• Title/Summary/Keyword: 디지털 활용

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A Forensic Methodology for Detecting Image Manipulations (이미지 조작 탐지를 위한 포렌식 방법론)

  • Jiwon Lee;Seungjae Jeon;Yunji Park;Jaehyun Chung;Doowon Jeong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.33 no.4
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    • pp.671-685
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    • 2023
  • By applying artificial intelligence to image editing technology, it has become possible to generate high-quality images with minimal traces of manipulation. However, since these technologies can be misused for criminal activities such as dissemination of false information, destruction of evidence, and denial of facts, it is crucial to implement strong countermeasures. In this study, image file and mobile forensic artifacts analysis were conducted for detecting image manipulation. Image file analysis involves parsing the metadata of manipulated images and comparing them with a Reference DB to detect manipulation. The Reference DB is a database that collects manipulation-related traces left in image metadata, which serves as a criterion for detecting image manipulation. In the mobile forensic artifacts analysis, packages related to image editing tools were extracted and analyzed to aid the detection of image manipulation. The proposed methodology overcomes the limitations of existing graphic feature-based analysis and combines with image processing techniques, providing the advantage of reducing false positives. The research results demonstrate the significant role of such methodology in digital forensic investigation and analysis. Additionally, We provide the code for parsing image metadata and the Reference DB along with the dataset of manipulated images, aiming to contribute to related research.

Research on Cross-border Practice and Communication of Dance Art in the New Media Environment (뉴미디어 환경에서 무용예술의 크로스오버 실현과 전파에 대한 연구)

  • Zhang, Mengni;Zhang, Yi
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.1
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    • pp.47-57
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    • 2019
  • The end of the 20th century, along with the popularity of new media technology and the rise of new media art, dance as a visual art, and body language art, has the features of more and more rich and changeful. In today's Internet booming new media environment, many different fields, such as film and theater, computer technology, digital art, etc.) with its commonness and characteristics of all kinds of interaction between the creation, produced a new interdisciplinary research with theoretical model. When cross-border interactions between various areas become a hot topic at the same time, the traditional form of dance performances are also seeking new breakthrough. Canada's famous social psychologist McLuhan believes that modern is retrieving lost over a long period of time "overall" feel, return to a feeling of equilibrium. The audience how to have the characteristics of focus on details of visual art back to the "overall" feel worthy of study. At the same time, the new media in today's digital dance teaching in colleges and universities dancing education remains to be perfect and popular, if continue to use the precept of the traditional teaching way blindly, so it is difficult to get from the development of the current domestic dance overall demand. In this paper, the main body is divided into two parts, the first chapter is the study of image device dance performance art, the second chapter is the research of digital dance teaching application system, thus further perspective of media technology to explore dance art crossover practice under the new media environment and mode of transmission.

Early Prediction of Fine Dust Concentration in Seoul using Weather and Fine Dust Information (기상 및 미세먼지 정보를 활용한 서울시의 미세먼지 농도 조기 예측)

  • HanJoo Lee;Minkyu Jee;Hakdong Kim;Taeheul Jun;Cheongwon Kim
    • Journal of Broadcast Engineering
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    • v.28 no.3
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    • pp.285-292
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    • 2023
  • Recently, the impact of fine dust on health has become a major topic. Fine dust is dangerous because it can penetrate the body and affect the respiratory system, without being filtered out by the mucous membrane in the nose. Since fine dust is directly related to the industry, it is practically impossible to completely remove it. Therefore, if the concentration of fine dust can be predicted in advance, pre-emptive measures can be taken to minimize its impact on the human body. Fine dust can travel over 600km in a day, so it not only affects neighboring areas, but also distant regions. In this paper, wind direction and speed data and a time series prediction model were used to predict the concentration of fine dust in Seoul, and the correlation between the concentration of fine dust in Seoul and the concentration in each region was confirmed. In addition, predictions were made using the concentration of fine dust in each region and in Seoul. The lowest MAE (mean absolute error) in the prediction results was 12.13, which was about 15.17% better than the MAE of 14.3 presented in previous studies.

The Effect of OTT Service Characteristics on Flow, Satisfaction, and Brand Loyalty of MZ Generation Users : Focusing on Netflix Users in South Korea (OTT 서비스의 특성이 MZ세대 이용자의 몰입 및 만족도와 브랜드 충성도에 미치는 영향 - 국내 넷플릭스 이용자를 중심으로)

  • SeonYoung Jhee;Sang-Lin Han
    • Journal of Service Research and Studies
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    • v.12 no.4
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    • pp.30-49
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    • 2022
  • Recently, as the transition to the untact era due to COVID-19 accelerates, non-face-to-face and non-contact practices have become commonplace, and the OTT (Over-The-Top) service market that provides media content such as movies and broadcast programs through the open Internet is largely expanded and it is receiving great attention from the MZ generation, who are familiar with digital devices and environments. In this study, the effects of OTT service characteristics on MZ generation users' flow, satisfaction and brand loyalty were examined, focusing on Netflix users, one of the representative OTT service brands. In order to carry out this study, a total of 216 people who have used the Netflix OTT service platform were empirically verified by using the survey data of those who have used it for analysis. As a result of the analysis, it was found that among the characteristics of OTT service, contents diversity, convenience, and reliability had a positive (+) effect on flow. Also, flow has a positive (+) effect on satisfaction, and satisfaction has a positive (+) effect on brand loyalty. However, among the characteristics of the OTT service, the recommended service did not have a positive (+) effect on the flow, and the flow did not have a direct positive (+) effect on the brand loyalty. Flow had a positive (+) effect on the brand loyalty through satisfaction. Through this study, it is expected that the market revitalization of the OTT service-related industry and the increasing number of OTT service brands will be able to contribute to the establishment of marketing strategies for the MZ generation consumers, and to provide practical implications.

GIS Information Generation for Electric Mobility Aids Based on Object Recognition Model (객체 인식 모델 기반 전동 이동 보조기용 GIS 정보 생성)

  • Je-Seung Woo;Sun-Gi Hong;Dong-Seok Park;Jun-Mo Park
    • Journal of the Institute of Convergence Signal Processing
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    • v.23 no.4
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    • pp.200-208
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    • 2022
  • In this study, an automatic information collection system and geographic information construction algorithm for the transportation disadvantaged using electric mobility aids are implemented using an object recognition model. Recognizes objects that the disabled person encounters while moving, and acquires coordinate information. It provides an improved route selection map compared to the existing geographic information for the disabled. Data collection consists of a total of four layers including the HW layer. It collects image information and location information, transmits them to the server, recognizes, and extracts data necessary for geographic information generation through the process of classification. A driving experiment is conducted in an actual barrier-free zone, and during this process, it is confirmed how efficiently the algorithm for collecting actual data and generating geographic information is generated.The geographic information processing performance was confirmed to be 70.92 EA/s in the first round, 70.69 EA/s in the second round, and 70.98 EA/s in the third round, with an average of 70.86 EA/s in three experiments, and it took about 4 seconds to be reflected in the actual geographic information. From the experimental results, it was confirmed that the walking weak using electric mobility aids can drive safely using new geographic information provided faster than now.

Analysis of Domestic and International Science Education Research Trends on Play: Focusing on Implications for Research in Elementary Science Education (놀이에 관한 국내·외 과학교육 연구 동향 분석 - 초등과학교육 연구를 위한 시사점을 중심으로 -)

  • Na, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.42 no.1
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    • pp.34-46
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    • 2023
  • To investigate the trends in science education research related to play and derive implications for elementary science education research, we analyzed 109 research articles on play in science education published both in Korea and abroad. First, the number of research studies conducted abroad has been steadily increasing since 2009, with the highest number targeting middle school students. Conversely, domestic research has the highest number of papers targeting elementary school students. Second, in terms of research methods, quantitative methods were the most commonly used. Third, the use of questionnaires was the most frequently published research method, while the use of observation and products was smaller in number in domestic studies compared to those conducted abroad. Fourth, In the aspects of the contents, more research was conducted in the field of physics than in other areas. In case of researches for elementary school students, domestic research was focused on four areas of science. Fifth, among the studies exploring effectiveness, the 'cognitive domain' was the most studied, followed by the 'science-related attitude domain' and the 'inquiry and practice domain'. Sixth, the use of play was high in the following order: online games, video games, virtual play, and games with rules. For domestic researches, studies on analog play were most frequently reported, and the ratio of digital games in abroad was higher than that of others. Seventh, the highest number of papers used teacher-directed play, and this tendency was more noticeable in domestic studies.

6G Technology Competitiveness and Network Analysis: Focusing on GaN Integrated Circuit Patent Data (6G의 기술경쟁력 및 네트워크 분석: GaN 집적회로 특허 데이터 중심)

  • Woo-Seok Choi;Jin-Yong Kim;Jung-Hwan Lee;Sang-Hyun Choi
    • Journal of Industrial Convergence
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    • v.21 no.3
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    • pp.1-15
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    • 2023
  • Expectations for wireless communication technology are rising as a base technology that promotes innovation in various industries in line with the paradigm of digital transformation in the 21st century beyond the stage of being used only for communication service itself. In this study, in order to compare 6G technological competitiveness between Korea and leading countries, technological competitiveness was confirmed through PFS, CPP, and network analysis based on GaN Integrated Circuit patent data. Korea's 6G technological competitiveness was 0.62 in PFS and 3.93 in CPP, which were 32.8% and 19.9%, respectively, compared to leading countries. In addition, as a result of network analysis, the collaboration rate in the 6G field was 7.2%, and the collaboration ecosystem was very insufficient in most countries. In contrast, it was confirmed that Korea, unlike leading countries, has established a small-scale collaboration ecosystem linked by industry and academia. Thus, it is necessary to establish a strategy for 6G communication technology at the national level so that communication technology can be advanced based on a relatively well-established collaborative ecosystem.

A Study on the Smart(智慧) Museum in China: on the case of Dunhuang Museum, The Palace Museum, China Arts and Crafts Master Museum (중국 스마트(智慧) 박물관에 관한 연구: 둔황 박물관, 고궁 박물관, 중국공예미술대사 박물관 사례를 중심으로)

  • BO KYONG KIM
    • Journal of Internet of Things and Convergence
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    • v.9 no.3
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    • pp.69-74
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    • 2023
  • Smart museums based on the growth of online exhibition can be seen as in line with the movement of the 4th Industrial Revolution. By combining art and technologies, they enable viewers to experience culture and art. This study examined the cases of the Dunhuang Museum, the Palace Museum, and the China Arts and Crafts Master Museum to assess or identify how China is leading by accepting the technology of the fourth industry and applying the technology. In common, Chinese smart museums are widely used for collecting enviromental data, establishing integrated digital applications, and preserving collections, services, management, and exhibitions through VR, and AR. Through the case of the Chinese Smart Museum, this study identified the online exhibition as a space that exists in another dimension rather than an image replica with excellent operational utility. Therefore, online exhibitions are the best medium to expand the space, and viewers can explorethe museum's exhibition room and engage with all the contents of the museum without visiting the museum in person. Through the online exhibition of smart museums, visitors and viewers can be transformed into more active cultural consumers and develop collective capabilities.

Systemic literature review on the impact of government financial support on innovation in private firms (정부의 기술혁신 재정지원 정책효과에 대한 체계적 문헌연구)

  • Ahn, Joon Mo
    • Journal of Technology Innovation
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    • v.30 no.1
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    • pp.57-104
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    • 2022
  • The government has supported the innovation of private firms by intervening the market for various purposes, such as preventing market failure, alleviating information asymmetry, and allocating resources efficiently. Although the government's R&D budget increased rapidly in the 2000s, it is not clear whether the government intervention has made desirable impact on the market. To address this, the current study attempts to explore this issue by doing a systematic literature review on foreign and domestic papers in an integrated way. In total, 168 studies are analyzed using contents analysis approach and various lens, such as policy additionality, policy tools, firm size, unit of analysis, data and method, are adopted for analysis. Overlapping policy target, time lag between government intervention and policy effects, non-linearity of financial supports, interference between different polices, and out-dated R&D tax incentive system are reported as factors hampering the effect of the government intervention. Many policy prescriptions, such as program evaluation indices reflecting behavioral additionality, an introduction of policy mix and evidence-based policy using machine learning, are suggested to improve these hurdles.

Getting Closer to Consumer Performance Experience: Research on Performance Experience Components through Online Post Analysis (소비자의 공연 경험에 다가가기 - 온라인 게시글 분석을 통한 공연 경험의 구성요소 탐구 -)

  • Ko, Yena;Lee, Joongseek;Kim, Eun-mee;Lee, Soomin
    • Korean Association of Arts Management
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    • no.52
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    • pp.75-105
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    • 2019
  • In studying culture consumption today, it is essential to understand and analyze the actual visitors' experiences in detail. This is deeply related to the fact that we can utilize subjective experience records that were previously inaccessible as data since plenty of people actually record many performance experiences in the media space such as social media. This study attempts to examine what elements actually consists of people's performance experience based on actual expression of the performance experience that exists online. For this, we collected two types of data. First, we collected posts which required performance recommendation on online platforms such as Jisik-In and Cafes to see how people describe what they want and analyzed data focusing on the modifiers. Results show that people mainly use modifiers that reflect the specific situation of the individual such as companion or age. In addition we analyzed how the experience was described after the show through the review posts of ticket booking site. Results show how expressions are centered around companions, revisit intentions, and viewing experiences besides elements such as story and music, which have been known as main satisfaction elements of performance experience in previous studies. In addition, we discussed the practical implications and limitations of the study as well as the theoretical discussion.