This study starts from an experience-oriented perspective that raises the need to examine the individual's cultural consumption experience with qualitative approach. In particular, this study aims to analyze in-depth the journey of the performance experience by connecting with offline-based social relationships as well as online-based informative and communicative behaviors. For this, in-depth interviews were conducted with 15 teams (30 people) by setting up two people as research units, and self-recorded data using the mobile application were collected. Results showed that social media and online communication play an important role before and after the performance in amplifying the performance experience and the consumer's taste developments. This study also found that relational aspects of the performance experience by identifying the significance of the partners and the existence of the cultural taste leader. For each result, there was a difference among audience proficiency: enthusiastic, interested, and indifferent audiences. Based on these results, we suggest that the performance experience should not be limited to the performance itself, but should be understood in a comprehensive manner before and after the performance, and that the consumption of the performance takes place in a social relationship, not in an individual's own experience only.
Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
The Journal of the Korea Contents Association
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v.21
no.12
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pp.738-747
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2021
Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.
Journal of the Korean Society for information Management
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v.39
no.2
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pp.87-110
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2022
This study was conducted based on the need to establish an operational plan following the establishment of the Okcheon-gun Daily Life Culture and Sports Center Library, and for the users of public libraries in Okcheon-gun, the functions and roles of the Okcheon-gun Library, collection related to operational direction, user service related activation, library usage related status survey, preference for the future use and perception of desired services were surveyed. Based on the results of the perception survey, the direction required by the Okcheon-gun residents for the Library was identified, and the research results are as follows. As a result of the study, first, when establishing a collection plan, the data types ought to be based on the printed materials and the multi-media materials to reflect the needs of the users, and it may also be necessary to collect them in consideration of the subject areas including literature, art, history, and technical sciences. Second, to provide various information services, it would be necessary to establish an overall information service plan, and it was identified that it would be necessary to develop various information services according to the user preferences and provide cooperative services. Third, it was determined that the programs appropriate for the various subjects and age groups should be continuously expanded moving forward in consideration of the larges demand for programs by the residents of Okcheon-gun. Fourth, new constructions and spatial improvements are needed, and the overall preference for open spaces was significant. In the case of cultural space, the preference for youth cultural facilities, convenience facilities for residents, infinite loss of imagination, and the (experiential) exhibition halls turned out to be large.
With the development of media, modern times are actively exchanging cultures and information around the world. Therefore, product development using traditional material, which are Korean cultural heritages, can be said to be another medium that can promote our unique culture to the world. Therefore, this study attempted to develop a product suitable for the modern lifestyle that combines tradition and modernity by investigating and analyzing Korean roof tiles and applying the formative elements identified as a result of the study. Among the types of roof tiles, a Sumaksai, which is located on the front of the roof and stands out for decoration, was selected as the subject of the study, and it was developed by combining it with lighting and plates as an item for modern people seeking a life full of personality. In product development, we tried to express the traditional style as it is by making the most of the elements of the Sumaksai, and the lotus pattern, which was most commonly used in each era when roof tiles were made, was simplified and applied to the product. As the products developed in this way are used in our daily lives, we hope that users' interest in ours will increase, and that the development of various products through research on traditional material can be activated as a way to spread our culture around the world.
KIPS Transactions on Computer and Communication Systems
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v.11
no.5
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pp.157-166
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2022
Exercise is necessary for a healthy life, but it is recommended that it be conducted in a non-face-to-face environment in the context of an epidemic such as COVID-19. However, in the existing non-face-to-face exercise content, it is possible to recognize exercise movements, but the process of interpreting and providing feedback information is not automated. Therefore, in this paper, to solve this problem, we propose a method of creating a formalized rule to track the contents of exercise and the motions that constitute it. To make such a rule, first make a rule for the overall exercise content, and then create a tracking rule for the motions that make up the exercise. A motion tracking rule can be created by dividing the motion into steps and defining a key frame pose that divides the steps, and creating a transition rule between states and states represented by the key frame poses. The rules created in this way are premised on the use of posture and motion recognition technology using motion capture equipment, and are used for logical development for automation of application of these technologies. By using the rules proposed in this paper, not only recognizing the motions appearing in the exercise process, but also automating the interpretation of the entire motion process, making it possible to produce more advanced contents such as an artificial intelligence training system. Accordingly, the quality of feedback on the exercise process can be improved.
Recently, as the market for short form videos (Instagram, TikTok, YouTube) on social media has gradually increased, research using them is actively being conducted in the artificial intelligence field. A representative research field is Video to Shop, which detects fashion products in videos and searches for product images. In such a video-based artificial intelligence model, product features are extracted using convolution operations. However, due to the limitation of computational resources, extracting features using all the frames in the video is practically impossible. For this reason, existing studies have improved the model's performance by sampling only a part of the entire frame or developing a sampling method using the subject's characteristics. In the existing Video to Shop study, when sampling frames, some frames are randomly sampled or sampled at even intervals. However, this sampling method degrades the performance of the fashion product search model while sampling noise frames where the product does not exist. Therefore, this paper proposes a sampling method MF (Missing Fashion items on frame) sampler that removes noise frames and improves the performance of the search model. MF sampler has improved the problem of resource limitations by developing a keyframe mechanism. In addition, the performance of the search model is improved through noise frame removal using the noise detection model. As a result of the experiment, it was confirmed that the proposed method improves the model's performance and helps the model training to be effective.
The Journal of the Convergence on Culture Technology
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v.8
no.6
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pp.807-812
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2022
Recently, as the number of voice recording files submitted as court evidence increases, the number of cases claiming forgery is also increasing. If the audio recording file structure and metadata, which are objective grounds, are completely forged, it is actually impossible to detect forgery of the sophisticated audio recording file. It is extremely rare for the court to reject the file structure and metadata analysis performed with the forged audio recording file. The purpose of this study is to prove that forgery of voice recording file structure and metadata is easily possible. To this end, in this study, it was introduced that forgery detection is impossible when the 'mixed paste' function, which enables sophisticated editing based on the typification of the editing method of voice recording files, is applied. Moreover, it has been proven through experiments that forgery of file structure and metadata is possible. Therefore, a stricter standard for judging the admissibility of evidence is required when the audio recording file is adopted as digital evidence. This study will not only contribute to the standard of integrity in the adoption of digital evidence by judges, but will also contribute to the method of constructing a dataset for artificial intelligence in detecting forgery of recorded files that is expected to be developed in the future.
The Journal of the Convergence on Culture Technology
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v.8
no.6
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pp.971-978
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2022
As a marketing method in a non-face-to-face society, the purpose of this study is to test how AR experience affects purchase intention in the process of consumers recognizing product information to purchase products and to secure the basis for the effectiveness of developing and introducing augmented reality functions in future product brand applications. Literary research methods and empirical research methods were used to verify the research purpose, and to measure this, an application of domestic tableware brand 'Odense', which implements augmented reality functions, was produced and used as an experimental tool. Also, a direct causal relationship was attempted by constituting a questionnaire by deriving a measurement scale for perceived usefulness, perceived ease, perceived pleasure, and purchase, which are factors of technology acceptance theory (TAM), and empirical analysis was conducted using the SPSS 25.0 statistical package to achieve the purpose of the study. As a result of the study, significant results were derived from all factors in the effect of perceived usefulness, ease, and pleasure on purchase intention, and several significant differences were found among factors according to gender, age, and internet shopping usage time in general characteristics. In conclusion, the user experience of the medium in which the augmented reality function is introduced in the information recognition stage of the product has a positive effect on purchase compared to the user experience of existing applications.
The Journal of the Convergence on Culture Technology
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v.8
no.5
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pp.155-160
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2022
This paper intends to focus on the practical activities and historical significance of network art, that is, 'net art' as an artistic form that depends on network technology. This is because the appearance of net art, which constructs a new interactive art that cooperates and exchanges with each other beyond the boundaries of time and space, can be a contemporary alternative in overcoming the limitations of traditional art. Another important research area to be considered in this paper is net art curating, as well as considering the significance of net art in art history. As new media art that is defined as a 'process' rather than a complete object, net art is a digital art that requires functions such as aesthetic appropriation, dissemination, and mediation performed online, unlike physical presentations with high perfection in exhibition halls. It is accompanied by a new social and cultural curatorial. This appearance requires both artists and curators to reorganize the strategy that net art curating in technoculture should have. Therefore, this paper attempts to question the creative strategies of net art in the wave of globalization in the 21st century, and to examine the artistic meaning and critical value of the experimental net art curatorial method that emerged through the realm of new technology and media. For this purpose, this paper demonstrated key examples of net art works and exhibition projects that started with Fluxus in the 1960s and are spreading all over the world in the 2000s.
COVID-19, which occurred in 2019, has a strong contagious power, has serious symptoms of infection and after-effects, and death in severe cases depending on the underlying disease and symptoms. As COVID-19 is highly contagious, in Korea, screening clinics have been set up across the country to determine whether or not to be positive for COVID-19 and isolate the infected to prevent the spread of COVID-19. However, there are cases where COVID-19 test applicants flock to screening clinics and cannot receive tests due to longer waiting times, and there is a risk that secondary infections may occur in the atmosphere. In this study, the reservation and notification system can be applied from the existing screening care system to solve spatial constraints, reducing waiting time with screening appointments, and solving population bottlenecks to screening clinics. Taking the COVID-19 pandemic as an experience, we propose a system that can present directions in future pandemic situations. To process real-time data, we use Google's Firebase to use Realtime Database in the cloud environment. Because a real-time database is used, users can check the status of screening clinics in real time through the app, make reservations, and receive notifications about test reservations.
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