• Title/Summary/Keyword: virtual digital

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A Comparative Study on the Graphics Usage by Terrestrial Broadcasters TV News - Focusing on the Evening Main News of KBS, MBC, and SBS - (지상파방송사 TV뉴스의 그래픽 현황 비교 연구 -KBS, MBC, SBS 저녁 메인뉴스 중심으로-)

  • Kim, Sang-cheol;Kim, Kwang-Ho
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.397-406
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    • 2015
  • Terrestrial broadcasters are devoting great efforts in order to increase sense of reality that would help viewers feel as if they were watching events on site by producing-depth, differentiated news and offering a variety of information to them. They maximize news video graphic effects by replacing news set and install large display units, rail camera, and Jimmy Jib camera. This study aims to grasp whether there is any difference among the main evening news of the three major terrestrial broadcasters. KBS, MBC, and SBS used 18%, 15%, and 12% of graphic usage hours respectively while the number of graphic usage cases amounted to 267, 329, and 276 for each of them. The number of cases where in-depth news report hours exceeded three minutes that require increasingly more virtual reality graphic technology production was 16 for KBS, 7 for MBC, and 5 for SBS. MBC showed the highest number of uses in graphics while KBS showed more graphic use hours than the other two. There have been a number of preceding studies on news contents, but it is significant that this study looked at how much graphics technologies are used in such news video contents.

Measurement and Analysis of Pediatric Patient Exposure Dose Using Glass dosimeter and a PC-Based Monte Carlo Program (Glass dosimeter와 PCXMC Program을 이용한 소아피폭선량 측정 및 분석)

  • Kim, Young-Eun;Lee, Jeong-Hwa;Hong, Sun-Suk;Lee, Kwan-Seob
    • Korean Journal of Digital Imaging in Medicine
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    • v.14 no.2
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    • pp.9-14
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    • 2012
  • Exposed dose of young child should be managed necessarily. Young child is more sensitive than adult of a Radioactivity, especially, and lives longer than adult. Must reduce exposed dose which follows The ALARA(As Low As Reasonably Achievable)rule is recommended by ICRP(International Commission on Radiological Protection)within diagnostic useful range. Therefore, We have to prepare Pediatric DRL(Diagnostic Reference Level) in Korea as soon as possible. Consequently, in this study, wish to estimate organ dose and effective dose using PCXMC Program(a PC-Based Monte Carlo Program), and measure ESD(Entrance surface dose)and organ dose using Glass dosimeter, and then compare with DRL which follows EC(European Commission)and NRPB(National Radiological Protection Board). Using glass dosimeter and PCXMC programs conforming to the International Committee for Radioactivity Prevention(ICRP)-103 tissue weighting factor based on the item before the organs contained in the Chest, Skull, Pelvis, Abdomen in the organ doses and effective dose and dose measurements were evaluated convenience. In a straightforward way to RANDO phantom inserted glass dosimeter(GD352M)by using the hospital pediatric protocol, and in a indirect way was PCXMC the program through a virtual simulation of organ doses and effective dose were calculated. The ESD in Chest PA is 0.076mGy which is slightly higher than the DRL of NRPB(UK) is 0.07mGy, and is lower than the DRL of EC(Europe) which is 0.1mGy. The ESD in Chest Lateral is 0.130mGy which is lower than the DRL of EC(Europe) is 0.2mGy. The ESD in Skull PA is 0.423mGy which is 40 percent lower than the DRL of NRPB(UK) is 1.1mGy and is 28 percent lower than the DRL of EC(Europe) is 1.5mGy. The ESD in Skull Lateral is 0.478mGy which is half than the DRL of NRPB(UK) is 0.8mGy, is 40 percent lower than the DRL of EC(Europe) is 1mGy. The ESD in Pelvis AP is 0.293mGy which is half than the DRL of NRPB(UK) is 0.60mGy, is 30 percent lower than the DRL of EC(Europe)is 0.9mGy. Finally, the ESD in Abdomen AP is 0.223mGy which is half than the DRL of NRPB(UK) is 0.5mGy, and is 20 percent lower than the DRL of EC is 1.0mGy. The six kind of diagnostic radiological examination is generally lower than the DRL of NRPB(UK)and EC(Europe) except for Chest PA. Shouldn't overlook the age, body, other factors. Radiological technician must realize organ dose, effective dose, ESD when examining young child in hospital. That's why young child is more sensitive than adult of a Radioactivity.

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Development of an Operation Control System of the Vertical Transferable Korean Personal Rapid Transit (수직이송 서비스가 가능한 한국형 PRT 운행제어시스템 개발)

  • Kim, Baek-Hyun;Um, Ju-Hwan;Jeong, Rag-Gyo;Byun, Yeun-Sub;Kang, Seok-Won
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.337-343
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    • 2014
  • The PRT(Personal Rapid Transit) in material or immaterial guided tracks is operated automatically according to the needs of passengers with the optimal non-stop path from the source to the destination. In recent years, the personal rapid transit (PRT) system, which affords superior accessibility and ease of use, has been spotlighted as a new transport system for the future. In this study, a method for vertical lifting of PRT vehicles was proposed to facilitate interlink with other means of transport and thereby improve the efficiency of door-to-door transport. For this purpose, operation control interfaces were designed and experiments were conducted. Programmable Logic Controller (PLC) dedicated for the PRT vertical lift was designed to interface with Operation Control Center (OCC) by Modbus TCP over Ethernet. We implemented a 3D graphical PRT operation simulator which can emulate the mixing operation of the virtual vehicles and the actual vehicles.

The Study of Effectiveness of 3 Spot DR for the Whole Spine Radiography with Comparison of Phantom Distortions (3 Spot DR를 이용한 척추 전장 촬영 시 모형 왜곡도 비교를 통한 유용성 연구)

  • Kim, Sang-Hyun;Lee, Mi-Hwa
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.345-351
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    • 2014
  • The purpose of this study is to offer more accurate information in whole spine examination of 3 spot DR through the comparative study about image distortion as making the flat phantom and measuring horizontal, vertical ratio and cobb angle of the virtual. We produced $H(40cm){\times}V(116cm){\times}D(2.3cm)$ flat acrylic phantom with lattice type of lead plate. We took projection respectively 3 times, total 9 times in each equipments using manufactured phantom as changing OFD to 6, 12, 18 cm. We measured a horizontal and vertical length of lead lattice and calculated the ratio. As appointing arbitrary points in the phantom and we measured cobb angle. The results of horizontal, vertical ratio measured CR type 0.98~1.01, scan DR type 0.96~0.97 and 3 spot DR 0.99~1.01. Cobb angle measured $52.5{\sim}53.3^{\circ}$, $52.1{\sim}54.3^{\circ}$ and $52.8{\sim}53.2^{\circ}$. Finally we can say that 3 spot DR method is an accurate method without any distortion in whole spine radiography.

A Study on Marketing Revitalization Plan of Performing Arts Theatre Using Realistic Contents (실감콘텐츠를 활용한 공연장 마케팅 방안 연구)

  • Lim, Young-June;Lee, Young-Suk
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.309-318
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    • 2018
  • We proposed a marketing plan for the performing arts venue using realistic contents(VR, AR, and MR). The venue is a place where the audience can experience the performance directly. The marketing plan of the performance venue is as follows. Firstly, it is a marketing strategy that utilizes an arrangement of venue seats. It is possible to predict for watching a performance at angle and sight in performance venue seats that audience want through VR. This allows the theatre seats to be experienced in advance with the VR contents inducing the reservation of the seats with a high sense of immersion. Secondly, it is a marketing using PR and AD of performing arts through MR in the space with a large transient population. It is possible to promote dynamic promotion utilizing the sense of the presence of performing arts compared with existing static promotion means. Thirdly, it is a marketing strategy that utilizes actor characters in performance. The audience could be interested in the performing arts in advance via a preview of the AR contents of the pamphlet. Fourthly, it is a way to communicate with customers directly by establishing a VR social network to manage venue members. This will help attract an audience to revitalize the theatre venue.

An Analysis of ICT-Retail Convergence(IRC) and Consumer Value Creation (소비자 구매단계별 기술-유통 통합(IRC)과 가치에 대한 연구)

  • Park, Sunny;Cho, Eunsun;Rha, Jong-Youn;Lee, Yuri;Kim, Suyoun
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.147-157
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    • 2017
  • Recently, ICT Retail Convergence(IRC) has been rapidly increasing to improve consumer satisfaction and consumer experience. In this paper, we aim to diagnose IRC from consumers' point of view by reviewing the present status and value of IRC according to consumer purchase decision making process. Based on the previous studies in retail industry, we classified IRC into 4 types: Experience-specific tech(Virtual Reality and Augmented Reality); Information-specific tech(Artificial Intelligence and Big Data); Location-based tech(Radio Frequency Identification and Beacon); Payment-related tech(Fin-tech and Biometrics). Next, we found that there is a difference in value provided to consumers according to the type of technology, analysing the value by consumer purchase decision making process. This study can be useful to introduce IRC for improving consumer satisfaction as well as ICT and Retail. Also, it can be basic data for future technology studies with a consumer perspective.

The relationship among Smartphone addiction, Emotional intelligence, Critical thinking disposition and Communication skill for nursing students (간호대학생의 스마트폰 중독, 감성지능, 비판적 사고성향 및 의사소통능력 간의 관계)

  • Lee, Oi Sun;Kim, Mi Jung
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.319-328
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    • 2017
  • This study was done to identify the relationship among smartphone addiction, emotional intelligence, critical thinking disposition and communication skill for nursing students. Subjects were 301 associate nursing students in Korea. The data were collected using self -report questionnaire from november 1 to november 30, 2016. Data were analyzed by frequencies, t-test, ANOVA, Pearson's correlation using SPSS Win 18.0. The score for Smartphone addiction was 2.84. Tolerance was the highest and Virtual world orientation was the lowest in the subdimension. 88.7% of the general user group, 9.6% of the potential risk user group and 1.7% of the high risk user group were in the order of the smartphone addiction. Smartphone addiction were significantly negative correlation with emotional intelligence and critical thinking disposition in nursing students. And the higher smartphone addiction was showed the lower emotional intelligence, critical thinking disposition. Smartphone addiction were no significantly correlation with communication skill in nursing students. Emotional intelligence were significantly positive correlation with critical thinking disposition and communication skill in nursing students. Therefore, To increase emotional intelligence and critical thinking disposition of nursing students, it is necessary to develop and test the program for decrease smartphone addiction of nursing students.

A Spatial Interpolation Model for Daily Minimum Temperature over Mountainous Regions (산악지대의 일 최저기온 공간내삽모형)

  • Yun Jin-Il;Choi Jae-Yeon;Yoon Young-Kwan;Chung Uran
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.2 no.4
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    • pp.175-182
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    • 2000
  • Spatial interpolation of daily temperature forecasts and observations issued by public weather services is frequently required to make them applicable to agricultural activities and modeling tasks. In contrast to the long term averages like monthly normals, terrain effects are not considered in most spatial interpolations for short term temperatures. This may cause erroneous results in mountainous regions where the observation network hardly covers full features of the complicated terrain. We developed a spatial interpolation model for daily minimum temperature which combines inverse distance squared weighting and elevation difference correction. This model uses a time dependent function for 'mountain slope lapse rate', which can be derived from regression analyses of the station observations with respect to the geographical and topographical features of the surroundings including the station elevation. We applied this model to interpolation of daily minimum temperature over the mountainous Korean Peninsula using 63 standard weather station data. For the first step, a primitive temperature surface was interpolated by inverse distance squared weighting of the 63 point data. Next, a virtual elevation surface was reconstructed by spatially interpolating the 63 station elevation data and subtracted from the elevation surface of a digital elevation model with 1 km grid spacing to obtain the elevation difference at each grid cell. Final estimates of daily minimum temperature at all the grid cells were obtained by applying the calculated daily lapse rate to the elevation difference and adjusting the inverse distance weighted estimates. Independent, measured data sets from 267 automated weather station locations were used to calculate the estimation errors on 12 dates, randomly selected one for each month in 1999. Analysis of 3 terms of estimation errors (mean error, mean absolute error, and root mean squared error) indicates a substantial improvement over the inverse distance squared weighting.

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The World View of the Middle Ages Fantasy Game (중세 판타지 게임의 세계관 연구)

  • Seo, Seong-Eun
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.114-124
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    • 2009
  • 73 percent of online games in Korea hold perspectives of medieval times in them. So far in history, about a millennium in medieval times is said to be a period of darkness and savagery, but it is newly revived in the digital virtual world. Such phenomenon is paradoxical and meaningful to often bring out 'medieval times' as a theme for online games, which are revealed by up-to-date technologies in present days. This research examines the background of views of medieval times appeared in online games and how they are realized. Medieval fantasy games have appeared because people dream about escaping from pre-modem times and have fantasy about medieval times. Moreover, perspectives of medieval times have enormously influenced background epics, quest stories, creation of characters in a game scenario. The dual structure having coexistence of nature and super naturalness acts an important role to set up the epic for medieval fantasy games. And medieval romance literature, which has a three-step quest narrative of 'targeting - adventure and fight - achievement' is reflected in a quest story of medieval fantasy games. The strict pyramid system represented by feudalism forms a meaningful metaphor for designing characters, and players organize communities for online games through horizontal collective consciousness in such vertical system of history at the same time.

A Study on the intentions of early users of metaverse platforms using the Technology Acceptance Model (기술수용모델을 활용한 메타버스 플랫폼 초기 이용자들의 이용 의도에 관한 연구)

  • Park, Sunkyung;Kang, Yoon Ji
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.275-285
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    • 2021
  • The purpose of this study is to empirically identify the process of technology acceptance of the metaverse, a virtual world-based platform that has attracted attention due to the 4th industrial revolution and the COVID-19 pandemic. The technology acceptance model (TAM) was used to identify factors affecting the use of the metaverse platforms and to analyze the causal relationship among these factors. For research, a survey was conducted on ordinary adult men and women and was analyzed using a structural equation model. The study found that perceived pleasure, interactivity, self-efficacy, and social influence had a positive effect on perceived ease-of-use. Interactivity and social influence had a statistically significant effect on perceived usefulness. The relationship between perceived ease-of-use and perceived usefulness was not statistically significant, but both perceived ease-of-use and perceived usefulness had a significant effect on positively forming attitudes toward metaverse. Lastly, favorable attitudes toward the metaverse platform had a positive effect on the intention to continue using it. Through this study, it was possible to identify the factors affecting the intention to use the metaverse and to confirm the causal relationship between the factors. A deeper understanding of users may be obtained in future if the research subject can be expanded and investigated with various factors.