• Title/Summary/Keyword: Shorts

검색결과 86건 처리시간 0.02초

Practical Study on Methods to Revitalize Traditional Market (전통시장 활성화 방법에 관한 실제적 연구)

  • Yoon, Seongwon
    • Journal of Service Research and Studies
    • /
    • 제14권2호
    • /
    • pp.69-81
    • /
    • 2024
  • The The purpose of this study is to have a positive impact on the evaluation of the traditional market revitalization project by discussing the business details and implementation process of the commercial district revitalization project in depth. The research method uses practical methods for traditional market revitalization projects. First, the activation method of the place was examined through the concepts of Oldenburg's 'Third Place' and Carr et al.'s 'Five Demands for Public Space' and the theories related to non-face-to-face transactions were examined. The first study case was the commercial district revitalization project of the Cheongju Global Market Development Project(Seongan-gil Street Shopping Mall and Yukgeori traditional Market), which discussed revitalization of open space, revitalization through reproduction, and revitalization through festivals. The revitalization project through representation is a project to install a symbolic sculpture at the estimated location of the 'Namseokgyo' buried in Yukgeori traditional Market. The revitalization through the festival is the Korea Sale Festa, which is a vibrant business due to increased sales at traditional markets and shopping malls and floating population in open spaces. The second study case was the Cultural Tourism Promotion Project(Hanmin traditional Market), which discussed revitalization through the development of local brands and SNS content. In the conclusion, the relationship between the six projects and commercial district revitalization methods was discussed, and policy recommendations were made, mentioning the importance of reflecting regional characteristics in design planning. We hope that this study will be used to positively evaluate the traditional market revitalization project, showing that stakeholders are working hard to produce positive results within institutional limitations.

Analyzing K-POP idol popularity factors using music charts and new media data using machine learning (머신러닝을 활용한 음원 차트와 뉴미디어 데이터를 활용한 K-POP 아이돌 인기 요인 분석)

  • Jiwon Choi;Dayeon Jung;Kangkyu Choi;Taein Lim;Daehoon Kim;Jongkyn Jung;Seunmin Rho
    • Journal of Platform Technology
    • /
    • 제12권1호
    • /
    • pp.55-66
    • /
    • 2024
  • The K-POP market has become influential not only in culture but also in society as a whole, including diplomacy and environmental movements. As a result, various papers have been conducted based on machine learning to identify the success factors of idols by utilizing traditional data such as music and recordings. However, there is a limitation that previous studies have not reflected the influence of new media platforms such as Instagram releases, YouTube shorts, TikTok, Twitter, etc. on the popularity of idols. Therefore, it is difficult to clarify the causal relationship of recent idol success factors because the existing studies do not consider the daily changing media trends. To solve these problems, this paper proposes a data collection system and analysis methodology for idol-related data. By developing a container-based real-time data collection automation system that reflects the specificity of idol data, we secure the stability and scalability of idol data collection and compare and analyze the clusters of successful idols through a K-Means clustering-based outlier detection model. As a result, we were able to identify commonalities among successful idols such as gender, time of success after album release, and association with new media. Through this, it is expected that we can finally plan optimal comeback promotions for each idol, album type, and comeback period to improve the chances of idol success.

  • PDF

Optimum Size Selection and Machinery Costs Analysis for Farm Machinery Systems - Programming for Personal Computer - (농기계(農機械) 투입모형(投入模型) 설정(設定) 및 기계이용(機械利用) 비용(費用) 분석연구(分析硏究) - PC용(用) 프로그램 개발(開發) -)

  • Lee, W.Y.;Kim, S.R.;Jung, D.H.;Chang, D.I.;Lee, D.H.;Kim, Y.H.
    • Journal of Biosystems Engineering
    • /
    • 제16권4호
    • /
    • pp.384-398
    • /
    • 1991
  • A computer program was developed to select the optimum size of farm machine and analyze its operation costs according to various farming conditions. It was written in FORTRAN 77 and BASIC languages and can be run on any personal computer having Korean Standard Complete Type and Korean Language Code. The program was developed as a user-friendly type so that users can carry out easily the costs analysis for the whole farm work or respective operation in rice production, and for plowing, rotarying and pest controlling in upland. The program can analyze simultaneously three different machines in plowing & rotarying and two machines in transplanting, pest controlling and harvesting operations. The input data are the sizes of arable lands, possible working days and number of laborers during the opimum working period, and custom rates varying depending on regions and individual farming conditions. We can find out the results such as the selected optimum combination farm machines, the overs and shorts of working days relative to the planned working period, capacities of the machines, break-even points by custom rate, fixed costs for a month, and utilization costs in a hectare.

  • PDF

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
    • /
    • 통권47호
    • /
    • pp.1-29
    • /
    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.

Teachers' Recognition on the Optimization of the Educational Contents of Clothing and Textiles in Practical Arts or Technology.Home Economics (실과 및 기술.가정 교과에서 의생활 교육내용의 적정성에 대한 교사의 인식)

  • Baek Seung-Hee;Han Young-Sook;Lee Hye-Ja
    • Journal of Korean Home Economics Education Association
    • /
    • 제18권3호
    • /
    • pp.97-117
    • /
    • 2006
  • The purpose of this study was to investigate the teachers' recognition on the optimization of the educational contents of Clothing & Textiles in subjects of :he Practical Arts or the Technology & Home Economics in the course of elementary, middle and high schools. The statistical data for this research were collected from 203 questionnaires of teachers who work on elementary, middle and high schools. Mean. standard deviation, percentage were calculated using SPSS/WIN 12.0 program. Also. these materials were verified by t-test, One-way ANOVA and post verification Duncan. The results were as follows; First, The equipment ratio of practice laboratory were about 24% and very poor in elementary schools but those of middle and high school were 97% and 78% each and higher than elementary schools. Second, More than 50% of teachers recognized the amount of learning 'proper'. The elementary school teachers recognized the mount of learning in 'operating sewing machines' too heavy especially, the same as middle school teachers in 'making shorts': the same as high school teachers in 'making tablecloth and curtain' and 'making pillow cover or bag'. Third, All of the elementary, middle and high school teachers recognized the levels of total contents of clothing and textiles 'common'. The 80% of elementary school teachers recognized 'operating sewing machines' and 'making cushions' difficult especially. The same as middle school teachers in 'hand knitting handbag by crochet hoop needle', 'the various kinds of cloth' and 'making short pants'. The same as high school teachers in 'making tablecloth or curtain'. Fourth, Elementary school teachers recognized 'practicing basic hand needlework' and 'making pouch using hand needlework' important in the degree of educational contents importance. Middle school teachers recognized 'making short pants unimportant. High school teachers considered the contents focusing on practice such as 'making tablecloth and curtain' and 'making pillow cover or bags' unimportant. My suggestions were as follows; Both laboratories and facilities for practice should be established for making clothing and textiles lessons effective in Practical Arts in elementary schools. The 'operating sewing machines' which were considered difficult should be dealt in upper grade, re-conditioning to easier or omitted. The practical contents should be changed to student-activity-oriented and should be recomposed in order to familiar with students' living. It was needed to various and sufficient supports for increasing the teachers' practical abilities.

  • PDF

A Study on The Consumer Expectation - Performance according to the Types of Internet Shopping Malls (인터넷 쇼핑몰 유형에 따른 소비자 기대-성과에 관한 연구)

  • Lee, In-Ku;Ryoo, Hak-Soo
    • Korean Business Review
    • /
    • 제17권2호
    • /
    • pp.63-87
    • /
    • 2004
  • To create and maintain comparative supremacy as a strategic tool of business, many organizations have introduced informational technology and system. By using this system, Some companies got a beneficial value for achieving organizational goals but others could not obtain their effectiveness and efficiency. In particular, a lot of organizations that tried to make strategic supremacy with e-commercial trade are under hard condition because of poor profit. It implies that it is essential to identify and analyse the consumer who uses e-commercial trade. This paper, therefore, focusing on internet shopping malls between business and consumer as one of areas of e-commercial trades, shows the difference between consumer expectation and performance. The results of this study are as follows: First, as for the significant difference of influencing factors to consumer satisfactions according to the types of internet shopping malls, there is a meaningful difference in consumer anxiety and internet usefulness, but not in consumer service. Prior to verify the differences in detail on consumer's anxiety and internet usefulness, we examined that there is any difference between expectation and performance. T-test was used for the variants of consumer anxiety and internet usefulness, and its meaningful probability was 0.000, which means that both showed statistically significant difference. Based on the results, we also found that regardless of the types of internet shopping malls, consumer expectation was greater than performance. although the difference between expectation and performance was not equal according to the internet shopping malls. Second, a regression analysis was performed to understand the relation between consumer service, internet usefulness, consumer anxiety, and consumer satisfaction, it was found that consumer service, internet usefulness, consumer anxiety had significantly effected on consumer satisfaction. Third, To verify the relation between consumer satisfaction and repurchase-intentions, intentions to spread out, Pearson correlation analysis was used. it was found that consumer satisfaction had positive effect on both intentions. This study has some limitations because of the shorts of money and time. since the sample of this study was consumers who have ever bought one or more products via internet shopping mall, this sample was appropriate. but the major parts of sample were college students, and the sample size was so small. therefore this results should carefully be generalized. For further study, it is required to select more precise samples and to include more variables.

  • PDF