• 제목/요약/키워드: Culture Digital Contents

검색결과 529건 처리시간 0.028초

딥러닝을 통한 움직이는 객체 검출 알고리즘 구현 (Implementation of Moving Object Recognition based on Deep Learning)

  • 이유경;이용환
    • 반도체디스플레이기술학회지
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    • 제17권2호
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    • pp.67-70
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    • 2018
  • Object detection and tracking is an exciting and interesting research area in the field of computer vision, and its technologies have been widely used in various application systems such as surveillance, military, and augmented reality. This paper proposes and implements a novel and more robust object recognition and tracking system to localize and track multiple objects from input images, which estimates target state using the likelihoods obtained from multiple CNNs. As the experimental result, the proposed algorithm is effective to handle multi-modal target appearances and other exceptions.

심미적 경험으로서의 언캐니 (Uncanny as Aesthetic Experience)

  • 이주은
    • 정신분석
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    • 제28권3호
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    • pp.69-75
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    • 2017
  • This paper interprets the work of Hans Bellmer, who took pictures after making a doll and distorting its form, and Diane Arbus, who took documentary photographs of unusual and marginalized people, as uncanny anxiety referred to by Freud. Through these two photographers' works, this paper examined how anxiety was used as an aesthetic strategy, and discussed the uncanny as an aesthetic experience. Uncanny refers to the phenomenon of familiar things being repressed and returning to their original place, or the phenomenon of familiarity being alienated due to repression. The aesthetic strategy of uncanny is used to bring a blind spot in reality that can be easily missed with an ordinary vision into the fore, by allowing for the slight shock to an appreciator. The ultimate goal of uncanny aesthetics is to promote both inner and external changes as well as to expand the scope of imagination, through freely crossing the borders between consciousness and unconsciousness, sympathy and antipathy, and reality and fiction.

유니버설 디자인의 원리와 지침에 의한 노인복지시설 기준 분석: 법률 규정을 중심으로 (Analysis of Facility Standard for Elderly Welfare Facility by Universal Design Principle and Guideline: Focusing on Legal Regulations)

  • 김수정
    • 산업융합연구
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    • 제15권1호
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    • pp.1-7
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    • 2017
  • The purpose of this study is to analyze the facility standards of the elderly welfare facilities applying the seven principles of the universal design. The facility standards of the elderly welfare facilities were limited to the provisions of the "Enforcement Regulation of the Elderly Welfare Act". There are few legal regulations applying the universal design in the construction of the elderly welfare facilities. The facility standards are set only with the minimum requirements such as securing the safety of the user, securing the space area, functional convenience, and risk prevention. However, the contents of the regulations are limited to the minimum standards for functional convenience and safety required for living. In conclusion, in the elderly welfare facilities, the notion of universal design, which considers not only the elderly, but also service providers, employees, and general visitors, should be considered.

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Ensemble Engine: Framework Design for Visual Novel Game Production

  • Choi, Jong In;Kang, Shin Jin
    • 한국컴퓨터정보학회논문지
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    • 제24권5호
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    • pp.11-17
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    • 2019
  • In this study, we propose an ensemble engine, which is a framework for game engine optimized for visual novels genre, focusing on storytelling among various game genres. The game of Visual Nobel genre is based on multi-ending story and features branching of various scenarios according to user's choice. The proposed engine supports various multi-scenarios and multi-endings based on nodes according to the characteristics of these genres. In addition, it provides a convenient and intuitive user interface that not only enhances user immersion but also provides VR function to maximize the sense of presence. We will demonstrate the usefulness of the proposed game engine by designing the framework of a game engine suitable for this feature and actually creating variety stories automatically.

Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • 한국컴퓨터정보학회논문지
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    • 제24권1호
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.

Technology Trends for Motion Synthesis and Control of 3D Character

  • Choi, Jong-In
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.19-26
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    • 2019
  • In this study, we study the development and control of motion of 3D character animation and discuss the development direction of technology. Character animation has been developed as a data-based method and a physics-based method. The animation generation technique based on the keyframe method has been made possible by the development of the hardware technology, and the motion capture device has been used. Various techniques for effectively editing the motion data have appeared. At the same time, animation techniques based on physics have emerged, which realistically generate the motion of the character by physically optimized numerical computation. Recently, animation techniques using machine learning have shown new possibilities for creating characters that can be controlled by the user in real time and are expected to be developed in the future.

모바일 장치에서 반사 잔상 제거 알고리즘 구현 (Implementation of Reflection Removal Algorithm on Mobile Device)

  • 이유경;이용환
    • 반도체디스플레이기술학회지
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    • 제20권1호
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    • pp.108-112
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    • 2021
  • Undesired reflection removal from an image captured through glass window is widely needed with the prevalence of camera. In this paper, we present and implement a reflection removal algorithm, which is specially designed for smart devices. Our implementation requires smart phone application to take two input pictures of the same target, one with flash light on and another with flash light off. Then, we find a flash spot in the picture, match the features to align the input pictures, transform the color space, and finally combine the pictures. As the result, we get a resulting image with removed reflection, achieving the visually pleasant.

Proposal for a virtual museum with vertical aspect ratio for the convergence of metaverse and short-form content

  • Il-hyun Cho
    • International journal of advanced smart convergence
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    • 제12권3호
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    • pp.119-126
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    • 2023
  • This study explores the convergence of metaverse and short-form content, proposing a new approach for viewing short-form content with a vertical aspect ratio on a metaverse platform and within a virtual museum. Short-form content has gained popularity due to the snack culture and is proving to be advantageous in e-commerce. By studying the relationship between vertical ratio screens and gaze, we confirm the effectiveness of vertical ratio short-form content in providing immersive experiences and fostering sharing and communication. The proposed virtual museum offers opportunities for innovative businesses to market through fandom. This research highlights the value of vertical proportion short-form content and its significance in the convergence of metaverse and short-form content. It aims to contribute to industry development, provide new creative directions, enhance personal visual experiences, and expand applicability in related fields.

오픈 마켓 전자상거래에서 온톨로지를 이용한 개인 성향 모듈 설계 (Design of Personal Preference Module with Ontology in Open Market E-Commerce)

  • 지병준
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2010년도 춘계학술발표대회
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    • pp.1094-1097
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    • 2010
  • 기존 전자상거래와 달리 오픈 마켓 전자상거래는 판매자와 구매자들이 모여 자발적으로 온라인 상으로 거래하는 패러다임을 의미한다. 그러므로 구매자는 다수의 판매자들로부터 제품을 구매함에 있어 올바른 제품을 구매하는데 어려움이 존재한다. 이러한 어려움은 전자상거래에 대한 구매자 만족도를 저하시키는 요인이 될 수 있다. 그러므로 본 논문에서는 먼저 오픈 마켓 전자상거래에서 구매자의 요구를 분석하고, 오픈 마켓 기반 전자상거래에 대한 만족도를 증가시키기 위한 개인 성향 모듈을 설계한다. 이를 위해 사전연구를 통해 구매자의 요구를 분석한 결과, 상당수의 구매자가 기존 전자상거래 시스템에 만족하지 못하고 있으며, 이를 보완하기 위한 방법으로 판매자에 대한 부가적인 정보의 제공이 필요하다고 하였다. 그러므로 둘째 판매자에 대한 부가적 정보를 제공하기 위해 개인 성향 모듈을 설계하였다. 본 논문에서 제안하는 개인 성향 모듈은 온톨로지를 기반으로 작성되며, 판매자와 구매자의 개인 성향을 반영, 평가 할 수 있도록 설계되었다. 본 논문의 기대효과로 온톨로지 기반 개인 성향 모듈은 오픈 마켓 전자상거래의 활성화와 구매자의 만족도를 증가시킬 수 있을 것으로 기대한다.

기업 문화마케팅의 문화소비자 가치 창출 -융복합문화공간 '슈피겐홀'과 오페라 <스티브 잡스의 혁명>을 중심으로, 애플 스티브 잡스의 10주년 추모 연구- (Creating Cultural Consumer Value in Corporate Culture Marketing. -Focused on Cultural Space 'SpigenHall' and Opera , Apple Steve Jobs' 10th Anniversary Memorial Study-)

  • 오세종
    • 문화기술의 융합
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    • 제6권3호
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    • pp.111-116
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    • 2020
  • 2021년 10월 5일 스티브 잡스 사망 10주년을 추모하는 기업 문화마케팅 사례 연구이다. 기업 문화마케팅은 스티브 잡스의 팬덤을 통해 문화소비자 가치를 도출하고, 기업의 브랜드 이미지 제고와 수익을 달성하고자 한다. 빅데이터에 따르면, 스티브 잡스의 브랜드 이미지는 '혁신', '최초', '창의성', '변화', '디자인'이 도출되었다. 그래서 스티브잡스의 브랜드 이미지와 연관성이 높은 슈피겐코리아의 융복합문화공간 '슈피겐홀'과 전 애플 CEO 스티브 잡스의 소재로 제작된 디지털 오페라 <스티브 잡스의 혁명>의 연관성을 빅데이터로 분석하고, 문화콘텐츠 전문가의 의견을 수렴했다. 슈피겐코리아와 디지털 오페라 <스티브 잡스의 혁명>은 스티브 잡스의 희로애락 스토리, 슈피겐코리아의 VIP 회원의 프리미엄 서비스 제공, 언론홍보는 '국내 최초', 유명 연예인 공연장소와 문화예술 장소로 적합한 강남의 '슈피겐홀', 공연 티켓의 수익은 기부로 기획했다. 본 연구는 남성 CEO만의 인생 스토리 연구와 문화 도시 계획에 적합한 연구이다. 연구의 한계점은 장르별 다양한 작품의 분석과 업종에 따른 소비자 가치 분석 시도가 필요하겠다.