• Title/Summary/Keyword: 문화확산

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Global Convergence for Healthcare ICT Services (헬스케어 ICT 서비스의 글로벌 컨버전스)

  • Won, Dal Soo;Lee, Sang San;Jung, Yong Gyu
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.2
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    • pp.45-49
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    • 2016
  • It may be summarized to four kinds of innovation through global convergence, and the convergence of adjacent areas according to mega-trends in medical services market and actively introduced ICT technologies, public and private partnership. Health care is no longer a local industry, it is becoming Global Convergence. In the case of developed countries, it is increased to income levels, the development of new medical technologies, while the increase in specialized medical services and need of aging population. It increases migration of foreign medical personnel, geographical proximity and choice of the best medical technology, regardless of the cost. The increasing demand for high quality yet relatively low foreign prices of medical services. Hospitals are especially spread of international certification such as the US JCI standards. Hospital exports are being evaluated and opened the way for the export industrialization as ICT convergence hospital that can be exported to the fusion-related technologies more efficiently. Current local hospital has already reached saturation, globalization of Korean hospital is being the time necessary. Thus, unlike a strategy for each country, as well as technology transfer it is also possible, such as total exports provided the building, medical equipment procurement, local medical personnel (doctors and nurses) selection and training, PR and marketing. In the current medical law and need to be revised prospectively maintained for publicity and abroad, there is a need for further legal dragons and actively support a more flexible policy on the application of national law overseas medical services.

Case Study on Design Approach Education for Creativity Based Game (창의력 기반 게임을 위한 디자인 접근 교육 사례)

  • Eun, Kwang-Ha;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.229-235
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    • 2012
  • The domestic game industry has constantly developed in a short time by concentrating on online games, and keeps growing as a highly added value industry. Also, in the social aspect, it has been seeking various alternatives to place online games as positive and new play culture in the digital era by avoiding negative criticism on game addictiveness. One of important factors in expanding the infrastructure of the game industry and developing it as a type of culture is not simply to develop the existing core genres (on the basis of profits), but to promote the approach of mixture with various contents and of positive functions and thereby enlarge users through various game genres. That is, it is to design games with positive themes and easy immersion by targeting a variety of game users. Such expansion of game design approach is a starting point to develop the infrastructure of the game industry. In the aspect, training professional human resources on the basis of academic and educational process is of significance. Therefore, this work was intended to suggest examples of design approach education based on creativity subject among various subjects with positive functions, and then propose an education process to which Capstone design education contents were applied.

A Study on the Learning Effect of Multimedia Literacy Education (멀티미디어 리터러시 교육의 학습효과 연구)

  • Jeong, Gyoung Youl
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.63-68
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    • 2020
  • The need for literal education, matching the rapid changes in the media has been increasing in recent years. However, it is true that not enough research has been done on the efficiency of literacy compared to the increasing need. For example, empirical approaches such as studies on the effects of integrated media literacy on youth learning. Thus, this paper took multimedia education, which is different from existing image education, as a subject of research and studied the results of education that fused text and video and sound to teenagers in terms of learning effectiveness. It is an academic quest to see if multimedia education really has positive ㄷ effect for teenagers' learning. As a result of both quantitative and qualitative research as a method of research, multimedia education was concluded to be meaningful in improving learning ability, and based on this, it presented a practical-oriented learner participation education while expanding appearance such as language education through multimedia education. The suggestions for these various education policies will spread to the confidence that multimedia education can be the center of all learning activities as the core of education that achieves an all-round personality, not just an aid to existing education.

A COVID-19 Chest X-ray Reading Technique based on Deep Learning (딥 러닝 기반 코로나19 흉부 X선 판독 기법)

  • Ann, Kyung-Hee;Ohm, Seong-Yong
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.789-795
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    • 2020
  • Many deaths have been reported due to the worldwide pandemic of COVID-19. In order to prevent the further spread of COVID-19, it is necessary to quickly and accurately read images of suspected patients and take appropriate measures. To this end, this paper introduces a deep learning-based COVID-19 chest X-ray reading technique that can assist in image reading by providing medical staff whether a patient is infected. First of all, in order to learn the reading model, a sufficient dataset must be secured, but the currently provided COVID-19 open dataset does not have enough image data to ensure the accuracy of learning. Therefore, we solved the image data number imbalance problem that degrades AI learning performance by using a Stacked Generative Adversarial Network(StackGAN++). Next, the DenseNet-based classification model was trained using the augmented data set to develop the reading model. This classification model is a model for binary classification of normal chest X-ray and COVID-19 chest X-ray, and the performance of the model was evaluated using part of the actual image data as test data. Finally, the reliability of the model was secured by presenting the basis for judging the presence or absence of disease in the input image using Grad-CAM, one of the explainable artificial intelligence called XAI.

Creation of the Fashion Design from Pot Art Image (팝아트 이미지의 의상 디자인 창작)

  • Lee, in-Seong
    • Journal of the Korean Home Economics Association
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    • v.38 no.12
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    • pp.257-269
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    • 2000
  • 예술작품은 의상디자인에 영감 혹은 영향을 줌으로써 상업적 의상으로 재생산된다. 오늘날까지도 60년대의 많은 팝 아티스트 작품들이 그대로 T셔츠 등에 프린트되는 것을 쉽게 볼 수 있다. 이러한 직접적 영향에는 자주 맹목적 표절이라는 논란을 불러 일으켰으나 긍정적이든 부정적이든 예술작품과 의상 디자인은 20세기초부터 밀접한 관계를 가져왔다. Sonia Delaunay는 예술을 대중과 결합시키는 가장 좋은 방법은 의상을 통해서라고 생각하였다. 그녀는 "만일 예술작품을 생활 속에 들어가게 하려면 그건 여성들 자신이 입고 다니는 방법뿐이다". 라고 말하였다. 결국 이러한 예술의 대중화에 대한 이론은 60년대에 와서 팝 아트 패션의 출현으로 그 결실을 보게 된다. 상류층을 대상으로 한 의상이 대중화되는 과정에서 60년대 경제호황으로 인한 젊은이들의 소비자층 형성과 미술양식에서의 팝아트의 출현은 자연스러운 시대적 조류로 나타났다. 이러한 상황은 팝 아트가 이 시대의 미술 양식에 혁신적일 뿐 아니라, 사회 전반에 팝 아트의 특성(소비 문화적, 대중 문화적, 재현적, 통속적, 기계적, 획일적)을 유행시키고, 대중에게 순수 예술과 복식에 참여 할 수 있는 기회를 부여했다고 볼 수 있다. 따라서 본 연구에서는 가장 혁명적이고도 대중적이라고 할 수 있는 팝 아트 이미지의 작품 제작과 분석을 통하여 현재 논의되고 있는 전시회나 패션쇼에서만 볼 수 있다는 다소 아방가르드 적인 의상 작품들의 대중화 방안에 대한 해결책을 모색하고자 하였다. 실제 의상 디자인 창작에 초점을 맞추었으며, 제작을 위해서 팝 아트에서 주요 소재로 삼았고 대중적 이미지의 심볼이라고도 할 수 있는 Coca Cola label을 표현 모티브로 삼아 개성적이고도 독창적인 의상 디자인을 한 후 분석하였다. 또한 독특한 의상 표현의 개발을 위하여 표현 기법으로는 현대 미술에서 새로운 재료와 여러 가지 재료를 화면에 도입시키는 표현 방법으로서 사용된 콜라주 기법을 사용하였다. 본 연구를 통하여 의상 창작에 있어 조형예술과 연결하여 대중적인 이미지를 도입함으로써 착용자가 예술에 대한 친근하고 익숙한 느낌을 갖게 하며, 예술과 상품 그 자체에 대한 상업적 홍보 목적으로도 사용할 수 있으며, 대중적인 이미지를 표현함에 있어 콜라주 기법은 염색 기법을 사용하지 않고서도 작가가 원하는 표현 효과를 낼 수 있다는 측면을 발견할 수 있었다. 즉 사용된 대중적 상표 이미지는 주인에서 흔히 볼 수 있는 현대 도시의 인공적 환경들로, 의상을 독특하고 개성 있게 표현할 수 있는 모티브의 역할을 하면서 또한 그 예가 무한하여 다양한 디자인 창출의 가능성을 갖고 있으며, 의상을 통해 예술과 대중을 융합시켰다는 예술의 대중화, 민주화라는 중요한 역할을 하였다. 전시회나 패션쇼에서 만 볼 수 있는 예술적 성격을 띠는 아방가르드 작품의 대중 확산 방법으로 제시될 수 있는 이상적인 방법으로는 예술성이 짙은 도저히 입을 수 없다고 생각되어지는 아방가르드한 의상을 일반 대중 브랜드들이 단순한 모방이 아닌 새로운 패러디 작업으로 일반화시켜 상업성을 띤 의상으로 재조정되어 여성들의 몸에 걸치게 하는 것이다. 이와 같은 순환으로써, 조형예술 작품은 의상 디자인 참작에 영향, 영감을 주면서 여러 번의 형태 변화를 거치는 패러디를 통해 각 계층의 누구나가 좋아하고 접할 수 있는 또 다른 창조를 맞아 대중의 손까지 갈 수 있는 것이다.

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Improvement of Spot Weldability of Galvanized Steel Sheet (아연도금강판의 Spot용접성 향상)

  • 장세기;장삼규
    • Proceedings of the Korean Institute of Surface Engineering Conference
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    • 1998.05a
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    • pp.60-60
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    • 1998
  • 아연도금강판은 내식성이 우수하여 자동차용 강판으로 널리 쓰이고 있다. 자동차용 강판은 spot 용접에 의해서 각 부분들이 접합되는데 도금층으로 사용되는 아연은 강판보다 융점이 낮아서 용접작업을 저하시킨다. 현재 사용되는 작업조건에서 용접 타 접수가 평균 2000회를 넘게되면 용접되는 부위의 면적이 감소되어 접합강도가 떨어지게된다. 따라서, 아연이 도금된 강판을 용접하게되면 작업성이 저하되므로 도금층의 성분에 대한 변화를 주므로서 이에 대한 개선을 할 필요가 있다.. Cole, Dickenson 및 Kimchi 등은 도금충내의 알루미늄을 0.1~0.5%(중량비) 함유하는 아연도금강판은 저항용접시 도금충내의 알루미늄 함량에 따라 용접성이 영향을 받는다고 보고하였다. 전극수명은 도금층내의 알루미늄 함량이 증가할수록 떨어지는데 알루미늄이 0.5% 이 하로 함유된 아연도금강판의 경우는 용접타접수가 2000~6000회에 이르르나 알루미늄 이 50%이상 함유된 합금도금강판은 200-600회에 불과한 것으로 나타난다. H. M Matsuda 등은 도금층의 알루미늄이 용접성에 영향을 미치는 이유로서 도금층의 용융 온도 변화를 지적하였다. 도금충내에 알루미늄의 함량이 높게되면 철과 아연의 확산에 의한 합금화 반응이 저하되어 도금층의 용융온도가 높아지지 못하므로 용접성이 나빠지게 된다. 본 연구에서는 아연도금욕의 조성은 기존의 상태로 유지하고 제3의 원소를 첨가하여 도금층에 함유되는 알루미늄의 양에 미치는 효과를 조사하였다. 도금층의 불성변화 및 그에 따른 내식성을 조사하였으며 도금층의 조직변화도 함께 관찰하였다. 아울러 첨가원소에 의한 도금욕의 특성도 평가하였다. 첨가원소에 의해서 도금충내의 알루미늄 함량은 감소하는 경향을 나타내었으며 도금층의 물성은 주어진 조성범위 내에서 별다른 변화를 나타내지 않았다.brittlement)기구도 제안되고 었다. 원전의 냉각수는 고 순도의 물이지만 수 처리 과정과 웅축기 배관의 누수로 인한 산소, $Cu^{2+},{\;}S_xO_6{\;}^{2-}(x=3~6)$ 등이 유입되어 오염되는데 이려한 오염물질들이 수 ppm정도 소량 포함된 경우 응 력부식민감도는 상당히 증가된다. 산성분위기 흑은 산소, $Cu^{2+}$, 등이 소량 포합된 산화성 분위기 그리고 sufur oxyanion 에 오염된 고온의 물에서 600 의 IGSCC 민감도는 예민화도가 증가할 수록 민감하여 304 의 IGSCC 와 매우 유사한 거동을 보인다. 본 강연에서는 304 와 600 의 고온 물에서 일어나는 IGSCC 민감도에 미치는 환경, 예민화처리, 합금원소의 영향을 고찰하고 이에 대한 최근의 연구 동향과 방식 방법을 다룬다.다.의 목적과 지식)보다 미학적 경험에 주는 영향이 큰 것으로 나타났으며, 모든 사람들에게 비슷한 미학적 경험을 발생시키는 것 이 밝혀졌다. 다시 말하면 모든 사람들은 그들의 문화적인 국적과 사회적 인 직업의 차이, 목적의 차이, 또한 환경의 의미의 차이에 상관없이 아름다 운 경관(High-beauty landscape)을 주거지나 나들이 장소로서 선호했으며, 아름답다고 평가했다. 반면에, 사람들이 갖고 있는 문화의 차이, 직업의 차 이, 목적의 차이, 그리고 환경의 의미의 차이에 따라 경관의 미학적 평가가 달라진 것으로 나타났다.corner$적 의도에 의한 경관구성의 일면을 확인할수 있지만 엄밀히 생각하여 보면 이러한 예의 경우도 최락의 총체적인 외형은 마찬가지로 $\ulcorner$순응$\lrcorner$의 범위를 벗어나지 않는다. 그렇기 때문에도 $\ulcorner$

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The Aspectual Theory of the Cybercharacter (사이버캐릭터의 위상론)

  • 이선교
    • Archives of design research
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    • v.12 no.4
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    • pp.182-190
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    • 1999
  • There has been the rapid change of paradigm with the overflow of terms related to computers such as information, digital, cyber, virtual world and the change of time concept on the ground that it is common to change the world into virtual time. This study is about cybercharacters working in air-broadcasting with rapidly-developing internet, The cybercharacters including 3D animation developed from 2D animation are know to be manufactured with use of electronic mediun and computers and to exist in electronics. Though the emergence of the cybercharacters has a lot of gflnetic roots according to their objectives, they have in common that they are made by 3D graphics and they work in the virtual space, The great traits of the cybercharaters lie in the extension of interfacial function and ecological growth. In the cyberspace the interface, the meeting point between a computer and its users is the most important, The cybercharacters as medium providing new ruman interface become effective with growing interest in virtual reality, The cybercharacters also keep the ecological traits, They can also bring about added value with infusion of image and development of the network, These cybercharacters can also play the important parts in the continually developing cyberspace, The successful birth of the cybercharacter are based on, the technological power. assistance of fund and the ctrltural background, The information-entertainment of the cybercharacters functions well with the accompinimene of these three things, The cybercharacters can make a subject which keeps single issue as a central point of the virtual realty, The cybercharacters can also be connected with equity of "Korean knowledge information society" in the cultural rule of the internet and sociocul tural identity, identity.

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An exploratory Study on Audience Experiences and Interpretations of Movercial - focused on comparative analysis with PPL (무버셜의 수용자 경험과 해석에 관한 탐색적 연구 - PPL과의 비교연구를 중심으로)

  • 이현우;김형석
    • Archives of design research
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    • v.17 no.3
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    • pp.303-312
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    • 2004
  • The purpose of this study is to activate the study on movercial. To accomplish of this, the objectives of this study are two-fold. First, this study attempts to find out how movercial are interpreted and experienced compared to product placement; and secondly, to delineate experience and interpretation in terms of the themes of movie centrality and consumption-specific relevance. This study attempted qualitative approach comparing to the criteria consisted of the themes of movie centrality and consumption-specific relevance to gain in-depth understanding of how movercial which is popped up and regarded as a newly creative format in the diffusion of internet culture and mobile communication environment is experienced and interpreted. For this aim, the moviegoer informants were classified into frequent and infrequent based on the classification method of previous product placement study of Delorme & Reid(1999) and Focus Group Interviews and In-depth Interviews were executed for understanding of how are experienced. Major implications of this study were as follows. First, prior experience of brand exposure from movercial enhanced familiarity for advertising in real-life. Second, movercial can be used to influential tools for purchasing decision with advertising and product placement. Third, informants experienced uncomfortable feeling of change and discomfort against the format of hybrid commercial message such as movercial and PPL which is penetrating into the culture and art at large.

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The Impact of K-Beauty Search Volumes on Export and Tourism: Based on the Google Search and YouTube Page View (K-뷰티(K-Beauty) 검색량이 수출과 관광에 미치는 영향: Google과 YouTube 검색 데이터 분석을 중심으로)

  • Lee, Sun-Jeong;Lee, Soobum
    • Review of Culture and Economy
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    • v.20 no.2
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    • pp.119-147
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    • 2017
  • This study analyzes Big Data to understand the economic influence of K-Beauty which is expected as a fast-growing industry. Because the content of K-beauty is mainly transmitted over the Internet, Big Data about K-Beauty in the database of online services can show interest and engagement in K-Beauty. The export volume of the beauty industry and the number of foreign tourist in Korea were used as dependent variables. The volume of Google search and the volume of YouTube page view were independent variables. According to the result of a multi-regression analysis, the volume of Google search of K-Beauty had a positive influence on both dependent variables, even after controlling for GDP (Gross Domestic Product) and distances between nations. When it comes to the volume of YouTube page view of K-Beauty, it had a positive relationship with the export volume of the beauty industry, whereas there was no significant relationship between the volume of YouTube page view and the number of foreign tourists. The result indicates that the content of K-Beauty has a significant impact on the beauty industry. Moreover, this empirical study shows that web search and YouTube search have a positive relationship with the economical aspect. These results can be used to discuss public relations strategy to promote K-Beauty industry.

Assessment of Public Awareness on Invasive Alien Species of Freshwater Ecosystem Using Conservation Culturomics (보전문화체학 접근방식을 통한 생태계교란 생물인 담수 외래종의 대중인식 평가)

  • Park, Woong-Bae;Do, Yuno
    • Journal of Wetlands Research
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    • v.23 no.4
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    • pp.364-371
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    • 2021
  • Public awareness of alien species can vary by generation, period, or specific events associated with these species. An understanding of public awareness is important for the management of alien species because differences in public awareness can affect the establishment and implementation of management plans. We analyzed digital texts on social media platforms, news articles, and internet search volumes used in conservation culturomics to understand public interest and sentiment regarding alien freshwater species. The number of tweets, number of news articles, and relative search volume to 11 freshwater alien species were extracted to determine public interest. Additionally, the trend over time, seasonal variability, and repetition period of these data were confirmed. We also calculated the sentiment score and analyzed public sentiment in the collected data using sentiment analysis based on text mining techniques. The American bullfrog, nutria, bluegill, and largemouth bass drew relatively more public interest than other species. Some species showed repeated patterns in the number of Twitter posts, media coverage, and internet searches found according to the specified periods. The text mining analysis results showed negative sentiments from most people regarding alien freshwater species. Particularly, negative sentiments increased over the years after alien species were designated as ecologically disturbing species.