• Title/Summary/Keyword: 융합미디어

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A Study on the Efficient Modularization of Virtual World Creation in Unreal Engine (언리얼엔진에서의 가상세계 창작을 위한 효율적 모듈화 연구)

  • Min-Jun, Oh
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.19-25
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    • 2022
  • In the development of existing games, it is judged that virtual world production was done by arranging game elements one by one. What is noteworthy here is the question of whether quality virtual worlds were efficiently produced in preparation for investment. In this study, we propose a methodology that can build an efficient virtual world based on the concept of modularization in an unreal engine. First, precedents were analyzed and five reference elements for modularization were extracted. In addition, the concept of an instance production pipeline was proposed by dividing it into four stages, and the minimum-unit instance modules for urban virtual world production were compressed into four. Finally, an urban virtual world constructed based on the minimum unit module and reference elements was implemented and presented. In conclusion, research on the production method centered on this efficiency is thought to be able to focus the time that designers or artists had to spend on production only on ideas and creativity. The limitations of the research are that the basic minimum module is limited to the city, and the derived reference elements and production pipelines have not been verified when implementing them with an unreal engine. Therefore, it is expected that various virtual world creation plans will be derived through more advanced modular research.

Applying the Theory of Planned Behavior to Digital Gaming: Focusing on the Balance Relationship with Significant Others (디지털 게임에 대한 계획행동이론의 적용: 중요한 타인과 균형관계를 중심으로)

  • Gyu Hyun Ho;Eun Yeong Na
    • Korean Journal of Culture and Social Issue
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    • v.29 no.3
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    • pp.275-304
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    • 2023
  • This study aimed to examine the mechanisms underlying digital game usage behavior by applying the Theory of Planned Behavior and the Balance Theory. It investigated the influences of attitude, subjective norms, and perceived behavioral control on the intention to use digital games, as well as the differences in the application of the Theory of Planned Behavior model based on the balance state among individuals, significant others, and digital games. A total of 315 responses from adult PC game users were collected through an online survey conducted from October 21 to 25, 2021, and were analyzed using multiple regression analysis. The results revealed that attitude and perceived behavioral control had a significant positive impact on the intention to continue using digital games, while subjective norms did not exert a significant influence. By categorizing groups into balanced, unbalanced, and imbalance states based on the balance relationship, the application of the Theory of Planned Behavior model showed that in the unbalanced and imbalance groups, both perceived behavioral control and attitude had a positive impact on the intention to continue using digital games. However, in the balanced group, attitude only had a positive impact on the intention to continue game usage. This study contributes to understanding digital game users by examining both individual psychological factors and the influence of others on digital game usage behavior.

Early Prediction of Fine Dust Concentration in Seoul using Weather and Fine Dust Information (기상 및 미세먼지 정보를 활용한 서울시의 미세먼지 농도 조기 예측)

  • HanJoo Lee;Minkyu Jee;Hakdong Kim;Taeheul Jun;Cheongwon Kim
    • Journal of Broadcast Engineering
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    • v.28 no.3
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    • pp.285-292
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    • 2023
  • Recently, the impact of fine dust on health has become a major topic. Fine dust is dangerous because it can penetrate the body and affect the respiratory system, without being filtered out by the mucous membrane in the nose. Since fine dust is directly related to the industry, it is practically impossible to completely remove it. Therefore, if the concentration of fine dust can be predicted in advance, pre-emptive measures can be taken to minimize its impact on the human body. Fine dust can travel over 600km in a day, so it not only affects neighboring areas, but also distant regions. In this paper, wind direction and speed data and a time series prediction model were used to predict the concentration of fine dust in Seoul, and the correlation between the concentration of fine dust in Seoul and the concentration in each region was confirmed. In addition, predictions were made using the concentration of fine dust in each region and in Seoul. The lowest MAE (mean absolute error) in the prediction results was 12.13, which was about 15.17% better than the MAE of 14.3 presented in previous studies.

A study on the Revitalization of Traditional Market with Smart Platform (스마트 플랫폼을 이용한 전통시장 활성화 방안 연구)

  • Park, Jung Ho;Choi, EunYoung
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.127-143
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    • 2023
  • Currently, the domestic traditional market has not escaped the swamp of stagnation that began in the early 2000s despite various projects promoted by many related players such as the central government and local governments. In order to overcome the crisis faced by the traditional market, various R&Ds have recently been conducted on how to build a smart traditional market that combines information and communication technologies such as big data analysis, artificial intelligence, and the Internet of Things. This study analyzes various previous studies, users of traditional markets, and application cases of ICT technology in foreign traditional markets since 2012 and proposes a model to build a smart traditional market using ICT technology based on the analysis. The model proposed in this study includes building a traditional market metaverse that can interact with visitors, certifying visits to traditional markets through digital signage with NFC technology, improving accuracy of fire detection functions using IoT and AI technology, developing smartphone apps for market launch information and event notification, and an e-commerce system. If a smart traditional market platform is implemented and operated based on the smart traditional market platform model presented in this study, it will not only draw interest in the traditional market to MZ generation and foreigners, but also contribute to revitalizing the traditional market in the future.

A Study on Ways to Increase the Effectiveness of Virtual Models as Influencers for the MZ Generation: Focusing on Medical Institutions (MZ세대에게 가상모델 인플루언서의 효과를 높일 수 있는 방안 연구:의료기관을 중심으로)

  • Heejung Lee;Myounga An
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.26-47
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    • 2023
  • In the age of digital media transformation, the rapid rise of social media has changed the paradigm of traditional marketing techniques by leveraging the influence of influencers. However, the influence of influencers cannot be freed from ethical issues that arise as individuals, so virtual influencers are emerging as a countermeasure. This study is a study on how to increase the influencer effect of virtual models with a focus on the MZ generation in medical service. This study investigated whether respondents in their 40s or younger were aware of 'Rosy', a virtual influencer, and then conducted a survey on those who recognized 'Rosy'. As a result of this study, first, both cognitive and emotional motivation had a positive influence on fanship and attractiveness for virtual influencer. In addition, it was found that there was a difference in follow motive according to gender. Second, in order to lead to the intention of visiting hospitals, which is the medical service industry, only the cognitive motives with useful and reliable information and useful information for the virtual influencer were found to be significant in intention to visit.

QRAS-based Algorithm for Omnidirectional Sound Source Determination Without Blind Spots (사각영역이 없는 전방향 음원인식을 위한 QRAS 기반의 알고리즘)

  • Kim, Youngeon;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.27 no.1
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    • pp.91-103
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    • 2022
  • Determination of sound source characteristics such as: sound volume, direction and distance to the source is one of the important techniques for unmanned systems like autonomous vehicles, robot systems and AI speakers. There are multiple methods of determining the direction and distance to the sound source, e.g., using a radar, a rider, an ultrasonic wave and a RF signal with a sound. These methods require the transmission of signals and cannot accurately identify sound sources generated in the obstructed region due to obstacles. In this paper, we have implemented and evaluated a method of detecting and identifying the sound in the audible frequency band by a method of recognizing the volume, direction, and distance to the sound source that is generated in the periphery including the invisible region. A cross-shaped based sound source recognition algorithm, which is mainly used for identifying a sound source, can measure the volume and locate the direction of the sound source, but the method has a problem with "blind spots". In addition, a serious limitation for this type of algorithm is lack of capability to determine the distance to the sound source. In order to overcome the limitations of this existing method, we propose a QRAS-based algorithm that uses rectangular-shaped technology. This method can determine the volume, direction, and distance to the sound source, which is an improvement over the cross-shaped based algorithm. The QRAS-based algorithm for the OSSD uses 6 AITDs derived from four microphones which are deployed in a rectangular-shaped configuration. The QRAS-based algorithm can solve existing problems of the cross-shaped based algorithms like blind spots, and it can determine the distance to the sound source. Experiments have demonstrated that the proposed QRAS-based algorithm for OSSD can reliably determine sound volume along with direction and distance to the sound source, which avoiding blind spots.

A Study on the Visualization of Data in Virtual Space utilizing Realistic Exhibition Contents - Focusing on the application of the Tamed Cloud clustering algorithm in 70mK project (전시콘텐츠에 구현된 가상공간 내 데이터 시각화 연구 - 70mK의 Tamed Cloud 군집형 알고리즘 적용을 중심으로)

  • Sungmin Kang;Daniel H. Byun
    • Trans-
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    • v.15
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    • pp.1-24
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    • 2023
  • This study examines the application of data visualization technology using a clustered data algorithm called 'Tamed Cloud' to virtual spaces and seeks the possibility of implementing it in various types of realistic exhibition contents. To this end, we first attempt to classify virtual reality (VR) exhibition contents starting with COVID-19, and summarize technologies applied. Also, various realistic exhibition contents provide visitors with an opportunity to appreciate the artworks through online and virtual exhibitions. In this trend, virtual reality and augmented reality (AR) technologies have been introduced, allowing visitors to enjoy the artwork more immersively, and the possibility of realistic exhibition content with interaction between the artwork and the user is also being demonstrated. Based on this background, this study examines the history of exhibition contents by dividing them before and after the advent of virtual reality technology, and examines how the clustered algorithm technology called Tamed Cloud was applied to virtual space and implemented as a realistic exhibition content in <70mK> project. By synthesizing all of this, we propose a convergence method of data visualization, virtual reality, and realistic content, and propose it as a new alternative to realistic exhibition content in virtual space.

Design of Body Movement Program with the Application of Feldenkrais Method® - Foucing on Parkinson's Disease (펠든크라이스 기법®을 적용한 신체 움직임 프로그램 설계 - 파킨슨병 환자를 중심으로)

  • So Jung Park
    • Trans-
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    • v.14
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    • pp.35-63
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    • 2023
  • Parkinson's disease is a degenerative neurological disease that affects even basic daily life movements due to impairment of body function caused by a lack of dopamine, which is charge of the body movement. Presently, it is hard to cure Parkinson's disease entirely with medical technology, so movement therapy as a solution to delay and prevent disease is getting more attention. Therefore, this study aims at desiging and disseminating a body movement program that concentrates on individual self-care and balacing the state of body and mind by applying the Feldenkrais Method® to patients with Parkinson's disease. The Feldenkrais Method® is a mind-body perceptual learning method using body movements. It is a methodology that re-educates the nervous system by connecting the brain and behavior as a function of neuroplasticity. In this study, the body movement program developed and verified by the researcher was modified and supplemented with a focus on the self-awareness of the Feldenkrais Method®. A 24-session physical exercise program was composed of 5 stages to improve the self-management ability of patients with Parkinson's disease. The stages include self-awareness, self-observation, self-organization, self-control, and self-care. The overall changes recognize one's condition and improve one's ability to detect modifications in the internal sense and external environment. In conclusion, the body movement program improves the body movement program improves mental and physical functions and self-care for Parkinson's disease patients through the Feldenkrais method. The availability of the program's on-site applicability remains a follow-up task. Furthermore, it is necessary to establish a systematic structure to spread it more widely through convergent cooperation with the scientific field applied with metaverse as a reference for the wellness of the elderly.

Growth of Globalization Cultural Spread and Technological Innovation Study with Anti-Globalization (세계화의 문화 확산과 반세계화에 따른 기술혁신 성장연구)

  • Seo, Dae-Sung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.769-777
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    • 2023
  • Globalization has brought about rapid economic, technological, and cultural changes. In order for countries around the world to communicate, recognize and understand globalization, creativity or planning ability can be used to code. In this paper, we would like to present and prove a data analysis that can solve world problems. In the global market, the value of goods or services increases with connectivity. This connection is becoming one of the factors that increase the value of culture. Changes taking this into account promoted cultural spread and innovative growth, and increased productivity and competitiveness in each region of the world. This paper compares the income of the middle class in the United States on the impact of globalization and anti-globalization on cultural spread and innovative growth. Globalization has created an environment in which various elements of K-culture can interact and spread. Through the Internet, social media, and international travel, globalization has had a positive impact on Korea's innovative growth. In areas such as economic activity, technological innovation, and creative industries, globalization has facilitated new tech and approaches, Through this, it changed the existing economic model and contributed to exports K-culture with a new middle class model. However, globalization in the cultural industry can result in the loss of regional characteristics & individuality, which can lead to the middle class cultural unification and alienation(chasm). As a result of the empirical analysis of K-exports for the middle income in the United States, cultural diffusion and innovation must be developed even in anti-globalization. With these industrial changes the soft power value of the Korean Wave proves that it can create value for use for the middle class of major exporting countries.

A Study on the Attributes of Fashion as an Artistic Medium Characterized by Berlin's Contemporary Art - Centered on the Artworks of Julius von Bismarck and Hito Steyerl - (베를린 현대미술에 나타난 패션의 예술매체적 속성 고찰 - Julius von Bismarck와 Hito Steyerl의 작품을 중심으로 -)

  • Jaehee Jung
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.413-427
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    • 2023
  • This study, centered on the artworks of Julius von Bismarck and Hito Steyerl, elucidates the aesthetic role that fashion plays in Berlin's contemporary art as an art medium. To this end, the following research questions are addressed: What are the characteristics of Berlin's contemporary art and contemporary fashion? What are the artistic styles and features of Julius von Bismarck and Hito Steyerl, and what attributes of fashion as an artistic medium are embedded in their works? How can the attributes of fashion, leveraged as an artistic medium in Berlin's contemporary art, be identified? The research methodologies used in this study include literature review, content analysis, and case analysis. The analytical findings of this study reveal that 1) Berlin has established itself as an international center of culture, yielding keen insights into artistry with reflections on technological media, and 2) the contemporary artworks of Julius von Bismarck and Hito Steyerl in Berlin feature some significant attributes of fashion as an art medium such as contemporary antisociality, metaphorical theatricality, and the tangible and intangible properties of algorithms.