• Title/Summary/Keyword: 변화.창조형

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The Research on the Use of ChatGPT in Jewelry Industry (주얼리 산업에서의 챗GPT 활용연구)

  • Hye-Rim Kang
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.211-216
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    • 2024
  • The purpose of this study is to examine the functional aspects linked to the productivity innovation of ChatGPT, which emerged as a result of the rapid development of AI technology, and to identify ways to apply it in the jewelry industry. By analyzing the definition of ChatGPT and its features that improve productivity, I identify the scope of its application in the jewelry production process and derive meaningful implications. ChatGPT has the characteristics of 'learning', 'communication', and 'generative'. It enhances productivity by applying it to the jewelry industry. Social issues arise from the paradigm shift in the creation methods of generative AI. The version of ChatGPT is continuously upgraded along with the expansion of parameters. Accordingly, we would like to discuss ways to strengthen the competitiveness of the jewelry industry by conducting continuous research.

A Study about TV viewing behavior through Multiple Media under Nscreen circumstances (N스크린 환경에서 다중미디어를 활용한 TV프로그램 이용행태 연구)

  • Kim, Jongha Bell
    • Cartoon and Animation Studies
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    • s.31
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    • pp.177-208
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    • 2013
  • This research analyzes the media which is simultaneously used with TV viewing, the behaviour of multiple media users, and the characteristics of TV programs under Nscreen circumstances. According to the results, TV provides stories and positions it as the main screen (84.5%, n=566), under the Nscreen circumstances. Personal media reproduces stories from TV by utilizing aspects of social media functions such as participation, open communication, community, connectivity, etc. The content is classified under three categories: 1) elicit emotion(point feeling), 2) information production, 3) participation, which is further divided into three subcategories; watch, wish, and result guarantee based on the level of interactivity. This inquiry is based upon diary survey and focus group interviews emphasized the role change of TV, specifically that TV takes a key role in generating original stories with the expansion of screen and social media. Even though users were able to watch the same TV programs at the same time and same place, the different methods of viewing: smartphone, tablet PC, web based mp3 and etc., it reproduced different stories and elicited different characteristics from its TV viewers.

A study on change of gamification marketing through social media -Focusing on the marketing of facebook fan page and instargram hashtag- (소셜미디어를 통한 게이미피케이션 마케팅의 변화 방향에 대한 연구 - 페이스북의 팬페이지와 인스타그램의 해시태그 마케팅을 중심으로 -)

  • Moon, Ha Na;Lee, Yoo Jin;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.4
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    • pp.209-221
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    • 2015
  • This study investigates in depth of the new marketing trend, in which social media, an effective marketing tool for promoting a new product, and gamification technic of engaging consumers in communication, are combined. Although gamification has been applied to various fields for a long time, conventional way of applying gamification is different from when it is combined with socialmedia. Therefore, this study examines the background and characteristics of the convergence phenomena between the social media and gamification based on the theoretical consideration of the social media and gamification. Then, the cases of social media marketing utilizing gamification are analyzed and classified into general participation, active participation, creative behavior, networking, and experiential type according to the user's different levels and ways of participation. As a result, when the social media and gamification are combined, the change of an aspect is found to be more meaningfully influential to today's consumers as in competition - achievement - relationship, compared to the conventional way of game mechanics. This study has significance in the way that it established a useful basis for the marketing strategy through the study of the new game mechanics that has been applied to social media marketing utilizing gamification.

Seasonal Variation Patterns of Tidal Flat Sediments in Semi-enclosed Hampyong and Kwangyang Bays, West and South Coasts of Korea (한반도 서해안과 남해안의 반페쇄된 만에서 조간대 퇴적물의 계절변화에 관한 비교 연구: 서해안의 함평만과 남해안의 광양만)

  • Ryu, Sang-Ock
    • Journal of the Korean earth science society
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    • v.24 no.6
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    • pp.578-591
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    • 2003
  • To investigate the seasonal variation patterns of tidal flat sediments in semi-enclosed Hampyong and Kwangyang Bays, respectively west and south coasts of Korea, accumulation rate and grain-size in the sediments were monitored during 2${\sim}$4 years. The mud flats in the northern and eastern parts of Hampyong Bay were eroded in summer and deposited in winter, but mixed flats in the southern part of the bay show reversed seasonal variations to the mud flats. These variations are most likely connected with wave actions induced by monsoon and physiographic setting of the tidal flats in the bay. In contrast, the tidal flats of Kwangyang Bay were eroded in summer and deposited in other seasons except summer, different from the case of Hampyong Bay. The physiography of Kwangyang Bay are characterized by dominant flood tides and weak wave actions. However, in summer, the surface sediments were abruptly eroded by occasional typhoons and heavy rainfall. These weather conditions appear to be important factors to accelerate erosion on the tidal flat in semi-enclosed bays, south coast of Korea.

The Prospect of the Development of Sea&Air Transportation Routes around the Yellow Sea Regions (환황해권 Sea&Air 수송의 발전 가능성 전망)

  • Kim, Tae-Seung;Won, Dong-Woo;Yun, Jung-Won
    • Journal of Korea Port Economic Association
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    • v.22 no.3
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    • pp.189-207
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    • 2006
  • As the development of Northeast Asian logistics hub becomes one of the national agenda for further development, the sea&Air transport around the Yellow Sea regions has drawn attention of many scholars and government officials. The Sea&air transport is a mode of transportation combining the advantage of high-speed in air transport with the advantage of low-price in sea transport. Hence the sea&air aims at a niche market between air and sea. This paper reviews the possibility of development of the sea&air transport in the aspects of competitiveness over other modes, future demand condition, and the change of the technology and transport environment. The result is that the sea&air is competitive in the aspect of time as well as cost, and sustainable in the aspect of future demand condition. But, it is not stable in the aspect of the conditions of technology or transport demand. Especially, the progress of air transport technology which is aiming at the door-to-door transport among mid- and small- cities, and the rapidly increasing strategic alliances of international airlines with Chinese airlines for the market of China will undermine the stability of the sea&air transport seriously As alternatives, this paper proposes the 3-stage development strategy of sea&air transport. First, at the stage of transshipement, the development of high speed vessels to reduce the time crossing the Yellow Sea and the proactive marketing strategy to induce Chinese-owned products should be emphasized. Second, the value added logistics activity which will secure the demand of the sea&air transport should be developed. Third, demand creation by developing the SCM hub in Incheon is final goal for the logistics hub strategy as well as the sea&air transport.

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Movement of Animation through Characteristics of Cinema (영화적 특성을 통한 애니메이션의 운동성)

  • Song, Shi-Hyeong
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.48-55
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    • 2014
  • A new relation between technological changes and arts is begins to create by the modernization of the West. Because the arts in the past that were enjoyed by specific individuals and small number of people are now massively produced via technological development, public acceptance of such arts is now possible. In this study, movement between each frame, which can be the core in animation, is investigated. We can see that the animation's cinematic movement cannot be identified with motions reproduced in live action films, let alone the motions in real world, no matter how the reproduced motions in animation are faithfully made. In the end, while crating the detailed expressions of movement of animation, along with cinema factors, and the continuity of such expressions, we can gradually exert the power of animation art form with enlivened reality that only animation has.

A study of creating character which has the image of ideal human body (이상적 몸의 이미지를 갖춘 캐릭터의 창작 연구)

  • Kim, Boo-Ja
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.86-92
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    • 2003
  • Today, the visual description of body is viewed in various categories, and the circumstance of computers is regarded as new type of communication beyond the circumstance of individual body. In cyber space, when existence and role of character in computer game constitute communication, the ideal body description of each character depicts dramatic beauty, which rises above reality. On this thesis, analyzing the body description and transition on visual in, I grope for a method to utilize in creating game character which is modeled from ideal human being. Although the progress of producing character has already come to limit, concluding that we have to create character model which has marked individuality and beauty by adding modem and future analysis to the golden ratio, which has established since ancient Greece, this paper suggests the method of creating character which has the image of ideal human body.

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Study on e-Book Business Strategy in Information & Communication Industry (정보통신산업으로서 e-Book 비즈니스 전략)

  • Park, Jae-Sue;Kim, Hak-Jin;Ahn, Young-Jik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.9
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    • pp.2057-2065
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    • 2014
  • New business The e-book industry is creating a convergence of ICT and printing culture. Even so, the system changes is not great in Korea. Global market players are going to creating a membership or community-type business model to take advantage of the terminal, platform, network, but the creative content production in Korea is limited. Since the discussion is limited to such devices or network services most, we suggest the possibility of modeling a multi-faceted. And the development of technology and services platform content is also important as a strategic approach to the development of the e-book industry. Most of all, we propose the application of content, technologies and services are developed.

Customer-perceived distributive peer justice climate, community identification, C2C interaction quality, and helping intention in MMORPG contexts (고객의 분배공정성분위기 지각과 커뮤니티동일시, 고객간상호작용인식, 도움행동의도의 관계에 대한 연구)

  • Hyun Sik Kim
    • Journal of Service Research and Studies
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    • v.14 no.2
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    • pp.158-177
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    • 2024
  • This paper proposes and tests a theoretical model of the relational link between a novel form of customer-perceived fairness for a reward design (distributive peer justice climate) and C2C helping intention via community identification and online C2C interaction (friend-, neighboring customer-, audience-interaction) qualities in a collective consumption context (MMORPG). To test hypotheses, we amassed survey data within a collective consumption context (massively multiplayer online role-playing games, MMORPGs). We used structural equation modeling in analyzing the survey data. The results reveal that user-perceived distributive peer justice climate for a reward design enhances their C2C helping intention via community identification and C2C interactions in MMORPG contexts. Collective consumption-type service managers should focus on promoting the user-perceived distributive peer justice climate for their reward system to enhance users' present C2C co-creation experience (community identification, C2C interaction) and future C2C co-creation behavior (helping intention). By adopting an intra-unit level distributive justice concept (customer-perceived distributive peer justice climate) to a reward design in a collective consumption context (MMORPGs), this study informed collective consumption-type service managers of the importance of its management.

Summer-Time Behaviour and Flux of Suspended Sediments at the Entrance to Semi-Closed Hampyung Bay, Southwestern Coast of Korea (만 입구에서 부유퇴적물 거동과 플럭스: 한반도 서해 남부 함평만의 여름철 특성)

  • Lee, Hee-Jun;Park, Eun-Sun;Lee, Yeon-Gyu;Jeong, Kap-Sik;Chu, Yong-Shik
    • The Sea:JOURNAL OF THE KOREAN SOCIETY OF OCEANOGRAPHY
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    • v.5 no.2
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    • pp.105-118
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    • 2000
  • Anchored measurements (12.5 hr) of suspended sediment concentration and other hydrodynamic parameters were carried out at two stations located at the entrance to Hampyung Bay in summer (August 1999). Tidal variations in water temperature and salinity were in the range of 26.0-27.9$^{\circ}C$ and 30.9-31.5, respectively, indicating exchange offshore and offshore water mass. Active tidal mixing processes at the entrance appear to destroy the otherwise vertical stratification in temperature and salinity in spite of strong solar heating in summer. On the contrary, suspended sediment concentrations show a marked stratification with increasing concentrations toward bottom layer. Clastic particles in suspended sediments consist mostly of very fine to fine silt (4-16 ${\mu}$m) with a poorly-sorted value of 14.7-25.9 ${\mu}$m. However, at slack time with less turbulent energy, flocs larger than 40 ${\mu}$m are formed by cohesion and inter-collision of particles, resulting in a higher settling velocity. Strong ebb-dominated and weak flood dominated tidal currents, in the southwestern and the northeastern part, respectively, result in a seaward residual flow of -10${\sim}$-20 cm $s^{-1}$ at station H1 and a bayward residual flow less than 5.0 cm $s^{-1}$ at station H2. However, mean concentration of suspended sediments at station H1 is higher at flood (95.0-144.1 mg $1^{-1}$) than in ebb (75.8-120.9 mg $1^{-1}$). On the contrary, at the station H2, the trend is reversed with higher concentration at the ebb (84.7-158.4 mg $1^{-1}$) than that at the flood (53.0-107.9 mg $1^{-1}$). As a result, seaward net suspended sediment fluxes ($f_{s}$) are calculated to be -1.7 ${\sim}$-$15.610^{3}$ kg $m^{-2}$ $s^{-1}$ through the whole water column. However, the stations H1 and H2 show definitely different values of the flux with higher ones in the former than in the latter. Alternatively, depth-integrated net suspended sediment loads ($\c{Q}_{s}$) for one tidal cycle are also toward the offshore with ranges of 0.37${\times}$$10^{3}$ kg $m^{-1}$ and 0.21${\times}$$10^{3}$ kg $m^{-1}$, at station H1 and H2, respectively. This seaward transport of suspended sediment in summer suggests that summer-time erosion in the Hampyung muddy tidal flats is a rather exceptional phenomenon compared to the general deposition reported for many other tidal flats on the west coast of Korea.

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