• Title/Summary/Keyword: 융합형 콘텐츠

Search Result 380, Processing Time 0.028 seconds

The ICT convergence agriculture automated machines designed for smart agriculture (스마트 농업을 위한 ICT 융합형 농업 자동화 기계 설계)

  • Kim, Byung-Chul
    • Journal of Digital Convergence
    • /
    • v.14 no.2
    • /
    • pp.141-148
    • /
    • 2016
  • Agricultural machines can be viewed as a very important factor to reduce the workforce and reduce production costs as well as keep up with now days trend caused Labor shortages and the workforce reduction by aging in rural. The latest agricultural machinery has developed into a major agricultural industry to apply and integrate the telecommunication, next-generation batteries, semiconductors, wireless communications, content and high-tech display industry technology with a wide range of applications. In this study, to apply the information and communication technologies on agricultural planters relied on a mechanical method, we designed a quick and sophisticated ICT convergence planters that enable to monitor.

Development of Chemistry Experimental Teaching Aid for Software Education Convergence Type Elementary And Middle School (소프트웨어 교육 융합형 초·중등용 화학실험교구 개발)

  • Kim, Jin-Ha;Son, Min-Woo;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.14 no.4
    • /
    • pp.769-774
    • /
    • 2019
  • The development of information technology in a software-centered society as of today is a very important, and the training of software utilizing robots has become popular in recent years. This study proposes efficient SW convergence education by providing curriculum and contents for science + SW convergence education in conjunction with instruction block coding program. It also complements the limitations of existing unstructured chemistry experiment teaching aid, We have developed a 'chemical experiment paradigm' that integrates software education that can be linked with other classes.

A Study on the Educational Plan First Person Storytelling of Realistic Content

  • Seo, Hyun Kyung
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.11
    • /
    • pp.67-74
    • /
    • 2020
  • In this paper, we propose to present a storytelling education plan for the development of realistic content. The need is emerging in the content industry for realistic content along with technological convergence as development of media technology. This phenomenon is being accelerated by COVID-19. In 2019, the government set up strategies to secure future growth engines, announced "three major innovation strategies" in the content industry, and emphasized "fostering leading realistic content." Realistic content is a content that users can experience directly. It is first-person storytelling that should be dealt with as important as the development of technology in the production of realistic content. In this paper, the results of storytelling classes conducted at the actual educational site are analyzed, and the difference from the first-person perspective commonly used in traditional literary works is described. Through this, we present effective teaching methods that can be used to develop realistic content.

SHVC-based V-PCC Content ISOBMFF Encapsulation and DASH Configuration Method (SHVC 기반 V-PCC 콘텐츠 ISOBMFF 캡슐화 및 DASH 구성 방안)

  • Nam, Kwijung;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
    • /
    • v.27 no.4
    • /
    • pp.548-560
    • /
    • 2022
  • Video based Point Cloud Compression (V-PCC) is one of the compression methods for compressing point clouds, and shows high efficiency in dynamic point cloud compression with movement due to the feature of compressing point cloud data using an existing video codec. Accordingly, V-PCC is drawing attention as a core technology for immersive content services such as AR/VR. In order to effectively service these V-PCC contents through a media streaming platform, it is necessary to encapsulate them in the existing media file format, ISO based Media File Format (ISOBMFF). However, in order to service through an adaptive streaming platform such as Dynamic Adaptive Streaming over HTTP (DASH), it is necessary to encode V-PCC contents of various qualities and store them in the server. Due to the size of the 2D media, it causes a great burden on the encoder and the server compared to the existing 2D media. As a method to solve such a problem, it may be considered to configure a streaming platform based on content obtained through V-PCC content encoding based on SHVC. Therefore, this paper encapsulates the SHVC-based V-PCC bitstream into ISOBMFF suitable for DASH service and proposes a configuration method to service it. In addition, in this paper, we propose ISOBMFF encapsulation and DASH configuration method to effectively service SHVC-based V-PCC contents, and confirm them through verification experiments.

A Study on Korean traditional food contents for the efficient multilingual-multimedia management (한국전통식품 콘텐츠의 효율적 활용 기술에 관한 연구)

  • Jang, Dai-ja
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2012.05a
    • /
    • pp.170.2-170.2
    • /
    • 2012
  • 한국전통식품은 우리나라의 풍토와 생활 습관 속에서 형성된 일상 음식, 궁중 음식, 절기 음식, 대가 음식 등의 풍부한 소재와 조리방식, 건강기능적 우수성에 대한 과학적 근거가 밝혀짐으로서 산업적으로도 차별성과 경쟁력이 있다. 또한 종교, 문화, 역사, 관광. 전기전자, 기계 등 21개 연관 산업이 융합된 분야로서 정부주도하 추진된 한식세계화 사업의 성과가 부진한 이유도 다양한 분야의 콘텐츠를 적절히 활용하거나 접목하지 못한 점이 크다. 따라서 본 연구분야는 식품기술, 식문화 등 융복합콘텐츠 개발과 global Contents Management System(gCMS)과 다매체 연동형 콘텐츠 활용 시스템 구축하기 범정부적 국가차원의 연구이며 한국식품의 세계화 비전을 달성하고 동시에 국가신성장동력 창출에 필수적인 연구사업이다.

  • PDF

The multiplex contents recommendation agent based on the social network services on the multiple media convergence environment (다종 미디어 융합 환경에서의 소셜 네트워크 서비스 기반 다중 콘텐츠 추천 에이전트 개발)

  • Shin, Sa-Im;Jang, Sei-Jin;Lee, Seok-Pil
    • Annual Conference of KIPS
    • /
    • 2011.04a
    • /
    • pp.1112-1115
    • /
    • 2011
  • 웹 2.0 시대의 웹에는 UCC 같은 소비자가 직접 미디어를 생성하고 소비하는 프로세스가 등장하여 일반화되고 있다. 본 연구는 이러한 인터넷 사용의 트렌드에 발맞추어 다종의 멀티미디어 콘텐츠를 포함하는 개인화된 맞춤형 콘텐츠 추천 에이전트를 개발하였다. 웹 상에 존재하는 다양한 콘텐츠 중에 사용자의 선호패턴과 일치하는 콘텐츠들을 추천하여 서비스하는 본 시스템은 유무선 환경을 망라하는 다기종의 디바이스들을 위한 플랫폼들을 지원하고 있다. 또한, 사용자들이 웹 상에서 콘텐츠들을 등록하고 생성하여 각 사용자들의 그룹과 친구와의 공유가 가능하다.

Development direction of emotional contents through analysis of successful cases from applying emotional technology (감성기술 적용 성공사례 분석을 통한 감성콘텐츠 개발 방향 연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
    • /
    • v.15 no.1
    • /
    • pp.121-132
    • /
    • 2012
  • Recently, interest in emotional technology has escalated and its application has extended to many fields, from both an industrial (product) and service (culture, tourism, medical, education, advertising) perspective. Moreover, culture has become a fundamental aspect of modern industry, playing key roles in: gaming, exhibitions, performances, sports, tourism, design, edutainment, as well as various content distribution industries. The prospect of applying emotional technology for cultural content industries makes up for more than half of the 'plan-manufacture-distribution-marketing' process, and thereby also serves as driving force for the growth of a nation. The primary objective of the following research is analyze successful cases from the past through utilization of emotional technology, and to speculate on efficient directions for future research into developing emotional contents. To achieve this, some of the key terms have been defined and elaborated for the sake of clarity. The terms are as follows: emotion, emotion engineering, science of emotion, emotional technology, and emotional contents. Furthermore, studies were conducted based on the six different fields surrounding CT R&D to observe how projects involving emotional technology have succeeded both on a national and global scale. Based on this analysis, this research aims to develop personalized 'Concierge' service-providing contents, contents designed to maximize performance ability of humans, and contents that could be controlled simply via emotion to effectively spread the culture of Korea by focussing on 'fusion' content development. The following research data may hopefully serve as a basic reference to industries navigating towards emotional content development.

  • PDF

A Study on e-Sports Platform on the basis of Social Network System (SNS) (소셜 네트워크 시스템(SNS)기반 e-Sports 플랫폼 개발)

  • Kang, Byoung-Ho
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2012.05a
    • /
    • pp.41-42
    • /
    • 2012
  • e-Sports가 국내에서 활성화되기 위해서는 첫째, 온라인 게임에 대한 부정적 인식이 전환되어야 하고, 둘째, 모든 스포츠 종목이 대중화하기 위해 필수적인 미디어의 역할이 중요하다. 이 연구에서는 소셜 네트워크 시스템 기반의 e-Sports 플랫폼을 제안한다. 이 시스템은 e-Sports 선수를 적절히 매칭하여 전체 게임의 수익을 극대화하는 지능형 매칭 시스템과 1인 미디어 융합한다, 특히 한국 고유의 PC방 문화에 접목시키는 방안도 분석된다.

  • PDF

The Status and Demand for Design Professional People in Daejeon/Chungcheong for the Fourth Industrial Revolution (제4차산업혁명을 위한 대전/충청지역 디자인 전문인력 현황과 수요 전망)

  • Kim, jeong-a;Noh, hwang-woo
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2018.05a
    • /
    • pp.173-174
    • /
    • 2018
  • 본 연구는 4차산업혁명의 성공 핵심 키워드 중 하나인 '융합'을 통한 디자인의 역량 강화를 위하여 전문인력의 양성현황, 대전/충청지역의 디자인 전문회사 현황 및 대전지역의 전략사업을 분석하였다. 분석을 통해 예측된 수요맞춤형 전문인력의 공급 방안을 제시하며, 디자인 전문인력의 양성과 운용에 대한 세부적 방안 마련에 기여할 수 있기를 기대한다.

  • PDF

A Study on the Importance and Priority of Capacity-Based Curriculum for the University Dance Major (대학 무용전공자를 위한 역량기반 교육과정의 중요도 및 우선순위 도출)

  • Kim, Ji Young;Park, Jeong Ju
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2019.05a
    • /
    • pp.263-264
    • /
    • 2019
  • 이 연구는 대학 무용전공자를 위한 역량기반 교육과정의 중요도 및 우선순위를 도출하는 것을 목적으로 한다. 이 연구에서는 창의융합형 인재를 요구하는 시대적 요청을 반영하여, 무용전공자들의 미래사회 대비 핵심역량 함양을 목적으로 하는 진로개발과 교과영역의 개선 방안을 제시하고자 하였다. 이에 이 연구는 무용전공자들이 사회의 다양한 영역에서 도전하고 역량을 발휘할 수 있도록 하는 대학 교육의 체질개선을 위한 기초연구로서의 의의를 갖는다.

  • PDF