• Title/Summary/Keyword: Digital convergence society

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A Study on the Multi-Dimensional Interactivity in IP-Based Interactive Media: e-Learning Service Case (IP기반 양방향 매체에서의 다차원적 상호작용에 관한 연구: e-러닝 서비스를 중심으로)

  • Lee, Ji-Eun;Shin, Min-Soo
    • Information Systems Review
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    • v.10 no.3
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    • pp.39-64
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    • 2008
  • As digital convergence evolves, it is expected that the market of IP-based services like VoIP and IPTV will be expanded. In particular, IPTV market is expected to attract consumers' attention through various interactive services offering a variety of experiences to consumers. Interactivity sets apart old media from new one in terms of how to mediate effects of user satisfaction. The object of this study is to investigate (1) multi-dimensional Interactivities in an interactive medium based on IP and relationship among them, and (2) significant factors affecting cognitive absorption of interactive media users. This study aims to provide implications on how to develop strategies for IP-based media including e-learning system.

Intelligent Path Guide System using Fuzzy Logic (퍼지 로직을 이용한 지능형 경로 안내 시스템)

  • Choi, Woo-Kyung;Jeon, Hong-Tae
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.3
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    • pp.68-74
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    • 2008
  • The Ubiquitous Society is being attained gradually as it got through the step of super-high speed internet mobile and digital convergence. Now, it is being variously spread to no only the little ordinaries of communication but also fields of economy and industry. Specially, RFID and Navigation are being issued at home and foreign. These are prospected to give assistances that it bring along the competitive power of nation. But inflection range of RFID and Navigation is localized in the most sin lest. This paper proposes system to reflect the individual and special quality using RFID and Navigation and to fit easily changing environment. And we studied to use what kinds of information in the special environment. We used Fuzzy Logie and TSP for making the intelligent navigation system with more information.

A Study on Promotion plans of the Cultural Contents Industry from a Perspective of Simulacre - Focused on Characters - (시뮬라크르 관점에서 문화컨텐츠산업의 활성화 방안에 관한 연구 -캐릭터를 중심으로-)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.269-280
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    • 2006
  • In the 21st century, a nation's industrial success will depend on her cultural industry. Thus, Korea has been investing much in the cultural contents industry, expecting high. A nation's potential in the industrial contents industry will be determined by 1) IT infrastructure, 2) digital convergence, 3) rich cultural heritage and 4) government's effective policies. Nevertheless, our cultural contents industry is not as much homogeneous as that of the United States or Japan, but only some parts of it have grown much. So, our cultural contents industry is not very stable, which means that it would grow in a short term but not in a long term. One of the ways to promote the cultural contents industry effectively may be derived from Jean Baudrilliard's theory of simulacra. The aim of this study is to review the ultimate simulacra required of our cultural contents industry, focusing on Disneyland which Jean Baudrilliard emphasizes as the most perfect simulacra.

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A Study on the Trend Analysis St Environment of Motion Graphic. -Focused on Historical Backgrounds of Motion Graphic Appearance- (모션그래픽의 환경과 경향분석에 관한 연구 -모션그래픽 출현의 역사적 배경을 중심으로 -)

  • Kim, Jae-Myoung
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.5-14
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    • 2005
  • Graphic Design is being developed as a unique genre and widely applied to movie, TV broadcasting, music video, computer an, web design, animation, and game. Some university added motion graphics in their curriculum recently. However Motion Graphic has not been defined clearly and pedagogy of motion graphics was not studied enough. Motion Graphic is not merely moving picture. Its typical purpose and concept are evolving because of the diversified application. Meta-synthesis between media and hybrid development based on diverse approach and composite presentational methods are also changing Motion Graphic. Various technology such as photograph, analytical engine, hypermedia, multimedia, digital composite picture, network and interface should be studied to understand Motion Graphic. This study reviews the historic background of Motion Graphic mainly related to its advent. A fundamental definition of Motion Graphic including the space and time is suggested and the international trend is introduced. Future Motion Graphic and possible development was also predicted.

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Effective Medical Tourism manager System Using Digital Management (디지털 경영학을 활용한 효율적인 의료관광 관리 시스템)

  • Park, Sung-Jun;Jo, Moon-Il;Kim, Hee-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.555-557
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    • 2018
  • The average lifespan of humans is expected to rise to 100 years, not 80 years, as a result of the advances in medical technology, and soon the age of 100 era is expected to open. The fourth industrial revolution, which is the core of the convergence, is emerging as a major issue in the modern society. Therefore, the importance of services along with medical technologies is increasing. Accordingly, medical tourism, a combination of medical technology and tourism, is emerging as a promising industry, and countries around the world classify the medical tourism industry as one of the core strategic industries and nurture it actively. In accordance with this, contents and marketing that can impress a user with a management strategy are developed and provided, but the management system maintains the existing ones, which is a limitation. Therefore, there is a need for an efficient medical tourism management system along with a user-oriented system such as marketing and contents.

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Implementation of Swinery Integrated Management System in Ubiquitous Agricultural Environments (유비쿼터스 농업환경에서의 돈사 통합관리 시스템 구현)

  • Hwang, Jeong-Hwan;Lee, Meong-Hun;Ju, Hui-Dong;Lee, Ho-Chul;Kang, Hyun-Joong;Yoe, Hyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.2B
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    • pp.252-262
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    • 2010
  • Recently, the USN (Ubiquitous Sensor Network) technology is emerging as an aspect of digital convergence trends which is being rapidly evolving in the whole society. The technological feasibility for the various application services using the USN is researched in numerous industries, but, in the agricultural field, the market of USN application service, technology adoption and commercialization have been delayed. In the agricultural field, the ubiquitous technologies could lead to huge change in the conventional surroundings such as growth environment of livestock, crop cultivation and harvest. In this paper, to offer a integrated management, we construct a u-swinery(ubiquitous swinery) system which is consisted with USN environmental sensors to collect information from physical phenomenon such as luminance, relative humidity, temperature and ammonia gas. Numbers of CCTV were also installed to monitor inside and outside of the swinery. The u-swinery integrated management system can monitor and control the condition of swinery from remote sites. Furthermore, by gathering the cumulative environmental data from the system, the optimal growth condition for the livestock could be created.

A Study of Research Trend about Internet of Things (사물인터넷(IoT)에 관한 국내 연구 동향 분석)

  • Joo, Chungmin;Na, Hyungjin
    • Informatization Policy
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    • v.22 no.3
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    • pp.3-15
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    • 2015
  • This study aims to examine the recent trend of domestic researches on the Internet of Things(IoT) which has drawn a lot of attention in the field of ICT. This meta-analysis analyzes 101 studies published in academic journals from 2010, focusing on research topics, methods and the fields of study. The results show that the research topics of most used studies were related to the technological and industrial issues, and especially in the technical field, the major topic was suggesting new IoT technology. The most research method was testing research followed by the literature review. Even though engineers are holding the mainstream of the IoT technology, some experts in the field of social science release their articles nowadays. These results indicate that the IoT has a great ripple effect both technologically and socioculturally, and researches need to be vitalized in the fields of industry, service, policy and institution as well as technological fields. In addition, the research for the future should extend methodological diversity and take more convergence approaches in a variety of fields.

Development of 3D Terrain Visualization for Navigation Simulation using a Unity 3D Development Tool

  • Shin, Il-Sik;Beirami, Mohammadamin;Cho, Seok-Je;Yu, Yung-Ho
    • Journal of Advanced Marine Engineering and Technology
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    • v.39 no.5
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    • pp.570-576
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    • 2015
  • 3D visualization of navigation simulation is to visualize the environment conditions (e.g. nearby ships, dynamic characteristics, environment, terrain, etc) for any users on ships at sea. Realistic 3D visualization enables the users to be immersed to it and guarantees the reliability of the simulation. In particular, terrain visualization contains many virtual objects, so it is time and cost-intensive for object modelling. This paper proposes a 3D terrain visualization method that can be realized in a short time and with low cost by using the Unity 3D development tool. The 3D terrain visualization system requires bathymetric and elevation terrains, and Aids to Navigations (AtoNs) to be realized. It also needs to include 3D visualization objects including bridges, buildings and port facilities for more accurate simulation. Bathymetric and AtoN elements are acquired from ENC, and the elevation element is acquired from SRTM v4.1 digital elevation chart database developed by NASA. Then, the bathymetric and elevation terrains are generated, and the satellite images are superposed by using this terrain information. The longitudinal and latitudinal information of the AtoNs are converted to the 3-axis information to position the AtoN locations. The 3D objects such as bridges, buildings and port facilities are generated and the terrain visualization is completed. The proposed method realizes more realistic 3D terrain visualization of Busan Port.

Predictable Effect and Usability of Smart-Phone Application for Elderly Dementia Prevention (노인치매예방 스마트폰 앱의 기대효과 및 유용성)

  • Kim, Soo-Jung;Choi, Yun-Jin
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.87-94
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    • 2019
  • The purpose of this study is to predict the usefulness and predictable effects of the use of dementia prevention games and dementia management applications provided in smart-phones for the elderly. First, 6 dementia diagnostic tools used to verify the effectiveness of the dementia prevention program were selected and the cognitive domains tested by each diagnostic tool were extracted. Second, 29 smart-phone dementia prevention game applications and dementia management applications were selected and the expected effects after using these applications were analyzed in connection with the cognitive domain extracted from the dementia diagnosis tool. As a result, it was expected that it would be helpful to manage dementia prevention by improving cognitive function in certain areas when playing games or managing dementia continuously using smart-phone dementia prevention applications. Smart-phone dementia prevention applications will be useful in improving the cognitive ability of the elderly and preventing dementia by supplementing the limitations of the dementia prevention program that is operated offline through time-space ease of use, continuous usability and economic feasibility.

A Study on the Development of On Screen Display Interface Design for Digital Convergence TV User (디지털 복합TV환경에서의 사용자 인터페이스 디자인을 위한 OSD 디자인 개발에 관한 연구)

  • shim, Jae-Hee;Lee, Kun-Sik;Yoo, Kyung-Hee;Kim, Uni-Young;Kim, Jeong-Ju
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.9-13
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    • 2006
  • 본 연구는 HD 복합TV 사용자의 시청행태 및 사용자 니즈 분석을 통해 사용자 시나리오를 도출하여 실제 제품에 적용할 수 있는 DTV 인터페이스 디자인의 일반적인 원리를 발견하고 대형 DTV 화면에 적합한 OSD디자인을 개발하여 디지털 복합 TV에 적합한 새로운 디자인 가이드라인을 제안하는 것을 그 목적으로 하고 있다. 이를 위해 DTV 시청환경을 기반으로 PVR, EPF, 녹화, 1394 등 다양한 기능에 대한 사용 시나리오를 정의하고 유저 내비게이션 특성을 반영한 OSD디자인 방향을 검토하였고 개발환경인 50인치 PDP 화면에 적합한 레이아웃을 제작하여 사용자조사를 통해 검증하였다. 사례연구로 최근 이슈가 되고 있는 타임머신 기능 X Canvas PDP의 OSD 디자인을 개발하여 양산용 제품에 적용할 수 있었다. 대표적인 특징으로 복합 TV 의 Gateway 인 홈메뉴, PVR 기능의 핵심인 프로그래스바, 모든 컨텐츠에 일관되게 적용할 수 있는 목록화면, 녹화관련화면에 공통적으로 적용할 수 있도록 폰트,칼라,레이아웃,위젯 정의를 수행하여 각 기능별 화면들이 Package개념으로 Identity를 갖추면서 사용하기 편리하도록 구성하였다. 그리고 이를 통하여 DTV Application Design에 일반적으로 적용할 수 있는 메뉴구조 및 화면디자인 가이드라인을 도출하였고 세계최초로 자사에서 개발한 하드디스크 내장 HD TV Application GUI 의 사용성 및 심미성 측면을 모두 만족시키는 등 DTV GUI 분야에서 주목할 만한 성과를 거두었다.

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