• Title/Summary/Keyword: 디지털영상

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A Study on SI-Drum's Accessibility Evaluation for Screen Reader User (스크린리더 사용자를 위한 플러그인 가상악기 SI-Drum의 접근성 평가 연구)

  • Yong-Hwan Seok
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.571-580
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    • 2023
  • The purpose of this study is to evaluate the accessibility of the Cakewalk SI-Drum for the screen reader users. An evaluation was performed by testing the accessibility of the [Virtual Instrument Editing] that is a part of MIDI Production of the NCS(National Competency Standards) by using the SI-Drum and the Sense Reader. The results of this study are as follows. The SI-Drum has almost no basic accessibility for the screen users to do an above task. But the screen reader users can perform the tasks by using Sense Reader's Mouse Pointer function and Position Memory function. To use SI-Drum more efficiently, SI-Drum's basic accessibility have to be provided fully. Several suggestions are proposed to develop a fully accessible SI-Drum for the screen users.

A Study on Image Change according to Grid Ratio in Digital Radiography (디지털 방사선에서 격자 비에 따른 영상변화에 관한 연구)

  • Sung-Hun Jeong
    • Journal of radiological science and technology
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    • v.46 no.2
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    • pp.89-97
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    • 2023
  • With the introduction of the D.R system, the grid with high removal rate of scattered radiation is selected and used without considering the grid performance evaluation. Despite the high removal rate of scattered radiation belonging to high grid ratio, it is also possible to see the cut-off phenomenon in which the primary ray involved in the formation of image could be removed as well. Thus, the purpose of this study is to provide the basic data for researches on the usefulness of using the grid by presenting the appropriate grid ratio in the D.R system through the measurement of image in grid such as non-grid, 6:1, 8:1, 10:1, 12:1. The equipments used for this study were radiation generator with grid in 12:1, 10:1, 8:1, 6:1, indirect-type detector, and acryl phantom. As the study for image evaluation, this study measured the SNR, PSNR, MSE, and Entropy. In the results of this study, the PSNR was the highest in 6:1 and the lowest in 8:1. The SNR was high in 6:1 and 8:1, and the lowest in 12:1. In case of Entropy, it was high in 8:1 and 10:1, and the lowest in 12:1. Therefore, when the grid is used, it would be more proper to choose the grid in 8:1 or 10:1 with less loss in information content of primary ray rather than the high grid ratio showing the increased patient exposure dose.

Proposal on the Improvement of Psychological Support System for Cyber Sexual Crime Investigators Based on Their Mental Health Survey (사이버성폭력수사관 정신건강 실태조사에 근거한 심리지원제도 개선 방향에 관한 연구)

  • Bora Kim;Sujin Lim
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.43-67
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    • 2022
  • One of the dark sides of the development of information and communication technology is the significant increase in cybercrime. In particular, investigators in charge of cyber sexual crime are repeatedly exposed to video data of illegal sexual violence; hence, they are at high risk of post-traumatic stress disorder (PTSD) and experiencing vicarious trauma. Notwithstanding, few studies have focused on these investigators' PTSD, and, to the best of our knowledge, no study has been conducted on the vicarious trauma of cyber sexual crime investigators. Therefore, this study identifies investigators' mental health status (trauma-related, especially) and examines their perception of the currently operating psychological support programs. Further, by reviewing the psychological support system of overseas institutions, we would suggest psychological support and policies necessary for domestic cyber sexual crime units to manage investigators' work stress and prevent mental illness under domestic circumstances.

A study on Classification of Book Trailers (북트레일러의 유형에 대한 연구)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.2
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    • pp.67-87
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    • 2015
  • With the development of cultural industries and technology, digital video marketing has grown immensely and 'Book Trailer' are now one of the main methods of promoting a title in publishing industry. The demands are growing, but the development lacks basic theoretical foundation and systematic structure. At this crucial moment, basic theoretical research on Book Trailer is necessary to establish a solid foundation for the medium to expand. In this study, I have focused on defining the basic concepts of Book Trailers and analyzing the classification of Book Trailers. In sorting the type of Book Trailers, content and formal appearance were used as standards. As a result, I was able to classify the content genre into message type, conflict type, character type using the elements of story. The formal appearance genre was classified into still photography type, motion typography type, interview type, story movie type and animation type.

A Case Study on the Distribution of Cultural Contents in the Untact Era Using Big Data (빅데이터를 활용한 언택트 시대의 1인 콘텐츠 유통 사례 분석)

  • Wang, Deok-won;Kim, Jeong-hyeon;Son, Hye-ji;Jeon, Min-jun;Choi, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.301-302
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    • 2021
  • After the Korona 19, "social distancing" was implemented, existing "pop culture" or entertainment programs were unable to communicate in both directions and declined. Since then, "Untact content" has shown its potential to grow due to untouch performances such as BTS' "Bangbangcon" and the rapid growth of Netflix, a global OTT (online video service). In addition, most of the global and Untact content is online and digital, which means a huge amount of big data will be poured out. Therefore, analyzing the big data poured out during the distribution of untact content will help us identify consumers' needs, and the growth expectations will also be high. Therefore, we would like to explore the research cases that have been conducted in existing studies regarding the subject of the study and analyze how big data can affect the distribution of content in the Untact era.

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Development of a Medical Radiation Simulator System for Education and Proposal of a Research Model (교육용 의료방사선 시뮬레이터 시스템 개발 및 연구 모델 제안)

  • Chang-Hwa Han;Young-Hwang Jeon;Jae-Bok Han;Chang-gi Kong;Jong-Nam Song
    • Journal of the Korean Society of Radiology
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    • v.17 no.3
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    • pp.459-464
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    • 2023
  • Due to the development of advanced technology, a lot of digital radiographic equipment has been developed, which is very helpful for accurate diagnosis and treatment, and it is very important to train personnel who have acquired professional knowledge in order to use it safely and effectively. Students are exposed to the risk of radiation exposure in radiography training using diagnostic X-ray equipment, and some educational institutions do not use X-ray equipment due to management difficulties in accordance with the Nuclear Safety Act. As a solution to this, this study developed a medical radiation simulator for education that does not generate radiation by using a vision sensor and self-developed software. Through this, educational institutions can reduce the burden of administrative implementation according to the law, and students can obtain a high level of educational effects in a healthy practice environment without radiation exposure.

A study on DVB-SI based additional information transmission method of data service linked with movie information TV program (영화정보 프로그램 연동형 데이터서비스의 DVB-SI 기반 부가정보 전송 방법에 관한 연구)

  • Kwangilm KO
    • Convergence Security Journal
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    • v.22 no.2
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    • pp.91-98
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    • 2022
  • Because the movie has the characteristics of a cultural product where experience is important, a promotional strategy is used to convert viewers into movie audiences by providing indirect experiences of movies through professional movie information programs. Considering that the movie information program is a strategic publicity medium that raises the audience's intention to watch a movie, a study on the data service that provides useful additional information to the viewer in conjunction with the movie information program is meaningful. Against this background, this study contains the core research contents in the development of data service linked with movie information program. Specifically, additional information of the movie information program was defined. And to provide the additional information to the data service, the digital broadcasting international standard DVB-SI-based additional information transmission method was devised.

The collective appreciation of film and the creation of social value - Community cinema in Japan (영화의 공동감상과 사회적 가치 창출 - 일본의 커뮤니티 시네마를 중심으로)

  • Jieun Jang
    • Trans-
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    • v.14
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    • pp.123-155
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    • 2023
  • This study analyzes the characteristics of the social value creation process through the collective appreciation of film. It focuses on the historical development of community cinema in Japan. In modern-day Japan, where digital video is easily accessible and the use of private, personalized media spaces widespread, a sub-culture of collective film appreciation is spreading, as more and more Japanese begin to attend movie screenings in non-commercial theaters. In addition, Japanese community cinema center has begun to integrate and support this viewing experience, which has come to be known as community cinema. A literature review revealed the following characteristics of community cinema. First, local theater screening groups or appreciation groups cooperate with residents to establish and operate movie theaters. Second, these spaces create theoretical and practical participatory learning opportunities that foster understanding of and participation in film culture, through large-scale associations with organizations or institutions that offer viewings. Third, based on collective appreciation, the film culture created through repeated joint viewings produces a social arena in which community can be realized. In these communities film can be put to socially productive uses, such as problem solving.

Application Analysis of Digital Photogrammetry and Optical Scanning Technique for Cultural Heritages Restoration (문화재 원형복원을 위한 수치사진측량과 광학스캐닝기법의 응용분석)

  • Han, Seung Hee;Bae, Yeon Soung;Bae, Sang Ho
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.26 no.5D
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    • pp.869-876
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    • 2006
  • In the case of earthenware cultural heritages that are found in the form of fragments, the major task is quick and precise restoration. The existing method, which follows the rule of trial and error, is not only greatly time consuming but also lacked precision. If this job could be done by three dimensional scanning, matching up pieces could be done with remarkable efficiency. In this study, the original earthenware was modeled through three-dimensional pattern scanning and photogrammetry, and each of the fragments were scanned and modeled. In order to obtain images from the photogrammetry, we calibrated and used a Canon EOS 1DS real size camera. We analyzed the relationship among the sections of the formed model, efficiently compounded them, and analyzed the errors through residual and color error map. Also, we built a web-based three-dimensional simulation environment centering around the users, for the virtual museum.

Analysis of Game User's Motivation-Action Structure on Social Network Games (소셜 네트워크 게임 사용자의 동기-행동구조 분석)

  • Kim, Mi-jin;Kim, Yeong-sil
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.77-86
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    • 2011
  • This paper is aimed at analyzing the relationship between users' actions in relation to a SNG (Social Network Game), which mainly targets communities, and the motivations that give rise to such selective actions. The subjects of existing researches on game area have rarely dealt with game users but mainly focused on the studies and utilization of game production technologies; and, in cases of studies on games users, their subjects have been hardly more than observations of users' behaviors in relation to the performance to achieve certain goals or themes of a game; for example, upgrading a character's level or obtaining rewards through "defeat". Therefore, it is necessary to analyze the actions of SNS game users from the perspective of behavioral selections caused by various motivations of human beings rather than approaching from the perspective of problem solving methods. In order to accomplish this goal, fist of all, Lazzaro's People Fun model and motivation theory of SNS users will be analyzed. Secondly, relevant materials from 13 SNG cases will be collected. Games' events and the functional actions of users will be classified. Lastly, the primary actions of SNG users will be classified into 8 different types and motivations - action patterns will be analyzed based on the classified materials.