• Title/Summary/Keyword: 영상 SNS

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Avatar Generation from 3D Motion (3차원 모션을 통한 아바타 생성 기술)

  • So-Hyun Park;U-Chae Jun;Jae-Eun Ko;Ji-Woo Kang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.733-734
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    • 2023
  • 버츄얼 유튜버로서 자신의 동작을 3D 가상 캐릭터로 나타내고, SNS 에서 춤을 공유하는 경우가 많아졌다. 본 논문에서는 2D 영상에서 MediaPipe BlazePose 모델로 추정된 사람 포즈를 3D 인체 모델인 SMPL 에 피팅하여 사용자 정의 3D 모델을 생성하는 방법을 제안한다. 이를 통해 자신의 춤 영상으로 3D 모델을 생성하여 공유하거나, 기존의 춤 동영상으로 3D 모델을 생성하여 댄스 게임에 사용할 수 있다. 이처럼 본 기술은 예술 및 엔터테인먼트 분야에서 다양하게 활용될 수 있다.

A Comparative Study on the Perception of Actual Utilization of Smart Devices and Development of Culinary Education Application - Focused on 4-year University Students Located in the Daejeon.Chungnam Areas - (스마트 기기 활용 실태와 조리실습교육 애플리케이션 개발에 대한 인식 비교 연구 - 대전.충남지역 4년제 대학생을 중심으로 -)

  • Kang, Keoung-Shim
    • Culinary science and hospitality research
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    • v.19 no.2
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    • pp.176-189
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    • 2013
  • This study has been conducted on 213 students in 4-year universities located in the regions of Daejeon and Chungnam in order to investigate a method to develop a smart device based culinary education application and the results and development method were as follows. First, the most often used smart device was a smart phone, which is used for over 5 hours a day and mainly used for SNS. Second, they utilized a smart device for language and major study during their spare time, wanted educational contents most and thought them useful for learning. Third, most of the students were positively aware of the necessity and learning effects of culinary education applications, and the response rate to utilize the application once a week was highest. Also, they hoped various recipes and simple cuisine and craftsman cooking. Therefore, the functions of SNS mostly often used by students should be added to promote interaction between teachers and students. And more contents should be made for students to use easily in moving or in their spare time. Furthermore, various videos of teaching and theoretical information should be included. And the applications focused on recipes and simple and craftsman cooking should be developed and uploaded on a school homepage and on popular portal sites so that students can easily utilize them.

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An Analysis for Deriving New Convergent Service of Mobile Learning: The Case of Social Network Analysis and Association Rule (모바일 러닝에서의 신규 융합서비스 도출을 위한 분석: 사회연결망 분석과 연관성 분석 사례)

  • Baek, Heon;Kim, Jin Hwa;Kim, Yong Jin
    • Information Systems Review
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    • v.15 no.3
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    • pp.1-37
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    • 2013
  • This study is conducted to explore the possibility of service convergence to promote mobile learning. This study has attempted to identify how mobile learning service is provided, which services among them are considered most popular, and which services are highly demanded by users. This study has also investigated the potential opportunities for service convergence of mobile service and e-learning. This research is then extended to examine the possibility of active convergence of common services in mobile services and e-learning. Important variables have been identified from related web pages of portal sites using social network analysis (SNA) and association rules. Due to the differences in number and type of variables on different web pages, SNA was used to deal with the difficulties of identifying the degree of complex connection. Association analysis has been used to identify association rules among variables. The study has revealed that most frequent services among common services of mobile services and e-learning were Games and SNS followed by Payment, Advertising, Mail, Event, Animation, Cloud, e-Book, Augmented Reality and Jobs. This study has also found that Search, News, GPS in mobile services were turned out to be very highly demanded while Simulation, Culture, Public Education were highly demanded in e-learning. In addition, It has been found that variables involving with high service convergence based on common variables of mobile and e-learning services were Games and SNS, Games and Sports, SNS and Advertising, Games and Event, SNS and e-Book, Games and Community in mobile services while Games, Animation, Counseling, e-Book, being preceding services Simulation, Speaking, Public Education, Attendance Management were turned out be highly convergent in e-learning services. Finally, this study has attempted to predict possibility of active service convergence focusing on Games, SNS, e-Book which were highly demanded common services in mobile and e-learning services. It is expected that this study can be used to suggest a strategic direction to promote mobile learning by converging mobile services and e-learning.

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New ICT 서비스 전개 현황과 진화 방향

  • Han, Seong-Su;Sim, Jin-Bo
    • Information and Communications Magazine
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    • v.27 no.12
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    • pp.3-10
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    • 2010
  • 사회적 요구와 고객니즈의 변화에 따라 미래사회는 융합사회라는 새로운 패러다임으로 나아가고 있다. 본고는 융합사회를 실현하는 New ICT 서비스의 전개 현황을 설명하고, 미래 진화방향에 대해 전망해보았다. ICT 기술의 진화방향은 지능화, 이동성 증대, 내재화로, 현재 이러한 진화방향에 따라 3D 영상서비스, 스마트TV, FRC, SNS, m-VoIP, Mobile OS, 임베디드 S/W 상의 New ICT 서비스사 보편화되어 가고있다. 한편, 미래의 ICT 서비스는 융합화, Smart화, Mobile화라는 방향성을 가지고 진화할 것으로 전망된다.

A study on 3D design and SNS developmenst using teddy bear character (테디베어 캐릭터를 응용한 3D 디자인 및 SNS 개발에 관한 연구)

  • Jeong, Yooseob
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.123-136
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    • 2021
  • Teddy bear is a typical rag doll which has been loved by people all over the world for more than 100 years based on its cute and friendly image. In addition, as it has been together for a long time with us, it is considered as a friend of people with memories of all ages and sexes, not just animal doll. Teddy bear has been developing its appearance and character continually playing a role as the symbol of society and issues of an era beyond toys, however it still remains in the image of stuffed toys. Therefore, more advanced teddy bear characters should be created in line with the current environment and market conditions that are undergoing major changes based on the Internet and smart phones. Thus, the concept of the character and the recent development of the market were reflected and the meaning and current image of teddy bears were analyzed to develop new teddy bear stories, worldviews, and characters through design process. And it was created 3D characters, videos, and SNS channels through the developed 3D character design and motion design. Furthermore, we want to take a look at the direction in which Korea's character business can develop in accordance with global changes and suggest the possibility of entering as a character powerhouse.

A Study on Predicting Presidential Election Results by Analyzing Twitter Message Contents: A Focus on the 18th Presidential Election in Korea (트위터 메시지 분석을 통한 선거 결과 예측 고찰: 18대 대선을 중심으로)

  • Lee, SeoYoung;Kwon, SangJib
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.174-186
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    • 2019
  • Twitter is very popluar with users who desire social interaction as it is a highly effective method of communicating compared to traditional communication platforms; and thus has garnered considerable interest from the academic community. This research reveals how election results can be predicted by the factors of total volume of messages, positive messages and negative messages tweeted about a candidate. Social matrix analysis revealed that the quantity of twitter messages was a strong predictor of election results in the 18th presidential election in Korea. In addition, more positive messages than negative messages about a candidate from twitter users recorded better results in the election. This research found that the total quantity of messages, positive messages, and negative messages as key factors for predicting election result. Future studies should investigate other SNS platforms to discover what is the most effective communication strategy on each platform.

Analysis of Game User's Motivation-Action Structure on Social Network Games (소셜 네트워크 게임 사용자의 동기-행동구조 분석)

  • Kim, Mi-jin;Kim, Yeong-sil
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.77-86
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    • 2011
  • This paper is aimed at analyzing the relationship between users' actions in relation to a SNG (Social Network Game), which mainly targets communities, and the motivations that give rise to such selective actions. The subjects of existing researches on game area have rarely dealt with game users but mainly focused on the studies and utilization of game production technologies; and, in cases of studies on games users, their subjects have been hardly more than observations of users' behaviors in relation to the performance to achieve certain goals or themes of a game; for example, upgrading a character's level or obtaining rewards through "defeat". Therefore, it is necessary to analyze the actions of SNS game users from the perspective of behavioral selections caused by various motivations of human beings rather than approaching from the perspective of problem solving methods. In order to accomplish this goal, fist of all, Lazzaro's People Fun model and motivation theory of SNS users will be analyzed. Secondly, relevant materials from 13 SNG cases will be collected. Games' events and the functional actions of users will be classified. Lastly, the primary actions of SNG users will be classified into 8 different types and motivations - action patterns will be analyzed based on the classified materials.

The Network Analysis of the Diffusion on the Disaster Issue Via SNS based on Types of Information, Issue Contractiveness and Diffusion (재난 발생 시 SNS를 통해 확산된 재난 이슈 네트워크 분석: 유튜브의 정보 종류 및 이슈의 집중도·확산성을 중심으로)

  • Hong, Ju-Hyun
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.138-147
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    • 2018
  • The network analysis is done to explore what kind if issues are diffused about earthquake and the role of social media. The types of disaster information is classified into formal and informal. The role of actor is classified based on the concentrativeness and the diffusion of issue. Youttube is functioned as a formal channel and an informal channel when disaster happened. In case of government's video, issue contractiveness is high but the diffusion is low. In case of media's video, issue contractiveness and the diffusion are all high. In case of individual channel, issue contractiveness is low, but diffusion is high. In disaster, youtube is a tool to respread the disaster issue. Government needs to try diffusion of government's news actively in disaster.

Thermal Image Real-time estimation and Fire Alarm by using a CCD Camera (CCD 카메라를 이용한 열화상 실시간 추정과 화재경보)

  • Baek, Dong-Hyun
    • Fire Science and Engineering
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    • v.30 no.6
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    • pp.92-98
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    • 2016
  • This study evaluated thermal image real-time estimation and fire alarm using by a CCD camera, which has been a seamless feature-point analysis method, according to the angle and position and image fusion by a vector coordinate point set-up of equal shape. The system has higher accuracy, fixing data value of temperature sensing and fire image of 0~255, and sensor output-value of 0~5,000. The operation time of a flame specimen within 500 m, 1000 m, and 1500 m from the test report specimen took 7 s, 26 s, and 62 s, respectively, and image creation was proven. A diagnosis of fire accident was designated to 3 steps: Caution/Alarm/Fire. Therefore, a series of process and the transmission of SNS were identified. A light bulb and fluorescent bulb were also tested for a false alarm test, but no false alarm occurred. The possibility that an unwanted alarm will be reduced was verified through a forecast of the fire progress or real-time estimation of a thermal image by the change in the image of a time-based flame and an analysis of the diffusion velocity.

A Study on the Development of Intelligent Contents and Interactive Storytelling System (지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.423-430
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    • 2013
  • The development of information technology introduced digital contents and Social Network Services(SNS), and allowed the virtual transaction and communication between users called "the experience knowledge" advanced from "the objective knowledge." This paper will analyze interactive storytelling system creating different types of stories on narrative genre about family history, personal history and so on. Through analysis on narrative interviews, direct observations, documentations and visual records, contents about CEO story, corporate story, family story and especially family history will be categorized into sampleDB and informationDB. Accumulated contents will allow the user to increase the value and usage of the contents through interactive storytelling system by restructuring the contents on family history. This research has developed writing tool data model using different digital contents such as texts, images and pictures to encourage open communications between first generations and third generations in Korea. Furthermore, researched about connected system on interactive storytelling creation device using various genre of family story that has been data based.