• Title/Summary/Keyword: Art platform

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SPIF-A: on the development of a new concept of incremental forming machine

  • Alves de Sousa, R.J.;Ferreira, J.A.F.;Sa de Farias, J.B.;Torrao, J.N.D.;Afonso, D.G.;Martins, M.A.B.E.
    • Structural Engineering and Mechanics
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    • v.49 no.5
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    • pp.645-660
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    • 2014
  • This paper presents the design and project of an innovative concept for a Single Point Incremental Forming (SPIF) Machine. Nowadays, equipment currently available for conducting SPIF result mostly from the adaptation of conventional CNC machine tools that results in a limited range of applications in terms of materials and geometries. There is also a limited market supply of equipment dedicated to Incremental Sheet Forming (ISF), that are costly considering low batches, making it unattractive for industry. Other factors impairing a quicker spread of SPIF are large forming times and poor geometrical accuracy of parts. The following sections will depict the development of a new equipment, designed to overcome some of the limitations of machines currently used, allowing the development of a sounding basis for further studies on the particular features of this process. The equipment here described possesses six-degrees-of freedom for the tool, for the sake of improved flexibility in terms of achievable tool-paths and an extra stiffness provided by a parallel kinematics scheme. A brief state of the art about the existing SPIF machines is provided to support the project's guidelines.

A Review of Transaction-Based Energy Management Technology for Energy Prosumers (에너지 프로슈머를 위한 거래기반 에너지 관리기술 동향분석)

  • Koh, Seak Bai;Son, Sung-Yong
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.1
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    • pp.45-53
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    • 2018
  • The proliferation of distributed power sources such as renewable energy sources drives the changes of consumers to prosumers who actively want to deal with energy. The prosumer is a new type of consumer that can sell surplus energy or additionally generated energy to electric power companies, other energy service providers, or other consumers. To implement such a concept, a new technology and platform that can support the transaction of the prosumers are required. However, the study in the area is limited since it is in the early stage. This work examines the state-of-the-art transaction-based energy management technology through comparative analysis of representative technologies to show the future trends. Although, technologies and standards for transaction based energy are not much matured yet. related new research will be continued via competitions.

The Relationship between the Information Posted on the Web and the Success of Funding in Crowdfunding Site (크라우드펀딩 사이트의 게시글 정보가 펀딩 성공에 미치는 영향)

  • Lee, Jeongeun;Shin, Hyung-Deok
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.54-62
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    • 2014
  • Crowdfunding, a way of raising small size investments or donations from numerous individuals, mostly through internet to fund a project, has attracted global interests. The growth of the social network platform has made crowdfunding easier especially for those in the arts and culture sector. Despite the growth of such vehicle, there has been not much empirical research on the subject. We investigated the relationships between the information in the web sites and its contribution to the success in fundraising. We have sampled 161 projects that were uploaded on Tumblbug.com and studied the type of information that lead to a successful fund raise. As a result, we fould that the contents characteristics including motion-pictures, images, and lengthy texts have positive impacts on the success of fundraising. Fundraising rewards did not show any impacts.

A Study on convergence of Mobile Smart Commerce and O2O Distributions Business Model for Small to Medium and Micro-Enterprises (중소·소상공인을 위한 모바일 스마트커머스 및 O2O 유통 비즈니스모델 융합 연구)

  • Kim, Byung-Wan
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.161-167
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    • 2016
  • Distribution channels are changing its industry paradigm from quantitative increase to qualitative improvement. In addition, it incorporates new characteristics and consumption tread of customers and the core value of service is developing focused around on online to offline (O2O) business model of omnichannel. In this respect, companies are integrating various distribution channels and in order to provide high content business service to customers, their interest in finding a new business strategy is increasing. Currently, most of the service being provided to customers are formed based on distribution structure centered around big companies and financial industry and the problems faced by small to medium and micro enterprises, which are expansion and improvement of channels, discovery of new distribution channels and finding O2O marketing strategy, can be said as very important task. Accordingly, this research purports to create added values which can serve as the driving force of growth of "creative economy" by improving distribution channels in which anyone who incorporates needs of smart consumers can enter into the smart commerce market and to further form sustainable win-win market that is strategic through business platforms for small to medium and micro enterprises therefrom.

The Value of Performing Arts Content and Convergence Structure -Focused on Performing Arts Live Video- (공연예술콘텐츠의 가치와 융합적 구조 -공연예술실황영상을 중심으로-)

  • Young, Hur-Lan
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.241-255
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    • 2016
  • This study aims at examining the making and distribution course of performing arts and its converged form with technology and industry in terms of the Contents Promotion Act. Since the 2000s, the inter-area contents making and sharing methods have been changing the making and distribution structure of performing arts. The recent production of performing arts contents live videos extends the areas of arts creation and communication beyond the time and spatial boundaries of performing arts and changes the existing systems. The performing arts which started with nowness and spatio-temporal restriction on the premise is now creating a new platform over the spatio-temporal boundary through the live video. Performing arts, in convergence with the areas of technology and industries, expands universal approaches and shows the public value of cultural fairness at public performing arts centers. In this context, this study aims at seeking the possible extension of performing arts contents by examining how the so-called high-class performing arts such as opera, theatre and classical music combines with the visual industry.

Epistemological Study of the Spatial Experience by Use of Mobile Wearable Device (모바일 웨어러블 디바이스에 의한 공간경험의 인식론적 연구)

  • Cho, Byung Chul
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.704-713
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    • 2016
  • Recently, the value and the status of the body that are due to the mobile wearable device have attracted attention globally confusing in media convergence age. The mobile wearable device connect worldwide that are networked to overcome the limitations of space and time, also it provide a great opportunity to be able to us to open a new cultural experience and value to the populace. In this study, spatial information acquired by the virtual reality 360 degrees camera around the Gangnam station. Also, extended spatial experience performed by use of virtual reality headset, smart phone connected to the Youtube platform. Sense of body can also lose its value due to voyeurism, it is facing the transformational period in civilization. In conclusion, through deep research into the intersections of technology and a human being for the future, maintaining the proper balance is the key. Therefore, this study identified the need for interdisciplinary research.

Content Description on a Mobile Image Sharing Service: Hashtags on Instagram

  • Dorsch, Isabelle
    • Journal of Information Science Theory and Practice
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    • v.6 no.2
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    • pp.46-61
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    • 2018
  • The mobile social networking application Instagram is a well-known platform for sharing photos and videos. Since it is folksonomy-oriented, it provides the possibility for image indexing and knowledge representation through the assignment of hashtags to posted content. The purpose of this study is to analyze how Instagram users tag their pictures regarding different kinds of picture and hashtag categories. For such a content analysis, a distinction is made between Food, Pets, Selfies, Friends, Activity, Art, Fashion, Quotes (captioned photos), Landscape, and Architecture image categories as well as Content-relatedness (ofness, aboutness, and iconology), Emotiveness, Isness, Performativeness, Fakeness, "Insta"-Tags, and Sentences as hashtag categories. Altogether, 14,649 hashtags of 1,000 Instagram images were intellectually analyzed (100 pictures for each image category). Research questions are stated as follows: RQ1: Are there any differences in relative frequencies of hashtags in the picture categories? On average the number of hashtags per picture is 15. Lowest average values received the categories Selfie (average 10.9 tags per picture) and Friends (average 11.7 tags per picture); for highest, the categories Pet (average 18.6 tags), Fashion (average 17.6 tags), and Landscape (average 16.8 tags). RQ2: Given a picture category, what is the distribution of hashtag categories; and given a hashtag category, what is the distribution of picture categories? 60.20% of all hashtags were classified into the category Content-relatedness. Categories Emotiveness (about 4.38%) and Sentences (0.99%) were less often frequent. RQ3: Is there any association between image categories and hashtag categories? A statistically significant association between hashtag categories and image categories on Instagram exists, as a chi-square test of independence shows. This study enables a first broad overview on the tagging behavior of Instagram users and is not limited to a specific hashtag or picture motive, like previous studies.

Research For Creation Plan of Game Culture Street (게임문화의 거리 조성방안 연구)

  • Kim Dong-Kyun;Kim Dong-Hyun;Lee Ju-Young;Yu Yeo-Jung;Choi Sung-Kuan
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.38-43
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    • 2006
  • As the quality of life increases, the demand for enjoyment of leisure culture is increasing in modem society. This has led to the growth of cultural industries, creating many new cultural industries, and due to its recent engagement with digital technology, the development of digital cultural contents has rapidly expanded. As an integrated art field grafted with high technology, the game industry in particular is fusible with other various fields to create new leisure cultures. Taking these periodic conditions into consideration, this essay has presented a promotion scheme for game culture street based on the characteristics of game culture that make it easy for anyone to access. Game culture material signifies the grafting of cultural game characteristics to the physical platform of street, to provide, not only diverse applications of game culture, but also a market for vitalized game industries. This essay has researched the validity and components of game culture material promotion, along with promotion schemes for physical street.

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Land Use Feature Extraction and Sprawl Development Prediction from Quickbird Satellite Imagery Using Dempster-Shafer and Land Transformation Model

  • Saharkhiz, Maryam Adel;Pradhan, Biswajeet;Rizeei, Hossein Mojaddadi;Jung, Hyung-Sup
    • Korean Journal of Remote Sensing
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    • v.36 no.1
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    • pp.15-27
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    • 2020
  • Accurate knowledge of land use/land cover (LULC) features and their relative changes over upon the time are essential for sustainable urban management. Urban sprawl growth has been always also a worldwide concern that needs to carefully monitor particularly in a developing country where unplanned building constriction has been expanding at a high rate. Recently, remotely sensed imageries with a very high spatial/spectral resolution and state of the art machine learning approaches sent the urban classification and growth monitoring to a higher level. In this research, we classified the Quickbird satellite imagery by object-based image analysis of Dempster-Shafer (OBIA-DS) for the years of 2002 and 2015 at Karbala-Iraq. The real LULC changes including, residential sprawl expansion, amongst these years, were identified via change detection procedure. In accordance with extracted features of LULC and detected trend of urban pattern, the future LULC dynamic was simulated by using land transformation model (LTM) in geospatial information system (GIS) platform. Both classification and prediction stages were successfully validated using ground control points (GCPs) through accuracy assessment metric of Kappa coefficient that indicated 0.87 and 0.91 for 2002 and 2015 classification as well as 0.79 for prediction part. Detail results revealed a substantial growth in building over fifteen years that mostly replaced by agriculture and orchard field. The prediction scenario of LULC sprawl development for 2030 revealed a substantial decline in green and agriculture land as well as an extensive increment in build-up area especially at the countryside of the city without following the residential pattern standard. The proposed method helps urban decision-makers to identify the detail temporal-spatial growth pattern of highly populated cities like Karbala. Additionally, the results of this study can be considered as a probable future map in order to design enough future social services and amenities for the local inhabitants.

The Development of Remodeling Process for Visual Content's Story by Big Data (빅데이터를 활용한 영상콘텐츠 스토리 리모델링 프로세스 개발)

  • Lee, Hye-Won;Park, Sung-Won;Kim, Lee-Kyung
    • Journal of Information Technology Applications and Management
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    • v.26 no.3
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    • pp.121-134
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    • 2019
  • The Fourth Industrial Revolution has differentiated technologies such as artificial intelligence, IoT(Internet of things), big data, and mobile. As the civilization develops more and more, humanity enjoy the cultural activities more than economic activity for the food and shelter. The platform structure based on the advanced information technology of the present will expand the cultural contents area in a variety of ways. Cultural contents respond sensitively to changes in consumer and will be useful experiences of human activities. Therefore, it should be noted again that the contents industry should not be limited to the discussion of the application of the fourth technology, but should be produced with emphasis on useful experiences of human being. In other words, the discussion of human activities around cultural contents should be focused on how to apply beyond the use of fourth industrial technology. Therefore, it is necessary to analyze the basis of the successful storytelling of the planning stage to connect the fourth industrial technology and human useful experience as a method for developing cultural contents, and to build and propose a model as a strategic method. This study analyzes domestic and foreign cases made by using big data among the visual contents which show continuous increase of consumption among culture industry field, and draws success factors and limit points. Next, we extract what is the successful matching factor that influenced consumer 's consciousness, and find out that the structure of culture prototype has been applied in the long history of mankind, and presents it as a storytelling model. Through the above research, this study aims to present a new interpretation and creative activity of cultural contents by presenting a storytelling model as a methodology for connecting creative knowledge, away from the general interpretation of social phenomenon applied with big data.