the community. Establishment of a viewing environment should protect and strengthen the authenticity of cultural heritage.

e-Book Viewer's Quality Factors Influencing User Satisfaction: Comparison by Content Type (전자책 뷰어의 사용만족에 영향을 주는 품질 요인: 콘텐츠 유형별 비교)

  • Yun, Haejung;Kim, Doojong;Lee, Choong C.
    • The Journal of Society for e-Business Studies
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    • v.20 no.2
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    • pp.73-91
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    • 2015
  • Nowadays, 'books' are not limited to tangible items no longer, but can be intangible digital contents, along with advancement in e-Book technology and the growth of the markets. However, the role of e-Book viewers that links digital contents and readers has been rarely studied. In this study, therefore, we examined the effects of e-Book viewer's system quality (ease-of-use, functional diversity, interactivity) and design quality (convenient design, intuitive design, emotional design) on user satisfaction, and also tested if these relations are different by the content types (cartoon, novel, and learning contents). Research findings show that all the independent variables, except for interactivity, affect user satisfaction in overall groups. In viewing cartoon content, ease-of-use, convenient design, and emotional design were significant antecedents, and intuitive design and emotional design were found important factors in novel content, while functional diversity and interactivity affect user satisfaction in learning content. We expect these findings can provide useful insights to the providers of e-Book viewers.

The Analysis of Usage of the '心' letter in 『HwangJeNaeGyeogYoungChu』 (『황제내경영추(黃帝內經靈樞)』에서 사용된 '심(心)'자(字)의 용례 분석)

  • Bak, Jae-Yong
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.774-787
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    • 2021
  • This thesis is a follow-up study on HwangJeNaeGyeogSoMun(SoMun). Its purpose is the usage of '心' letter used in HwangjenaegyeogYoungChu(YoungChu). The original manuscript of this study was the Hu's Gulin Sanctum of YoungChu. It was conducted by a literature review. Typically, the word '心' means a tangible heart and an intangible mind in the same form. Therefore, in order to understand the contents of the YoungChu, which provides the basis for the basic ideology related to health care, meditation, GiGong training, yoga, practice and oriental medicine, it is necessary to understand the meaning of the word '心' letter. The results of this study are as follows. First, it means human heart. Second, it means the human chest. Third, it means mind such as angry, joy sad, fear and so on. Fourth, it means the transcendent concept like spiritual enlightenment. Fifth, it means the pericardium. Sixth, it means logical thinking. Seventh, it means center or core, Eighth, it means the name of the constellation in the eastern sky of ancient Asia. Ninth, it can be classified into the inside. It can be used as a basic data to understand the contents of YoungChu related to various categories. The limitation of it is that the classification of the '心' letter may be different from the researchers' perspective.

Revitalize the Tourism Experience Program of Hyanggyo and Seowon - Focusing on World Heritage sites in Korea - (향교·서원의 관광체험 프로그램 활성화 방안 - 국내 세계유산을 중심으로 -)

  • Bang, Mee Young
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.249-255
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    • 2023
  • World Heritage is a very important heritage that is worth protecting and handing down to future generations. In Korea, which has a long history and culture of 5,000 years, Seowon is a great advantage in that it can develop tangible and intangible Neo-Confucian ideas shared in China and East Asia, and preserve and experience them as a unique cultural resource of Korea until the present day. In order to encourage the direct experience of this long-standing cultural heritage, the government supports the national treasury and seeks to expand the demand for tourism. Accordingly, in this study, an analysis was conducted on program satisfaction, participation, and activation plans. As a result, it was found that value to see and value to experience must coexist in order for our world heritage, which requires comprehensive and continuous management and operation, and lacks accessibility, to become a tourist attraction. Also, for this purpose, promotion and development of differentiated tourism experience contents should be carried out first.

A Comparative Study on the Characteristics of Cultural Heritage in China and Vietnam (중국과 베트남의 문화유산 특성 비교 연구)

  • Shin, Hyun-Sil;Jun, Da-Seul
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.40 no.2
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    • pp.34-43
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    • 2022
  • This study compared the characteristics of cultural heritage in China and Vietnam, which have developed in the relationship of mutual geopolitical and cultural influence in history, and the following conclusions were made. First, the definition of cultural heritage in China and Vietnam has similar meanings in both countries. In the case of cultural heritage classification, both countries introduced the legal concept of intangible cultural heritage through UNESCO, and have similarities in terms of intangible cultural heritage. Second, while China has separate laws for managing tangible and intangible cultural heritages, Vietnam integrally manages the two types of cultural heritages under a single law. Vietnam has a slower introduction of the concept of cultural heritage than China, but it shows high integration in terms of system. Third, cultural heritages in both China and Vietnam are graded, which is applied differently depending on the type of heritage. The designation method has a similarity in which the two countries have a vertical structure and pass through steps. By restoring the value of heritage and complementing integrity through such a step-by-step review, balanced development across the country is being sought through tourism to enjoy heritage and create economic effects. Fourth, it was confirmed that the cultural heritage management organization has a central government management agency in both countries, but in China, the authority of local governments is higher than that of Vietnam. In addition, unlike Vietnam, where tangible and intangible cultural heritage are managed by an integrated institution, China had a separate institution in charge of intangible cultural heritage. Fifth, China is establishing a conservation management policy focusing on sustainability that harmonizes the protection and utilization of heritage. Vietnam is making efforts to integrate the contents and spirit of the agreement into laws, programs, and projects related to cultural heritage, especially intangible heritage and economic and social as a whole. However, it is still dependent on the influence of international organizations. Sixth, China and Vietnam are now paying attention to intangible heritage recently introduced, breaking away from the cultural heritage protection policy centered on tangible heritage. In addition, they aim to unite the people through cultural heritage and achieve the nation's unified policy goals. The two countries need to use intangible heritage as an efficient means of preserving local communities or regions. A cultural heritage preservation network should be established for each subject that can integrate the components of intangible heritage into one unit to lay the foundation for the enjoyment of the people. This study has limitations as a research stage comparing the cultural heritage system and preservation management status in China and Vietnam, and the characteristic comparison of cultural heritage policies by type remains a future research task.