• Title/Summary/Keyword: 융합미디어

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The Exploratory Study for the Application of the Sports Field in the Fourth Industrial Revolution: Focus on the Social Big Data (4차 산업혁명의 스포츠 현장 적용을 위한 탐색적 연구: 소셜 빅데이터 활용 방안을 중심으로)

  • Park, SungGeon;Hwang, YoungChan
    • 한국체육학회지인문사회과학편
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    • v.56 no.4
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    • pp.397-413
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    • 2017
  • The purpose of this study is to introduce the case and to provide related information for the physical education major to handle and utilize the social big data through the exploratory study for the application of sports industry in the fourth industrial revolution. For this study, data was collected from the article database, which covers the keyword such as 'Social Big Data', 'Sports' and so on. The analyzed articles were 86 articles. As a results, The research on social big data applied to sports industry are as follows: 1) Analysis of major issues related to sports fans' interests and sports events, 2) A study on media sports engagement, 3) The prediction analysis of sports game based on the sentiment analysis, 4) Development of salary estimation model for professional player in sports, 5) Research trend analysis and so on. In conclusion, the social big data analysis technology in the sports industry and management can be utilized variously. Therefore, the specialists of the sports industry and management field need to learn the techniques, to acquire the know-how for the research project, to convert the convergence thinking.

A Study on Immersive Media Technology in the Metaverse World

  • Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.73-79
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    • 2021
  • As the importance of online virtual space grows due to Corona Pandemic, interest in virtual space utilization technology is increasing, causing a boom in the growth of the untact technology and related content industry, and accelerating the transition to Metaverse era, a new virtual convergence platform based on virtual and reality. This study analyzed ZEPETO, a Metaverse platform and found that it provides a creative space through Built-it and ZEPETO Studio, and offers items and contents with active economic activity. This is the result of an analysis centered on ZEPETO, so it varies depending on the Metaverse platform. We look to find key items to activate a Metaverse platform and how to make best use of virtual assets crated in Metaverse in reality through Metaverse related technologies.

Exploratory Research : Home Aquaponics of Tropical Fish Using IoT (IoT를 활용한 가정용 열대어 아쿠아포닉스에 관한 탐색적 연구)

  • Kim, Gyeong-Hyeon;Han, Dong-Wook
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.424-433
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    • 2021
  • The aim of this study is to explores the possibility of applying new aquaponics using guppies, a tropical fish breeding as companion fish at home, different from the aquaponics system using fish species such as loach, carp, and catfish for commercial purposes. To facilitate the application of Aquaponics at home, a system was established by connecting a water tank, water plants, hydroponic pots, plant growth LEDs, and Arduino sensors using Internet of Things(IoT) technology. As a hydroponic crops, lettuce that can be easily obtained and consumed at home was selected. In order to confirm the applicability of aquaponics using tropical fish, the growth rates of hydroponic crops in the same environment were compared as a control. The growth rate of aquaponics crops using tropical fish was about 77.4% of that of hydroponic crops. This will produce the same effect as hydroponic cultivation if conditions correspond with enough fish quantity to feed plant and appropriate pH control for growth are met. It can be seen that, and in the future, it can be used to develop an Aquaphonics standard system applicable at home.

A Study on the Development of AR Content for Promoting Memory Learning -Nursing Education Learning Content (암기학습 증진을 위한 증강현실 콘텐츠 개발 연구 - 간호 술기 학습 콘텐츠 중심으로)

  • Suh, Donghee;Suh, Eunyoung
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.79-85
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    • 2021
  • The purpose of this study was to investigate the existing augmented reality (AR) contents in education and to develop digital AR contents to promote the learning outcomes in nursing skills education. AR contents has been widely used in education such as children's books, coloring, or exhibition experiences, but rarely developed in nursing education. We wanted to develop AR contents on nursing skills which required memorization of complex contents. In order to improve nursing students' memorization skills, we developed AR techniques holding and executing cameras along with game elements of time and points. In order to give the effect of placing objects in front of the user's eyes, an augmented reality camera was applied, and a total of 40 levels were created to produce the sequence of nursing techniques. This study showed that learning contents in the medical field requiring expertise could be implemented as AR contents. The content developed in this study will be used as a learning aid for nursing students.

A Research on Development of Multi-Screen Image and Application to Ultra-High Definition Contents (멀티스크린의 발전과 초고화질 콘텐츠 응용에 대한 연구)

  • Moon, Dae-Hyuk
    • Journal of Industrial Convergence
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    • v.18 no.6
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    • pp.33-39
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    • 2020
  • The multi-screen image system could make the audiences appreciate contents without special devices by expansively composing the images played on a single screen to many facets suitable for the use, which could provide the great immersiveness to the audiences. Based on the recent interest in realistic images, it is produced as films through the multi-projection technology such as Screen X or Escape, and it is developed into the media that could deliver stories and information. Also, the size of display tends to gradually get larger while the image quality is improved to high definition. Thus, the development is accelerated in the form of Digital Signage that could play the high definition image contents by solidly composing many HD or UHD display screens. Moreover, through the convergence of digital technologies, it is developed into the higher value-added industry that could have two-way communication. This study aims to understand the developmental history of multi-screen image from 1950 to the present, technical analysis, and the production method, and then to research how to minimize the image degradation when playing the contents, in various platforms using the multi-screen image.

A Study on Various Attention for Improving Performance in Single Image Super Resolution (초고해상도 복원에서 성능 향상을 위한 다양한 Attention 연구)

  • Mun, Hwanbok;Yoon, Sang Min
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.898-910
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    • 2020
  • Single image-based super-resolution has been studied for a long time in computer vision because of various applications. Various deep learning-based super-resolution algorithms are introduced recently to improve the performance by reducing side effects like blurring and staircase effects. Most deep learning-based approaches have focused on how to implement the network architecture, loss function, and training strategy to improve performance. Meanwhile, Several approaches using Attention Module, which emphasizes the extracted features, are introduced to enhance the performance of the network without any additional layer. Attention module emphasizes or scales the feature map for the purpose of the network from various perspectives. In this paper, we propose the various channel attention and spatial attention in single image-based super-resolution and analyze the results and performance according to the architecture of the attention module. Also, we explore that designing multi-attention module to emphasize features efficiently from various perspectives.

A Low-weight Authentication Protocol using RFID for IPTV Users (RFID를 이용한 IPTV 사용자의 경량화 인증 프로토콜)

  • Jeong, Yoon-Su;Kim, Yong-Tae;Park, Gil-Cheol;Lee, Sang-Ho
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.19 no.2
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    • pp.105-115
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    • 2009
  • At the most recent, IPTV service is increasing, which isa communicative broadcasting fusion service that provides various multimedia contents interactively followed by user's request through super high-speed internet. For IPTV user service with high mobility, IPTV user's enrollment is essential. However, IPTV service provided to mobile users can't provide the certification of mobile user securely. This paper proposes light user certification protocol which can certificate mobile users by attaching RFID to IPTV STB for secure awareness of mobile users who get IPTV service. The proposed protocol prevent reply attack and man-in-the-middle attack from happening oftenin a wireless section by transmitting the result value hashed by hash function with both its' ID and random number received from tag after tag transmits random number which generated randomly in the process of certification of mobile user to IPTV STB.

Asymmetric data storage management scheme to ensure the safety of big data in multi-cloud environments based on deep learning (딥러닝 기반의 다중 클라우드 환경에서 빅 데이터의 안전성을 보장하기 위한 비대칭 데이터 저장 관리 기법)

  • Jeong, Yoon-Su
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.211-216
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    • 2021
  • Information from various heterogeneous devices is steadily increasing in distributed cloud environments. This is because high-speed network speeds and high-capacity multimedia data are being used. However, research is still underway on how to minimize information errors in big data sent and received by heterogeneous devices. In this paper, we propose a deep learning-based asymmetric storage management technique for minimizing bandwidth and data errors in networks generated by information sent and received in cloud environments. The proposed technique applies deep learning techniques to optimize the load balance after asymmetric hash of the big data information generated by each device. The proposed technique is characterized by allowing errors in big data collected from each device, while also ensuring the connectivity of big data by grouping big data into groups of clusters of dogs. In particular, the proposed technique minimizes information errors when storing and managing big data asymmetrically because it used a loss function that extracted similar values between big data as seeds.

Puzzle Rule Algorithm of Euler Square Game (오일러 방진 게임 퍼즐 규칙 알고리즘)

  • Lee, Sang-Un
    • Journal of Industrial Convergence
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    • v.19 no.4
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    • pp.23-28
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    • 2021
  • This paper finds the regular pattern of n = [3, ∞] for Euler square game related with n = 6(6×6=36) thirty-six officer problem that is still unsolved problem. The solution of this problem is exists for n = [3, 10] without n = 6. Also, previous researchers finds the random assigned solution for specific number using computer programming. Therefore, the solution of n = [11, ∞] Euler squares are unsolved problem because of anything but easy. This paper attempts to find generalized patterns for domains that have been extended to n = [3, ∞], while existing studies have been limited to n = [3, 10]. This paper classify the n = [3, ∞] into n = odd, 4k even, 4k+2 even of three classes. Then we find the simple regular pattern solution for n = odd and 4k even(n/2 = even). But we can't find the regular pattern for 4k+2 even(n/2 = odd).

Development of a Sign Language Learning Assistance System using Mediapipe for Sign Language Education of Deaf-Mutility (청각장애인의 수어 교육을 위한 MediaPipe 활용 수어 학습 보조 시스템 개발)

  • Kim, Jin-Young;Sim, Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1355-1362
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    • 2021
  • Recently, not only congenital hearing impairment, but also the number of people with hearing impairment due to acquired factors is increasing. The environment in which sign language can be learned is poor. Therefore, this study intends to present a sign language (sign language number/sign language text) evaluation system as a sign language learning assistance tool for sign language learners. Therefore, in this paper, sign language is captured as an image using OpenCV and Convolutional Neural Network (CNN). In addition, we study a system that recognizes sign language behavior using MediaPipe, converts the meaning of sign language into text-type data, and provides it to users. Through this, self-directed learning is possible so that learners who learn sign language can judge whether they are correct dez. Therefore, we develop a sign language learning assistance system that helps us learn sign language. The purpose is to propose a sign language learning assistance system as a way to support sign language learning, the main language of communication for the hearing impaired.