• Title/Summary/Keyword: 융합형 콘텐츠

Search Result 380, Processing Time 0.028 seconds

Brain Correlates of Emotion for XR Auditory Content (XR 음향 콘텐츠 활용을 위한 감성-뇌연결성 분석 연구)

  • Park, Sangin;Kim, Jonghwa;Park, Soon Yong;Mun, Sungchul
    • Journal of Broadcast Engineering
    • /
    • v.27 no.5
    • /
    • pp.738-750
    • /
    • 2022
  • In this study, we reviewed and discussed whether auditory stimuli with short length can evoke emotion-related neurological responses. The findings implicate that if personalized sound tracks are provided to XR users based on machine learning or probability network models, user experiences in XR environment can be enhanced. We also investigated that the arousal-relaxed factor evoked by short auditory sound can make distinct patterns in functional connectivity characterized from background EEG signals. We found that coherence in the right hemisphere increases in sound-evoked arousal state, and vice versa in relaxed state. Our findings can be practically utilized in developing XR sound bio-feedback system which can provide preference sound to users for highly immersive XR experiences.

Design and Implementation of Traffic Information Service based on Crowd Sourcing (크라우드 소싱 기반의 교통 정보 서비스 설계 및 구현)

  • Kim, Garam;Park, Dohun;Yoo, Jaesoo;Bok, Kyoungsoo
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.2
    • /
    • pp.1-9
    • /
    • 2022
  • To provide real-time traffic conditions, crowd sourcing based traffic information services in which users directly report and share traffic conditions are being developed. However, the existing traffic information service provides limited traffic conditions because it only shares information reported by specific service participants. In this paper, we design and develop a crowd sourcing based traffic information service that provides real-time traffic conditions by collecting direct reports from users and public traffic conditions. The proposed service allows users to directly report traffic conditions by voice and text, and collects and integrates traffic conditions published by external organizations. The collected traffic conditions are provided in real time through a push service, and new traffic conditions are transmitted when the user's location changes. The proposed service can report traffic conditions and share real-time traffic conditions through an Android app.

Analyzing consumer preferences by major attributes of in-vehicle infotainment systems (차량용 인포테인먼트 시스템의 주요 속성에 대한 이용자 선호 분석)

  • Kim, Junghwan;Kim, Min Sung
    • Journal of Digital Convergence
    • /
    • v.20 no.5
    • /
    • pp.617-626
    • /
    • 2022
  • With the advent of the autonomous driving era, automobiles are being discussed as an extension of the media. The growth of the in-vehicle infotainment(IVI) system can provide various benefits and values to the driver and passengers. Although the development and research of related technologies is being carried out, there has been no research that specifically identified users' valuation on the main attributes of IVI systems. This study uses conjoint analysis to investigate key attributes and users' preferences. The results indicate that the most important attribute for IVI system is provider, followed by system operation type, main service and content type. For each attribute, consumers prefer a detachable infotainment system provided by a telecommunication company, and prefer to use information-oriented services and content that they have previously consumed. This paper provides practical implications, especially in terms of convergence, that operators can refer to in IVI development.

A Study on Marketing Methods According to Roblox Main User Characteristics: Focused on Nike and Gucci (로블록스 주 이용자 특징에 따른 마케팅 방식 연구 : 나이키, 구찌를 중심으로)

  • Baek Kyounghwa;Ha Euna
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.229-238
    • /
    • 2023
  • This study is to identify marketing methods that are different from the existing ones on the Metaverse platform, where new business models and industrial ecosystems are being formed. The purpose of this study is to identify how brand marketing methods are differentiated according to the type of metaverse and the characteristics of the main users who use metaverse. The research method was a case analysis method, and Roblox, which currently has the largest number of active users, was selected. We closely analyzed how Nike and Gucci brands market by reflecting the characteristics and consumption patterns of Alpha Generation and Generation Z, the main users of Roblox. The results of the analysis are as follows. First, it is approaching with enjoyable content, including games, rather than direct marketing. Second, the content provided contains the brand's story and philosophy. Third, it takes a method of linking virtual and reality. Lastly, through Metaverse, Brands are identifying the tastes of future potential customers and collecting data for customized services.

MMT-based Broadcasting Services Combined with MPEG-DASH (MPEG-DASH 융합형 MMT 기반 방송 서비스)

  • Park, MinKyu;Kim, Yong Han
    • Journal of Broadcast Engineering
    • /
    • v.20 no.2
    • /
    • pp.283-299
    • /
    • 2015
  • In this paper, we propose new broadcasting services that combine MMT (MPEG Media Transport) standard with MPEG-DASH (Dynamic Adaptive Streaming over HTTP) standard. MMT is a next-generation multimedia transport standard that is IP-friendly and provides functionalities appropriate for hybrid broadcasting that uses broadcast physical channels and the Internet simultaneously. MPEG-DASH enables media streaming services that can be dynamically adaptive both to the network traffic conditions of wired and/or wireless Internet and the receiving entity environment. We explain the scenarios of the proposed broadcasting services and demonstrate that various hybrid broadcasting services can be easily realized through the combined usage of MMT and MPEG-DASH. By making the test bitstreams containing contents for the new services and developing the receiver back-end software that performs the function of the receiving entity for the new services on personal computers, we verified that the proposed scenarios can be realized.

Design and Implementation of LED Lighting Control System Using Arduino Yun and Cloud in IoT (사물인터넷에 아두이노 윤과 클라우드를 이용한 LED 조명 제어 시스템 설계)

  • Xu, Hao;Kim, Chul-Won
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.11 no.10
    • /
    • pp.983-988
    • /
    • 2016
  • Internet of Things Iranian people and things, things and things are connected through the Cloud. It can significantly save energy through a combination of LED lighting as a new ICT technologies and industry-to provide a human-centric, eco-friendly, and the content is embedded multifunction solutions that meet your needs, environment, implementation time according to user requirements, technology It can be systematized as converged next-generation lighting. In this paper, we have developed regarding whether the building in relation to the LED lighting control system using smart devices and Cloud-based user as a human connection through the board to the Arduino Yun lit LED lighting, wireless smart device or to the Cloud or off. After the Arduino Yun is connected to the Internet, taking the current date and time information from the Linux shell command used the way coming across the bridge (BRIDGE) its value.

Design and Implementation of Gamified Tourtainment Service Platform (게임화 투어테인먼트 서비스 플랫폼 설계 및 구현)

  • Lee, Deuk-Woo;Cho, Byung-Sang;Hwang, Ho-Sung;Kim, Se-Hyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.17 no.3
    • /
    • pp.153-158
    • /
    • 2017
  • With the fast increment of fusion ICT(Information and Communication Technology), new creative tourism model is required for the revival of local economy. We come up with new frame that is able to increase tourists and revive local economy through ICT fusion such as spatial informaion, contents, game, smart phone, wearable device and wireless internet. In this paper, we propose 'Gamified Tourtainment Service Platform' that can be provided tourists with user custom tour guidance and gamified tour services for motivation, fun, contest, reward in the environment of outdoor. This platform is a kind of framework for creating and providing gamified creative tour services and a gateway for increasing tourist and reviving commercial local economy. We also propose the real tourtainment service application that is implemented with this platform and smart phone.

Analysis of Plasma Cortisol from Nursery Pigs in Outdoor Efficacy Test for Digital Content - Based Approach in Animal Welfare Convergence Types (동물 복지 융합형 디지털 콘텐츠 제작을 위한 야외효력시험에서 이유 자돈의 혈중 Cortisol 분석)

  • Choi, In-Hag;Park, Chul;Kwak, Sang-Kee;Chung, Tae-Ho
    • Journal of Environmental Science International
    • /
    • v.29 no.5
    • /
    • pp.575-578
    • /
    • 2020
  • The plasma cortisol of nurserypigs was examined using an outdoor efficacy testwith a digital content-based approach in animal welfare convergence types. Nine nurserypigs,without discriminating between female and male, were classified into 2 groups of 3 pigs each: control and group 1 (effect+nature), control and group 2(effect+nature+music). The control group was the same for group 1 and 2 to compare the effects using a t-test. There was no significant difference in plasma cortisol levels between the control group and group 1 until 4 h after stress induction. However, significant differences were subsequently found between the control group and group 1 from 8 h to 72 h (p<0.05). Further, plasma cortisol was not affected in group 2 at 0 h through 8 h and 72 h. At 12 h through 48 h, group 2 showed a reduction in plasma cortisol level compared to the control group(p<0.05). These results indicated that after stress induction, applying effect plus nature or effect plus nature plus music can effectively decrease plasma cortisol levels in nursery pigs within8 h through 72 h and may serve as a better model for digital content-based approach in animal welfare convergence types.

A study on the service design using 360° VR prototype -Focusing on the Case of Public Service Design by Citizen Autonomy (360° VR 프로토타입을 활용한 서비스디자인에 관한 연구 -주민자치형 공공서비스디자인 사례를 중심으로-)

  • Yoo, Hye-Young
    • Journal of Digital Convergence
    • /
    • v.17 no.11
    • /
    • pp.531-536
    • /
    • 2019
  • The Ministry of the Interior and Safety amends the enforcement ordinance of the public service design method and applies it to the project tasks of each institution and cases of social problem solving and public service innovation are increasing according to service design methodology. This study is to develop the $360^{\circ}$ VR content element in order to deliver the understanding and effective improvement of the service to the consumers in the process of problem discovery and the prototype that visualize the key solution according to the service design methodology. By applying it to the actual public service design project, it was possible to predict the result with high satisfaction after improvement. This paper is meaningful in that it proposes new approach and empirical value to consumers and contribute to the improvement of the service design process as a convergence study on the future service design using the $360^{\circ}$ VR prototype.

Satisfaction with Online Classes Due to COVID-19 Pandemic (COVID-19로 인한 전면 온라인 수업에 대한 만족도)

  • Kim, Soo-Jin
    • Journal of Convergence for Information Technology
    • /
    • v.11 no.7
    • /
    • pp.118-127
    • /
    • 2021
  • This study aims to examine satisfaction of nursing students with online classes during first semester of 2020 after COVID-19 pandemic and the difference in satisfaction according to general and online-related characteristics. An online survey was conducted for all nursing students, and subsequently 627 responses were analyzed by t-test and ANOVA with SPSS WIN. Result reveals that students ability to use IT devices was above average, and most of them used laptop computers. Pre-recorded video lecture format was used the most, and improvement of online content was demanded the highest. Overall satisfaction with online classes was scored 3.0/5.0, with the highest satisfaction for anytime and anywhere learning, and the lowest satisfaction in recommending online classes to others. There were significant differences between self-evaluation on own grade, ability to use IT devices, format of online classes, and satisfaction about online classes. Through this study, it would be possible to suggest a plan to increase satisfaction of online class and basic data to establish university policy for online classes after COVID-19.