• Title/Summary/Keyword: Content creation

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An Exploratory Grounded Theory Study on Content and Structure of Future Education in Smart Home Services (미래 교육 콘텐츠 구성요건에 관한 근거이론연구: 스마트홈서비스 환경을 중심으로)

  • Won, Jong-Seo;Lee, Jung-woo
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.432-448
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    • 2018
  • Education will be undergoing major changes with the 4th industrial revolution. As education contents will be important in future smart home service, in-depth interviews were conducted against experts and analyzed by the grounded theory approach. Eleven categories emerged through the analysis. In order for educational content to be utilized in smart home services, value creation (central phenomenon) seems to be most critical with preceding overcome of hamlet syndrome. Diversity of content and connectivity (context) should be ensured, and studies that could enhance user experience (intermediary situations) should be conducted and reflected in the content curation and realtime response (interaction strategy). As a result, it can be inferred that the education content service can be expanded in smart home services while satisfying self-development desire of individuals through these processes. Additional selective coding revealed four immediate need area: self-development, home-improvement, health care, and mindful healing.

A Protection and Management System for Broadcasting Content (디지털 방송 컨텐츠 보호 및 관리를 위한 시스템 기술)

  • 김욱중;홍진우;최범석
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.10a
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    • pp.483-486
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    • 2001
  • As the broadcasting and communications are digitalized, future broadcasting can provide us new services and content which we have never experienced before. For the services, the development of high-quality content is important as well as the development of efficient technologies. However, if there are no proper methods for protecting and managing content, we can hardly expect the creation of high-quality content to be flourished because much money, time and endeavor should be paid in producing high-quality content. Many activities are under progressing for the protection and management. However, the activities mainly concern general Internet environment which doesn't fully reflect the characteristics of broadcasting. In this paper, we provide a framework model for the protection and management of broadcasting content. First, we analyse the functionalities that must be satisfied in the broadcasting, and we propose a framework model.

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Development of Character Goods Content Utilizing Marker-based Augmented Reality (마커기반 증강현실을 활용한 캐릭터 굿즈 콘텐츠 개발)

  • AHN CHAN JE
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.953-958
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    • 2024
  • Recently, there has been growing interest in the Fourth Industrial Revolution, with a particular focus on the advancement of augmented reality (AR) devices. However, there is a shortage of AR content. Augmented reality operates through marker-based and markerless methods. The marker-based approach involves using a camera to capture images that serve as markers, enhancing them through AR principles. To address the scarcity of AR content and improve the quality of character goods, this study proposes integrating AR technology into character goods. The character industry is expanding each year, leading to a diverse range of character goods. Character acrylic stands, among these goods, leverage game, webtoon, and animation character IPs for sales. To enhance the design process, we utilized the character image as a marker, allowing for the creation of content that aligns with the characteristics of the character IP. We selected a webtoon character and developed AR content, incorporating features such as voice, speech bubbles, and an introduction to the webtoon, tailored to the webtoon's characteristics. This study demonstrates the potential of AR to present visual and auditory information, paving the way for a variety of products, including diverse content. We anticipate that utilizing this research will lead to the emergence of products encompassing various contents.

Laboratory investigation of unconfined compression behavior of ice and frozen soil mixtures

  • Jin, Hyunwoo;Lee, Jangguen;Zhuang, Li;Ryu, Byung Hyun
    • Geomechanics and Engineering
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    • v.22 no.3
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    • pp.219-226
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    • 2020
  • Unconfined compression test (UCT) is widely conducted in laboratories to evaluate the mechanical behavior of frozen soils. However, its results are sensitive to the initial conditions of sample creation by freezing as well as the end-surface conditions during loading of the specimen into the apparatus for testing. This work compared ice samples prepared by three-dimensional and one-dimensional freezing. The latter created more-homogenous ice samples containing fewer entrapped air bubbles or air nuclei, leading to relatively stable UCT results. Three end-surface conditions were compared for UCT on ice specimens made by one-dimensional freezing. Steel disc cap with embedded rubber was found most appropriate for UCT. Three frozen materials (ice, frozen sand, and frozen silt) showed different failure patterns, which were classified as brittle failure and ductile failure. Ice and frozen sand showed strain-softening, while frozen silt showed strain-hardening. Subsequent investigation considered the influence of fines content on the unconfined compression behavior of frozen soil mixtures with fines contents of 0-100%. The mixtures showed a brittle-to-ductile transition of failure patterns at 10%-20% fines content.

Recognizing Emotional Content of Emails as a byproduct of Natural Language Processing-based Metadata Extraction (이메일에 포함된 감성정보 관련 메타데이터 추출에 관한 연구)

  • Paik, Woo-Jin
    • Journal of the Korean Society for information Management
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    • v.23 no.2
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    • pp.167-183
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    • 2006
  • This paper describes a metadata extraction technique based on natural language processing (NLP) which extracts personalized information from email communications between financial analysts and their clients. Personalized means connecting users with content in a personally meaningful way to create, grow, and retain online relationships. Personalization often results in the creation of user profiles that store individuals' preferences regarding goods or services offered by various e-commerce merchants. We developed an automatic metadata extraction system designed to process textual data such as emails, discussion group postings, or chat group transcriptions. The focus of this paper is the recognition of emotional contents such as mood and urgency, which are embedded in the business communications, as metadata.

The types and expressions of new media fashion film

  • Kim, Sejin
    • The Research Journal of the Costume Culture
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    • v.28 no.1
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    • pp.96-113
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    • 2020
  • A new form of media is changing the expression and content of fashion. In this paper, fashion films that have appeared since 2010 - when digital fashion communication was increasing - will be discussed and explored to consider how technological transitions in fashion media are changing the appearance and role of fashion. A literature review was conducted to derive characteristics, types, and expressive elements of new media fashion films, which were defined for this study as fashion films produced and distributed since 2010 using digital media. Films were categorized into three types: promotional, editorial, and independent fashion films. Furthermore, elements of the films were identified as fashion mise-en-scene, auditory structure, and content structure. Types and expressions of digital fashion images in 40 fashion films were analyzed according to these elements. The results showed that promotional fashion films maximize various narrative and sensory effects on fashion products, whilst editorial fashion films strengthen the role of entertainment. Independent fashion films expand the area of fashion and promote the diversification of fashion systems. Moreover, the results show that fashion films are not a secondary form of media that just expresses fashion; they provide a tool for the creation of new fashion content. New media fashion films promote the expansion of expressive spectra and boundaries, offering various multisensory experiences of fashion, and enhancing creativity and the aesthetic values of fashion.

360 VR-based Sokcho Introduction Video Production (360 VR기반 속초 소개 영상 제작)

  • Lee, Jun-yeong;Im, So-Yeon;Park, Cheol-woo;Lee, Young-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.493-495
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    • 2022
  • This video is based on the newly emerged next-generation Media 360 VR. With the development of technology, digital content has developed and the opening of the COVID-19 pandemic untact era, people have found content that they can enjoy without going directly. 360 VR is a next-generation media that allows users to enjoy content in a three-dimensional manner as if they went to the site without having to go to the site. Using this, we would like to study the effective creation of local promotional videos.

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A Study on the Scalability of Design Content Using Pixel Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.160-165
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    • 2023
  • The pixel art style evolved from the shortcomings of computer image display technology has gradually transformed from a technical limitation into a widely recognized form of artistic expression since development in the early 20th century. This study analyzes the application and characteristics of the expandability of pixel art style design content in sub industries such as physical goods, environmental design, website design, digital art and illustration in the design field. It aims to explore the visual expression and sustainable development form of pixel art style under the development of new media technology that contradicts traditional technological concepts. The research results show that although the pixel art style generally pursues external visual features such as pixelated visual effects, sawtooth and matrix arrangements, its expansion in the art field shows a unique diversity of visual expressions. It has become an important means to convey nostalgic emotions and cultural values. Through this research, we hope to inspire more academic researchers and technology practitioners to explore the development potential of the pixel art style in emerging fields and promote its innovative application in design practice.

Emotional Expression of the Virtual Influencer "Luo Tianyi(洛天依)" in Digital'

  • Guangtao Song;Albert Young Choi
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.375-385
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    • 2024
  • In the context of contemporary digital media, virtual influencers have become an increasingly important form of socialization and entertainment, in which emotional expression is a key factor in attracting viewers. In this study, we take Luo Tianyi, a Chinese virtual influencer, as an example to explore how emotions are expressed and perceived through facial expressions in different types of videos. Using Paul Ekman's Facial Action Coding System (FACS) and six basic emotion classifications, the study systematically analyzes Luo Tianyi's emotional expressions in three types of videos, namely Music show, Festivals and Brand Cooperation. During the study, Luo Tianyi's facial expressions and emotional expressions were analyzed through rigorous coding and categorization, as well as matching the context of the video content. The results show that Enjoyment is the most frequently expressed emotion by Luo Tianyi, reflecting the centrality of positive emotions in content creation. Meanwhile, the presence of other emotion types reveals the virtual influencer's efforts to create emotionally rich and authentic experiences. The frequency and variety of emotions expressed in different video genres indicate Luo Tianyi's diverse strategies for communicating and connecting with viewers in different contexts. The study provides an empirical basis for understanding and utilizing virtual influencers' emotional expressions, and offers valuable insights for digital media content creators to design emotional expression strategies. Overall, this study is valuable for understanding the complexity of virtual influencer emotional expression and its importance in digital media strategy.

The Effect of Depth Perception and Animation in Virtual Reality OOH Ad on Users' Cognitive Responses (가상현실 옥외광고의 깊이감과 애니메이션 효과가 사용자의 인지적 반응에 미치는 영향)

  • Min-Woo Cho;Donghun Chung
    • Journal of Information Technology Services
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    • v.23 no.2
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    • pp.117-133
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    • 2024
  • This research analyzes users' cognitive responses to Out-Of-Home advertising content based in virtual environments. Specifically, it distinguishes the depth of advertisements as 2D or 3D and categorizes animation effects of light as a representation of virtuality into 'none', 'blinking', and 'flowing'. For this purpose, virtual reality content was developed, and after experiencing the content while wearing HMD, users' cognitive responses were investigated. Involving 60 participants, the study found that the interaction effects between depth perception and animation effects were not statistically significant, nor was the primary effect of depth perception. However, the main effect of animation showed statistically significant differences in users' attention, vividness, perceived intrusiveness, avoidance tendency, and flow. This study presents design elements that can be utilized in the production of virtual environment-based Out-Of-Home advertising and experimentally demonstrates that animation effects can serve as an effective means of emphasis in virtual environment advertising. These findings provide important insights for the creation and strategic planning of advertisements in virtual environments.