• 제목/요약/키워드: video promotion

검색결과 224건 처리시간 0.019초

국가정책연구포털(NKIS) 현황 및 사례 분석을 통한 운영 개선 방안 도출에 관한 연구 (A Study on the Derivation of Plans for Operational Improvement Based on the Analysis of the Current Status and Cases of the National Policy Research Portal (NKIS))

  • 노영희;장인호;강지혜;곽우정
    • 한국도서관정보학회지
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    • 제53권1호
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    • pp.55-79
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    • 2022
  • 본 연구에서는 현재 국가정책연구포털(NKIS)의 운영 현황을 분석하여 개선이 필요한 부분과 유사기관의 포털 현황 분석을 진행하였다. 이를 통해 NKIS의 활용성을 강화하고 정부출연연구기관들의 설립목적 달성을 위한 효율적 지원·육성 기능을 실현하고자 함을 목적으로, 4차 산업혁명에 따라 발전하는 정보서비스 기술을 NKIS에 적용하여 소관정부출연연구기관의 연구성과물 검색 및 활용기능에 대한 개선 방안을 제안하였다. 첫째, 회원 확보를 위해 정책정보에 수요가 있는 대상을 찾아 홍보를 진행할 필요가 있으며, 국민 친화적 정책 보고서 작성 및 인포그래픽, 쉬운 방식의 정보 전달 등 정책정보에 대한 수요를 늘릴 필요가 있다. 둘째, 방문 직업의 비율을 고려하여 주 이용자층의 관심사인 사회문제와 교육주제의 보고서 및 정책자료를 강화하는 방식으로 맞춤형 서비스를 제공할 필요가 있다. 셋째, 영상자료 서비스의 다양화 및 확대를 위해서 소관 기관에서 보유하고 있는 영상자료의 업로드 독려 및 규정을 설정하는 등 대안 마련이 필요하다. 넷째, 홍보 서비스 전반의 개선이 필요할 것이다. 홍보 서비스 개선을 위해서는 최신내용을 탑재한 NKIS 홍보 웹툰 연재를 진행하거나 최신성 유지의 어려움이 있을 경우에는 현행으로 유지되는 웹툰 홍보를 폐지할 필요가 있다. 뿐만 아니라 NKIS에서 진행하는 공모전의 운영 개선 방안 도출과 공모전 이후 공모전 결과물을 기반으로 한 2차 홍보에 대한 논의 등도 필요하다.

Pig Image Learning for Improving Weight Measurement Accuracy

  • Jonghee Lee;Seonwoo Park;Gipou Nam;Jinwook Jang;Sungho Lee
    • 한국컴퓨터정보학회논문지
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    • 제29권7호
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    • pp.33-40
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    • 2024
  • 가축의 생체중은 건강 및 사육 환경 관리에 중요한 정보이고 이를 통해 최적 사료량이나 출하 시기 등을 결정하게 된다. 일반적으로 가축의 무게를 측정할 때 체중계를 이용하지만, 체중계를 이용한 가축 무게를 측정하는데 상당한 인력과 시간이 필요하고 성장 단계별 측정이 어려워 사료급이량 조절 등의 효과적인 사육 방법이 적용되지 못하는 단점이 있다. 본 연구는 축산 양돈 분야에 영상 및 이미지 데이터를 수집, 분석, 학습, 예측 등을 통해 포유자돈, 이유자돈, 육성돈, 비육돈 구간별 체중 측정에 관한 연구와 함께 정확도를 높이고자 하였다. 이를 위해 파이토치(pytorch), YOLO(you only look once) 5 모델, 사이킷런(scikit learn) 라이브러리를 사용하여 학습시킨 결과, 실제치(actual)와 예측치(prediction) 그래프에서 RMSE(root mean square error) 0.4%와 MAPE(mean absolute percentage error) 0.2%로 유사한 흐름을 확인할 수 있다. 이는 양돈 분야의 포유자돈, 이유자돈, 육성돈, 비육돈 구간에서 활용할 수 있으며 다각도로 학습된 이미지 및 영상 데이터와 실제 측정된 체중 데이터를 바탕으로 지속적인 정확도 향상이 가능하고 향후 영상판독을 통해 돼지의 부유별 생산량에 대한 예측으로 효율적인 사육관리가 가능할 것으로 기대된다.

A Case Study on Partnership Types between Network Operators & Netflix: Based on Corporate Investment Model

  • Minzheong, Song
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권1호
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    • pp.14-26
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    • 2020
  • We categorize partnership types between network operators and a global video streaming or over-the-top service provider, Netflix from 2011 to the first quarter 2018. The options are based on the integration of over-the-top (OTT), Netflix with pay TV and telecommunication operators in the form of carrier billing, access to over-the-top (OTT) via devices or the development of their tariff plans. Options of the Type 3, 'cooperation' or the Type 4, 'agreement' entails a kind of the technical involvement between two partners and commercial agreement. The types of partnership are evolving from one to others. Some partnerships have characteristics of more than one type. The majority of technical or service integration cooperation of Type 3 entail bundling and marketing promotion of Type 2 and Type 1. Similarly, the 'agreement' of Type 4, co-branded or white-label service initiative entail tariff or device user interface (UI) integration of the 'cooperation' of Type 3 and joint marketing initiatives of Type 1.

콘텐츠 제작 프로젝트 사례 연구 (Case Study on Contents-Making Project)

  • 백지원
    • 한국멀티미디어학회논문지
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    • 제20권3호
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    • pp.551-561
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    • 2017
  • It is very important to educate students who can be working professionals in contents-related field. This paper discusses three types of contents academic-industrial cooperation projects which are contents technology, contents software and education, and contents-making projects. Regarding third type, this paper explains two examples of contents-making projects that Daejeon University's Animation Department did. First one is Miznco Co.'s in 2015 and second one is which exhibition is held in old provincial of Chung-nam and Skyroad[1] at Daejeon in 2016. This exhibition is held for reviving old town area of Daejeon which is called one-do-sim through great contents. This paper also proposes what contents-related department in each university has to do to survive in tough period.

방송 및 모바일 실감형 2D/3D 컨텐츠 변환 방법 및 플랫폼 (2D/3D conversion algorithm on broadcast and mobile environment and the platform)

  • 송혁;배진우;유지상;최병호
    • 한국정보통신설비학회:학술대회논문집
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    • 한국정보통신설비학회 2007년도 학술대회
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    • pp.386-389
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    • 2007
  • TV technology started from black and white TV. Color TV invented and users request more realistic TV technology. The next technology is 3DTV. For 3DTV, 3D display technology, 3D coding technology, digital mux/demux technology in broadcast and 3D video acquisition are needed. Moreover, Almost every contents now exist are 2D contents. It causes necessity to convert from 2D to 3D. This article describes 2D/3D conversion algorithm and H/W platform on FPGA board. Time difference makes 3D effect and convolution filter increased the effect. Distorted image and original image give 3D effect. The algorithm is shown on 3D display. The display device shows 3D effect by parallax barrier method and has FPGA board.

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A Study on the Reproduction Strategy through the Planning Process of Baby Shark

  • Cho, Hyung Kyung
    • International Journal of Advanced Culture Technology
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    • 제8권3호
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    • pp.101-105
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    • 2020
  • In this study, the aim is to understand the strategy of video content production with the case of the baby shark development process of Pink Fong Company, the content is described about the successful planning and strategy of baby shark which has become a global content, and the main point describes the planning of the production process and marketing strategies for each country. The findings of the conclusions resulted in the application of the standards of globalization and the local understanding of culture as the main factors for content success. If the Pink Pong Company's method is applied through this, it is possible to apply what is the main issue of creative content production Reproduction in the future.

A Stream based Patching for True VoD

  • Oh, Sun Jin
    • International Journal of Advanced Culture Technology
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    • 제2권1호
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    • pp.14-19
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    • 2014
  • In this paper, we propose a stream based patching technique in order to reduce demands of network output bandwidth required to provide the true video-on-demand (VoD) service in a Multimedia server. The proposed scheme calculates required streams to clients accurately by analyzing temporal relationships between already arrived requests in a multimedia server and still progressing streams, and then transmits streams freshly. Since our stream based patching technique induces new linking stream which is playing a link role between long and short patching streams, it reduces demand of network output bandwidth required to provide the true VoD service in a multimedia server. Accordingly, we know that the proposed scheme improves service latency and defection rate than those of existing patching technique by a simulation study.

외식업체 종사원의 국내.외 브랜드에 따른 직무 만족도에 대한 연구

  • 이상미;김태희;고재윤;이경희
    • 한국조리학회지
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    • 제10권2호
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    • pp.72-83
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    • 2004
  • The study aimed at conducting comparative analysis of employees' job satisfaction between Korean brand restaurant and foreign's in the food service industry, and suggesting useful human resource management. As a result, the survey showed several findings; The first, workers in the Korean brand restaurant have more satisfied than foreign brand restaurant employee overall. The second, expecially employees in the Korean brand company have higher pride and vision than those of Foreign brand company in the restaurant business. The third, service staffs in the both recognized very low in the working schedule, fairness of promotion, and wage. Some implications are as followed; The first, works as a one day manager or unit manager who is one of the best employees. The second, use education & training video to increasing the communication. The third, attend in the decision making to being a part of co' and giving a motivation.

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Automatic Offside Judgement System based on Position Information in a Soccer Game

  • Park, Taejun;Park, Jinho
    • International Journal of Advanced Culture Technology
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    • 제6권3호
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    • pp.216-225
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    • 2018
  • Strangely enough, there has not been much effort in applying the latest technologies to help referees make accurate calls in a soccer game compared to other sports. Modern soccer tries to apply VAR (Video Assistant Referee) technology to correct inaccurate calls such as an offside, but this is being put off due to the fact that real time decision-making cannot be carried out by using this technology. This has led this study to decide developing a device that will accurately identify offsides on a real time basis using various latest sensors and related technologies. This device will aid referees in calling offsides in a soccer match.

제품배치(PPL)가 브랜드 이미지에 미치는 영향에 관한 연구 (A Study of Effects of Product Placement(PPL) on Brand Image)

  • 이현미;조재립
    • 한국품질경영학회:학술대회논문집
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    • 한국품질경영학회 2006년도 춘계학술대회
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    • pp.114-119
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    • 2006
  • Brand placement, or product placement(PPL) is one of alternative promotion means of the traditional advertising communication type, and its effectiveness is getting begger because of the increase of movies, video media, and TV networks. The product placement is a new type of advertising communication means that pays the price in the movies definitely. This study is a research on the effect of the product placement on the consumption behavior and brand image.

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