• Title/Summary/Keyword: 언택트 시대

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코로나 시대 언택트 콘텐츠 혁명에 대하여 콘텐츠 변화의 측면(내용, 선택, 향유, 연결, 재이용)을 조명하며

  • Choe, Hong-Gyu
    • Broadcasting and Media Magazine
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    • v.25 no.4
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    • pp.61-72
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    • 2020
  • 코로나19로 많은 신조어가 탄생했는데 그중 하나가 언택트(untact)이다. 비대면 상황에 의해 사람들의 변화된 일상을 표현한 말이다. 이번 글에서는 코로나19라는 비대면 상황에서 탈바꿈하고 있는 콘텐츠의 변화양상을 다루어 보았다. 코로나19가 어떠한 요소를 통해 콘텐츠의 변화를 야기했는지 사례들을 살펴보았다. 구체적으로 코로나19의 특징들이 콘텐츠 선호 내용, 선택하는 방식, 향유하는 방법, 연결되고 재이용하는 방식들에 어떠한 영향을 미쳤는지 각 사례들을 통해 그 변화의 측면들을 조명해봤다.

코로나19시대 면역력이 '최대무기' - 팔방미인 오리고기에 주목하라

  • 한국오리협회
    • Monthly Duck's Village
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    • s.207
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    • pp.10-15
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    • 2020
  • 지난 8월 15일 광화문집회로 촉발된 코로나19 재확산세가 무서운 기세로 전국을 뒤덮었다. 서울과 경기일부의 수도권은 사회적 거리두기 2.5단계로 격상하면서 사실상 3단계에 돌입했다. 전국을 뒤덮은 코로나19 재확산의 공포로 북적이던 거리는 텅 비었고 코로나19 상황 속에서도 일상을 찾아가고 있던 시민들은 다시 집으로 숨었다. 코로나19 상황속에서 가장 화두가 되고 있는 것은 '언택트'와 '면역력'. 누구나, 어디서든, 피해갈 수 없는 코로나19시대에는 스스로가 가진 면역력이 최강의 무기가 되기 때문이다. 이제 면역력을 강화하는 식품이 주목받는 시대가 됐다. 그리고 면역력과 건강식품으로 알려진 오리고기가 떠오르고 있다. 코로나시대, 우리가 주목해야 할 오리고기의 면역력과 건강 기능성에 대해 자세히 알아본다.

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Dance Posture Correction Method using DETR-based Object Detection (DETR 기반 객체탐지를 사용한 댄스 자세교정 방법)

  • Woo, Sangchul;Ji, Sumi;Sung, Yunsick
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.41-42
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    • 2020
  • 전 세계적으로 코로나 바이러스가 확산되면서 언택트 시대가 되었다. 언택트 시대에서는 대부분의 대면활동이 비대면으로 전환되고 있다. 전 세계적으로 열광중인 케이팝 댄스의 대중화를 위해 우리는 비대면으로 댄스 학습이 가능한 DETR 기반 객체탐지를 사용한 댄스 자세교정 연구를 제안한다. 본 논문에서 제안한 댄스 자세교정은 객체탐지에 DETR을 적용한 방식이다. DETR은 기존 객체탐지 모델에서 앵커박스, 바운딩박스 중복처리를 제거하는 NMS같은 휴리스틱한 방법을 사용하지 않고 트랜스포머를 통해 자동으로 학습하도록 만든 모델이다. DETR로 객체탐지를 한 후 강사와 사용자의 동작유사성을 샴 뉴럴 네트워크를 통해 계산한다.

Investigating the Factors Influencing the Use of Live Commerce in the Un-tact Era: Focusing on Multidimensional Interactivity, Presence, and Review Credibility (언택트 시대 라이브 커머스 이용 활성화 영향요인 고찰: 다차원적 상호작용성, 현장감, 리뷰 신뢰도를 중심으로)

  • Lee, Ae Ri
    • Knowledge Management Research
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    • v.22 no.1
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    • pp.269-286
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    • 2021
  • As the un-tact and on-tact consumption culture has proliferated due to the impact of COVID-19, 'live commerce', a form of shopping while communicating with customers through real-time streaming broadcasting, is emerging in the commerce and distribution industry. Live commerce provides an environment where customers can get the convenience of online shopping and enjoy un-tact shopping more realistically while communicating with the broadcaster in real time, as if purchasing directly from an offline store. Therefore, purchases using live commerce are expected to increase further. In this study, based on the characteristics of live commerce, the main factors influencing the increase in purchase intention through live commerce were derived and their influences were verified. In particular, this study examined these factors in multiple dimensions with focusing on strong interactivity, realistic presence, and providing detailed reviews with high credibility for products as the features of live commerce. This research collected sample data from actual users of live commerce and empirically analyzed the significance of the factors influencing the purchase increase of live commerce, thereby providing implications for knowledge management in a newly changed commerce environment in the un-tact era.

The Efficacy of Using a Learning-App in a Zoom-Based English Class in the Untact Era (언택트 시대 줌 기반 영어 수업에서 학습 앱 활용의 효율성)

  • Kim, Hye-Jeong
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.171-177
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    • 2021
  • This study examined how the use of learning apps in Zoom-based classes affects learners' English achievement and assessed the efficiency of app use in Zoom-based English classes. The study utilized the English Central (EC) app to induce learners to actively participate in zoom-based classes. To assess the app's efficiency, two rounds of achievement tests and an open-ended questionnaire were administered. The two tests showed that Zoom-based EC app utilization classes positively affected learners' English achievement and the questionnaire revealed that the learners were highly satisfied with using the EC app in Zoom-based classes. The participants praised this approach for "complementing insufficient class content" and facilitating "immediate feedback" (on the EC app), "English practice," and "real-time communication and sharing of opinions" (on Zoom-based classes), describing it as "not boring" and "4 skill training in English." Instructors should strive to efficiently use such new teaching tools in the evolving environment of the untact era.

A Study on The Youtube-Using Education In the Untact Period -A Focus On The National Makeup Certification (언택트(untact) 시대의 유튜브 활용 교육에 관한 연구 -메이크업 국가자격을 중심으로)

  • Shin, Yu-Jin;Kim, Keum-Ran
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.81-86
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    • 2020
  • This study aimed to speculate on Youtube for national certification education in makeup in the Untact period derived from the pandemic phenomenon such as the COVID 19. For the purpose, this study surveyed perception on Youtube on national certification education, characteristics of the programs, selection standards, continuance and recommendation intention and supplementations. The results are: The perception on Youtube was very positive(75.5%); Among characteristics, the mean value of informativeness was 3.54, that of play speed control as an advantage was 4.07 and that of feedback limit as a disadvantage was 3.64. In respect to selection standards, 44.5% of the subjects selected a program based on professionalism; 82.0% had continuance intention and 82.6% had recommendation intention. As for the needs of supplementation, the mean value of sanitation education was 4.20, that of updated regulations was 4.13 and that of feedback was 4.0. Therefore, it is suggested that if an interactive education system is supplemented in exact information and feedback, Youtube makeup certification programs will be further facilitated as useful education materials for makeup development.

An Impact of VR Travel Contents on Emotions in Untact Era (언택트 시대 VR여행콘텐츠가 감정에 미치는 영향)

  • Lee, Young-Woo;Joo, Jae-Heum
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1538-1544
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    • 2021
  • This study aims to analyze through empirical experiments for the effects of a 360 degree's VR travel contents on stress in the era of COVID-19, as stress has emerged as social problems due to restrictions on freedom of movement. For the empirical experiment, the hypothesis (Happiness level or Depression level or Arousal level will affect the level of stress after watching VR travel contents) was established. As a result, the depression level was adopted while the others were rejected. In order to relieve stress, it is necessary to be careful not to feel depressed, and it was found that even if we can't travel freely, we can reduce stress somewhat with VR travel contents in the untact era. In other words, the emotional state after watching VR travel contents has changed positively. It is hoped that the results of this study will be of some help to the tourism industry and VR production industry, which have been contracted.

A Case Study on College Mathematics Education in Untact DT Era (언택트(Untact) 디지털 전환(DT) 시대의 대학수학교육 사례)

  • Lee, Sang-Gu;Ham, Yoonmee;Lee, Jae Hwa;Park, Kyung-Eun
    • Communications of Mathematical Education
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    • v.34 no.3
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    • pp.201-214
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    • 2020
  • In December 2019, new coronavirus (COVID-19) which was started from Wuhan caused a dramatic changes in college mathematics education around the world from the spring semester 2020. All classes in college was switched to online classes at once. As a result, many efforts were made to keep the quality of mathematics education in college. We have discussed the situation that we did experience and discussed a possible changes that future mathematics education and research can face in the post-corona era (after coronavirus, AC era). Finally, we discussed an evaluation method for student activities that can be used in online class evaluation.

The effects of Nintendo games in the face of COVID-19 pandemic. (코로나19 팬데믹시대, 닌텐도 게임의 영향력에 대한 연구)

  • Kim, Mi Kyoung;Kang, Hyosoon
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.33-42
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    • 2021
  • Despite people's expectation, COVID-19 has turned out to be a burden people have to carry for a while. The age of "Untact" has come. While many outdoor activites have been restricted, it is crucial to find other ways to maintain physical/mental health ideally indoors. As a mediative gesture, people are now taking notice of 'Console games', through which they can party, travel, and exercise in virtual reality even harder than in real life. In thesis, we will examine Nintendo Switch Consoles in relation to direction Korean game industry has to take to maintain people's physical/mental health.

Perception in the MZ Generation's Untact Era on Physical Consciousness and Cosmetological Management Behavior (MZ세대의 언택트 시대 지각이 신체의식과 뷰티관리행동에 미치는 영향)

  • Na, Yunyoung
    • Fashion & Textile Research Journal
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    • v.24 no.5
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    • pp.628-635
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    • 2022
  • This study sought to investigate the relationship between perception, body awareness, and beauty management behavior in the untact era in their MZ generation's, and as a result of the study, it was confirmed that there is a causal relationship between variables. For the empirical analysis of the study, a survey was conducted online(Google questionnaire) in Seoul/Gyeonggi area from June 7 to 26, 2021. Of the 548 questionnaires, 512, excluding 36, were analyzed using SPSS V.21.0. Among the sub-factors of perception in the untact era, it was confirmed that the social environment perception and human relationship perception are key factors that negatively affect body consciousness and beauty management behavior, and so does self-awareness(p<.05). Next, it was confirmed that, among the sub-factors of body consciousness, appearance management awareness and appearance/body care effort were key factors that positively affected beauty management behavior, and that appearance confidence was also an important factor that positively affected beauty management behavior(p<.05). Therefore, through this study, we intend to provide basic data for product development, programs, and marketing strategies that can cope with changes in the beauty consumption market in preparation for the post-COVID era.