• Title/Summary/Keyword: 방송통신

Search Result 7,763, Processing Time 0.027 seconds

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.2
    • /
    • pp.267-277
    • /
    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

The Embodiment of a Performer and Character: Psychophysical Pathway to the Practical Attunement of a Performer's Body

  • BongHee Son
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.2
    • /
    • pp.68-74
    • /
    • 2024
  • This thesis explores the embodiment of a performer and a character/role specifically by examining what the term character is associated with and implies in a sense of the performer's bodily training through which what happens to their body. First of all, this research begins to investigate the relationship between a performer and a character centred on the performer's bodily experience through training and/or studio work. From a perspective of a performer, the concept and practical approach of a character itself essentially includes and signifies all the given circumstance of a specific play which has to be acknowledged then inhabited through the performer's body. That is, the internal structure of the text parallels with articulating and developing the spine of a specific character which take place as the substance leads the performer's body to an organic action and/or that of way corresponding to what the character needs and wants to obtain through a series of moment on stage. Here, we argue that the purposeful action as a process and result of applying/inhabiting the substance enhances the performer's body as the whole being participates in the given environment within which his/her body can also work or function by means of the integrated oneness. Second, in a manner of the most fundamental level, both the ethic of acting and the central task of a performer remind us the significance of allowing therefore experiencing subtle bodily movement, namely, responses to stimulus from in/outside of his/her body either visible or invisible on the one hand. At the same time, such a journey of self-discovery empowers the performer to explore new potential possibilities on the other. Finally, as the research finding suggests that these practical insights are necessarily need to be acknowledged as a point of the departure through which the quality of a performer's body is also cultivated by means of the changeable wholeness in order to being on stage.

Web3.0 Video Streaming Platform from the Perspective of Technology, Tokenization & Decentralized Autonomous Organization

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.2
    • /
    • pp.149-160
    • /
    • 2024
  • For examining Web3.0 video streaming (VS) platforms in terms of the decentralized technology, tokenization and decentralized autonomous organization (DAO), we look at four platforms like DLive, DTube, Livepeer, and Theta Network (Theta). As a result, DLive which firstly partnered with Medianova for CDN and with Theta for peer to peer (P2P) network and migrates to Tron blockchain (BC), receives no commission from what creators earn, gives rewards to viewers by measuring engagement, and incentivizes participation by allowing 20% of donation & fees for funding development, 5% to BitTorrent Token (BTT) stakeholders (among these 5%, 20% to partners, 80% to other BTT stakeholders). DTube on its own lower-layer BC, Avalon, offers InterPlanetary File System (IPFS), gives 90% of the created value to creators or curators, and try to empower the community. Livepeer on Ethereum BC offers decentralized CDN, P2P, gives Livepeer Token (LPT) as incentive for network participants, and delegators can stake their LPT to orchestrators doing good. Theta on its native BC pulls streams from peering caching nodes, creates P2P network, gives Theta utility token, TFUEL for caching or relay nodes contributors, and allows Theta governance token, THETA as staking token. We contribute to the categorization of Web3.0 VS platforms: DLive and DTube reduce the risk of platform censorship, promote the diverse content, and allow the community to lead to more user-friendly environments. On the other hand, Livepeer and Theta provide new methods to stream content, but they have some differences. Whereas Livepeer focuses on the transcoding layer, Theta concentrates both on the video application layer and content delivery layer. It means, Theta tries to deliver value to all participants by enhancing network quality, reducing CDN cost, and rewarding users in utility tokens for the storage and bandwidth they provide.

Analysis on Domestic Franchise Food Tech Interest by using Big Data

  • Hyun Seok Kim;Yang-Ja Bae;Munyeong Yun;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.2
    • /
    • pp.179-184
    • /
    • 2024
  • Franchise are now a red ocean in Food industry and they need to find other options to appeal for their product, the uprising content, food tech. The franchises are working on R&D to help franchisees with the operations. Through this paper, we analyze the franchise interest on food tech and to help find the necessity of development for franchisees who are in needs with hand, not of human, but of technology. Using Textom, a big data analysis tool, "franchise" and "food tech" were selected as keywords, and search frequency information of Naver and Daum was collected for a year from 01 January, 2023 to 31 December, 2023, and data preprocessing was conducted based on this. For the suitability of the study and more accurate data, data not related to "food tech" was removed through the refining process, and similar keywords were grouped into the same keyword to perform analysis. As a result of the word refining process, a total of 10,049 words were derived, and among them, the top 50 keywords with the highest relevance and search frequency were selected and applied to this study. The top 50 keywords derived through word purification were subjected to TF-IDF analysis, visualization analysis using Ucinet6 and NetDraw programs, network analysis between keywords, and cluster analysis between each keyword through Concor analysis. By using big data analysis, it was found out that franchise do have interest on food tech. "technology", "franchise", "robots" showed many interests and keyword "R&D" showed that franchise are keen on developing food tech to seize competitiveness in Franchise Industry.

Analysis of University Cafeteria Safety Based on Pathfinder Simulation

  • Zechen Zhang;Jaewook Lee;Hasung Kong
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.2
    • /
    • pp.209-217
    • /
    • 2024
  • Recent years have seen a notable increase in fire incidents in university cafeterias, yet the social attention to these occurrences remains limited. Despite quick responses to these incidents preventing loss of life, the need for large-scale evacuation in such high foot traffic areas can cause significant disruptions, economic losses, and panic among students. The potential for stampedes and unpredictable damage during inadequate evacuations underscores the importance of fire safety and evacuation research in these settings. Previous studies have explored evacuation models in various university environments, emphasizing the influence of environmental conditions, personal characteristics, and behavioral patterns on evacuation efficiency. However, research specifically focusing on university cafeterias is scarce. This paper addresses this gap by employing Pathfinder software to analyze fire spread and evacuation safety in a university cafeteria. Pathfinder, an advanced emergency evacuation assessment system, offers realistic 3D simulations, crucial for intuitive and scientific evacuation analysis. The studied cafeteria, encompassing three floors and various functional areas, often exceeds a capacity of 1500 people, primarily students, during peak times. The study includes constructing a model of the cafeteria in Pathfinder and analyzing evacuation scenarios under different fire outbreak conditions on each floor. The paper sets standard safe evacuation criteria (ASET > RSET) and formulates three distinct evacuation scenarios, considering different fire outbreak locations and initial evacuation times on each floor. The simulation results reveal the impact of the fire's location and the evacuation preparation time on the overall evacuation process, highlighting that fires on higher floors or longer evacuation preparation times tend to reduce overall evacuation time.In conclusion, the study emphasizes a multifaceted approach to improve evacuation safety and efficiency in educational settings. Recommendations include expanding staircase widths, optimizing evacuation routes, conducting regular drills, strengthening command during evacuations, and upgrading emergency facilities. The use of information and communication technology for managing emergencies is also suggested. These measures collectively form a comprehensive framework for ensuring safety in educational institutions during fire emergencies.

A Case Study on Closed Captions: Focusing on on Netflix (넷플릭스 <오징어 게임> 폐쇄자막 연구)

  • Jeong, Sua;Lee, Jimin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.2
    • /
    • pp.279-285
    • /
    • 2024
  • This study aims to evaluate the accuracy and completeness of Korean and English closed captions for Netflix's "Squid Game" and to present implications based on the findings. To achieve this, the closed captioning guidelines of the U.S. Federal Communications Commission, DCMP, and the Korea Communications Commission were identified and analyzed. The analysis of the subtitle of the entire "Squid Game" series reveals that, while Korean closed captions accurately present slangs and titles, they present non-existent information in speaker identification. In English closed captions, speaker identification guidelines are well followed, but omissions of slangs and title mistranslations are observed. In terms of completeness, both Korean and English closed captions are found to omit certain audio parts. To address these issues, the study suggests strengthening the QA process, establishing a system to communicate original text problems during translation, and utilizing general English subtitles.

A Case Study on the Brand Development of Odor-reducing Feed Additives

  • Gok Mi Kim
    • International journal of advanced smart convergence
    • /
    • v.13 no.1
    • /
    • pp.194-200
    • /
    • 2024
  • In the past, antibiotics and antimicrobial substances have been used for the purpose of promoting the growth of livestock or treating livestock, but various problems such as the presence of livestock products or resistant bacteria have emerged. Recently, regulations on the use of antibiotics have been strengthened worldwide, and probiotics are attracting attention as an alternative. Probiotic microorganisms have already been used for human use, such as intestinal abnormal fermentation, diarrhea, and indigestion. In livestock, beneficial microorganisms are increasing in use for the purpose of improving productivity, such as promoting livestock development and preventing diarrhea. Therefore, it is advisable to understand livestock probiotics in deeper and think about effective uses. The role of probiotics in the livestock sector is made with microorganisms themselves, so it is a substance that promotes livestock growth and improves feed efficiency by settling in the intestines of livestock, suppressing the growth of other harmful microorganisms, helping digestion and absorption of ingested feed, and helping to synthesize other nutrients. There is a need for a probiotic that suppresses intestinal bacteria by supplying probiotics used as a means to minimize the effects of stress in livestock management, thereby suppressing disease outbreaks by maintaining beneficial microorganisms and suppressing pathogenic microorganisms. The purpose of this paper is to develop a brand of feed additive probiotics to improve health conditions due to increased feed intake, improve the efficiency of use of feed nutrients, inhibit the decomposition and production of toxic substances, increase immunity, reduce odor in livestock, and improve the environment. We investigated and analyzed feed additive probiotics already on the market, and developed the naming and logo of suitable feed additive probiotic brands in livestock. We hoped that the newly developed product will be used in the field and help solve problems in the livestock field.

A Study on Cohort Effects of Unification Consciousness of South Korean (통일의식에 대한 코호트 효과 분석에 관한 연구)

  • Dongsun Kang;Kyoungbong Woo
    • Analyses & Alternatives
    • /
    • v.8 no.2
    • /
    • pp.31-64
    • /
    • 2024
  • The recent trend of declining consciousness regarding the necessity of unification among South Korean citizens is evident. Does a cohort effect exist in this downward trend in the perception of the necessity of unification? The purpose of this study is to analyze whether birth cohorts statistically significantly influence the consciousness of the necessity of unification. To this end, the hierarchical age-period-cohort (HAPC) model was employed as the analytical model, and data from the Unification Consciousness Survey conducted by Seoul National University's Institute for Peace and Unification Studies from 2007 to 2021 was used. The analysis results showed evidence that the progress of economic inequality at the birth cohort level affected the decline in the perception of the necessity of unification. The 1980s birth cohort, which faced socioeconomic difficulties during their social advancement due to income and wealth polarization, is observed to have a distinctly negative perception of unification requiring massive financial resources, compared to the 1960s and 1970s birth cohorts.

Effect of Sonification on the Ananerobic Digestion of Waste Activated Sludge(I) -Disintegration of Waste Activated Sludge Using Ultrasonic and Alkaline Pre-treatments- (초음파가 폐활성 슬러지의 혐기성 소화에 미치는 영향(I) -초음파 및 알칼리 전처리를 이용한 폐활성 슬러지의 가용화-)

  • Han, Sun-Kee;Lee, Chae-young
    • Journal of the Korea Organic Resources Recycling Association
    • /
    • v.17 no.1
    • /
    • pp.96-102
    • /
    • 2009
  • The effect of ultrasonic and alkaline pre-treatments on waste activated sludge (WAS) disintegration was investigated for improved anaerobic digestion. As WAS was treated by either methods, longer capillary suction time (CST) was required due to the break-up of cell walls, and its supernatant demonstrated increase in soluble chemical oxygen demand (SCOD), protein content and turbidity. Ultrasonic process combined with alkaline pre-treatment demonstrated higher SCOD and protein content in the supernatant as compared with ultrasonic pre-treatment only. However, the degree of disintegration (DDCOD) of WAS decreased with increasing solid concentration as both WAS disintegration methods employed simultaneously.

The Role of Perceived Value of Avatar's Virtual Fashion in Metaverse on the Impact of Sense of Presence on Purchase Intention

  • Eun-Jung Lee;Ji-Hye Jeon
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.3
    • /
    • pp.334-345
    • /
    • 2024
  • With the advent of Metaverse, a promising new era for business on virtual reality (VR) platforms has dawned. In this rapidly expanding Metaverse platform, the potential for virtual fashion marketing through avatars is vast, with leading fashion brands already making strides by creating virtual fashion stores or hosting virtual fashion shows. However, the research on fashion-related industries in this newly emerging virtual world platform is still in its infancy. This study sought to identify the relationship between the characteristics of the Metaverse and the factors that influence how the perceived value of virtual fashion products affects purchase intention. A survey was conducted with three hundred Korean respondents, and the hypothesis was verified through analysis using the SPSS statistical program. Our analysis revealed that the sense of presence significantly influences the value of fashion products on the Metaverse platform. As a result, the sense of presence significantly influenced the emotional, visual authority, and economic value of the avatar virtual fashion perceived by users. Second, enjoyment, visual authority, and economic value influence users' intention to purchase virtual fashion items. In addition, all of these perceived value factors were confirmed to have a significant partial mediating effect on the impact of the presence of the Metaverse platform on the purchase intention. Through this study, we empirically analyzed the causal relationship between the characteristics of the Metaverse platform and the virtual fashion experience using avatars - a topic that has yet to be covered. We formed new insights into virtual fashion consumption, providing primary data for related research streams. Our survey respondents consisted only of those with recent Metaverse experience, so the research results were highly effective.