• Title/Summary/Keyword: 셀프 미디어

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Research on the Reinvention and Dissemination of Chinese Traditional Culture in Li ziqi's Short Video (이쯔치 단편 영상에서 중국 전통 문화의 재구성과 전파 연구)

  • Yang Man
    • Journal of the International Relations & Interdisciplinary Education
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    • v.3 no.1
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    • pp.87-103
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    • 2023
  • In the era of self-media, short videos are developing strongly. In addition to its rapid development, it has brought new development opportunities for the dissemination of Chinese traditional culture through innovative cultural expressions. In this environment, the video blogger Li ziqi has rapidly become popular among many other types of self-media, which provides good material for us to analyze the reshaping and dissemination of Chinese traditional culture in the age of self-media. This paper discusses the reshaping and dissemination of Chinese traditional culture in the age of self-media by combining the case of the famous short video blogger "Li ziqi", reveals the problems of the current traditional culture dissemination through the content analysis of the reshaping and dissemination of traditional culture in the age of self-media, and puts forward the optimization strategies.

The Effects of Writing Using Media on the Promotion of Creative Convergence Capacity (미디어를 활용한 글쓰기가 창의융합 역량 증진에 미치는 효과)

  • Bang, Sul-Yeong;Je, Nam-Joo
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.353-362
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    • 2020
  • This was a single group pretest-protest pre-experimental study designed to find out whether writing using media enhances creative convergence capacity. Data were collected from 30 C university students in C city, from March 1st to July 15th, 2020. Analysis was done using IBM SPSS 25.0 for frequency, percentage, average, standard deviation, and paired t-test. Creative problem solving ability was enhanced by an average of 0,63 points (p<.001), critical thinking tendency by 1.06 points (p<.001), self-leadership by 0,53 points (p<.001), and self-control by an average of 0.51 points, so was statistically significant (p=.001). Writing using media had the effect of improving creativity and integration capabilities. The results of this study are expected to be used as basic data for the development of educational programs for creativity and integration enhancement at university-level. Also, follow-up studies on the effectiveness of writing education by utilizing web media as text and tools simultaneously and customized university-level writing education utilizing media are required.

The Influence of Trans Media Experience on Brand Image, Preference and Purchase Intention (트랜스미디어 경험이 브랜드 이미지와 선호도, 구매의도에 미치는 영향 -박카스 셀프스캐너 사례를 중심으로-)

  • Kim, Shinyoup;Kwon, Seungkyung;Baek, Jihee
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.643-653
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    • 2017
  • The purpose of this study is to analyze the influence of Trans Media Brand Experience on Brand Image, Brand Preference, and Purchase Intent. Trans Media experience refers the act of enjoying contents by crossing a number of different media. With the advance of digital convergence, brand experience communication has become more diverse. This study focuses on one particular Trans Media case, Bacchus Self-Scanner by using Smart PLS to analyze 119 participants on a structural equation model. The result shows that 1) brand experience has a positive impact(+) on brand image and purchase intent, 2) brand image has a positive impact(+) on Brand Preference and Purchase Intent, and 3) Brand Preference has a positive impact(+) on Purchase Intent. As the result shows, the empirical proof that Brand Experience affects not only the indirect-effect of Brand Image and Brand Preference but also Purchase Intent as the direct-effect, and that Brand Image can affect Brand Preference and Purchase Intent, will serve as strategic implications for Brand Experience and Brand Image.

Design and Implementation of User Tracking System Based on An Low Cost IR (Infrared Ray) Image Processing (적외선 영상처리 기반 저비용 사용자 추적 시스템 설계 및 구현)

  • Noh, Gil-woo;Park, Dea-min;Jeon, Min-ho;Kim, Han-eum;Shin, DongHyun;Kim, Changhwa
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1470-1473
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    • 2015
  • 최근 빠른 인터넷 속도를 이용하여 SNS (Social Network Service), 인터넷 방송 등의 엔터테인먼트를 즐기는 사용자가 증가하였다. 이와 함께 직접 사진, 동영상 등의 멀티미디어를 직접 제작해 제공하는 사례도 크게 증가함에 따라 영상처리 기술이 발전하였다. 이에 따라 셀프촬영이 점점 증가하고 있지만, 동영상의 경우는 셀프촬영을 하는데 있어 한계가 있다. 이 문제를 해결하기 위한 한 방법으로 영상처리를 이용할 수 있다. 하지만 현재의 기술은 고성능에 초점이 맞춰있기 때문에 시스템 구현을 위해 비용 낭비가 발생할 수 있다. 따라서 본 논문에서는 셀프 동영상 촬영 분야의 적외선 영상처리 기반 저비용 사용자 추적 시스템을 제안한다. 실제 단순히 인식률을 측정한 결과 80%를 보였으며, 속도에 따라 1.5m/s에서 76%의 인식률을 보였다.

Image Manipulation in Diffusion Model withDrag Input using Self-Attention Control (디퓨전 모델에서의 전 범위적 이미지 조작을 위한 셀프 어텐션 제어 및 드래그 특징 반영 연구)

  • SungYoon Lim;YoungJoo Jo;Yong-Ju Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.465-468
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    • 2023
  • 디퓨전 모델에서 생성한 이미지를 조작하는 기존 프롬프트 기반 방법과 포인트 기반 방법에는 각각의 단점이 있다. 프롬프트 기반은 프롬프트로만 조작이 가능하고 세세하지 못하다. 포인트 기반은 입력 이미지의 스타일을 보존하려면 파인튜닝이 필요하다. 본 논문은 디퓨전 생성 모델에 셀프 어텐션 제어와 드래그 조작을 통해, 파라미터 학습 없이, 이미지의 스타일을 보존하며 다양한 범위의 이미지 조작이 가능한 방법을 제안한다.

Furniture layout simulation system using augmented reality technology (증강현실 기술을 활용한 가구 배치 시뮬레이션 시스템)

  • Seong, Seung-min;Yi, Daeho;Ahn, Jeong-seo;Lee, ByongKwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.625-626
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    • 2021
  • 본 논문에서는 증강현실 기술을 이용한 가구 배치 시뮬레이션 시스템 개발 방법을 제안한다. 이 프로그램은 소파, 탁자같은 가구, 운동기구, 냉장고, 김치냉장고, TV등의 부피가 큰 제품들을 집에 들이기에 충분한 공간이 있는지를 확인 할 수 있다. 현재 셀프 인테리어를 하고 있는 인구가 크게 늘고 있다. 공간 확보 및 인테리어를 증강현실 기술을 이용하여 미리 해보며 가구 및 가전제품의 구입에 도움을 준다.

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일본 디지털포토 서비스의 전망

  • Korea Optical Industry Association
    • The Optical Journal
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    • s.109
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    • pp.15-19
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    • 2007
  • 디지털 서비스는 디지털카메라 프린트를 메인으로, 인터넷 프린트, 카메라폰에서의 주문 촉진이나, 다양한 미디어 서비스에 이르는 디지털 대응으로 구매 욕구를 충족시켜 비즈니스 영역을 넓히도록 전개된다. 사진소비는 필름카메라의 감소, 스틸필름, 컬러 DP의 하락세가 계속되는 가운데, 올해도 디지털카메라 프린트 수요는 30% 증가할 것으로 보이고, 이 셀프프린트나 CD-R 입력 서비스도 계속 증가할 것으로 보인다. 홈 프린트(가정용 프린트)의 수요도 확대되는 가운데, 인화 점포의 주문 확대에는 사진 확대출력이나 앨범 만들기까지의 부가가치를 높인 디지털 서비스가 과제이다.

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Design of Home Furnishing Simulation System using Real Space Information (현실공간 정보를 이용한 셀프 홈퍼니싱 시뮬레이션 시스템 설계)

  • Kim, Donghyun;Kim, Seoksoo;Choi, E-jiung
    • Journal of Convergence for Information Technology
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    • v.9 no.1
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    • pp.151-157
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    • 2019
  • As the interest in home furnishing becomes more focused due to the increase of small-sized households, the need for a virtual simulation system for this purpose is increasing. However, in the case of existing virtual simulation systems, simulation is performed using a virtual object in a virtual space, so accurate simulation results can not be derived. In the case of a simulation using an augmented reality, Thereby causing inconsistency in space. In this paper, we propose a system that performs the home furnishing simulation by modifying and enhancing objects in the process of matching feature coordinates of real space.

The mediating effect of self-leadership on the media literacy and learning agility of nursing students based on the experiences of online classes during the COVID-19 pandemic (간호대학생의 미디어리터러시와 학습민첩성의 관계에서 셀프리더십의 매개효과: 코로나19 팬데믹 시기 온라인수업 경험자 중심)

  • Kim, Young-Sun;Lee, Hyun-Ju
    • The Journal of Korean Academic Society of Nursing Education
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    • v.27 no.4
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    • pp.359-368
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    • 2021
  • Purpose: The purpose of this study was to investigate the mediating effect of self-leadership on the relationship between media literacy and learning agility in nursing students based on their experiences in online classes during the Coronavirus Disease-19 pandemic. Methods: A descriptive survey was conducted among 165 nursing students from four universities in Busan. Data were collected from June 2 to 13, 2021, and was analyzed using a t-test, one-way ANOVA, Pearson's correlation coefficients, and stepwise multiple regression with SPSS/WIN 26.0. Results: Significant relationships were found between learning agility and media literacy (r=.62, p<.001), between learning agility and self-leadership (r=.58, p<.001), and between media literacy and self-leadership (r=.53, p<.001). Additionally, self-leadership had a partial mediating effect on the relationship between media literacy and learning agility (Z=4.30, p<.001); its explanatory power was 46.0%. Conclusion: These results indicate that interventions to increase the level of media literacy, along with self-leadership, are necessary to improve the level of learning agility of nursing students who will be essential human resources in a rapidly changing healthcare field.