• Title/Summary/Keyword: 탐험과 활용

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Stereoscopic Free-viewpoint Video of a Monoscopic Image (단안 영상의 입체 자유시점 비디오)

  • Lee, Kwan-Wook;Lee, Kwang-Hoon;Kim, Man-Bae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.07a
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    • pp.234-236
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    • 2010
  • 본 논문에서는 한 장의 영상을 가상 카메라와 깊이맵을 이용하여 영상 내부를 네비게이션하는 입체 자유시점 비디오를 제안한다. 이 분야는 한장 또는 여러장의 사진 내부를 탐험하면서 애니메이션으로 볼 수 있게 하는 기술이다. 제안 방법은 전처리과정으로 전경 마스크, 배경영상, 및 깊이맵을 자동 및 수동 방법으로 구한다. 다음에는 영상 내부를 항해하면서 투영 영상들을 획득한다. 배경영상과 전객객체의 3D 모델링 데이터를 기반으로 가상 카메라의 3차원 공간 이동, yaw, pitch, rolling의 회전, look-around effect, 줌인 등의 다양한 카메라 기능을 활용하여 자유시점 비디오를 구현한다. 소프트웨어는 OpenGL 및 MFC Visual C++ 기반으로 구축되었으며, 실험영상으로 조선시대의 작품인 김홍도의 무이귀도를 사용하였고, 입체영상으로 제작되어 보다 실감있는 자유시점 콘텐츠를 제공한다.

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An Exploratory Study of Undergraduates' Health Information Needs and Seeking Behaviors in Social Media (소셜 미디어 환경에서 대학생들의 건강정보요구와 추구행태에 관한 탐험적 연구)

  • Kim, Soojung
    • Proceedings of the Korean Society for Information Management Conference
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    • 2012.08a
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    • pp.77-81
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    • 2012
  • 소셜 미디어를 통한 건강정보 추구가 전세계적으로 일상화되어 가고 있으나 소비자건강정보 연구 영역에서 소셜 미디어 환경에서의 건강 소비자들의 건강정보 추구 행태에 대한 연구는 매우 부족한 실정이다. 따라서 본 연구는 소셜 미디어의 활발한 이용자 집단인 대학생들을 대상으로 심층면접을 실시하여 소셜 미디어 환경에서의 건강정보요구와, 건강정보 추구 행태, 건강정보 활용 결과, 그리고 건강정보에 대한 신뢰성에 대한 인식에 대해 알아보았다. 본 연구의 결과는 양질의 건강정보를 효과적으로 획득할 수 있도록 건강정보 소비자를 교육하거나 건강정보 서비스 계획 수립의 기초자료로 쓰일 수 있을 것이다.

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User Interface Design through the User Experience and Understanding of Desire (사용자 경험, 욕구파악을 통한 유저인터페이스 디자인)

  • Kim, Jin-Kon;Baek, Yong-Jae
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.59-63
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    • 2006
  • This study aims to emphasize the need for the in-depth experience and understanding of desire as to the User Interface Design through the introduction of the methodology which was developed by mixing quantitative utilization analysis and qualitative utilization analysis and to propose the active use of that. The methodology of this study is significant in that it tries to identify the latent experience and desire of user and reflect them in the User Interface Design through the repetition of 3 staged circular process and exploratory process related to the investigation category of people, prototype and product.

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A study on overlapped configuration and Meta-simulation on Open-world (오픈 월드 게임의 중첩적 구성과 메타시뮬레이션 고찰)

  • Kim, Hee-Seon
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.47-56
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    • 2020
  • The overall aim of this research was to explore Open-world game through the notion of Paidia and Ludus that proposed by Frasca. As a structured simulation system, the Open World overlap Non-linear events and Linear quests via geographic world. Building own sequence of explore the world with Paidia process, Player collides with the pre-scripted quest. In result of that Meta-Simulator emerge as alternative tool for modeling Meta-Simulation, which presents an alternative, extended use of gameplay.

Design and implementation of immersive escape game "Go B'lind" using sound (사운드를 이용한 몰입형 탈출게임 "Go B'lind" 설계 및 구현)

  • Yoon, SeonJeong;Yoon, SuRyung;Woo, SeungYeon;Kim, Ho-Hyeon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.76-77
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    • 2018
  • 본 논문에서는 재미있는 게임을 제작하기 위해 사용자 몰입을 극대화 할 수 있는 장치를 분석하고 이 가운데 청각적인 요소를 집중적으로 활용한 게임 디자인에 대해 소개하고자 한다. 암흑의 공간에서 긴장감을 조성하고 다양한 오브젝트들의 특성을 반영한 사운드를 이용하여 게임월드를 탐험하도록 설계하였고 이를 구현하였다. 본 게임은 사용자 몰입을 위한 게임 설계에 좋은 가이드라인이 될 것으로 기대한다.

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A Case Study on New Product Development in Collaborative Virtual Environments(CVE) : A Design Research Leveraging a Virtual Space of Web 2.0 (가사의 협업 환경을 통한 신제품 개발 사례연구 : Web2.0 가상 공간을 이용한 디자인 리서치)

  • Kwon, Hee-Jung;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.634-639
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    • 2008
  • 사회적 컴퓨팅(social computing)의 현상이 Web 2.0 공급사슬(supply chain)의 변화관점에서 새로운 변화의 단계를 맞이하고 있다. Web 2.0 플랫폼을 어떤 형태로 기업 활동에 활용할 것인가 하는 문제제기에 대하여 다양한 기업 활동의 변화사례가 발견되고 있다. 본 논문은 그와 같은 다양한 Web 2.0 환경 확산에 대한 기업 활동의 변화현상 중에서 Web 2.0 플랫폼을 기반으로 한 신제품개발(New Product Development) 사례연구를 통하여 진행한 결과를 반영하였다. 신제품 개발을 위한 플랫폼으로서 Web 2.0 의 협업적 환경을 설계하게 될 경우, 고객의 내재적 요구사항(latent requirement)이 제품개발에 효과적으로 반영될 수 있도록 하는 절차(process)가 기존의 제품개발방법론과 연관되어, 어떤 형태로 적용되고 개선되어 발전될 수 있는가에 대한 경험적 사례를 사례연구방법의 탐험적 경향을 활용하여 살펴보았다. 본 논문에서 다루어졌던 사례는 Web 2.0 플랫폼을 기반으로 사용자 창작 콘텐츠(User Created Content)를 생산하고 증가된 연세대학교 UCC의 양적 팽창에 의해서 수익모델이 발생하는 전형적인 Web 2.0 비즈니스 모델의 구조를 보여주는 경우였다. 본 연구를 통해서 사용자의 내재적 요구사향을 Web 2.0 기술특성을 통해서 참여적 사용자, 혹은 사용자 디자이너들의 적극적인 활동에 의해서 개선 및 구현해 가는 과정을 구체적 개발방법론의 틀로서 정착하려는 시도를 하였다.

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An Exploratory Study of Undergraduate Students' Health Information Needs and Seeking Behaviors in Social Media (소셜 미디어 환경에서 대학생들의 건강정보 요구와 추구행태에 관한 탐험적 연구)

  • Kim, Soojung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.4
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    • pp.239-260
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    • 2012
  • This study examined undergraduates' health information needs, information seeking behaviors, and their perceptions of credibility of health information in social media environments. Interviews with 22 undergraduates revealed that social media was used mainly in a preventive stage or in a health maintenance stage. The perceptions of credibility of health information widely differed according to the type of social media. This finding indicated the need for health information literacy education that could help undergraduates effectively evaluate and acquire health information online.

Configurations of Knowledge Search in Knowledge-Intensive Industries (지식기반산업에서 기업의 지식탐색 유형: 구성형태적 접근)

  • Huh, Moon-Goo;Lee, Jaegun
    • Journal of Technology Innovation
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    • v.25 no.3
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    • pp.299-331
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    • 2017
  • This research details firm knowledge search types based on the locus and features for Korean firms in the knowledge-based industry, and then analyzes differences in innovation performance according to the types from the view of a configurational approach. Existing research has mainly concentrated on establishing a relation between knowledge search and outcome variables. Consequently, firms have relatively insufficient understanding of how to systematize knowledge search. Hence, this research classifies knowledge search into four dimensions-external search breadth, external search depth, internal search breadth, and internal search depth-by the locus and features of search. Furthermore, the research draws actual types of knowledge search of firms and analyzes differences in innovation performance. The main result of the research is as follows. First, the research reasons out six clusters of firms which have a dissimilar knowledge search type. Each cluster shows differences while participating in every dimension of knowledge search or few dimensions. Second, as for innovation performance, each cluster shows different exploitative and exploratory innovation performance according to their knowledge search type. This research applies a configurational approach while existing research applied a reductionistic approach, thereby establishing the major contribution which enables us to study a phenomenon as it comes, not to analyze variables and relationships of variables. Lastly, the research suggests a future direction of research based on the result of this research.

The effect of Forms of Openness and the Appropriation Mechanisms on Product Innovation (개방성의 형태와 전유성 메커니즘이 제품혁신에 미치는 영향)

  • Shin, Seohwa;Huh, Moon-Goo
    • Journal of Technology Innovation
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    • v.28 no.1
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    • pp.53-80
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    • 2020
  • Recent studies focus on how open innovation strategies affect innovation in enterprises, but lack research related to the forms of openness. There is also a paradox that an entity should open up for open innovation but also protect its innovation. In this regard, the need for research on innovation protection has expanded. Therefore, this study looked at the effect of the form of openness on product innovation, and explored how the relationship between the form of openness and product innovation depends on the appropriation mechanisms. This study used data from the Korean Innovation Survey(KIS), which was developed and distributed by the OECD. The main findings of this study are summarized as follows. First, the forms of openness has a positive effect on product innovation. Specifically, external search has had a positive impact on exploitative innovation, and collaboration has shown to have a positive impact on exploratory innovation. Second, the appropriation mechanisms has a positive moderating effect on the relationship between the forms of openness and product innovation. Specifically, it was shown that formal appropriation mechanisms had a positive effect on the relationship between external search and product innovation, and that informal appropriation mechanisms had a positive effect on the relationship between collaboration and exploratory innovation. This study is expected to contribute to: First, this study has divided the forms of openness into external search and collaboration, unlike the existing method, and thus identified the type of product innovation and the appropriation mechanisms and forms of openness by identifying the impact on product innovation. Second, depending on the characteristics of the appropriation mechanisms, it was identified that it had the moderating effect on the forms of openness and the relationship of product innovation, so that depending on the type of openness and the type of product innovation, the type of appropriation mechanisms more suitable was identified.

Web Service and Design Planning through User Experience and Understanding of Desire (사용자 경험 및 욕구파악을 통한 웹서비스 및 디자인 기획)

  • Kim, Jin-Kon
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.97-104
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    • 2007
  • This study aims to emphasize the need for the in-depth experience and understanding of desire as to the Web Service and Design Planning through the introduction of the methodology which was developed by mixing quantitative utilization analysis and qualitative utilization analysis and to propose the active use of that. The methodology of this study is significant in that it tries to identify the latent experience and desire of user and reflect them in the Web Service and Design Planning through the repetition of 3 staged circular process and exploratory process related to the investigation category of people, prototype and product.