• Title/Summary/Keyword: the creation of digital convergence

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Metaverse as a future living environment of Homo Culturalis (문화적 인간의 미래 생활환경으로서 메타버스)

  • Lee, Arum;Oh, Min Jung
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.167-176
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    • 2022
  • In this paper, the metaverse is viewed as a future space for the living environment of Homo Culturalis. Although the metaverse is perceived as a digital 'virtual' space, it should be understood as an extension of the real space. A human dreams of a reincarnation in the digital space, but a human has a body that cannot be completely separated from the physical environment. This means that human activities are not disconnected from reality and more specifically the human existence ought to be found in the socio-cultural context of reality. If the way of life in Metaverse becomes increasingly common, humans should be able to access this metaverse as a reality. Therefore, in this paper, the metaverse that creates the world of creation, play, and empathy, becomes considered as the world of human life of Homo Culturalis, where the realization of human desires and desires in that world are made.

Convergence Study on Big Data Competency Reference Model (빅데이터 직무능력 참조모형에 관한 융합적 연구)

  • Noh, Kyoo-Sung;Park, Seong Taek;Park, Kyung-Hye
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.55-63
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    • 2015
  • South Korean Government confirmed the creation of competency-centered society as a key national issue and announced development and utilization plan of NCS(National Competency Standards) On May 21, 2013. As a part of the government's plans, they had been developed NCS about 833 jobs by 2014. But Big Data related job, as an emerging job, cannot be seen as a reliable form of job yet. As, at the major industrialized countries and the domestic, education and job competency models of knowledge and skills to take advantage of various types of Big Data have coming, it is a situation that is certainly not settled and more or less in confusion. In this study, for the purpose to present the Big Data Competency reference model for companies and organizations to effectively leverage Big Data, we have presented this reference model and summarized competency elements units such as 20 knowledges and 15 skills of Big Data competency.

Government as a Platform Revitalization Strategy Derived from Webtoon Platform Success Factors (웹툰플랫폼 성공요인에서 도출한 플랫폼 정부 활성화 방안)

  • Seo, Hyungjun
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.1-13
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    • 2021
  • This study postulates that Government as a Platform(GaaP) could be a next generation government model, drawing activation strategy from success factors of webtoon platform by NAVER. It suggests success factors of Naver webtoon case based on three main components of platform strategy. First, in the aspect of platform infrastructure, Naver webtoon was established based on powerful portal site by parent company Naver and improved platform accessibility through using webtoon without login. Second, in the aspect of stakeholder engagement, Naver webtoon has offed webtoon at no cost and it has taken an intermediary role for supporting the stakeholders with PPS. Third, in the aspect of outputs production, Naver webtoon offered real time feedback from webtoon users that could affect webtoon production and established incubating system that allow users to create their webtoon. And due to PPS, it makes possible to various create second outputs based on webtoon, which can contribute to activating webtoon ecosystem.

A Study on VR Convergence Contents Creation Process ink painting (수묵화를 이용한 VR 융합콘텐츠 제작공정 연구)

  • Hou, Zheng-Dong;Choi, Chul-Young
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.193-198
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    • 2018
  • Applying VR technology to animation areas is emerging as a trend of recent years. So if you use this VR technology in traditional ink animation, 2D art piece is expected to be equipped with a new narrative style and visual and auditory language, making it a new animation genre. There's a lot of technical difficulties in putting the existing 2D ink image on a 360 degree display. VR ink animation has been created that gives depth to VR space by using layer extraction method based on depth of distance and placing layers extracted on curved surface that is aligned with depth in 360-degree space in the image of ink painting, which is the background of traditional ink animation. In the text, we took an overview on problems generated in extracting layers of distant view, close-range view and middle distant view from the existing image of ink painting and made suggestions of an effective way to approach them.

A Study on Video Content Application Based on Mobile Device Platform in China (중국의 Mobile Device Platform 기반 영상콘텐츠 Application 연구)

  • ShI, Yu;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.433-438
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    • 2019
  • In this paper, the write analysis the application of basic video content of Mobil Device Platform in China and studies the future development scheme. According to the survey, as of 2019, 78% of Chinese total population is the Internet service users and application software users. Mobile Device Platform is independently developed to provide video content application services, which already have 640 million video application users from 2013 to the present. 65% of users install and use more than two video content applications. In China TikTok, Kuai Shou, MeiPai and other video content applications, not only can easily achieve simple user interface and users can directly shoot video content. These production functions is different from YouTube, a famous video platform in the United States. In the video platform market, the core competitiveness is content creation. In the future, the integration of video content of VR, AR and other video projects will expecte to further activate the video platform market.

Case Study on Using Gamification as an Effective Marketing Strategy (효과적 마케팅 전략으로서 게이미피케이션 활용 사례 연구)

  • Doo, Kyungil
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.395-401
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    • 2020
  • With the popularization of smartphones and the development of digital technologies, new concepts that maximize interactive communication have begun to appear in marketing strategies. One of them is the gamification marketing strategy that combines games with marketing that induces customer interest and voluntary participation. Gamification is a compound word of 'game' and '-fication', and marketing cases using game formats are being implemented in various fields. Therefore, this study will identify the implications of the usage of gamification that has become a trend, and analyze the gamification techniques and factors shown in various cases to suggest the direction of gamification as an effective marketing strategy. Companies are actively using gamification in their marketing strategies in a variety of forms and apply gamification techniques such as challenge, competition, accomplishment, reward, and relationship. As a result of the case analysis, important factors commonly identified in the gamification techniques used in marketing are 'Accomplishment' and 'Rreward'. Using various products and benefits obtained through solving a given mission or task as game elements, it was found to be an effective strategy to induce consumers' interest and participation and to promote consumption by encouraging consumers' immersion.

A Study on the Development of Intelligent Contents and Interactive Storytelling System (지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.423-430
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    • 2013
  • The development of information technology introduced digital contents and Social Network Services(SNS), and allowed the virtual transaction and communication between users called "the experience knowledge" advanced from "the objective knowledge." This paper will analyze interactive storytelling system creating different types of stories on narrative genre about family history, personal history and so on. Through analysis on narrative interviews, direct observations, documentations and visual records, contents about CEO story, corporate story, family story and especially family history will be categorized into sampleDB and informationDB. Accumulated contents will allow the user to increase the value and usage of the contents through interactive storytelling system by restructuring the contents on family history. This research has developed writing tool data model using different digital contents such as texts, images and pictures to encourage open communications between first generations and third generations in Korea. Furthermore, researched about connected system on interactive storytelling creation device using various genre of family story that has been data based.

Topic Modeling of Newspaper Articles on Government 'Senior job program' via Latent Dirichlet Allocation. (잠재디리클레할당 분석을 이용한 '노인일자리' 관련 신문기사 토픽분석)

  • Lee, So-Chung
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.537-546
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    • 2020
  • This study aims to find the structure of social disussion on government 'Senior job program' by analyzing 1107 newspaper articles on 'senior job program' from 11 major newspaper articles and 8 financial newspapers. Topic modeling via latent dirichlet allocation model was employed for analysis and as result, 5 latent topics were extracted as follows : general information, local government project propaganda, senior life related issues, employment creation effect and market relations. Until 2015, most of the articles focused on the first two topics, indicating not much discourse was formed concerning the characteristics of the program. However, after 2015, the third topic started to increase and after the launch of Moon Jae In government, there has been a drastic increase in the employment creation related topic indicating that current social discourse mirrored by the media is definitely focused on employment creation aspect of senior job program. Based on the result, this study suggests the necessity to increase the quality and also enhance employment aspects of Senior job program.

Research of sustainable Social-Economy Business Model Development utilizing Internal Resource -Case study of Incheon International Airport Corporation- (내부자원을 활용한 지속가능한 사회적경제 비즈니스모델 개발 연구 -인천국제공항공사 사례 중심으로-)

  • Kim, Jung-Min;Yang, Dong-Heon;Bang, Sun-Yi
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.63-73
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    • 2015
  • Many domestic companies have connections with social enterprise as one of the corporate social responsibility. However, majority of those connections are typically occasional, one-time donation. Therefore, current study focused on how to develop/nurture sustainable business model of social economy, which utilizes the companies' internal resources enabling communities to actually feel the impact. Literature survey for 25 reports and 123 business models for the past 5 years was performed and analyzed in terms of social-economy business models and job creation. It was found that the success factors of the job creation are: internal resources analysis, business model development, and support activities for execution (probono). Based upon the findings, DIDOV (Define-Identify-Design-Optimize-Verify) methodology was used to understand the effects of government policies and technological environment. As an exemplary case, Incheon International airport Corporation was selected and investigated for internal resources and related business models. Finally, 9 social-economy business models are derived for Incheon International airport Corporation in relation to the airport services offered.

Three Steps Polyalphabetic Substitution Cipher Practice Model using Vigenere Table for Encryption (Vigenere 테이블을 이용한 3단계 다중 알파벳 치환 암호화 모델)

  • Nguyen Huu Hoa;Dang Quach Gia Binh;Do Yeong Kim;Young Namgoong;Si Choon Noh
    • Convergence Security Journal
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    • v.22 no.3
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    • pp.33-39
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    • 2022
  • Recently, cyberattacks on infrastructure have been continuously occurring with the starting of neutralizing the user authentication function of information systems. Accordingly, the vulnerabilities of system are increasing day by day, such as the increase in the vulnerabilities of the encryption system. In this paper, an alternative technique for the symmetric key algorithm has been developed in order to build the encryption algorithm that is not easy for beginners to understand and apply. Vigenere Cipher is a method of encrypting alphabetic text and it uses a simple form of polyalphabetic substitution. The encryption application system proposed in this study uses the simple form of polyalphabetic substitution method to present an application model that integrates the three steps of encryption table creation, encryption and decryption as a framework. The encryption of the original text is done using the Vigenère square or Vigenère table. When applying to the automatic generation of secret keys on the information system this model is expected that integrated authentication work, and analysis will be possible on target system. ubstitution alphabets[3].