• Title/Summary/Keyword: information expression

Search Result 3,009, Processing Time 0.033 seconds

A proposal of visualization method of MBTI personality types using celebrity images (유명인 이미지를 활용한 MBTI 성격 유형 시각화 방식 제안)

  • Shin, Ho-Sun;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.8
    • /
    • pp.491-498
    • /
    • 2016
  • This paper proposes a visualization method that expresses users' MBTI personality types based on the categorization method called 'Big Five Personality Traits' and their representative celebrities' facial images. This system has significance for visualizing traits from texts to images effectively. The entire system is composed of making backgrounds to represent traits of each MBTI category using 'Big Five Personality Traits' and showing facial images of celebrities with corresponding MBTI personality types. First, 'Big Five Personality Traits' classifies 16 MBTI types into four categories and each of category traits lays the foundation to make background using visual elements such as colors and lines. Second, celebrities' facial images are substituted for the corresponding literal explanation of each MBTI type. By adjusting the color saturation, users can distinguish relationship between the types intuitively. As a result, this system enables users to take information for their own / opposite / similar MBTI types simultaneously.

A Study on the Expression of Authenticity in the Digital Content of Built Heritage with HBIM (건축유산정보모델(HBIM)을 활용한 건축문화유산 디지털 콘텐츠의 진정성 표현 연구)

  • Kim, Bo-Ram;Lee, Jong-Wook
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.5
    • /
    • pp.276-287
    • /
    • 2022
  • Since the 1990s, digital technology has been actively applied in the field of heritage, and this presents a new possibility of using cultural heritage as a way to utilize the original cultural data that was previously recorded and stored. Methods of interpreting cultural heritage have been particularly diversified due to various external circumstances such as COVID-19 and time constraints, and the use of contactless digital content has played a significant role in built heritage that cannot be moved. Building Information Modeling (BIM) technology is considered as a way to properly express the authenticity of built heritage, but simply creating built heritage content with BIM cannot express the authenticity of cultural heritage. Therefore, it is necessary to show the reliability of the process of content production through an authorized institution and to provide the information of members on the content. This study intends to contribute to the field of digital heritage by suggesting ways to improve reliability and express authenticity in the production of built heritage content.

The Study on Camera Control for Improvement of Gimbal Lock in Digital-Twin Environment (디지털 트윈 환경에서의 짐벌락 개선을 위한 카메라 제어방법에 대한 연구)

  • Kim, Kyoung-Tae;Kim, Young-Chan;Cho, In-Pyo;Lee, Sang-Yub
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2022.05a
    • /
    • pp.476-477
    • /
    • 2022
  • This study deals with rotation, which is one of the expression methods of motion used in the 3D development environment. Euler angle is a rotation method introduced by Leonhard Euler to display objects in three-dimensional space. Although three angles can handle all rotations in a three dimensional coordinate space, there are serious errors in this approach. If you rotate an object with Euler angles, you will face the problem of gimbal locks that cannot rotate under certain circumstances. In contrast to this, the method to rotate an object without a gimbal lock is the quaternion rotation with quaternion. Rather than a detailed mathematical proof of quaternion, it introduces what concept is used in the current 3D development environment, and applies it to camera rotation control to implement a rotating camera without a gimbal lock.

  • PDF

A Study on Developing Descriptive Metadata Elements of the Contents of Oral History Records: Using Oral History Records of Knit Business in Haebangchon (구술기록 메타데이터 내용 영역 요소 개발에 관한 연구 - 해방촌 니트 사업 구술 기록을 대상으로 -)

  • Haein Kim;Yeon-Kyoung Chung
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.57 no.4
    • /
    • pp.97-117
    • /
    • 2023
  • The purpose of this study is to develop descriptive metadata elements of contents of oral history records. First, the meaning of contents in transcripts and detailed interview lists, as well as the characteristics of metadata for oral history records, were examined. Second, elements related contents of domestic and international oral history metadata were compared to identify 18 elements, then streamlined 12 elements were set by removing duplicates. Third, 12 elements were compared with detailed interview lists based on transcripts of 6 interviewees who had interviews on knit business in Haebangchon. The result of this study discovered 1 additional element that designated as 'basic' and these were further categorized into 15 element of 'enhanced'. These elements are expected to contribute to expanding the scope of utilization of oral history records by supporting the structure and expression of that contents.

Examining the Impact of Short Video Media Characteristics on Organizational Commitment and Mental Health among College Students (쇼츠 영상 매체의 특성 및 대학생들의 조직 몰입이 정신 건강에 미치는 영향)

  • Ahn Hyeon Mi;Lee Sin-Bok;Noh Hyeyoung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.6
    • /
    • pp.263-272
    • /
    • 2023
  • In recent times, short videos have become highly popular among college students, serving as a vibrant platform for information sharing and self-expression, while fostering a unique culture. However, their excessive consumption can lead to negative effects like reduced concentration and information overload, necessitating a balanced approach and self-control. Our study examined the impact of different characteristics of short video media on college students' organizational commitment and mental health. The findings highlighted that attributes such as accessibility and immediacy positively influence different levels of engagement, and that organizational commitment significantly affects students' mental well-being. The research underscores the importance of judicious use of short video media to positively affect college students' mental health.

A Study on the Digital Customer Experience of Youths (청소년의 디지털 고객 경험에 관한 연구)

  • Jin Hee Son;Jung Jae Lee
    • Journal of Information Technology Services
    • /
    • v.22 no.5
    • /
    • pp.1-16
    • /
    • 2023
  • This study aimed to provide fundamental insights into the digital customer experience by identifying its components and analyzing their importance and satisfaction levels among youths. To achieve this objective, the components of digital customer experience were identified through a review of prior research and consultation with experts. Subsequently, a survey was conducted with 200 youths in Seoul and Gyeonggi-do. The main findings of the study are as follows: First, The components of the digital customer experience consisted of 12 items grouped into three categories. Second, an analysis of the disparity between the importance and satisfaction levels of digital customer experience revealed statistically significant differences across all items. Third, By utilizing IPA (Importance-Performance Analysis), the digital customer experience was categorized into four quadrant, each with its own characteristics and recommendations for management: The first quadrant, the "current level maintenance area," encompassed items related to "entertainment" and "recommended service." This area is currently functioning well but necessitates continuous attention and management. The second quadrant, the "area to be supported first," included items such as "personalization," "security," "inducing participation," "privacy," and "individuality expression." Intensive management and improvements are imperative in this quadrant. The third quadrant, the "long-term improvement area," consisted of items like 'consistency,' 'information quality,' and 'convenience.' These items require focus on long-term enhancement efforts. The fourth quadrant, the "areas where efforts have already been invested," encompassed items like 'accessibility' and 'deliberation.' It appears that excessive investment has been made in these areas relative to their importance, calling for selective investments while considering the specific issues associated with each factor. These research findings serve as essential data for managing the digital customer experiences of youths.

Augmented Reality based Learning System for Solid Shapes (증강현실 기반 입체도형 학습도구 시스템)

  • Yeji Mun;Daehwan Kim;Dongsik Jo
    • Smart Media Journal
    • /
    • v.13 no.5
    • /
    • pp.45-51
    • /
    • 2024
  • Recently, realistic contents such as virtual reality(VR) and augmented reality (AR) are widely used for education to provide beneficial learning environments with thee-dimensional(3D) information and interactive technology. Specially, AR technology will be helpful to intuitively understand by adding virtual objects registered in the real learning environment with effective ways. In this paper, we developed an AR learning system using 3D spatial information in the 2D based textbook for studying math related to geometry. In order to increase spatial learning effect, we applied to solid shapes such as prisms and pyramids in mathematics education process. Also, it allows participants to use various shapes and expression methods (e.g., wireframe mode) with interaction. We conducted the experiment with our AR system, evaluated achievement and interest. Our experimental study showed positive results, our results are expected to provide effective learning methods in various classes through realistic visualization and interaction methods.

Research on Object Detection Library Utilizing Spatial Mapping Function Between Stream Data In 3D Data-Based Area (3D 데이터 기반 영역의 stream data간 공간 mapping 기능 활용 객체 검출 라이브러리에 대한 연구)

  • Gyeong-Hyu Seok;So-Haeng Lee
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.19 no.3
    • /
    • pp.551-562
    • /
    • 2024
  • This study relates to a method and device for extracting and tracking moving objects. In particular, objects are extracted using different images between adjacent images, and the location information of the extracted object is continuously transmitted to provide accurate location information of at least one moving object. It relates to a method and device for extracting and tracking moving objects based on tracking moving objects. People tracking, which started as an expression of the interaction between people and computers, is used in many application fields such as robot learning, object counting, and surveillance systems. In particular, in the field of security systems, cameras are used to recognize and track people to automatically detect illegal activities. The importance of developing a surveillance system, that can detect, is increasing day by day.

Audio Generative AI Usage Pattern Analysis by the Exploratory Study on the Participatory Assessment Process

  • Hanjin Lee;Yeeun Lee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.29 no.4
    • /
    • pp.47-54
    • /
    • 2024
  • The importance of cultural arts education utilizing digital tools is increasing in terms of enhancing tech literacy, self-expression, and developing convergent capabilities. The creation process and evaluation of innovative multi-modal AI, provides expanded creative audio-visual experiences in users. In particular, the process of creating music with AI provides innovative experiences in all areas, from musical ideas to improving lyrics, editing and variations. In this study, we attempted to empirically analyze the process of performing tasks using an Audio and Music Generative AI platform and discussing with fellow learners. As a result, 12 services and 10 types of evaluation criteria were collected through voluntary participation, and divided into usage patterns and purposes. The academic, technological, and policy implications were presented for AI-powered liberal arts education with learners' perspectives.

A Study of Subjectivity about Virtual Fashion

  • Su-Joung Cha
    • Journal of the Korea Society of Computer and Information
    • /
    • v.29 no.5
    • /
    • pp.189-202
    • /
    • 2024
  • The purpose of this study was to apply the Q methodology to type subjective perceptions of virtual clothing and to examine the characteristics of each type. Perceptions of virtual clothing were analyzed into four types. The first type was the "virtual clothing trusting fit grasping type," who preferred to use virtual clothing and believed that virtual clothing would help them grasp the fit. The second type was the shopping mall adoption-positive design understanding type, which believes that virtual clothing is useful for design understanding and that all shopping malls should have a virtual clothing system. The third type was the environmental pollution reduction virtual clothing purchase type, where the virtual clothing reduces environmental pollution and the user wants to purchase virtual clothing that cannot actually be worn. The fourth type was the actual clothing-like fun-seeking type, in which the virtual clothing resembles actual clothing and the shopper believes that the virtual clothing will make shopping more enjoyable. Depending on the type, the avatar was required to adjust the dimensions of the avatar, enhance the design expression of the garment, equip the avatar with decorative items, and produce virtual clothing for sale.