• Title/Summary/Keyword: 사용자 관심

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A Study on the Attraction Factors of the Enetertainment Industry (엔터테인먼트산업의 어트랙션 요소에 관한 연구)

  • 이호숭
    • Archives of design research
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    • v.15 no.2
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    • pp.59-70
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    • 2002
  • The psychological system of human beings has gone through changes from material satisfaction to spiritual satisfaction. That is, $\ulcorner$From real goods to feel goods$\lrcorner$: much attention is not paid to physical consumption of real products but to consumption of time containing information value such as services capable of enriching and entertaining life. Entertainment is a cultural industry based on mass consumption culture. In this context, this research is designed to look into the entertainment tendency of the industrial areas and to take a look at various forms of attraction serving as the factor of absorption to users. The study indicates that the moderns impose much value on invisible goods such as experience. And the most popularized method is to appeal to clients for sensory interaction by presenting the experience of joy. Entertainment in a true sense is generated on the basis of creativity, which is a product of intuition and efforts directed toward the understanding of emotional ties with the general public characterized by uncertainty.

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A Study on the Interest of SNS Users according to New Media Fashion Content Types -Focus on Vogue Korea's Official Instagram- (뉴미디어 패션 콘텐츠 유형에 따른 사용자의 SNS 관심도 연구 -보그 코리아 공식 인스타그램 중심으로-)

  • Lee, Chungsun;Lee, Seunghee
    • Journal of Fashion Business
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    • v.24 no.1
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    • pp.75-87
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    • 2020
  • The purpose of this study is to find trends in new media fashion content by analyzing the fashion content of the official Instagram accounts of domestic fashion magazines that are being transformed by digital media. The framework for these analysis of fashion content type and methods of production is based on one used in an earlier research project. Empirical analysis is conducted on Vogue Korea's official Instagram accounts, using the highest number of major views as the secondary measure of interest. After screening for fashion content in posts on the Vogue Korea account for four months, 291 short video postings were extracted to analyze the number of views the postings received. The results were categorized as 'star', 'show/exhibition', 'product', 'shop', 'fashion film', 'designer', or 'event', included in the data are the number of postings by type and the number of views by post. Based on the characteristics of the creator and the editing, the posts were classified into 'professional production highlight', 'professional production private', 'UCC' or 'GIF' videos, the number of views per post were also collected. The research results show different levels of interest depending on the type of fashion content, and also on the way the videos were produced. The study also investigated how the combination of these two factors affects interest. When producing a new media fashion content, combining a 'star' type post with 'professional production private' video content was most popular. The selection of production method is therefore important even given the same type of content.

TemG : A Geofence Platform with Time-Limited Property (TemG : 시한적 속성을 갖고 있는 지오펜스 플랫폼)

  • Eom, Young-Hyun;Choi, Young-Keun;Cho, Sungkuk;Jeon, Byungkook
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.177-182
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    • 2016
  • Geofence is a generic concept for describing geographic aspects of PoI(Point of Interest) enabling users to proactively induce context-based actions. However there is no need to maintain continuity when you reflect geofence in case of temporary events, accidents and isolation. Therefore we propose a geofence platform so-called TemG by adding time-limited information to support PoI. The proposed geofence platform TemG ensures the persistency and continuity of geofence. Furthermore, the proposed TemG can not only provide to automatically activate or deactivate the specified geofence during a period of timestamp but also support to the basic context-aware service knowing in/out in the zone. In the near future, the proposed TemG will be need to extend HPS(Hybrid Positioning System) for IoT(Internet of Things).

Pi Logger : Low-cost Greenhouse Image and Environmental Data Collection System for Invigorating Smart Farm Propagation (Pi Logger : 스마트 팜 보급 확대를 위한 저가형 온실 영상 및 환경 데이터 수집 시스템)

  • Seong, Gi-Cheon;Kim, Young-Geun;Yang, Won-Mo;Kim, Won-Jung
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.11
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    • pp.1121-1128
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    • 2016
  • Our country of agriculture suffers problems such as aging, population decline, agricultural decline etc. To solve this problem, in the country, it is interest in Smart Farm System, a convenient and efficient system for the production through the convergence of ICT technology and agriculture. However, because of expensive construction costs and difficulty in securing human resources and training for Operating system, they are struggling to spread the actual farmers. Therefore, it is necessary to develop smart farm techniques suitable for such customized domestic environment. This study designed a system for collecting environment date in a greenhouse based on the low-cost embedded devices, and designed and implemented for the Web application that a user can easily use system. The implementation of the system lowers deployment costs and is expected to increase largely the spread of Smart Farm it can be easily accessed by using the smart phone.

[ $C^{\ast}$ ]-integral Based Life Assessment of High Temperature Pipes ($C^{\ast}$-적분에 기초한 고온배관 수명평가)

  • Lee Hyungyil
    • Journal of the Korean Institute of Gas
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    • v.4 no.4 s.12
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    • pp.25-33
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    • 2000
  • In recent years, the subject of remaining life assessment has drawn considerable attention in power plants, where various structural components typically operate at high temperature and pressure. Thus a life prediction methodology accounting for high temperature creep fracture is increasingly needed for the components. Critical defects in such structures are generally found in the form of semi-elliptical surface crack, and the analysis of which is consequently an important problem in engineering fracture mechanics. On this background, we first develop an auto mesh generation program for detailed 3-D finite element analyses of axial and circumferential semi-elliptical surface cracks in a piping system. A high temperature creep fracture parameter $C^{\ast}$-integral is obtained from the finite element analyses of generated 3-D models. Post crack growth module is further appended here to calculate the amount of crack growth. Finally the remaining lives of surface cracked pipes for various analytical parameters are assessed using the developed life assessment program.

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The Impacts of Artistic Creativity, Scientific Creativity, General Creativity on Perceived Enjoyment and Intention to Reuse : Focused on Role-Playing Game Players (예술적 창의성, 과학적 창의성, 일반적 창의성이 지각된 즐거움과 재이용의도에 미치는 영향 : 롤플레잉 게임 이용자들을 대상으로)

  • Byeon, Hyeon-Su
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.59-67
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    • 2011
  • The increase in the use of video games is resulting in the perception of some variables for video gamers. Therefore, it is necessary to identify the drivers for video games and their effects on the users to lead the growth strategies for the video gaming business. In this study, the drivers of video game play are creativities and enjoyment which are based on previous studies. And an empirical analysis was performed to determine the effect of these variables on intention to reuse. First, the results showed that artistic, scientific, and general creativity affect perceived enjoyment. Second, perceived enjoyment appeared to be a significant factor of intention to reuse. Specially, the author confirmed that artistic creativity has a very significant effect on enjoyment of video games.

The Design of a Multimedia Data Management and Monitoring System for Digital Rights Protection using License Agent (라이선스 에이전트를 이용한 디지털 저작권 보호를 위한 멀티미디어 데이터 관리 및 감시 시스템의 설계)

  • Park, Jae-Pyo;Lee, Kwang-Hyung;Kim, Won;Jeon, Moon-Seok
    • Journal of the Korea Computer Industry Society
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    • v.5 no.2
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    • pp.281-292
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    • 2004
  • As the logistic environment of digital contents is rapidly changing, the protection of the digital rights for digital content has been recognized as one of critical Issues. Digital Right Management(DRM) has taken much interest Internet Service Provider(ISP), authors and publishers of digital content as an interested approach to create a trusted environment for access and use of digital resources. This paper propose an interested digital rights protection scheme using license agent to address problems facing contemporary DRM approached : static digital rights management, and limited application to on-line environment. We introduce a dynamic mission control technology to realize dynamic digital rights management. And we incorporate license agent to on- and off-line monitoring and tracking. The proposed system prevent illegal access and use by using PKI security method, real time action monitoring for user, data security for itself.

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A Development of UDDI 3.0 Registry based on Relational DBMS (관계 DBMS에 기반한 UDDI 3.0 레지스트리의 개발)

  • 유수진;이경하;이규철
    • The Journal of Society for e-Business Studies
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    • v.9 no.2
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    • pp.163-181
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    • 2004
  • Recently, it is to increase rapidly in people who do a private business through Web service. So, many companies have been developing part of businesses using Web Services. The greatest interest of companies developing Web Services was that users were easily discovering and using information on theirs. So, companies have been taking interest in a standard that supports registrations of information on Web service and discoveries of a registered Web services. Therefore UDDI 3.0 standard of the registry for Web service standardized by OASIS is in the spotlight. But, because of the complexity of it, there are no implementations developed in the inside of the country yet. And a development activity of it is faint. In outside of the country, IBM, Microsoft and SAP has developed it, but they do not perfectly support a standard of UDDI 3.0. This Paper shows the development of the Registry System which supports perfectly a standard of UDDI 3.0.

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Emotion-based Gesture Stylization For Animated SMS (모바일 SMS용 캐릭터 애니메이션을 위한 감정 기반 제스처 스타일화)

  • Byun, Hae-Won;Lee, Jung-Suk
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.802-816
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    • 2010
  • To create gesture from a new text input is an important problem in computer games and virtual reality. Recently, there is increasing interest in gesture stylization to imitate the gestures of celebrities, such as announcer. However, no attempt has been made so far to stylize a gestures using emotion such as happiness and sadness. Previous researches have not focused on real-time algorithm. In this paper, we present a system to automatically make gesture animation from SMS text and stylize the gesture from emotion. A key feature of this system is a real-time algorithm to combine gestures with emotion. Because the system's platform is a mobile phone, we distribute much works on the server and client. Therefore, the system guarantees real-time performance of 15 or more frames per second. At first, we extract words to express feelings and its corresponding gesture from Disney video and model the gesture statistically. And then, we introduce the theory of Laban Movement Analysis to combine gesture and emotion. In order to evaluate our system, we analyze user survey responses.

A Load Distribution System on P2P Online Game Based on RS Reconfiguration by Interesting Regions (P2P 온라인 게임에서의 관심영역별 영역관리자 재구성 기반 부하분산 시스템)

  • Jung, Mi-Sook;Kim, Seong-Hoo;Park, Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.12 no.3
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    • pp.345-353
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    • 2009
  • It is for sure that a stable game managing system is absolutely needed to accept simultaneous interfacing of many users for P2P on-line game system. The proposed P2P on-line game system in this paper is able to get smart and stable game managing taking care of extensive players through reorganizing numerous RS(Region Server) and mutual communications among RS's which can be avoid congestion on one region. Moreover, it is possible to synchronize for game nodes in time stamp utilizing Global Zone Buffer of Monitoring Server which leads to breakup loads. The system manages middleware layers in the so-called sub area, and it is able to execute no matter how big the game sizes are. That means, in some ways, we got everything we try to ensure such as the problems of high cost server and stabilization of message transmission. This paper welcomes to prove efficiency of the suggested system through the simulation.

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