• Title/Summary/Keyword: 개인적 이미지

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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.

A Study on the Expression of Numerical Data by the KAS Multimedia Tool (멀티미디어 저작도구 카스에 의한 수치데이터 표현에 관한 연구)

  • 김상호;이영욱
    • Journal of the Korea Society of Computer and Information
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    • v.4 no.3
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    • pp.1-7
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    • 1999
  • This study is to design and implement the synthetic courseware that covers repeating learning, individual teaching, and effective teaching-learning games by using multimedia authoring tool KAS for numerical data of computer science which is especially a little boring and difficult to understand through blackboard-based lesson for senior high school students. It also overcomes the drawbacks of the existing CAI focused on text and image by combining various kinds of media like image, animation and sound effects. Animation of numerical data in the fields of radix conversion makes it possible for learners to check the individual learning process and visual interest. So it comes to increase the effectiveness of learning. Whenever each chapter is finished. learners' understanding can be evaluated by formative test. Applicability test of the developed CAI in Eumsung Senior High School. is statistically evaluated as more effective than that of the blackboard-based lesson.

A Design and Implementation of Needs Analysis System in Internet Shopping Mall (인터넷 쇼핑몰 니즈 분석 시스템의 설계 및 구현)

  • Park, Sung-hoon;Kim, Jindeog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.9
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    • pp.2073-2080
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    • 2015
  • Even though users choose goods they want to buy in on-line shopping malls, real purchase is often performed in off-line shopping malls. It is called reverse showrooming. It means that users' analysis of goods based on images and description of internet shopping malls has limitation. Thus, large-scale online shopping malls provide a customized shopping information. However, in that case, the provided information is a simple list of goods users bought or retrieved. Thus, a system to analyze various needs of users and apply the result into on-line shopping mall is necessary. In this paper, an analysis system is proposed. The system contains a module to analyze user defined preference and a module to analyze users' reviews. The former designates two goods and collects preferences of individual users. the latter analyzes reviews about purchased goods based on database dictionary stored in advance for analyzing reviews. The system implemented shows that it is possible to recommend some goods that meet each users's needs

The Design and Implementation of ACE(Application sharing collaboration Engine) for Collaboration Work (공동작업을 위한 어플리케이션 공유 공동작업 엔진의 설계 및 구현)

  • Oh, Ju-Byoung;Kim, Jin-Suk;Kim, Hye-Kyu
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.3
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    • pp.606-619
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    • 1998
  • In this paper, we have tfesigned and ihlplemented ACE(Application sharing Collaboration Engine) which is pessible an application sharing to collaborate among peoples who are geographically dispersed. The application sharing is a technology whereby two or more users collaborate to share the output of single application running on one computer system to the other users, and to provide input to the applications. We defined ASO(Applicatio!1 Sharing Object) object and its behavior to share applications in real time and ACE processes a sharing using ASO object among the distributed systems. ASO is classified into activateASO, updateASO, inputASO, and controlASO. The each ASO's behavior involves both events which occur at specific moments such as keystrokes and mouse clicks and more persistent status which can be observed at any time such as the image on the screen. The implemented ACE can be applied to the data conferencing, distance education, and project collaboration for engineer in distributed environments.

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Fingerprint Verification System Using Improved Preprocessing (개선된 전처리 과정을 이용한 지문 인식 시스템)

  • Lee Dong-Wook;Ahn Do-Rang;Lee Jee-Won
    • Journal of the Institute of Convergence Signal Processing
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    • v.7 no.2
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    • pp.73-80
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    • 2006
  • Fingerprint-based verification system has been used for a very long time. Because of their well-known uniqueness and immutability, fingerprint is one of the most widely used biometric features. However, fingerprint identification system has such a critical weakness that the performance of verification is reduced drastically for a poor input fingerprint. In this paper, an image enhancement algorithm using enhanced direction and enhanced binary and aiming image is used to mitigate the problem in the preprocessing. The goal of image enhancement is to estimate the quality of input fingerprint image and to improve the clarity of ridge and valley structures of input fingerprint image. Also, a ridge orientation extraction method using index table is proposed to improve the speed of verification. It is shown by the experiments that proposed fingerprint verification system improves the minutiae extraction accuracy and performance of verification.

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Meta-Record Algorithm based on Mnemonic System in Mobile Environments (모바일 환경에서 기억법 기반 메타 레코드 알고리즘)

  • Boon-Hee Kim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.2
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    • pp.305-312
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    • 2023
  • In introducing memory methods in various educational fields, programs in a mobile environment can be used for the purpose of increasing accessibility and enhancing the effectiveness of education. It is much easier to remember words with meaning than to remember numerical information such as years. From the standpoint of increasing the educational effect, the part that needs to be supplemented with the help of the application can be said to be numerical information. Most studies related to conventional numerical memory have focused on the form that helps memory by imaging numbers. In the paper on memory-based meta-record algorithms in the mobile environment, the application developed in the previous study attempts to supplement this by discovering and simply modifying the user's mistakes in the entered numerical information. In this study, we aim to increase the memory rate by constructing metadata based on personalized log information and correcting mistakes. To do this, applications suitable for the mobile environment are developed, a structure of meta-record data is proposed, and meta-record application algorithms are implemented and evaluated.

Utilization Strategies of Generative AI Platforms for CG Education (CG 교육을 위한 생성형 인공지능 플랫폼 활용 방안)

  • Donghee Suh
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.357-364
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    • 2023
  • Due to the rapid advancement of AI technology, generative artificial intelligence platforms are experiencing innovative applications in various fields. In this paper, it examines research cases involving the utilization of AI in education, explore instances where generative AI platforms are applied in the realm of creative endeavors, and discuss the direction of utilizing generative AI in educational contexts. In the field of computer graphics, this study introduced generative AI platforms that are applicable for image creation, editing, and video editing. It also proposed platforms that can be utilized in the video editing production process. These generative AI platforms not only offer advantages in terms of efficiency, by reducing the efforts of creators and saving time in the production process, but they also present positive aspects in enhancing individual capabilities. It is advocated that their swift integration into education is necessary, considering these benefits. This study aims to provide direction for the expansion of creative education utilizing generative AI platforms.

A Study on an effects of China consumers' self-congruence and public-cultural involvement on Hallyu contents evaluation and attitude (중국 소비자의 자기일치성과 대중문화 관여도가 한류콘텐츠 평가와 태도에 미치는 영향에 관한 연구)

  • Park, Se-Jeung;Choi, Jiyeon;Noh, Jeonpyo
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.377-388
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    • 2016
  • The purposes of this study are; first, to supply useful suggestions for the market segmentation of the Chinese market according to individual psychological variables(self-congruence) of customers. Second, it figures out the relative importance of actual self-congruence and ideal self-congruence. Lastly, it reveals whether there are any differences in the preference of attributes according to the popular cultural involvement. According to the results, actual self-congruence had a positive influence on the contents factor evaluation while ideal self-congruence had positive effect on the human and cultural factors evaluation. Also, the human and cultural factor had a positive influence on the purchase intention, as well as content factor and cultural factor had the influence on the word-of-mouth. In addition, the group of highly interested in the involvement at the popular culture was significantly higher in the evaluation on the human and contents factor than the low group.

The Structural Relationship between SNS Tourism Information Value, Perceived Risk, and Tourism Destination Switching Behavior (SNS관광정보가치와 지각된 위험, 관광지 전환행동 간 구조적 관계 연구)

  • Choi, Jae-Woo;Oh, Kyung-Taek;Lee, Chul-Jin
    • The Journal of the Korea Contents Association
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    • v.15 no.11
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    • pp.524-533
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    • 2015
  • This study aims to prove the value of SNS tourism information by confirming the relation between SNS tourism information and perceived risk and by verifying its influence on the intention to switch tourism destination. The data was collected from 302 tourists. For data analysis, SPSS 18.0 program and AMOS 18.0 were conducted. First, functional characteristics of SNS tourism information have been verified to have no relationship with the tourist's perception of risk, and therefore the functional tourism information is thought to cause individual motive regardless of tourist's perception of risk. Second, aesthetic value and economic benefits of SNS tourism information have been analyzed to reduce perceived risk of tourists. Third, a symbol of SNS Tourism information has proved to be an element that increases the risk perceived by tourists, indicating that various kinds of tourism information provided by other channels including SNS can serve as a momentum to make tourists recognize new risks the other way round as new tourism information is accumulated, which acts as new motivating factor.

An Empirical Study on the Factors Influencing the Acceptance of SmartWork (스마트워크 수용 영향요인에 관한 실증연구)

  • Kang, Moon-Seog;Jung, Chul-Ho;Chung, Young-Soo
    • Management & Information Systems Review
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    • v.32 no.1
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    • pp.19-41
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    • 2013
  • The primary purpose of this study is to identify the influencing factors on the acceptance behavior of user in smartwork. For this purpose, a research model and hypotheses are developed based on relevant literature reviews. The data have been collected from 320 potential users and respondents were employee of Daejeon and Chungnam region. The results of hypotheses testing through covariance structural model analysis are summarized as follows. First, individual innovativeness has positive influence upon perceived ease of use and acceptance intention of smartwork, and self efficacy has positive influence upon perceived ease of use. Second, subjective norm of social influence has positive influence upon perceived ease of use and image has positive influence upon perceived ease of use and perceived usefulness. Third, number of exception of task characteristics has positive influence upon perceived ease of use and autonomy has positive influence upon perceived usefulness. Lastly, perceived ease of use has positive effect on the perceived usefulness and acceptance intention, and perceived usefulness positively related to acceptance intention in smartwork. Based on the findings, this study ends with theoretical and practical implications, as well as limitations and future research directions.

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