The Journal of the Convergence on Culture Technology
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v.10
no.5
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pp.827-832
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2024
The AI program Sora is a video production model that can be used innovatively and is the starting point of a major paradigm shift in video planning and production in the future. In this paper, through consideration of the characteristics, application, and process of the AI video production program, the characteristics of the AI design video production method were understood, and the production algorithm was considered. The detailed consideration and characteristics of the work creation process for the video graphic AI video generation program that will be intensified every year were examined. Next, the method of generating a customized video with a text prompt and the process of innovative production results different from the previous production method were considered. In addition, the design direction through the generation of AI images was studied through the review of the strengths and weaknesses of the image details of the recently announced AI music video results. By considering the security of the AI generation video Sora and looking at the internal process of the actual AI process, it will be possible to present indicators for the future direction of AI video model production and education along with the direction of the design designer and education system. In the text and conclusion, we analyzed the strengths and weaknesses and future status of OpenAI Sora image, concluded how to apply the Sora model's capabilities, limitations, quality, and human creativity, and presented problems and alternatives through examples of the Sora model's capabilities and limitations to increase human creativity.
Group for the People without History(GPH) was launched at September 2002 and had worked for around five years with the following purposes; Firstly, GPH collects first-hand data on people's everyday lives based on fieldworks. Secondly, GPH constructs digital archives of the collected data. Thirdly, GPH guarantees the accessibility to the archives for people. And lastly, GPH promotes users to utilize the archived data for the various levels. GPH has influenced on the construction of archives on everyday life history as well as the research areas such as anthropology and social history. What is important is that GPH tried to construct digital archives even before the awareness on archives was not widely spreaded in Korea other than formal sectors. Furthermore, the GPH archives proposed a model of open archives which encouraged the people's participation in and utilization of the archives. GPH also showed the ways in which archived data were used. It had published forty seven books of people's life histories and five photographic books, and held six photographic exhibitions on the basis of the archived data. Though GPH archives had contributed to the ignition of the discussions on archives in various areas as leading civilian archives, it has a few limitations. The most important problem is that the data are vanishing too fast for researchers to collect. It is impossible for researchers to collect the whole data. Secondly, the physical space and hardware for the data storage should be ensured. One of the alternatives to solve the problems revealed in the works of GPH is to construct community archives. Community archives are decentralized archives run by people themselves to preserve their own voices and history. It will guarantee the democratization of archives.
Since the interest of a brain science research is increased recently, various devices using brain waves have been developed in the field of brain training game, education application and brain computer interface. In this paper, we have developed a portable EEG measurement and a bluetooth based wireless transmission device measuring brain waves from the frontal lob simply and conveniently. The low brain signals about 10~100${\mu}V$ was amplified into several volts and low pass, high pass and notch filter were designed for eliminating unwanted noise and 60Hz power noise. Also, PIC24F192 microcontroller has been used to convert analog brain signal into digital signal and transmit the signal into personal computer wirelessly. The sampling rate of 1KHz and bluetooth based wireless transmission with 38,400bps were used. The LabVIEW programing was used to receive and monitor the brain signals. The power spectrum of commercial biopac MP100 and that of a developed EEG system was compared for performance verification after the simulation signals of sine waves of $1{\mu}V$, 0~200Hz was inputed and processed by FFT transformation. As a result of comparison, the developed system showed good performance because frequency response of a developed system was similar to that of a commercial biopac MP100 inside the range of 30Hz specially.
Journal of the Korean Institute of Traditional Landscape Architecture
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v.37
no.1
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pp.68-75
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2019
This study aims to look at the application methods of landscape architecture in response to the 4th Industrial Revolution. The results of the analysis of trends in the 4th Industrial Revolution and the subsequent search for application methods to the field of landscape architecture are as follows. First, the 4th Industrial Revolution means innovative change based on digital technology and seeks to create value based on intelligent information technology, and continuous growth is being made through innovation. This requires expertise to collect large amounts of information and creatively rework it, and a strategy to flexibly cope with changes in the times. Second, the status of technological use in response to the 4th Industrial Revolution in the field of landscape architecture is generalizing the establishment of precise analysis results such as survey technology and global mapping using drones, three-dimensional design simulation, and VR. In the field of traditional landscape architecture, efforts are made to obtain accurate fact-finding data on landscape site components. Third, the application methods in the field of landscape science according to the 4th Industrial Revolution in the future are required to supply precision technology and supply programs in the technology sector, and to provide a shared platform. In addition, a systemically standardized process will need to be established for this. In addition, educational efforts should be continued to professional manpower training and provide economic support for the development of technologies.
Son, Jae Ik;Noh, Mi Jin;Rahman, Tazizur;Pyo, Gyujin;Han, Mumoungcho;Kim, Yang Sok
Smart Media Journal
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v.10
no.2
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pp.76-83
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2021
With the development and use of smart devices such as smartphones and tablets increases, the mobile application market based on mobile devices is growing rapidly. Mobile application users write reviews to share their experience in using the application, which can identify consumers' various needs and application developers can receive useful feedback on improving the application through reviews written by consumers. However, there is a need to come up with measures to minimize the amount of time and expense that consumers have to pay to manually analyze the large amount of reviews they leave. In this work, we propose to collect delivery application user reviews from Google PlayStore and then use machine learning and deep learning techniques to classify them into four categories like application feature advantages, disadvantages, feature improvement requests and bug report. In the case of the performance of the Hugging Face's pretrained BERT-based Transformer model, the f1 score values for the above four categories were 0.93, 0.51, 0.76, and 0.83, respectively, showing superior performance than LSTM and GRU.
The Journal of the Convergence on Culture Technology
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v.10
no.2
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pp.517-524
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2024
This study aims to train and implement a deep learning model for the fusion of website creation and artificial intelligence, in the era known as the AI revolution following the launch of the ChatGPT service. The deep learning model was trained using 3,000 collected web page images, processed based on a system of component and layout classification. This process was divided into three stages. First, prior research on AI models was reviewed to select the most appropriate algorithm for the model we intended to implement. Second, suitable web page and paragraph images were collected, categorized, and processed. Third, the deep learning model was trained, and a serving interface was integrated to verify the actual outcomes of the model. This implemented model will be used to detect multiple paragraphs on a web page, analyzing the number of lines, elements, and features in each paragraph, and deriving meaningful data based on the classification system. This process is expected to evolve, enabling more precise analysis of web pages. Furthermore, it is anticipated that the development of precise analysis techniques will lay the groundwork for research into AI's capability to automatically generate perfect web pages.
This study aims to explore the scholarly advancements and research trends of living labs, highlighting their role as a strategic approach for addressing community challenges and driving innovation in public services through a systematic investigation of domestic academic research. A total of 510 research papers published between 2012 and 2024 were analyzed, focusing on unstructured data such as titles, abstracts, and keywords. Using text mining techniques, the underlying themes were systematically extracted and refined through Latent Dirichlet Allocation(LDA) topic modeling and semantic network analysis, leading to the identification of five core themes: 'Smart cities and participatory innovation', 'Community welfare and social innovation', 'User-driven field-Based innovation', 'Educational innovation linked to community issues', and 'Enhancement of quality of life, culture, and youth welfare'. Each theme was named based on high-frequency terms within topic clusters and further verified through a detailed literature review, ensuring the thematic categories accurately reflect the focus of the papers. Semantic network analysis further revealed the structural interconnections between keywords, adding depth to the understanding of their unique characteristics. The findings present a comprehensive view of the research landscape in living lab studies, highlighting thematic convergence and divergence across various scholarly focuses. This study provides actionable insights for academics and policymakers, suggesting that living labs can serve as a strategic framework for solving regional challenges, enhancing community resilience, and integrating digital solutions into public services and lays the foundation for future research and policy initiatives aimed at leveraging living labs for sustainable community innovation.
The Journal of the Convergence on Culture Technology
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v.10
no.6
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pp.855-861
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2024
The power industry is undergoing a rapid transformation with the adoption of smart grid standards, advanced communication infrastructure, and new technologies for distributed power. MVDC (Medium Voltage Direct Current) technology plays a vital role in promoting efficient energy transmission and reducing greenhouse gas emissions, necessitating a structured architecture for stable management. This paper implements services defined in IEC 61850 and IEC 62541, defining a Virtual Manufacturing Device (VMD) to objectify the DTS (Digital Twin System). The VMD abstracts essential functions for control and monitoring, which are realized in DTS to enhance capabilities. The objectified DTS data facilitates server-client data exchange. Additionally, the proposed DTS-MS communication protocol defines transmitted data in JSON for remote access, providing node functionality for MVDC testing environments. The paper analyzes reference models for Digital Twin, proposes an Ethernet-based DTS architecture using international standards, and verifies the real-time performance improvements of the proposed system through mathematical simulations.
This study is based on workplace learning, which has revealed its significant influence in the previous enterprise case studies. Why do small business owners have the opportunity to participate in workplace learning based on authenticity? It was intended to clarify whether it was necessary and to increase the growth and development potential of small business owners based on its contents. Moreover, this study is focused on identifying the influence of workplace learning on management performance through this series of processes. In order to investigate the influence of small enterprise workplace learning on management performance, research hypotheses were set based on a review of previous studies, and empirical analysis was carried out. A total of 203 questionnaires were empirically analyzed using SPSS 18.0 program. As a result, first, workplace learning had partially significant positive influence on job satisfaction. Second, workplace learning had significant positive influence on management performance. Third, job satisfaction had significant positive influence on management performance. Fourth, job satisfaction had partial mediating effect in the relationship between workplace learning and management performance. The analysis result showed that among sub-factors of workplace learning, only formal learning did not affect job satisfaction and that job satisfaction did not have mediating effect in the relationship between formal learning and management performance. According to analysis, this was because in poor small enterprise environments, opportunities to participate in formal learning like external training or in-house training were not kept. In other words, poor small enterprise environments were plainly revealed from the managerial, economic and social standpoint. Therefore, there is a need to establish the foundation of growth for them to solve problems and develop win-win development capabilities and an institutional system that can make a contribution to policy and education, and management, by helping small enterprises keep opportunities to participate in workplace learning. In spite of these significant study results, there can be a limitation. For improving this limitation, further research will need to target diverse fields focusing on samples, which can explain relations of many different variables. Also, working-level relation research connected to studies that can highly enhance management performance will be required.
Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.
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