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

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A Study on the Development of Public Digital Signage Services (공공 디지털 사이니지 서비스 개발 연구)

  • Ahn, SungHee
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.185-196
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    • 2021
  • This study is based on the 'National Pilot Project on Digital Signage in Sejong Special City', one of the pilot projects initiated by the Ministry of Public Administration and Security. This project was an attempt to present the digital signage as a 'public service content platform' integrated with smart technologies. This study suggests that the planning strategy for placing public service contents on digital signage platform should focus on interests of local communities or users rather than high-tech suppliers of digital signage. In consideration of growing needs for smart technology-based public service, this study concentrates on the strategy for developing 'public digital signage services'. In addition, 'digital signage service tools' were designed to easily establish or execute the strategy. The aim of this study is developing the strategy to make digital signage a public cultural service platform as well as a digital advertisement tool. The final goal of this study is to demonstrate public value creation performance of the 'Revitalisation Project of Sejong City's Commercial Districts', which was possible thanks to the proactive involvement of citizens coupled with progressive utilization of interactive media.

Efficient Fluid Simulation through Various User Design-type Emission Control Solutions (사용자 설계형의 방출 제어 솔루션을 통한 효율적인 유체 시뮬레이션 구현)

  • Hwang, Min-Sik;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.197-204
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    • 2018
  • The realistic Visual Effects using fluid simulation in 3D computer graphics are operated as important factors to improve the quality of images. The process of creating realistic motions of water, fire, explosion by controlling each property of fluid is called fluid simulation. In general, the creation of a fluid simulation concentrates on the main simulation work phase, however an effective method for initial set up is important for the main simulation work. The purpose of this study is to analyze the factors involved in the initial emission motion and shape of fluid and propose methods that can efficiently apply this into the initial set up. For the process of the research, first, problems are raised based on related researches, and second, two experiments, 'Dynamic Fluid Emitter Creation' and 'User Design Type Emission Velocity Solution', are conducted for more effective fluid simulation. Through this research, the effective fluid simulation of initial set up phase will be suggested through the user design-type emission control solutions.

A Study on The Effect Business Performance of Convergence Capabilities on Corporate (기업의 융합역량이 경영성과에 미치는 영향)

  • Choi, Seung-Il;Song, Seong-Bin
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.177-184
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    • 2015
  • Modern society is rapidly going digital as blowing hot air about it Convergence castration. Iran fusion product management, technology, and services such as free from black-and-white logic of various activities such as management of alternative recognition by further series of management innovation in the way of trying to fill the other gaps win-win. In addition, the company is to survive through the creation and unceasing. Performance of firms in contemporary globalization, which is still more sensitive. In this study, based on the fusion needs of the enterprise and explores how this convergence competencies affect to business performance. Results showed that the fusion capacity is affecting the financial performance and non-financial performance. That fusion technology education learning capability and convergence capabilities appeared to affect the financial performance and non-financial performance.

A Study of Digital Convergence And Integration Contents Utilizing Ink Painting Technique (수묵화 기법을 활용한 디지털 융복합 콘텐츠연구)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.391-397
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    • 2019
  • Ink painting is an important art creation method in oriental culture. Although ink painting lacks of sense of reality compared to western painting, it contains its unique drawing skills, which is of great significance to the inheritance and development of Oriental culture. Animation or game utilizing by ink painting technique are derivative contents from ink painting. This paper will through research the brief history of 3D ink contents works and traditional drawing skills to research existing ink works' art characters and the general production method. Also describe the extensibility of 3D ink animation contents. There has extremely high research value of new convergence contents as mobile game, VR / AR etc. And according to those research ink style image contents can be assumed get further development in the future.

A Study on ICT Conversion and Change of Industrial Society (ICT 융합과 산업사회의 변화에 대한 연구)

  • Moon, Seung Hyeog
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.653-658
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    • 2021
  • Convergence of ICT technology and various industry have been proliferated. It makes human life affluent pulling existing industry paradigm down while they do not realize. Also, it impacts on personal life and becomes a driving force which strengthen the state level and its competitiveness. Complexity is increasing, knowledge is expanding and ICT technology is evolving in the present industrial society. Thus, new business model is being created, established business without competitiveness is eliminated and new ecosystem is constructed for industry change or creation. The new business and its competitive order driving in current convergence environment is apt to be exposed to uncertainty risk. These changes promote the collapse of existing industry or create new business models. There are digital transformation and ICT convergence in the center of the changes. The change of society and industry caused by this phenomenon will be analyzed. Also, development direction, strategy and execution method for securing industry competitiveness of ICT convergence will be researched.

A study on strategic use of MyData: Focused in Financial Services (금융 마이데이터의 전략적 활용에 관한 사례 연구)

  • Lee, Ju-Hee
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.181-189
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    • 2022
  • The purpose of this study is to investigate the innovation of business model and the effectiveness of the data-driven model. the main concepts and policies related to the data economy are reviewed, and implications are drawn through the analysis of data-based convergence service creation cases. This study identified the existing data-driven business model of the creation of MyData service industry in the financial industry and concept of the data economy. According to the empirical analysis result, this study confirmed that t considering the mobile environment and consumer acceptance of data portability, the ripple effect of the implementation of My Data on the financial industry is expected to be significant.

Measures for the Job Creation in the Convergence Content Industry : Focused on the VR/AR Game Industry (융합 콘텐츠 산업의 일자리 창출방안:VR/AR 게임 산업을 중심으로)

  • Kim, Ji-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1110-1116
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    • 2019
  • With the rapid development of scientific technologies and the appearance of new industrial areas, the 4th industrial revolution is rapidly progressed while new values are created and realized by the conversion between industries. The researcher wrote the main questions through the preceding research on domestic and overseas major new technology convergence products and services. The researcher planned the in-depth interview, which is one of the qualitative research methodologies, and conducted the Kano method questionnaire that can embody multidimensional and strategic judgment rather than grasp fragmentary preference trends. According to the results, In addition to strengthening the technical capabilities of the VR/AR game industry, policy needs to raise professional manpower have been raised. Practical workforce development through close collaboration between industry and educational institutions, and continuous supply of human resources through retraining of existing game contents personnel. It gave direction to the creation of new jobs in the VR/AR game industry.

A Depth Creation Method Using Frequency Based Focus/Defocus Analysis In Image (영상에서 주파수 기반의 초점/비초점 분석을 이용한 깊이 지도 생성 기법)

  • Lee, Seung Kap;Park, Young Soo;Lee, Sang Hun
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.309-316
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    • 2014
  • In this paper, we propose an efficient detph map creation method using Graph Cut and Discrete Wavelet Transform. First, we have segmented the original image by using Graph Cut to process with its each areas. After that, the information which describes segmented areas of original image have been created by proposed labeling method for segmented areas. And then, we have created four subbands which contain the original image's frequency information. Finally, the depth map have been created by frequency map which made with HH, HL subbands and depth information calculation along the each segmented areas. The proposed method can perform efficient depth map creation process because of dynamic allocation using depth information. We also have tested the proposed method using PSNR(Peak Signal to Noise Ratio) method to evaluate ours.

Forecasting the Mega Trends of Korean Women's Life Style Under the Ubiquitous Technology Environment

  • Lee, Hye-Joo
    • International Journal of Human Ecology
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    • v.9 no.1
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    • pp.5-16
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    • 2008
  • Development of technology in the $20^{th}$ century has made great contributions to women's lives. With the development of digital convergence, home network, and DMBs (Distance Method Bracings), the ubiquitous technology information era is expected to create a new progressive era for women. The purpose of this study is to investigate the lifestyle that Korean women would like to pursue, especially in regards to the sense of value within the personal and social life of each individual. As a method to suggest how the socio-cultural trends of women's lifestyle will change in the ubiquitous era, qualitative interviews have been conducted over 6 groups with 77 persons between the digital ages of 20s and 30s, living in Seoul. The majority had positive opinions regarding the economic, cultural, emotional, and physical prospects of the ubiquitous information environment. Results show high expectations evolved around freedom from household chores, the equality between the sexes (at home and in society), enhancing the working environment at home, an expansion of human relationships leading to creative knowledge, being able to maintain a single life without economic constraints, and the enjoyment that the internet provides. for suggestions to improve the quality of women's lifestyle through ubiquitous technology, issues such as individual based customization, time management, creating emotional hyperspaces, multi-media communication systems, and women as leaders were studied.

A Comparative Study on the Employment Creation Effect of FinTech Industry in Korea and USA (한국·미국 핀테크(FinTech) 산업의 고용창출효과 비교 연구)

  • Shin, Yong Jae
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.185-195
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    • 2018
  • This study aims to explore the development of FinTech industry in Korea by comparing and analyzing the effect of job creation in the FinTech industry in Korea and the US. The industry Input-Output table used in the analysis used WIOD, which is composed of the same industrial classification and monetary unit in both Korea and the US. For the analysis, the FinTech industry is composed of ICT sector and financial sector as one industry. This study also compares the employment creation effect in the ICT sector and the financial sector, in addition to the FinTech industry, in order to distinguish the FinTech industry characteristics of the two countries. As a result of the analysis, when the investment or production of 1 million US dollars was made in the FinTech industry in Korea, the employment inducement effect was 11.33 and the employment inducement effect was 9.47, indicating a total employment creation effect of 20.8 persons. In the United States, the Direct employment effect was 8.07 and the indirect employment effect was 7.72, indicating that the employment creation effect was 15.79. However, as a result of classification by the average employment creation effect of the national economy, Korea 's FinTech industry is classified as indirect employment advantage with a high indirect employment inducement effect and the United States is classified as an employment creation advantage with high both direct and indirect employment inducement effect.