• 제목/요약/키워드: artificial media

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A Retail Strategy for the Prosperity of the Art Market within Online Distribution Channel

  • Soomin, HAN
    • Journal of Distribution Science
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    • v.21 no.3
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    • pp.113-121
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    • 2023
  • Purpose: Online distribution channel alludes to the many different digital channels utilized in marketing and distributing goods and services to end users. The present research aims to explore and provide various retail strategy for the success of the art market within online distribution channel. Research design, data and methodology: The current author has conducted and investigate the qualitative textual methodology to take a look at carefully the current and prior literature dataset to achieve the purpose of the present research so that the present author could obtain total 27 relevant prior studies. Results: According to the comprehensive literature investigation, this research has found that there are six kinds of retail strategy for the prosperity of the art market within online distribution channel as follows: (1) Blockchain Technology, (2) Artificial Intelligence (AI), (3) Virtual Reality (VR), (4) Online Market Places, (5) Social Media, and (6) Regulations. Conclusions: The results of this analysis of the relevant literature show that the art market industry needs to adjust to keep up with the quickly shifting landscape of the digital world. In addition, although these technologies can be helpful in addressing difficulties linked to authenticity and transparency, they cannot eliminate the hazards of fraud and misrepresentation.

Research on the Application of Digital Human Production Based on Photoscan Realistic Head 3D Scanning and Unreal Engine MetaHuman Technology in the Metaverse

  • Pan, Yang;Kim, KiHong;Lee, JuneSok;Sang, YuanZi;Cheon, JiIn
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.102-118
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    • 2022
  • With the development of digital content software production technology and the technological progress of related hardware, the social status quo in the post-epidemic era, the popularization and application of 5G networks, the market and consumers' increasing demand for digital content products, artificial intelligence, virtual digital human, virtual Idols, virtual live, self-media content and metaverse-related content industries are all developing rapidly. Virtual idols, virtual digital human, etc. are not only accelerating innovation in production technology. The economic cost, technical difficulty and time requirements of production are also greatly reduced. With the arrival and development of the Metaverse, the author believes that the content industry with virtual digital humans as the core will continue to develop in the direction of refinement, specialization, facilitation and customization. In this article, we will analyze and study the production of virtual digital human based on Photoscan technology and Unreal Engine 5 Metahuman software, and discuss the application status and future development of related content.

A Study on NaverZ's Metaverse Platform Scaling Strategy

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.132-141
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    • 2022
  • We look at the rocket life stages of NaverZ's metaverse platform scaling and investigate the ignition and scale-up stage of its metaverse platform brand, Zepeto based on the Rocket Model (RM). The results are derived as follows: Firstly, NaverZ shows the event strategy by collaborating with K-pops, the piggybacking strategy by utilizing other SNSs, and the VIP strategy by investing in game and entertainment content genres in the 'attract' function. In the second 'match' function, based on the matching rule of Zepeto, the users can generate their own characters and "World" with Zepeto Studio. However, for strengthening the matching quality, NaverZ is investing in the artificial intelligence (AI) based companies consistently. In the 'connect' function, NaverZ's maximization of the positive interaction is possible by inducing feed activities in Zepeto & other SNSs and by uploading attractive content for viral effects in the ignition. For facilitating this, NaverZ expands the scale to other continents like Southeast Asia and Middle East with the localization strategy inclusive investment. Lastly, in the 'transact' function, based on three monetization experiments like Coin & ZEM, user generated content (UGC) fee, and advertising revenue in the ignition, NaverZ starts to invest in NFT platforms and abroad blockchain companies.

Personalized News Recommendation System using Machine Learning (머신 러닝을 사용한 개인화된 뉴스 추천 시스템)

  • Peng, Sony;Yang, Yixuan;Park, Doo-Soon;Lee, HyeJung
    • Annual Conference of KIPS
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    • 2022.05a
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    • pp.385-387
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    • 2022
  • With the tremendous rise in popularity of the Internet and technological advancements, many news keeps generating every day from multiple sources. As a result, the information (News) on the network has been highly increasing. The critical problem is that the volume of articles or news content can be overloaded for the readers. Therefore, the people interested in reading news might find it difficult to decide which content they should choose. Recommendation systems have been known as filtering systems that assist people and give a list of suggestions based on their preferences. This paper studies a personalized news recommendation system to help users find the right, relevant content and suggest news that readers might be interested in. The proposed system aims to build a hybrid system that combines collaborative filtering with content-based filtering to make a system more effective and solve a cold-start problem. Twitter social media data will analyze and build a user's profile. Based on users' tweets, we can know users' interests and recommend personalized news articles that users would share on Twitter.

Virtual portraits from rotating selfies

  • Yongsik Lee;Jinhyuk Jang;SeungjoonYang
    • ETRI Journal
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    • v.45 no.2
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    • pp.291-303
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    • 2023
  • Selfies are a popular form of photography. However, due to physical constraints, the compositions of selfies are limited. We present algorithms for creating virtual portraits with interesting compositions from a set of selfies. The selfies are taken at the same location while the user spins around. The scene is analyzed using multiple selfies to determine the locations of the camera, subject, and background. Then, a view from a virtual camera is synthesized. We present two use cases. After rearranging the distances between the camera, subject, and background, we render a virtual view from a camera with a longer focal length. Following that, changes in perspective and lens characteristics caused by new compositions and focal lengths are simulated. Second, a virtual panoramic view with a larger field of view is rendered, with the user's image placed in a preferred location. In our experiments, virtual portraits with a wide range of focal lengths were obtained using a device equipped with a lens that has only one focal length. The rendered portraits included compositions that would be photographed with actual lenses. Our proposed algorithms can provide new use cases in which selfie compositions are not limited by a camera's focal length or distance from the camera.

development of face mask detector (딥러닝 기반 마스크 미 착용자 검출 기술)

  • Lee, Hanseong;Hwang, Chanwoong;Kim, Jongbeom;Jang, Dohyeon;Lee, Hyejin;Im, Dongju;Jung, Soonki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.270-272
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    • 2020
  • 본 논문은 코로나 방역의 자동화를 위한 Deep learning 기술 적용에 대해 연구한다. 2020년에 가장 중요한 이슈 중 하나인 COVID-19와 그 방역에 대해 많은 사람들이 IT분야에서 떠오르고 있는 artificial intelligence(AI)에 주목하고 있다. COVID-19로 인해 마스크 착용이 선택이 아닌 필수가 되며, 이를 통제하기 위한 모델이 필요한 상황이다. AI, 그 중에서도 Deep learning의 Object detection 기술을 일상생활 곳곳에 존재하는 영상 장치들에 적용하여 합리적인 비용으로 방역의 실시간 자동화를 구현할 수 있다. 이번 논문에서는 인터넷에 공개되어 있는 사물인식 오픈소스를 활용하여 이를 구현하기 위한 연구를 진행하였다. 또 이를 위한 Dataset 확보에 대한 조사도 진행하였다.

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Study on 2D Sprite *3.Generation Using the Impersonator Network

  • Yongjun Choi;Beomjoo Seo;Shinjin Kang;Jongin Choi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.7
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    • pp.1794-1806
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    • 2023
  • This study presents a method for capturing photographs of users as input and converting them into 2D character animation sprites using a generative adversarial network-based artificial intelligence network. Traditionally, 2D character animations have been created by manually creating an entire sequence of sprite images, which incurs high development costs. To address this issue, this study proposes a technique that combines motion videos and sample 2D images. In the 2D sprite generation process that uses the proposed technique, a sequence of images is extracted from real-life images captured by the user, and these are combined with character images from within the game. Our research aims to leverage cutting-edge deep learning-based image manipulation techniques, such as the GAN-based motion transfer network (impersonator) and background noise removal (U2 -Net), to generate a sequence of animation sprites from a single image. The proposed technique enables the creation of diverse animations and motions just one image. By utilizing these advancements, we focus on enhancing productivity in the game and animation industry through improved efficiency and streamlined production processes. By employing state-of-the-art techniques, our research enables the generation of 2D sprite images with various motions, offering significant potential for boosting productivity and creativity in the industry.

The History and Future of String Quartet Performances: Examining the Possibility of Convergent Performances Employing Media and Artificial Intelligence (현악사중주 공연의 역사와 미래: 미디어와 인공지능을 활용한 융합 공연의 가능성에 대하여)

  • Eun-Ji Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.697-706
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    • 2023
  • This study examines the history of string quartet performances and analyzes contemporary integrated performances to propose a new performance paradigm for future audiences. It examines past developments and audience interactions, and how modern classical performance can gain a competitive edge internationally through tech integration. Building on this foundation, a future vision is proposed for Korean string quartet performances, drawing from novel performances that are interconnected with their historical context. The study concludes that modern string quartets necessitate innovative and original performance directions that can be achieved through various technological integrations.

Construction of a Digitally Represented Person by Personal Data: A Multidimensional Framework from an Inforg Perspective

  • Jinyoung Min;HanByeol Stella Choi;Chanhee Kwak;Junyeong Lee
    • Asia pacific journal of information systems
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    • v.34 no.1
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    • pp.292-320
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    • 2024
  • The amount of data a related to a person is so substantial that it appears that a digital version of them can be built thereon. They are usually handled as personal information, and the attempts made to understand personal information have led to bundling and unbundling of various data, yielding numerous fragmented categories of personal information. Therefore, we attempt to construct a generalizable lens for a deeper understanding of person-related data. We develop a theoretical framework that provides a fundamental method to understand these data as an entity of a digitally represented person based on literature review as well as the concepts of inforg and infosphere. The proposed framework suggests person-related data consist of three informational inforg dimensions that can preserve the archetype of a person, form, content, and interaction. Subsequently, the framework is examined and tested through several analyses in two different contexts: social media and online shopping mall. This framework demonstrates the suggested dimensions are interrelated with certain patterns, the prominent dimension can determine the data characteristics, and the dimensional composition of data types can imply the characteristics of the digitally represented person in certain contexts.

The Sociocultural Meaning of Zero-Calorie Beverage Consumption: A Qualitative Study on Health Perceptions and Beverage Choices Among Young Adults in South Korea

  • Jin Soo YOUK;Jin Hee KIM
    • The Korean Journal of Food & Health Convergence
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    • v.10 no.4
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    • pp.21-27
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    • 2024
  • The purpose of this study is to identify the sociocultural aspects of zero-calorie beverage consumption among young Koreans. Through an interview methodology, this study explores the perceptions of zero-calorie beverages, consumption behavior, and the important role of zero-calorie beverages in identity formation. The study uniquely integrates theories from health psychology, sociology, and cultural studies to analyze the complex interplay between individual health beliefs, social norms, and evolving cultural trends. The results show that the choice of zero-calorie beverages is heavily influenced by health consciousness, pervasive appearance culture, social media dynamics, and shifting workplace paradigms. Participants had a nuanced view of these drinks as both a "healthy alternative" and an "artificial product," reflecting the deep ambivalence that characterizes modern consumer society. Importantly, we found that the consumption of zero-calorie beverages serves as a means of sophisticated self-expression and impression management, acting as a form of cultural capital. This study makes a significant contribution to our understanding of health behavior in specific sociocultural contexts and provides important insights for health policy makers, marketing strategists. The study emphasizes that a multidisciplinary approach is essential in studying contemporary food and beverage consumption patterns, which have far-reaching implications for public health efforts and social epidemiology at home and abroad.