• Title/Summary/Keyword: Video industry

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Investigating Dynamic Mutation Process of Issues Using Unstructured Text Analysis (비정형 텍스트 분석을 활용한 이슈의 동적 변이과정 고찰)

  • Lim, Myungsu;Kim, Namgyu
    • Journal of Intelligence and Information Systems
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    • v.22 no.1
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    • pp.1-18
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    • 2016
  • Owing to the extensive use of Web media and the development of the IT industry, a large amount of data has been generated, shared, and stored. Nowadays, various types of unstructured data such as image, sound, video, and text are distributed through Web media. Therefore, many attempts have been made in recent years to discover new value through an analysis of these unstructured data. Among these types of unstructured data, text is recognized as the most representative method for users to express and share their opinions on the Web. In this sense, demand for obtaining new insights through text analysis is steadily increasing. Accordingly, text mining is increasingly being used for different purposes in various fields. In particular, issue tracking is being widely studied not only in the academic world but also in industries because it can be used to extract various issues from text such as news, (SocialNetworkServices) to analyze the trends of these issues. Conventionally, issue tracking is used to identify major issues sustained over a long period of time through topic modeling and to analyze the detailed distribution of documents involved in each issue. However, because conventional issue tracking assumes that the content composing each issue does not change throughout the entire tracking period, it cannot represent the dynamic mutation process of detailed issues that can be created, merged, divided, and deleted between these periods. Moreover, because only keywords that appear consistently throughout the entire period can be derived as issue keywords, concrete issue keywords such as "nuclear test" and "separated families" may be concealed by more general issue keywords such as "North Korea" in an analysis over a long period of time. This implies that many meaningful but short-lived issues cannot be discovered by conventional issue tracking. Note that detailed keywords are preferable to general keywords because the former can be clues for providing actionable strategies. To overcome these limitations, we performed an independent analysis on the documents of each detailed period. We generated an issue flow diagram based on the similarity of each issue between two consecutive periods. The issue transition pattern among categories was analyzed by using the category information of each document. In this study, we then applied the proposed methodology to a real case of 53,739 news articles. We derived an issue flow diagram from the articles. We then proposed the following useful application scenarios for the issue flow diagram presented in the experiment section. First, we can identify an issue that actively appears during a certain period and promptly disappears in the next period. Second, the preceding and following issues of a particular issue can be easily discovered from the issue flow diagram. This implies that our methodology can be used to discover the association between inter-period issues. Finally, an interesting pattern of one-way and two-way transitions was discovered by analyzing the transition patterns of issues through category analysis. Thus, we discovered that a pair of mutually similar categories induces two-way transitions. In contrast, one-way transitions can be recognized as an indicator that issues in a certain category tend to be influenced by other issues in another category. For practical application of the proposed methodology, high-quality word and stop word dictionaries need to be constructed. In addition, not only the number of documents but also additional meta-information such as the read counts, written time, and comments of documents should be analyzed. A rigorous performance evaluation or validation of the proposed methodology should be performed in future works.

The Study on the Role of 3D Animated Pre-visualization in VFX FilmProduction (VFX 영화 제작을 위한 3D animatied Pre-visualization(3D애니메이티드 사전시각화)의 역할에 관한 연구)

  • Park, Sung-Ho
    • Cartoon and Animation Studies
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    • s.51
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    • pp.293-319
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    • 2018
  • Thanks to the advancement of the related technologies and equipment, today's video contents like movies, animations and soap operas are rapidly expanding their expressible cinematic imagination area. In order to fulfill the elevated visual expectations of audiences and realize exciting storytelling and fantastic world, the fusion of different techniques is actively used, and the reality for visual effects and image synthesis is increasing more and more. Accordingly, recent VFX-oriented movies using CG have a much more complicated production process than before. Therefore, the importance of Pre-visualization, aka Pre-vis is becoming bigger in the planning process for sophisticated design. Pre-vis means that the advance visualization for stories or directing ideas in the planning process before starting production of movies or animations. 3D animated Pre-visualization realizing directors' abstract and ambiguous ideas in 3 dimensional environment in advance is, as a powerful means for visual storytelling, briskly used focusing on the VFX film industry on which the present CG is broadly used, and the role of Pre-vis throughout productions has increased compared to the past. The studies, however, on the role and utility of Pre-vis are not enough. Therefore, this study was conducted on the role of Pre-vis used for present VFX movie productions using the examples of 3D animated Pre-visualization production in which the researcher of this study participated. In this study, the role of the Pre-vis that is subdivided presently, is divided into and 3D animatics and their each role is analyzed with the example images. Through this, the characteristics that Pre-vis should have are clarified and the concept of the advantages and utility led by the use of Pre-vis in productions is strengthened. The goal of this study is to induce active uses of Pre-vis throughout productions after forming consensus about the various roles of Pre-vis and their utility.

A study on the developmental plan of Alarm Monitoring Service (기계경비의 발전적 대응방안에 관한 연구)

  • Chung, Tae-Hwang;So, Seung-Young
    • Korean Security Journal
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    • no.22
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    • pp.145-168
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    • 2010
  • Since Alarm Monitoring Service was introduced in Korea in 1981, the market has been increasing and is expected to increase continually. Some factors such as the increase of social security need and the change of safety consciousness, increase of persons who live alone could be affected positively on Alarm Monitoring Service industry. As Alarm Monitoring Service come into wide use, the understanding of electronic security service is spread and consumer's demand is difficult, so consideration about new developmental plan is need to respond to the change actively. Electronic security system is consist of various kinds of element, so every element could do their role equally. Alarm Monitoring Service should satisfy consumer's various needs because it is not necessary commodity, also electronic security device could be easily operated and it's appearance has to have a good design. To solve the false alarm problem, detection sensor's improvement should be considered preferentially and development of new type of sensor that operate dissimilarly to replace former sensor is needed. On the other hand, to settle the matter that occurred by response time, security company could explain the limit on Alarm Monitoring System to consumer honestly and ask for an understanding. If consumer could be joined into security activity by security agent's explanation, better security service would be provided with mutual confidence. To save response time the consideration on the introduction of GIS(Global Information System) is needed rather than GPS(Global Positioning System). Although training program for security agents is important, several benefits for security agents should be considered together. The development of new business model is required for preparation against market stagnation and the development of new commodity to secure consumer for housing service rather than commercial facility service. for the purpose of those, new commodity related to home-network system and video surveillance system could be considered, also new added service with network between security company and consumer for a basis is to be considered.

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Behavior of Juvenile Black Sea Bass, Centropristis striata (Linnaeus) on Oyster Reefs (Oyster reef에서 black sea bass, Centropristis striata 치어의 행동)

  • Gwak, Woo-Seok
    • Korean Journal of Ichthyology
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    • v.20 no.3
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    • pp.173-178
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    • 2008
  • The substrate preferences of juvenile black sea bass Centropristis striata (Linnaeus) was tested in a circular tank (1.5 m diameter${\times}$0.4 m deep) divided into two equal areas of oyster-related (oyster reef and whole oyster shell) and sand substrates. All trials were video taped for 20 min. Tapes were viewed on a monitor and locations of all fish recorded and timed with respect to substrate. $Mean{\pm}SE$ times on oyster shell were $18.1{\pm}2.0min$ (1-fish trial-1) and $17.5{\pm}1.7min$ (5-fish trial-1). $Mean{\pm}SE$ times on sand were $2.0{\pm}1.0min$ (1-fish trial-1) and $2.5{\pm}1.7min$ (5-fish trial-1). Black sea bass juveniles showed a significant preference for oyster reef and shell over sand substrate in single-fish trials (paired t-test, P<0.05) and also in five-fish trials (paired t-test, P<0.05). $Mean{\pm}SE$ times under oyster reefs were $16.6{\pm}2.0min$ in single-fish trials and $10.7{\pm}2.3min$ in five-fish trials. Mean numbers of movements among oyster reefs were $1.1{\pm}1.0$ in single-fish trials and $11.5{\pm}3.1$ in fivefish trials. Fish spent significantly less time under oyster reefs in five-fish trials, compared to single-fish trials (paired t-test, P<0.05) and they moved more frequently in five-fish trials than in single-fish trials (paired t-test, P<0.05). Significantly higher competition for a refuge in five-fish trials may induce less time under oyster reefs as well as frequent movement of black sea bass juveniles on shell substrate.

Designing an Intelligent Advertising Business Model in Seoul's Metro Network (서울지하철의 지능형 광고 비즈니스모델 설계)

  • Musyoka, Kavoya Job;Lim, Gyoo Gun
    • Journal of Intelligence and Information Systems
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    • v.23 no.4
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    • pp.1-31
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    • 2017
  • Modern businesses are adopting new technologies to serve their markets better as well as to improve efficiency and productivity. The advertising industry has continuously experienced disruptions from the traditional channels (radio, television and print media) to new complex ones including internet, social media and mobile-based advertising. This case study focuses on proposing intelligent advertising business model in Seoul's metro network. Seoul has one of the world's busiest metro network and transports a huge number of travelers on a daily basis. The high number of travelers coupled with a well-planned metro network creates a platform where marketers can initiate engagement and interact with both customers and potential customers. In the current advertising model, advertising is on illuminated and framed posters in the stations and in-car, non-illuminated posters, and digital screens that show scheduled arrivals and departures of metros. Some stations have digital screens that show adverts but they do not have location capability. Most of the current advertising media have one key limitation: space. For posters whether illuminated or not, one space can host only one advert at a time. Empirical literatures show that there is room for improving this advertising model and eliminate the space limitation by replacing the poster adverts with digital advertising platform. This new model will not only be digital, but will also provide intelligent advertising platform that is driven by data. The digital platform will incorporate location sensing, e-commerce, and mobile platform to create new value to all stakeholders. Travel cards used in the metro will be registered and the card scanners will have a capability to capture traveler's data when travelers tap their cards. This data once analyzed will make it possible to identify different customer groups. Advertisers and marketers will then be able to target specific customer groups, customize adverts based on the targeted consumer group, and offer a wide variety of advertising formats. Format includes video, cinemagraphs, moving pictures, and animation. Different advert formats create different emotions in the customer's mind and the goal should be to use format or combination of formats that arouse the expected emotion and lead to an engagement. Combination of different formats will be more effective and this can only work in a digital platform. Adverts will be location based, ensuring that adverts will show more frequently when the metro is near the premises of an advertiser. The advertising platform will automatically detect the next station and screens inside the metro will prioritize adverts in the station where the metro will be stopping. In the mobile platform, customers who opt to receive notifications will receive them when they approach the business premises of advertiser. The mobile platform will have indoor navigation for the underground shopping malls that will allow customers to search for facilities within the mall, products they may want to buy as well as deals going on in the underground mall. To create an end-to-end solution, the mobile solution will have a capability to allow customers purchase products through their phones, get coupons for deals, and review products and shops where they have bought a product. The indoor navigation will host intelligent mobile-based advertisement and a recommendation system. The indoor navigation will have adverts such that when a customer is searching for information, the recommendation system shows adverts that are near the place traveler is searching or in the direction that the traveler is moving. These adverts will be linked to the e-commerce platform such that if a customer clicks on an advert, it leads them to the product description page. The whole system will have multi-language as well as text-to-speech capability such that both locals and tourists have no language barrier. The implications of implementing this model are varied including support for small and medium businesses operating in the underground malls, improved customer experience, new job opportunities, additional revenue to business model operator, and flexibility in advertising. The new value created will benefit all the stakeholders.

Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

Proposal of Localization Policy Based on the Status of Chinese's Research Facilities and Equipment Construction in Korean Basic and Analytical Science Field (국내 기초·분석과학 분야 내 중국산 연구시설·장비 구축 현황에 따른 국산화 정책 제언)

  • Kim, Chang-Yong;Chung, Taewon;Kong, Jaehyun;Park, Chan-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.6
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    • pp.460-471
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    • 2019
  • The aim of this study was to examine the scale and market share of Chinese's research facility & equipment in the domestic research equipment market of basic and analytical science field for analyzing the difference of the number and amount of construction by year of acquisition, national research facility equipment standard classification code, and type of institution based on the information of the research equipment invested by the Korean government for the past 14 years. In addition, we analyzed the correlation among the year of acquisition, equipment standard classification code, and type of institution variables. As of January 1 2019, from 2005 to 2018, 50 Chinese's research facilities & equipments (main equipment with a construction cost of 30 million won or more) built in the basic and analytical science fields were selected for this study and their number of construction, amount of construction, year of acquisition, type of institution, and standard classification code were analyzed. Differences of the number and amount of construction with-in and by year of acquisition, standard classification code, and type of institution were tested using a single sample Chi-square test, Mann-Whitney U test, and Kruskal-wallis test. The correlation among the three variables was analyzed by using the Chi-square test of cross-tabulation analysis. And there was a statistically significant correlation among the year of acquisition, standard classification code, and type of institution (p<.05). Compared to the 2000s, in the 2010s, high-priced Optical Electronics/Video Equipment was installed at private universities, private enterprises, and government-affiliated research institute. Therefore, the domestic construction status of Chinese's research facility & equipment in the basic science and analytical science field is less than that of the domestic ones, but the number and the amount of construction are increasing statistically. So it is necessary for the government to be able to recognize the possibility that the Chinese's research facility and equipment can encroach on the domestic research industry market and to prepare related provision.

Local Cultural Ecosystem and Emerging Artists: A Study on Hindering Factors in Creative Activities of Young Artists in Gwangju by Adopting Creative Sector Holistic Model (지역문화생태계와 청년예술가 - Creative Sector Holistic Model을 적용한 광주 청년예술가들의 창작 활동 저해요인에 관한 연구 -)

  • Kim, Miyeon;Kim, InSul
    • Korean Association of Arts Management
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    • no.51
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    • pp.5-34
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    • 2019
  • This study is a qualitative study conducted to identify environmental factors that impede emerging artists' ongoing creative activities, focusing on the local cultural ecosystem that they are part of. By doing so, we tried to understand the dynamics between key stake holders in the ecosystem that these young artists interact with and how they build and perceive their own, local cultural environment. The central research question of this study is: what factors impede the continuous creative activities of young artists and what causes them to leave local art scenes? The research was conducted thoroughly on the basis of emerging artists' experience and perspectives and applied to Creative Sector Holistic Model for analysis. The data of this research were collected based on two national-funding projects to support young artists from 2016 to 2018. The main research method of this study was interviews: official and casual interviews were executed with 29 young artists aged 20-34 who work in the fields of painting, literature, sculpture, video, korean traditional music, visual design and crafts. For the analysis of the data, the Creative Sector Holistic Model(Wyszomirski, 2008), which had applied the ecological logic to the creative industries, was applied. The result of this study shows that economic difficulties were not the only hindering factor in their sustainable art-making process. Various impeding factors derived from the local cultural ecosystem have been identified within the Holistic Model, demonstrating that these factors are all intertwined and connected. Thus, analyzing and understanding one's local cultural ecosystem can provide keys to long-term and lasting impacts when a local authorities wish to support young artists for the future of local cultural environment.

Analysis and Forecast of Venture Capital Investment on Generative AI Startups: Focusing on the U.S. and South Korea (생성 AI 스타트업에 대한 벤처투자 분석과 예측: 미국과 한국을 중심으로)

  • Lee, Seungah;Jung, Taehyun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.4
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    • pp.21-35
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    • 2023
  • Expectations surrounding generative AI technology and its profound ramifications are sweeping across various industrial domains. Given the anticipated pivotal role of the startup ecosystem in the utilization and advancement of generative AI technology, it is imperative to cultivate a deeper comprehension of the present state and distinctive attributes characterizing venture capital (VC) investments within this domain. The current investigation delves into South Korea's landscape of VC investment deals and prognosticates the projected VC investments by juxtaposing these against the United States, the frontrunner in the generative AI industry and its associated ecosystem. For analytical purposes, a compilation of 286 investment deals originating from 117 U.S. generative AI startups spanning the period from 2008 to 2023, as well as 144 investment deals from 42 South Korean generative AI startups covering the years 2011 to 2023, was amassed to construct new datasets. The outcomes of this endeavor reveal an upward trajectory in the count of VC investment deals within both the U.S. and South Korea during recent years. Predominantly, these deals have been concentrated within the early-stage investment realm. Noteworthy disparities between the two nations have also come to light. Specifically, in the U.S., in contrast to South Korea, the quantum of recent VC deals has escalated, marking an augmentation ranging from 285% to 488% in the corresponding developmental stage. While the interval between disparate investment stages demonstrated a slight elongation in South Korea relative to the U.S., this discrepancy did not achieve statistical significance. Furthermore, the proportion of VC investments channeled into generative AI enterprises, relative to the aggregate number of deals, exhibited a higher quotient in South Korea compared to the U.S. Upon a comprehensive sectoral breakdown of generative AI, it was discerned that within the U.S., 59.2% of total deals were concentrated in the text and model sectors, whereas in South Korea, 61.9% of deals centered around the video, image, and chat sectors. Through forecasting, the anticipated VC investments in South Korea from 2023 to 2029 were derived via four distinct models, culminating in an estimated average requirement of 3.4 trillion Korean won (ranging from at least 2.408 trillion won to a maximum of 5.919 trillion won). This research bears pragmatic significance as it methodically dissects VC investments within the generative AI domain across both the U.S. and South Korea, culminating in the presentation of an estimated VC investment projection for the latter. Furthermore, its academic significance lies in laying the groundwork for prospective scholarly inquiries by dissecting the current landscape of generative AI VC investments, a sphere that has hitherto remained void of rigorous academic investigation supported by empirical data. Additionally, the study introduces two innovative methodologies for the prediction of VC investment sums. Upon broader integration, application, and refinement of these methodologies within diverse academic explorations, they stand poised to enhance the prognosticative capacity pertaining to VC investment costs.

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