• Title/Summary/Keyword: 디지털전환 과정

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Study on the Visual Characteristics and Subjectivity in the Live Action Based Virtual Reality (실사기반 가상현실 영상의 특징과 주체 구성에 대한 연구)

  • Jeon, Gyongran
    • Cartoon and Animation Studies
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    • s.48
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    • pp.117-139
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    • 2017
  • The possibility of interactivity of digital media environment is adopted in human expression system and integrates the dynamic aspect of digital technology with expressive structure, thereby transforming the paradigm of image acceptance as well as image expression range. Virtual reality images have an important meaning in that they are changing the one-way mechanism of production and acceptance of images that lead to producers-video-audiences beyond the problem of verisimilitude such as how vividly they simulate reality. First of all, the virtual reality image is not one-sided but interactive image composed by the user. Viewing a virtual reality image does not just see the camera shine, but it gets the same view as in the real world. Therefore, the image that was controlled through framing changes to be configured positively by the user. This implies a change in the paradigm of image acceptance as well as a change in the existing form of the image itself. In addition, the narrative structure of the image and the subjects that are formed in the process are also required to be discussed. In the virtual reality image, the user 's gaze is a fusion of the gaze inside the image and the gaze outside the image. This is because the position of the user as the subject of the gaze in the virtual reality image is continuously restricted by the device of the discourse such as the editing and the narration of the shot. The significance of the virtual reality image is not aesthetically perfect but it is reconstructed according to the user to reflect the existence of the user positively and engage the user in the image.

An Analysis of the Status of National Research and Development Projects in Records Management (기록관리 분야 국가연구개발사업 현황 분석)

  • Hoemyeong Jeong;Soonhee Kim
    • Journal of Korean Society of Archives and Records Management
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    • v.23 no.4
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    • pp.137-157
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    • 2023
  • The scale of research and development (R&D) investment is increasing to strengthen national competitiveness through technological innovation, leading to an increased interest in investment efficiency. In records management, the National Archives of Korea has been leading the national research and development project since 2008. Accordingly, this study analyzed R&D projects in records management regarding implementing organization, performance or outcomes, and subjects, targeting 111 National Archives of Korea contract research projects from 2008 to 2022. The analysis showed that small and medium-sized enterprises (SMEs) were the most likely to conduct research, the majority of the research outcomes were academic publications, and there were some discrepancies between the reported performance in research and the actual performance. In terms of research subjects, the most common type of records are paper or print documents, establishing an electronic management system among the National Archives' works. In terms of the frequency of keywords in the records management process and research projects, it was found that research was mainly conducted on "preservation." Meanwhile, only 10 cases, or 9% of the 111 projects, were found to be relevant in terms of utilizing big data and developing intelligent technologies related to digital transformation. Therefore, the effectiveness of the R&D project must be improved through follow-up management of the results even after the research project is completed. In addition, in terms of research topics, it was identified that aside from "preservation," studies focusing on "transfer," "classification," "evaluation," and "collection," as well as research that responds to digital transformation, are needed.

Quantitative Analysis of Digital Radiography Pixel Values to absorbed Energy of Detector based on the X-Ray Energy Spectrum Model (X선 스펙트럼 모델을 이용한 DR 화소값과 디텍터 흡수에너지의 관계에 대한 정량적 분석)

  • Kim Do-Il;Kim Sung-Hyun;Ho Dong-Su;Choe Bo-young;Suh Tae-Suk;Lee Jae-Mun;Lee Hyoung-Koo
    • Progress in Medical Physics
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    • v.15 no.4
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    • pp.202-209
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    • 2004
  • Flat panel based digital radiography (DR) systems have recently become useful and important in the field of diagnostic radiology. For DRs with amorphous silicon photosensors, CsI(TI) is normally used as the scintillator, which produces visible light corresponding to the absorbed radiation energy. The visible light photons are converted into electric signal in the amorphous silicon photodiodes which constitute a two dimensional array. In order to produce good quality images, detailed behaviors of DR detectors to radiation must be studied. The relationship between air exposure and the DR outputs has been investigated in many studies. But this relationship was investigated under the condition of the fixed tube voltage. In this study, we investigated the relationship between the DR outputs and X-ray in terms of the absorbed energy in the detector rather than the air exposure using SPEC-l8, an X-ray energy spectrum model. Measured exposure was compared with calculated exposure for obtaining the inherent filtration that is a important input variable of SPEC-l8. The absorbed energy in the detector was calculated using algorithm of calculating the absorbed energy in the material and pixel values of real images under various conditions was obtained. The characteristic curve was obtained using the relationship of two parameter and the results were verified using phantoms made of water and aluminum. The pixel values of the phantom image were estimated and compared with the characteristic curve under various conditions. It was found that the relationship between the DR outputs and the absorbed energy in the detector was almost linear. In a experiment using the phantoms, the estimated pixel values agreed with the characteristic curve, although the effect of scattered photons introduced some errors. However, effect of a scattered X-ray must be studied because it was not included in the calculation algorithm. The result of this study can provide useful information about a pre-processing of digital radiography.

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MPEG-2 to MPEG-4 Transcoders in The Spatial Domain and The DCT Domain (공간 영역과 DCT 영역에서 MPEG-2로부터 MPEG-4 로 변환하는 압축기의 구현)

  • 염인선;박현욱
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.5
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    • pp.117-124
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    • 2004
  • Various multimedia systems have been developed and their application areas widely proliferate. Thus, the interoperability is getting important among various networks and devices. The video transcoding is a technology to solve this interoperability problem among various coding standards. Transcoding can be defined as the conversion of one compressed coded data to another. In this paper, MPEG-2 to MPEG-4 transcoder in the spatial domain is compared with that in the DCT domain. The transcoder is very useful when a video sequence that is originally encoded for digital TV, DVD or satellite broadcasting is served in mobile environment. In order to compare two transcoders, all modules except motion compensation and down sampling are implemented identically. In addition, both transcoders do not search for motion vector. Instead, the decoded information is reused to the encoder. The experimental results show that the transcoder in the spatial domain is usually better than that in the DCT domain with respect to PSNR (Peak Signal-to-Noise Ratio), bitrate and execution time.

융합시대의 IT R&D 방향

  • Choe, Mun-Gi
    • Information and Communications Magazine
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    • v.25 no.1
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    • pp.25-31
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    • 2008
  • 사회변혁 과정에서 경쟁우위 확보는 그 시대를 대표하는 기술의 습득과 활용의 정도에 따라 좌우된다. 우리나라의 경우 정보혁명 과정에서 IT기술의 습득과 활용을 위하여 적극적인 노력을 기울인 결과 IT강국이라는 현재의 위치를 확보할 수 있게 되었다. 그러나, 최근들어 IT산업이 국가의 경제발전을 지속적으로 선도하여 나가기 위해서는 IT 산업내의 구조적 취약점을 해결해야 한다는 지적과 함께 참여정부에서 시작된 IT39 중심의 산업정책에 대한 비판도 제기되고 있다. 이에 따라 사회변화의 방향을 가늠해 보고 우리 IT산업이 직면한 문제 분석과 이를 토대로 한 새로운 IT R&D 방향을 모색할 필요가 있다. 미래사회 변화의 큰 특징은 융합으로 대변된다. 정보처리 기술과 통신기술의 융합으로 시작된 이 흐름은 최근 통방융합이라는 차원을 넘어 이종기술간 및 이종산업간 융합이라는 개념으로 확장 진화되고 있다. 또한, 사회변혁의 패러다임도 지식기반사회에서 융합시대로 급격히 전환되고 있다. 융합이라는 패러다임 변혁의 물결에 편승하기 위해서는 IT기술이 융합시대에서 어떠한 역할을 하고, 어떻게 진화해 갈 것인지를 규명하는 작업이 필요하다. IT기술은 그동안의 혁신적 발전을 기반으로 여타 기술 및 산업 발전을 견인하는 원천기술로 작용할 것이 확실시 된다. 따라서, 융합시대에서 IT기술은 기존의 독자적 산업영역에 국한되지 않고 새로운 기술과 산업으로 그 응용범위가 대폭 확장됨으로써 기존에 IT가 지녔던 기술적, 산업적 중요 성과는 비교할 수 없을 정도의 의미를 지니게 될 것이다. 융합시대에 대응하여 IT R&D 방향을 검토하는 전략적 의미도 여기에서 찾을 수 있게 된다. 융합시대에서 IT R&D는 IT가 여타 기술 및 산업발전을 위한 원천기술화를 비롯하여 (1) 유비쿼터스 인프라, (2) 디지털 인텔리전스, (3) 융합부품, (4) 메가 컨버전스 등과 같은 4대 동력에 집중할 필요가 있다. IT의 원천기술화 및 4대 동력에의 집중이야말로 융합시대를 슬기롭게 열어가는 '전략적 창(strategic window)‘이 될 것이다.

Consortium Blockchain and Machine Learning Design for Efficient Government fund expenditure in Untact Era (Untact 시대의 효율적인 정부자금 지출을 위한 Consortium Blockchain과 Machine Learning 설계)

  • Oh, Rag-seong;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.2
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    • pp.178-186
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    • 2021
  • COVID-19 occurred in China in December 2019 and spread to the world. Untact culture becoming commonplace due to the spread of COVID-19, is accelerating digital transformation across society. The government is increasing government fund to overcome national crisis situations such as COVID-19. In order to efficiently execute these government funds, the government and policy financial institutions need to come up with two measures. One is to establish a transparent government fund execution process, and the other is to secure the objectivity of the review process. In this paper, to solve this problem, we designed the execution process of government funds from the government to end users with Consortium Blockchain, and designed a machine learning algorithm for internal review of policy financial institutions. The research data proposed in this paper will be helpful in setting the future government policy direction for government fund execution.

Analysis of popular artistry of film industry on the trend of filming of Webtoon (Focusing on "Along with the Gods(2017)") (웹툰의 영화화 트렌드에 대한 영화산업의 대중예술성 분석연구 (영화 "신과 함께(2017)"를 중심으로))

  • Lee, Tae-Hoon
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.391-398
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    • 2018
  • Analyzing the shortcomings and shortcomings of the film based on the Webtoon and the artistry as a popular artwork at the time when the filming of the webtoon is becoming the main trend of the Korean film, it is an analysis of the present state of the Korean film industry, Will be an indicator for. The present generation of young people who do not have the experience and knowledge of popular arts and culture that handed down a small number of high-quality arts by reflecting current literary, art, history, and popular consciousness are concentrating only on instinctive emotion, It is regrettable that it is consistently followed by follow-up and follow-up unconditionally. In this study, we will examine the methodology of the ideal webtoon filmization process by analyzing the structure and industry analysis of Webtoons, and analyzing the weaknesses in the transition process to the movie format. The essence of communicating with audiences will be unchanged even in the rapid change of media and technology. In the setting and expression of its essence, it is based on the humanistic authenticity mentioned above, the avant garde internal necessity of the artist seeking ideal, And the reflection of the original character of high-class culture that creates newness can be considered as a proposition that can include artistry in popular culture.

The Impact of Changes in Social Information Processing Mechanism on Social Consensus Making in the Information Society (정보화사회에 있어서 사회적 정보처리 메커니즘의 변화가 사회적 컨센서스 형성에 미치는 영향에 대한 연구)

  • Jin, Seung-Hye;Kim, Yong-Jin
    • Information Systems Review
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    • v.13 no.3
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    • pp.141-163
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    • 2011
  • The advancement of information technologies including the Internet has affected the way of social information processing as well as brought about the paradigm shift to the information society. Accordingly, it is very important to study the process of social information processing over the digital media through which social information is generated, distributed, and led to social consensus. In this study, we analyze the mechanism of social information processing, identify a process model of social consensus and institutionalization of the results, and finally propose a set of information processing characteristics on the internet media. We deploy the ethnographic approach to analyze the meaning of group behavior in the context of society to analyze two major events which happened in Korean society. The formation process of social consensus is found to consist of 5 steps: suggestion of social issues, selective reflection on public opinion, acceptance of the issues and diffusion, social consensus, and institutionalization and feedback. The key characteristics of information processing in the Internet is grouped into proactive response to an event, the changes in the role of opinion leader, the flexibility of proposal and analysis, greater scalability, relevance to consensus making, institutionalization and interaction. This study contributes to the literature by proposing a process model of social information processing which can be used as the basis for analyzing the social consensus making process from the social network perspective. In addition, this study suggests a new perspective where the utility of the Internet media can be understood from the social information processing so that other disciplines including politics, communications, and management can improve the decision making performance in utilizing the Internet media.

Technology, Labour, and Precarious Lives A Theoretical Reflection on the Relation Between Immaterial Labour and Precarity (테크놀로지, 노동, 그리고 삶의 취약성)

  • Chae, Suk Jin
    • Korean journal of communication and information
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    • v.79
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    • pp.226-259
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    • 2016
  • Drawing on the autonomist Marxist concepts of 'social factory', 'immaterial labour', and 'precarity', this paper discusses the changed nature of labour, life and social relations in contemporary informational capitalism. More specifically, it first traces back to the early autonomist (operasimo) theories of 'social factory' and 'class composition' and then discusses how these earlier theories were developed into the concept of 'immaterial labour' by a group of later autonomist theorists such as Paolo Virno, Maurizio Lazzarato, Micheal Hardt, and Antonio Negri. Then, it reviews how the concept of immaterial labour was taken up to understand the nature of labour in digital economy within the tradition of Cultural Studies, closely intersecting with the critiques of 'creative labour'. Finally, it discusses how the changed nature of labour is interrelated with the neoliberal labour forces transformations such as casualization of employment and increasing insecurity in employment and life, which the autonomist explores with the concept of 'precarity', the material condition of immaterial labour.

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The Mobile Cartoons Authoring Method Using Scene Flow Mode (Scene flow 방식을 이용한 모바일 만화 저작 기법)

  • Cho, Eun-Ae;Koh, Hee-Chang;Mo, Hae-Gyu
    • Cartoon and Animation Studies
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    • s.19
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    • pp.113-126
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    • 2010
  • The digital cartoons market is looking for a new growth momentum as the radical increases of the demands and markets about the mobile contents with portable instrument popularization. The conventional digital cartoons markets which are based on web-toon, page viewer cartoons and e-paper cartoons have been studied various fields to overcome some limitations such as the traditional cartoons had. The mobile cartoons which have been changed more and more, have some canvas limitations due to the mobile screen size. These limitations lead to the communication problems between the cartoonists and the subscribers and resulting some obstacles of mobile cartoons activations. In this paper, we developed a authoring tool applied the Screen Flow method to overcome inefficiency of conventional authoring methods. This proposed method can reflect the cartoonists' during the process of authoring mobile cartoons, thereafter we studied about the authoring method of mobile cartoons and its effects. For the convenience of users creating and distributing content in a way has been studied.

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