• 제목/요약/키워드: IT contents

검색결과 24,195건 처리시간 0.045초

Study on Distortion and Field of View of Contents in VR HMD

  • Son, Hojun;Jeon, Hyoung joon;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • 제6권1호
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    • pp.18-25
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    • 2017
  • Recently, VR HMD (virtual reality head mounted display) has been utilized for virtual training, entertainment, vision therapy, and optometry. In particular, virtual reality contents are increasingly used for vision therapy and optometry. Accordingly, high-quality virtual reality contents such as a natural vision of life is required. Therefore, it is necessary to study the content production according to the optical characteristics of the VR HMD. The purpose of this paper is to suggest a proper FOV (field of view) of contents according to the distortion rate. We produced virtual reality contents and obtained distorted images by virtual camera. The distortion rate is calculated by using the distorted image. It is proved that the optimal FOV of the VR content with the minimum distortion is $90{\sim}100^{\circ}$. The results of this study are expected to be applied to the production of high quality contents.

Eco Food Waste Note : IoT 기반 음식물 쓰레기 기록 서비스 시스템 (Eco Food Waste Note : Food Waste Record Service System based on IoT Technologies)

  • 이미희;백은정;박정빈;김은별
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2015년도 제52차 하계학술대회논문집 23권2호
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    • pp.175-176
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    • 2015
  • 본 논문에서는 매년 증가하고 있는 음식물 쓰레기를 줄일 수 있는 방안으로 IoT 개념을 이용하여 음식물 쓰레기의 양에 따른 부과 요금을 실시간 조회 가능하도록 하여 경각심을 갖도록 유도하는 시스템을 개발하였다. 또한, 편리성을 위해 종량제 카드 대신 스마트폰의 NFC를 활용할 수 있게하고, 쓰레기 분류, 쓰레기 버리는 날 등의 정보를 제공하며, 쓰레기의 양을 줄인 가구에게는 관리 부서 정책에 따라 쿠폰 등을 제공할 수 있는 기능을 통해서도 음식물을 줄일 수 있는 동기를 부여하였다.

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영화를 이용한 AI 기반 콘텐츠 재생산 시스템 연구 (Study on AI-based content reproduction system using movie contents)

  • 양석환;이영숙
    • 한국멀티미디어학회논문지
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    • 제24권2호
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    • pp.336-343
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    • 2021
  • AI technology is spreading not only to industrial fields, but also to culture, art, and content fields. In this paper, we proposed a system based on AI technology that can automate the process of reproducing contents using characters for movie contents. After creating the basic appearance of the character by using the StyleGAN2 model from the video extracted from the movie contents, analyzing the character's personality and propensity using the extracted dialogue data, it was determined from the contemplative appearance based on the yin-yang and five elements to the character's propensity. Accordingly, the external characteristics are reflected in the character. Using the OpenPose model, a character's motion is created, and the finally generated data is integrated to reproduce the content. It is expected that many movie contents can be reproduced through the study of the proposed system.

대중적인 판소리 콘텐츠 개발 필요성에 관한 인식조사 (A Survey on the Necessity Developing of Popular Pansori Contents)

  • 김예진
    • 한국콘텐츠학회논문지
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    • 제17권7호
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    • pp.600-609
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    • 2017
  • 본 연구는 대중적인 판소리 콘텐츠에 대한 판소리 비전문가의 인식조사를 통해 대중적인 판소리 콘텐츠 개발의 필요성을 검토하고 판소리 전문가와의 면담조사를 통해 대중적인 판소리 콘텐츠 개발에 필요한 기초자료를 도출하기 위한 목적을 가진다. 첫째, 대중적인 판소리 콘텐츠 개발의 필요성을 검토하기 위하여 판소리 비전문가 100인을 대상으로 동일한 대중적인 판소리 콘텐츠의 경험을 통한 인식조사를 진행한 결과 대중적인 판소리 콘텐츠가 판소리의 새로운 면을 보여주었다는 점에서 긍정적으로 평가하였으며, 다양한 시도를 통해 내용과 전문성을 보완한다면 대중성의 확장 가능성이 높고, 대중적인 판소리 콘텐츠의 개발은 필수적이며 대중성 확보, 재미와 흥미, 다른 장르와의 융합, 판소리에 대한 본질적 고민, 다른 전통예술로의 확대, 트렌드에 맞는 소재, 가사, 언어, 음악의 개발, 전문 프로듀서 등이 고려되어야 한다고 하였다. 둘째, 대중적인 판소리 콘텐츠 개발에 필요한 기초자료를 제공하기 위하여 판소리 전문가 31인을 대상으로 면담조사를 진행한 결과 대중적인 판소리 콘텐츠 개발은 필수적이며, 가장 중요하게 생각해야 하는 점으로 판소리와 시대와 대중에 대한 분석, 끊임없는 도전과 시도, 소재의 개발, 전문 인력과의 협업, 음악확장 등을 제언하였다.

문화콘텐츠학 정립을 위한 놀이 개념에 대한 탐색적 연구 (An Exploratory Study on the Concept of Play for Establishing Cultural Contents Studies)

  • 김기정
    • 한국콘텐츠학회논문지
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    • 제19권9호
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    • pp.646-657
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    • 2019
  • 문화콘텐츠가 1990년대 후반 우리 사회에서 새롭게 부상하여 성장한 지 벌써 20년이 되어가고 있다. 그러나 문화콘텐츠 개념 규정 및 독립적인 학문으로 정립하기 위한 노력은 상대적으로 빈약하다. 다양한 이유가 있겠지만 가장 중요한 것으로 '문화콘텐츠'라는 말이 가진 폭넓은 의미의 자장을 포괄하면서도 핵심을 통어하는 주요 개념을 제시하지 못한 것을 들 수 있다. 따라서 본 연구는 문화콘텐츠는 21세기의 놀이학이 되어야 한다는 전제 아래, 놀이에서 문화콘텐츠학을 정초하기 위해 필요한 개념적 자원을 확보할 수 있는 가능성을 검토하였다. 이를 위해 우리가 현재 사용하는 문화콘텐츠의 의미와 관련이 깊다고 판단되는 세 가지 개념적 범주 즉, 모방, 미학, 권력을 중심으로 각각에서 놀이가 어떠한 의미를 획득하고 활용되는지를 살펴보았다. 결과적으로 놀이는 감성, 예술, 지각, 인식, 교육, 우연, 힘, 헤게모니, 계급, 종교, 의례, 육체 등과 같은 다양한 개념들과 연관되어 다채롭게 사용되는 것을 확인하였다. 놀이 개념의 이러한 다양한 활용법은 문화콘텐츠 연구자들에게 일정 부분 놀이의 관점에서 문화콘텐츠를 연구할 수 있는 계기를 제공할 수 있을 것이라 생각한다.

중학생의 인터넷음란물 접속과 성 의식의 관계 (Relationship between Access to Lewd Internet Contents by Middle School Students and Their Awareness of Sex)

  • 임종인;최인숙
    • 한국학교ㆍ지역보건교육학회지
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    • 제4권
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    • pp.117-139
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    • 2003
  • The purpose of this research lies in presenting logical viability for the measures that curtail access to lewd Internet contents by middle school students amidst the reality in which lewd contents are circulated freely through the Internet, a medium that the middle school students find most easy to access. In order to establish right form of awareness towards sex, this research identified the ways they access the lewd Internet contents, their reaction after the exposure to those contents, their knowledge of sex, their concerns regarding sex and their accessibility to sexual activities in order to conduct a comparative analysis on the relationship between lewd Internet contents and their awareness of sex. First, realities of accessing lewd Internet contents and reactions according to the demographics of middle school students There isa significant difference in the experience of accessing lewd Internet contents in terms of gender. Mostly, male students tend to access the contents more. As for the way they access the lewd Internet contents, both male and female students replied that they access through spam mail of lewd nature. Thus, measures to address this problem are needed urgently. As to when they first accessed the lewd contents, most of the research subjects replied that they accessed either in elementary school period or in the early middle school period. This shows that most of the students got exposed to lewd contents even before they could establish positive, correct awareness of sex. Thus, there is a risk that they may formulate wrong kind of sexual awareness. Accordingly, it is necessary to develop measures through focused sex education. Students are divided into two groups according to the time they spend on the contents averagely: those who spend over one hour and those who spend less than an hour on the lewd contents. If the students spending longer hours are not to be checked and properly guided, it may lead to increasing cases of sexual delinquencies due to their wrongly formed awareness of sex. When the question of existence(non-existence) of guardian was addressed, students with both parents tend to access the lewd Internet contents in a more diverse manner and tend to access more compared to those students from single parent or no-parent families. Accordingly, guardians need to pay attention to how their children are using the Internet. Second, awareness of sex depending on the middle school students' demographics In case of sexual knowledge, middle school students shows relatively high level of knowledge. In particular, female students are found more knowledgeable than male students, and the students in upper years are more knowledgeable as well. As a result, this research recommends that the students in lower years should be guided with more basc and detailed information, while those in upper years need to be taught to form and express their own thoughts and attitudes and to build up independence on this matter. In case of worries about sex, both male and female students don't worry too much about it. However, male students are more concerned about sex than female students in a more diverse ways. As for the differences by academic year, concerns for sex increase, as students get older. Accordingly, sex education that helps establish sound perception of the opposite sex and that focuses on the etiquettes that one must adhere to at the presence of the opposite sex need to be conducted against middle school students. In case of accessibility to sex, male students manifest higher tendency than female students. As for the differences by academic year, those in the first and second years show higher accessibility than those in their third year. In general, younger students tend to be more open-minded toward sex. Accordingly, students in lower academic years need to undergo basic knowledge oriented sex education, whereas those in upper academic years need to undergo discussion centered sex education where they subject to questions regarding their attitude and opinion. Third, relationship between the reactions after the exposure to the lewd Internet contents and their awareness of sex As the frequency of contact with lewd Internet contents increases, awareness of sex increases as well. Thus, the lewd Internet contents contribute to the increase in students' concern for sex as well as increase in accessibility to sex, which eventually become barriers to students' establishment of a healthy perception of sex. Reactions to sex after the exposure to lewd Internet contents and awareness of sex indicate a significant correlation. However, negative correlation is manifested with knowledge of sex. Thus, it is possible to know that the greater access to lewd Internet contents does not necessarily translate into increase in knowledge of sex. However, the study showed there is a correlation between concerns for sex and the level of accessibility to sex. In more detail, the more reactions to the contents they show, the more concerns for sex they have and the more positively they take acceptability to sex. Moreover, it is necessary to develop necessary measures since textbooks today do not include measures needed to address the lewd Internet contents. Given the above findings, it is necessary to continue to complement structural measures in order to prevent easy access of lewd Internet contents by middle school students. Moreover, it is necessary to be considerate of the students so that they themselves can form a healthy Internet culture and grow up within positive framework for the sex education.

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E-Learning 시스템을 위한 LMS의 멀티미디어 콘텐츠 처리 스케줄링 (A Scheduling of the Multimedia Contents Processing in LMS for E-Learning System)

  • 정화영;김은원;홍봉화
    • 전자공학회논문지 IE
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    • 제45권1호
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    • pp.50-57
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    • 2008
  • E-Learning 시스템에서 학습자의 학습 욕구와 효과를 높이기 위하여 다양한 학습 콘텐츠를 적용하고 있다. 이러한 학습 콘텐츠로는 텍스트, 동영상, 소리, 그림 등을 들 수 있다. 그러나 파일크기가 큰 멀티미디어 학습 콘텐츠는 많은 전송 서비스 시간을 필요로 한다. 본 논문에서는 LCMS에서 관리 및 처리되는 멀티미디어 학습 콘텐츠를 보다 빠르고 효율적으로 서비스하기 위한 LMS의 스케줄링 기법을 제안하고자 한다. 이를 위하여 LMS에 스케줄러와 메시지 큐를 두었으며, 학습이 진행되는 동안 학습 콘텐츠 요구에 대한 결과정보를 LMS에 저장하였다. 학습자의 학습 콘텐츠 요구가 있을 경우 LCMS에 접속하지 않고 LMS에 저장된 학습 콘텐츠 정보를 활용함으로서 보다 빠르고 효율적인 학습 콘텐츠 지원이 가능하도록 하였다. 본 기법의 적용결과로서 학습 초기에는 기존의 기법에 비하여 학습 콘텐츠 서비스가 늦게 나타났으나 학습이 진행될수록 보다 빠른 서비스가 가능하였다.

영상과 Parallax Scrolling 기법을 활용한 웹콘텐츠의 사용자 경험 요소 비교 연구 (Comparison of User Experience from Parallax Scrolling and Video Use on the Web Contents)

  • 김희원;고혜영
    • 한국멀티미디어학회논문지
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    • 제19권2호
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    • pp.520-529
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    • 2016
  • Recent use of digital video contents increases visual fatigue of users. As a result, it has been difficult that the existing video methods make users focus on the content with interest and deliver stories intended by contents producers. Parallax scrolling is getting the spotlight as a new way which are keeping the fluent visual advantages of video and help users maintaining their attention with simple maneuver. In this study, based on a survey, it would compare the user experience in an existing video in Web contents and parallax scrolling Web contents. As a result, it showed that using the parallax scrolling Web sites improve user sensibilities such as aesthetic, novelty and pleasure of user experiences. A remarkable thing is that users replied parallax scrolling is not much comfortable to use. According to the result, researchers suggest that using parallax scrolling in Web site needs thoughtful decision in making and managing of Web contents.

다중게임요소와 단일게임요소에 의한 게임콘텐츠 원가산정 방법에 관한 비교연구 (The Comparative study on Game Contents Costing by Single Game Element and Multi Game Elements)

  • 임득수;이국철;박현지
    • Journal of Information Technology Applications and Management
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    • 제15권1호
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    • pp.67-81
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    • 2008
  • Last decade, IT industry in Korea has been developed greatly. The game industry as an international leader has given good value added to its country. Game industry is one of the speedy improved one and it showed over 20% of growth rate from 2002. Most distressings in Game industry, there are no established costing system in spite that there should be in emerging market. In 2004, Game Contents Costing Model using Mission and Event was developed and also the study of Game Elements weight was done in 2005. The cost of Game Contents can be calculated by GEP and its unit price. The study of Game Contents Sizing Model was done in 2005. The costing of Game Contents by single Game Element which represents software which is one of 3 Game Elements-plan, graphic and software-and it is counted by mission and event. If the software element only can not well represent Game Contents volume, we can include plan and graphic elements for Game Contents costing. And we can say above two methods as a costing model of Game Contents. In this paper, these models were tested empirically and proved as usable.

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키워드 분석을 이용한 개인화 모바일 웹 뉴스 컨텐츠 생성에 관한 연구 (A Study on Personalized Mobile Web News Contents Creation using Keyword Analysis)

  • 한승현;임영환
    • 한국컴퓨터정보학회논문지
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    • 제12권3호
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    • pp.277-285
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    • 2007
  • 본 연구에서는 웹 뉴스 채널 컨텐츠의 키워드 분석을 이용한 개인화된 모바일 웹 컨텐츠 생성 방법에 대해 제안한다. 기존의 웹 사이트의 뉴스기사 검색에서 제공하는 RSS와 연계된 웹 컨텐츠에서 빠르게 데이터를 획득하고, 키워드 분석을 통한 개인화 기법을 적용하여 컨텐츠를 필터링한다. 제안한 방법을 사용함으로써 수많은 뉴스 채널에서 보다 빠르고 쉽게 모바일용 웹 컨텐츠를 생성할 수 있어 컨텐츠 제작비용을 줄일 수 있다. 또한 키워드 분석을 이용하여 무선 인터넷 사용자들의 보다 세밀한 관심영역에 대응할 수 있으며 컨텐츠 필터링과 컨텐츠 접근에 대한 만족도를 향상시킬 수 있다.

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