• Title/Summary/Keyword: 시각화 플랫폼

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The positive effect of motion platform in virtual navigation (가상주행에서 모션플랫폼의 긍정적인 효과)

  • 김영윤;김은남;고희동;김현택
    • Science of Emotion and Sensibility
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    • v.6 no.1
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    • pp.11-16
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    • 2003
  • In this study, we examined the evaluation of virtual Reality (VR) according to the use of motion platform. We recorded electrogastrogram, skin conductance, blood volume, skin temperature, heart rate, and the frequency of eyeblink before, during, after virtual navigation in 33 subjects. We used simulator sickness questionnaire, presence questionnaire , and self-report to evaluate cybersickness and presence in VR system. All subjects experienced VR two times in Motion platform condition and non-Motion platform condition at two-week intervals. Presence score of motion platform condition was greater than non-motion platform condition. The frequency and severity of cybersickness were significantly reduced in motion platform condition than non-motion platform condition. These results suggest that the use of motion platform that synchronizes visual presentation provides higher presence and reduces cybersickness.

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Study of Image Production using Steadicam Effects for 3D Camera (3D 카메라 기반 스테디캠 효과를 적용한 영상제작에 관한연구)

  • Lee, Junsang;Park, Sungdae;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.3035-3041
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    • 2014
  • The steadicam effects is widely used in production of the 3D animation for natural camera movement. Conventional method for steadicam effects is using keyframe animation technique, which is annoying and time consuming process. Furthermore it is difficult and unnatural to simulate camera movement in real world. In this paper we propose a novel method for representing steadicam effects on virtual camera of 3D animation. We modeled a camera of real world into Maya production tools, considering gravity, mass and elasticity. The model is implemented with Python language, which is directly applied to Maya platform as a filter module. The proposed method reduces production time and improves production environment. It also makes more natural and realistic footage to maximize visual effects.

Introduction to 3D game character production skill for 3D on-line game (3D온라인게임을 위한 효율적인 3D게임캐릭터 제작기법)

  • 김미진;김재준
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.4
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    • pp.55-63
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    • 2003
  • The game & multimedia industry is a high-valued industry comparing to any industry. Also, it has been shown the possibility as considerably bright future industry due to a development of the Internet, an explosive growth of on-line game market, and a union with virtual reality technology Since an on-line game having a clear profit model is expanding to PC and other platform, it brings to us a large change throughout the whole game industry. In order to develop a game, we need a number of elements. A game character among them delivers to a user the overall characteristics of a game as a visual representation and makes us access to a game directly and sensuously. A game character of on-line game is considerable in an operation in the volume of initial sales from a viewpoint of marketing. In addition, it affects to secure users and be immersed in a game. In this paper, we propose a production skill of an efficient 3D game character for 3D on-line game.

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A Review on Paper-based Electrochemical Sensors (종이 기반 전기화학 센서의 연구 동향)

  • Minjee Seo
    • Journal of the Korean Electrochemical Society
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    • v.27 no.1
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    • pp.1-7
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    • 2024
  • With the increasing demand for wearable sensors that are capable of point-of-care testing, paper-based sensors have been extensively studied. Paper is not only extremely cost-effective but also lightweight and flexible, and it is easy to apply conductive materials such as carbon and hydrophobic substances like wax to its surface. Moreover, the capillary action caused by cellulose fibers in paper allows the flow of liquid without help from external forces, making paper a particularly promising platform for wearable electrochemical sensors. Accordingly, paper-based sensors for detecting various analytes through electrochemical methods have been actively developed. Recently, paper-based electrochemical sensors that utilize electrochemiluminescence (ECL) or electrochromic materials for the optical read-out have been reported. This review introduces the basic fabrication methods and various application strategies of paper-based electrochemical sensors.

Content Regulation: Meeting the Regulatory Challenge in the Age of Media Convergence (미디어 융합시대 콘텐츠 규제방안과 과제 - 심의제도를 중심으로 -)

  • Ahn, Jung-Mihn
    • Journal of Legislation Research
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    • no.44
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    • pp.155-184
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    • 2013
  • This study takes a critical perspective that current vertical regulatory framework for broadcasting, telecommunications, films and games cannot cope with media development in the age of convergence. Changes in media environment mitigate the uniqueness of terrestrial television causing doubts as to why television contents should be treated more strictly than the rest of media contents. Consensus is being reached that horizontal regulation would be the appropriate regulatory measure for media contents. However, which content should be aligned to what level of regulations have not been fully dealt with. The paper shows that the current regulatory framework which is established according to each delivery platform is no longer valid in convergent media environment. It shows why all content regulation should be applied in platform neutral manner. Then it also suggests both short and long term regulatory changes that need to be made in order to meet the future challenges in media convergence era.

The Identification of Females Fans Identify with the Male Beauty Influencers in SNS - Focusing on Jacques Lacan's Gaze (SNS에 남성 뷰티 인플루언서를 향한 여성 팬의 동일시 - 라캉의 응시 이론을 중심으로)

  • LI LINGJIE
    • Trans-
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    • v.15
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    • pp.57-79
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    • 2023
  • This study aims to explore the strategies and effects of SNS images used by four popular male beauty influencers to gain identification with their female fans. The research selected four male beauty influencers, namely Li Jiaqi, Jeffree Star, James Charles, and Bretman Rock, with a high number of subscribers on Instagram, YouTube, and TikTok as of July 21, 2023. By observing the content they posted on SNS, the study analyzed the types, characteristics, and relevance of male beauty influencer images with their female fans using Lacan's gaze theory. Additionally, concepts related to gaze, such as the mirror stage, the screen, and objet petit a, were supplemented to conduct an in-depth analysis of the characteristics of male beauty influencer images and the motivations of female viewers. The study results suggest that male beauty influencers can maintain an intimate relationship, referred to as 'girl-friendship,' with their female fans through the identification formed by the homogeneity within the feminized mirror images. Furthermore, male beauty influencers can transform female viewers from being seen as objects to seeing them as subjects by presenting images that embrace diversity in gender identity, challenging the traditional notions of societal gender norms. Therefore, the images of male beauty influencers not only challenge gender stereotypes but also cater to the demands for independence and equality of modern young women, promote understanding of feminine gaze, and explore the potential for democratization and inclusivity on social media platforms from a new perspective.

Analyzing Policy Measures to Promote Mobile Communications Network Investment Using AHP/ANP (AHP/ANP를 활용한 이동통신 네트워크 투자 활성화 정책대안 분석)

  • Jaehyun Yeo;Injun Jeong;Won Seok Yang
    • Knowledge Management Research
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    • v.24 no.3
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    • pp.195-215
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    • 2023
  • In the telecommunications service industry, until now, it has been possible for Network Operators (NOs) to secure a competitive advantage to increase subscribers and profits through network investment. However, amid a big change to digital economy, network investment fails to lead to increase profits. These days platform companies without holing network infrastructure have a more competitive advantage and take more profits. This makes NOs gradually lose interest in network investment. The purpose of this paper is to find policy measures to promote network investment in digital economy. Specifically, we identify the factors influencing the network investment and promising policy measures energizing the investment, and then analyze their priorities and derive policy implications through Analytic Hierarchy Process (AHP) and Analytic Network Process (ANP). The results of this paper show that market competition is more preferred to public intervention in promoting network investment. However, in order to guarantee and expand the universal access to network, it is necessary to consider expanding the role of the public, focusing on non-economic areas.

Consumer Trend Platform Development for Combination Analysis of Structured and Unstructured Big Data (정형 비정형 빅데이터의 융합분석을 위한 소비 트랜드 플랫폼 개발)

  • Kim, Sunghyun;Chang, Sokho;Lee, Sangwon
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.133-143
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    • 2017
  • Data is the most important asset in the financial sector. On average, 71 percent of financial institutions generate competitive advantage over data analysis. In particular, in the card industry, the card transaction data is widely used in the development of merchant information, economic fluctuations, and information services by analyzing patterns of consumer behavior and preference trends of all customers. However, creation of new value through fusion of data is insufficient. This study introduces the analysis and forecasting of consumption trends of credit card companies which convergently analyzed the social data and the sales data of the company's own. BC Card developed an algorithm for linking card and social data with trend profiling, and developed a visualization system for analysis contents. In order to verify the performance, BC card analyzed the trends related to 'Six Pocket' and conducted th pilot marketing campaign. As a result, they increased marketing multiplier by 40~100%. This study has implications for creating a methodology and case for analyzing the convergence of structured and unstructured data analysis that have been done separately in the past. This will provide useful implications for future trends not only in card industry but also in other industries.

A Self-Service Business Intelligence System for Recommending New Crops (재배 작물 추천을 위한 셀프서비스 비즈니스 인텔리전스 시스템)

  • Kim, Sam-Keun;Kim, Kwang-Chae;Kim, Hyeon-Woo;Jeong, Woo-Jin;Ahn, Jae-Geun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.527-535
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    • 2021
  • Traditional business intelligence (BI) systems have been used widely as tools for better decision-making on time. On the other hand, building a data warehouse (DW) for the efficient analysis of rapidly growing data is time-consuming and complex. In particular, the ETL (Extract, Transform, and Load) process required to build a data warehouse has become much more complex as the BI platform moves to a cloud environment. Various BI solutions based on the NoSQL database, such as MongoDB, have been proposed to overcome these ETL issues. Decision-makers want easy access to data without the help of IT departments or BI experts. Recently, self-service BI (SSBI) has emerged as a way to solve these BI issues. This paper proposes a self-service BI system with farming data using the MongoDB cloud as DW to support the selection of new crops by return-farmers. The proposed system includes functions to provide insights to decision-makers, including data visualization using MongoDB charts, reporting for advanced data search, and monitoring for real-time data analysis. Decision makers can access data directly in various ways and can analyze data in a self-service method using the functions of the proposed system.

A Comparative Study on the Social Awareness of Metaverse in Korea and China: Using Big Data Analysis (한국과 중국의 메타버스에 관한 사회적 인식의 비교연구: 빅데이터 분석의 활용 )

  • Ki-youn Kim
    • Journal of Internet Computing and Services
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    • v.24 no.1
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    • pp.71-86
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    • 2023
  • The purpose of this exploratory study is to compare the differences in public perceptual characteristics of Korean and Chinese societies regarding the metaverse using big data analysis. Due to the environmental impact of the COVID-19 pandemic, technological progress, and the expansion of new consumer bases such as generation Z and Alpha, the world's interest in the metaverse is drawing attention, and related academic studies have been also in full swing from 2021. In particular, Korea and China have emerged as major leading countries in the metaverse industry. It is a timely research question to discover the difference in social awareness using big data accumulated in both countries at a time when the amount of mentions on the metaverse has skyrocketed. The analysis technique identifies the importance of key words by analyzing word frequency, N-gram, and TF-IDF of clean data through text mining analysis, and analyzes the density and centrality of semantic networks to determine the strength of connection between words and their semantic relevance. Python 3.9 Anaconda data science platform 3 and Textom 6 versions were used, and UCINET 6.759 analysis and visualization were performed for semantic network analysis and structural CONCOR analysis. As a result, four blocks, each of which are similar word groups, were driven. These blocks represent different perspectives that reflect the types of social perceptions of the metaverse in both countries. Studies on the metaverse are increasing, but studies on comparative research approaches between countries from a cross-cultural aspect have not yet been conducted. At this point, as a preceding study, this study will be able to provide theoretical grounds and meaningful insights to future studies.