• Title/Summary/Keyword: 컴퓨터가이드

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Coexistence Direction of AI and Webtoon Artist

  • Bo-Ra Han
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.2
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    • pp.87-99
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    • 2024
  • This study aims to identify the competencies required for webtoon artists to survive in the future era of AI commercialization. It explores the current and future use of AI in webtoons, and predicts the role of artists in the future webtoon industry. The study finds that AI will replace human workers in some areas, but human empathy-related fields can be sustained. Artist roles like story projectors, Visual directors, and AI editors were identified as potential models for the changing role of artists. To address terminology ambiguity, a three-step AI categorization mechanical type AI, humanoid type AI, and transcendent type AI was proposed for a more realistic separation of AI capabilities. The researcher suggested these findings as guidelines for developing skills in emerging artists or re-skilling existing ones, emphasizing collaboration with AI for mutual growth rather than a negative acceptance of new technology.

Fabrication of definitive complete-arch implant-supported fixed prosthesis in upper and lower completely edentulous patient using temporary prosthesis scan: a case report (상하악 완전 무치악 환자에서 임시 보철물 스캔을 이용한 일체형 임플란트 지지 고정성 보철물 수복 증례)

  • Seung-Mi Jeong;Hyun-Lak Son;Kang-Duck Choi;Byung-Ho Choi
    • The Journal of Korean Academy of Prosthodontics
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    • v.62 no.3
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    • pp.243-252
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    • 2024
  • When fabricating definitive implant-supported fixed prostheses in upper and lower completely edentulous patients, it is crucial to get information about the vertical dimension, jaw relationship, implants, abutments and gingival contour. In this case, temporary prostheses were used to take the information. The temporary prosthesis was scanned outside of the mouth so that it increased the efficiency of scanning it. During the scan of the prosthesis, a scan zig which connected both posterior parts of the prosthesis was used to minimize the scan errors. We report this case because we obtained satisfactory functional and esthetic results by using the digital technology.

A Study on e-Book Usage in the Virtual Libraries (인터넷 가상도서관에서의 전자책 활용에 관한 연구)

  • 오경묵
    • Journal of Korean Library and Information Science Society
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    • v.34 no.4
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    • pp.83-103
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    • 2003
  • Electronic books offer various possibilities for expanding access as well as changing reading behavior in our life. However despite the considerable promise of e-book, e-book market was not vitalized than re expected. This study investigated the current e-book environment and suggest some guidelines for making e-books a viable part of libraries' collections and our reading life. Findings and issues about the status of the current e-book market and technologies, and some experience of libraries in the advanced countries give us a lesson for the Korean library societies.

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Subjective Evaluation on Image Quality of Stereoscopic 3DTV (안경식 스테레오스코픽 3DTV의 주관적 화질평가 방법에 대한 고찰)

  • Lee, Ho-Dong;Park, Min-Chul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.333-334
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    • 2011
  • 본 논문에서는 안경식 스테레오스코픽 3DTV에 대한 효율적인 주관적 화질평가 방법에 대한 논의를 한다. 3DTV의 주관적 화질평가는 시각피로나 신체적 불편감을 유발하는 요인들을 규명하고 평가하여 사용자가3D 영상물을 관람할 때 이들을 최소화하면서 컨텐츠 제공자가 의도한 입체 깊이를 시청자가 지각 할 수 있도록 도와 줄 수 있도록 가이드라인을 제공하기 위해 이루어진다. 주관적 화질평가를 위해 적절한 깊이감을 갖는 카메라기반의 실영상과 컴퓨터 그래픽 기반의 3D컨텐츠를 사용하였다. 설문은 디스플레이 자체와 3D컨텐츠에 대한 화질평가 구분을 하고, 전문가와 일반인들을 대상으로 이루어졌다. 주관적 평가에 앞서 평가결과에 대한 객관성을 유지하기 위해 Random-dot Stereogram을 이용하여 개인별 입체시 평가를 하였다. 일반인들의 경우 전문가들에 비해 상대적으로 응답편차가 많이 발생하였으나 전문가 집단과 일반인 집단의 설문응답 경향은 대체적으로 일치하였다. 전문가 그룹의 주관적 평가 결과를 적절히 반영하고 일반인들의 응답편차를 줄임으로써 3DTV에 대한 주관적 평가에 대한 시간과 비용을 효율적으로 줄일 수 있을 것으로 기대된다.

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A Study on the UI Design Process of Informative Home Appliances (정보 가전 제품의 UI 설계 프로세스 고찰)

  • 박정순
    • The Journal of the Korea Contents Association
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    • v.1 no.1
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    • pp.59-67
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    • 2001
  • A new intelligent home appliance is being appeared with overlap of telecommunication and home appliance technology. In this kind of product the user interface especially on screen display(OSD) and remote controller, holds a key post and is critical factor of performance and usability. In spite of this importance, the user interface is designed by circurt engineer from a viewpoint of engineering on the basis of his experience and unsophisticated insight. Therefore this study clarifies a user- centered design process of OSD from the designer's viewpoint on the basis of development case and gives a guideline for each stage in consideration of characteristic features that the user interface design of OSD is highly enfluenced by hardware specification and restricted by remote controller as input device.

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A Study on Effect of the Equity and the Cognitive Performance on the Flow Experience (보상분배의 형평성과 인지적 성과가 몰입에 미치는 영향)

  • Choi, Dong-Seong;Kim, Jin-Woo
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.77-86
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    • 2009
  • According to the research, Personal Interaction is defined that players are solving several problem to achieve goals. And if Personal Interaction is effectively done, players can get optimal experience as fun. This study analyze what kinds of extrinsic and intrinsic reward affect player's flow experience. In the result of this study, the state of flow was felt when players were aware of opportunities for personal interaction. And the personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance.

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Survey on Network Protocols for Energy Network Infrastructure based on Smart Utility Networks (스마트 유틸리티 네트워크 기반의 에너지 망 인프라 구축을 위한 네트워크 프로토콜에 관한 연구)

  • Hwang, Kwang-Il
    • KIPS Transactions on Computer and Communication Systems
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    • v.1 no.3
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    • pp.119-124
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    • 2012
  • As an energy network infrastructure, which is capable of integrating energy related services such as AMR/AMI, Smart Grid, and Smart Water Grid, the Smart Utility Network (SUN) enables a paradigm shift from user-oriented networks to device-oriented networks. The SUN has some similarities to sensor networks in application and network requirements. Therefore it is required to investigate and analyze thoroughly existing related work in advance to design new network protocols for SUN. In this paper we analyze service requirements and design considerations for SUN and then present a design guideline of new network protocols for SUN by investigating existing low power protocols, data aggregation methods, and in-network storages.

Screen-shot Image Demorieing Using Multiple Domain Learning (다중 도메인 학습을 이용한 화면 촬영 영상 내 모아레 무늬 제거 기법)

  • Park, Hyunkook;Vien, An Gia;Lee, Chul
    • Journal of Broadcast Engineering
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    • v.26 no.1
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    • pp.3-13
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    • 2021
  • We propose a moire artifacts removal algorithm for screen-shot images using multiple domain learning. First, we estimate clean preliminary images by exploiting complementary information of the moire artifacts in pixel value and frequency domains. Next, we estimate a clean edge map of the input moire image by developing a clean edge predictor. Then, we refine the pixel and frequency domain outputs to further improve the quality of the results using the estimated edge map as the guide information. Finally, the proposed algorithm obtains the final result by merging the two refined results. Experimental results on a public dataset demonstrate that the proposed algorithm outperforms conventional algorithms in quantitative and qualitative comparison.

Research Trends in Wi-Fi Performance Improvement in Coexistence Networks with Machine Learning (기계학습을 활용한 이종망에서의 Wi-Fi 성능 개선 연구 동향 분석)

  • Kang, Young-myoung
    • Journal of Platform Technology
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    • v.10 no.3
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    • pp.51-59
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    • 2022
  • Machine learning, which has recently innovatively developed, has become an important technology that can solve various optimization problems. In this paper, we introduce the latest research papers that solve the problem of channel sharing in heterogeneous networks using machine learning, analyze the characteristics of mainstream approaches, and present a guide to future research directions. Existing studies have generally adopted Q-learning since it supports fast learning both on online and offline environment. On the contrary, conventional studies have either not considered various coexistence scenarios or lacked consideration for the location of machine learning controllers that can have a significant impact on network performance. One of the powerful ways to overcome these disadvantages is to selectively use a machine learning algorithm according to changes in network environment based on the logical network architecture for machine learning proposed by ITU.

Comparison of Prediction Accuracy Between Regression Analysis and Deep Learning, and Empirical Analysis of The Importance of Techniques for Optimizing Deep Learning Models (회귀분석과 딥러닝의 예측 정확성에 대한 비교 그리고 딥러닝 모델 최적화를 위한 기법들의 중요성에 대한 실증적 분석)

  • Min-Ho Cho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.2
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    • pp.299-304
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    • 2023
  • Among artificial intelligence techniques, deep learning is a model that has been used in many places and has proven its effectiveness. However, deep learning models are not used effectively in everywhere. In this paper, we will show the limitations of deep learning models through comparison of regression analysis and deep learning models, and present a guide for effective use of deep learning models. In addition, among various techniques used for optimization of deep learning models, data normalization and data shuffling techniques, which are widely used, are compared and evaluated based on actual data to provide guidelines for increasing the accuracy and value of deep learning models.