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Analysis of the Social Communication on Online Social Media -Comparison of Bridging and Bonding Social Capital- (온라인 사회관계 유형에 따른 사회적 소통 차이 연구 -연결형과 결속형 관계를 중심으로-)

  • Kim, Mi-Sun;Kim, Suk
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.448-459
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    • 2015
  • This study discusses on the social communication phenomenon on online social media by comparative analysis among bridging and bonding social capital. It examined the social media usage, social communication recognition, social communication satisfaction and intent social participation by exploring social capital which are the main influential factors of online social media. The online survey was conducted on 500 adults over the age of 20. As a result, in a quantitative respect a high rate of online media usage was observed all social capital. On the other hand, in a qualitative aspects 'understand' and 'trust' was came out in the bonding capital, but 'agreement' was not observed in all social capital. Also the influential factors of intent social participation were different in the social capital. The bonding was affected by 'understanding' but the bridging was affected by 'trust' and 'agreement'. Therefore, it was able to discuss that the understanding of online social media user and social communication characteristic must be preceded and the activator policy of social communication must consider the different features of online social capital.

The Design of Object-based 3D Audio Broadcasting System (객체기반 3차원 오디오 방송 시스템 설계)

  • 강경옥;장대영;서정일;정대권
    • The Journal of the Acoustical Society of Korea
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    • v.22 no.7
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    • pp.592-602
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    • 2003
  • This paper aims to describe the basic structure of novel object-based 3D audio broadcasting system To overcome current uni-directional audio broadcasting services, the object-based 3D audio broadcasting system is designed for providing the ability to interact with important audio objects as well as realistic 3D effects based on the MPEG-4 standard. The system is composed of 6 sub-modules. The audio input module collects the background sound object, which is recored by 3D microphone, and audio objects, which are recorded by monaural microphone or extracted through source separation method. The sound scene authoring module edits the 3D information of audio objects such as acoustical characteristics, location, directivity and etc. It also defines the final sound scene with a 3D background sound, which is intended to be delievered to a receiving terminal by producer. The encoder module encodes scene descriptors and audio objects for effective transmission. The decoder module extracts scene descriptors and audio objects from decoding received bistreams. The sound scene composition module reconstructs the 3D sound scene with scene descriptors and audio objects. The 3D sound renderer module maximizes the 3D sound effects through adapting the final sound to the listner's acoustical environments. It also receives the user's controls on audio objects and sends them to the scene composition module for changing the sound scene.

A Study on the Development Methodology for User-Friendly Interactive Chatbot (사용자 친화적인 대화형 챗봇 구축을 위한 개발방법론에 관한 연구)

  • Hyun, Young Geun;Lim, Jung Teak;Han, Jeong Hyeon;Chae, Uri;Lee, Gi-Hyun;Ko, Jin Deuk;Cho, Young Hee;Lee, Joo Yeoun
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.215-226
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    • 2020
  • Chatbot is emerging as an important interface window for business. This change is due to the continued development of chatbot-related research from NLP to NLU and NLG. However, the reality is that the methodological study of drawing domain knowledge and developing it into a user-friendly interactive interface is weak in the process of developing chatbot. In this paper, in order to present the process criteria of chatbot development, we applied it to the actual project based on the methodology presented in the previous paper and improved the development methodology. In conclusion, the productivity of the test phase, which is the most important step, was improved by 33.3%, and the number of iterations was reduced to 37.5%. Based on these results, the "3 Phase and 17 Tasks Development Methodology" was presented, which is expected to dramatically improve the trial and error of the chatbot development.

Development of the Analytic Framework for Dialogic Argumentation Using the TAP and a Diagram in the Context of Learning the Circular Motion (원운동 학습 상황에서 Toulmin의 논의구조(TAP)와 다이어그램을 이용한 대화적 논의과정 분석틀 개발)

  • Shin, Ho Sim;Kim, Hyun-Joo
    • Journal of The Korean Association For Science Education
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    • v.32 no.5
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    • pp.1007-1026
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    • 2012
  • The purpose of this study was to develop analytic framework for dialogic argumentation to show the context and flow visualizing interactions of argumentation, to be able to present quality of argumentation specifically. For this, we formulated a method of the argumentation diagram using feature of diagram simple and structurally visualizing interrelation between argument components, and then quantified quality of argumentation to argument level score on this basis. We have developed the learning material for argumentation about a vertical circular motion and used the obtained translations from applying it in developing the framework. We chose argument statements among full transcript and then coded as Toulmin's argument components, and these codes was effectively arranged and linked to show argumentation diagram. Results by argumentation diagram could be useful understanding of interactive argumentation context and the flow and present frequency, the combination of argument elements, rough qualitative level of argumentation. To quantify argumentation quality, we gave different scores to different link lines reflecting indication of argumentation quality like that diversity of argument component, justification, presence or absence of rebuttals. The process of identification of argument level is very simple, qualitative level of argumentation represented as concrete score could present various and concrete argument level. Developed analytic framework might contribute to argumentation research field, because it can present effectively dialogic argumentation result. Also, various analysis cases might guide designing an effective argumentation practice and circular motion learning.

Interactive 3D Visualization of Ceilometer Data (운고계 관측자료의 대화형 3차원 시각화)

  • Lee, Junhyeok;Ha, Wan Soo;Kim, Yong-Hyuk;Lee, Kang Hoon
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.2
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    • pp.21-28
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    • 2018
  • We present interactive methods for visualizing the cloud height data and the backscatter data collected from ceilometers in the three-dimensional virtual space. Because ceilometer data is high-dimensional, large-size data associated with both spatial and temporal information, it is highly improbable to exhibit the whole aspects of ceilometer data simply with static, two-dimensional images. Based on the three-dimensional rendering technology, our visualization methods allow the user to observe both the global variations and the local features of the three-dimensional representations of ceilometer data from various angles by interactively manipulating the timing and the view as desired. The cloud height data, coupled with the terrain data, is visualized as a realistic cloud animation in which many clouds are formed and dissipated over the terrain. The backscatter data is visualized as a three-dimensional terrain which effectively represents how the amount of backscatter changes according to the time and the altitude. Our system facilitates the multivariate analysis of ceilometer data by enabling the user to select the date to be examined, the level-of-detail of the terrain, and the additional data such as the planetary boundary layer height. We demonstrate the usefulness of our methods through various experiments with real ceilometer data collected from 93 sites scattered over the country.

A Conversational Interactive Tactile Map for the Visually Impaired (시각장애인의 길 탐색을 위한 대화형 인터랙티브 촉각 지도 개발)

  • Lee, Yerin;Lee, Dongmyeong;Quero, Luis Cavazos;Bartolome, Jorge Iranzo;Cho, Jundong;Lee, Sangwon
    • Science of Emotion and Sensibility
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    • v.23 no.1
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    • pp.29-40
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    • 2020
  • Visually impaired people use tactile maps to get spatial information about their surrounding environment, find their way, and improve their independent mobility. However, classical tactile maps that make use of braille to describe the location within the map have several limitations, such as the lack of information due to constraints on space and limited feedback possibilities. This study describes the development of a new multi-modal interactive tactile map interface that addresses the challenges of tactile maps to improve the usability and independence of visually impaired people when using tactile maps. This interface adds touch gesture recognition to the surface of tactile maps and enables the users to verbally interact with a voice agent to receive feedback and information about navigation routes and points of interest. A low-cost prototype was developed to conduct usability tests that evaluated the interface through a survey and interview given to blind participants after using the prototype. The test results show that this interactive tactile map prototype provides improved usability for people over traditional tactile maps that use braille only. Participants reported that it was easier to find the starting point and points of interest they wished to navigate to with the prototype. Also, it improved self-reported independence and confidence compared with traditional tactile maps. Future work includes further development of the mobility solution based on the feedback received and an extensive quantitative study.

Progamers' Labor Postmodern Mode, Modern Ethics (프로게이머의 노동 탈근대적 양식, 근대적 윤리)

  • Pang, Huikyong;Won, Yong-jin
    • Korean journal of communication and information
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    • v.74
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    • pp.7-37
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    • 2015
  • The study explores how the discourses on game addiction, which emphasize diligence and sincerity for labor and self-control, and professional gamers, who are trapped in pleasures of playing games in the virtual world, cohabit in Korean society. Progamers have grown from entertainment industry enlarged along with the current of the economic 'postmodernization,' mentioned by Hardt and Negri(1997; 2001; 2004). Hardt and Negri have elaborated on the economic postmodernization with the notion 'immaterial labor,' which blurs the line between economic (instrumental) actions and humane qualities as well as pertains to the potentiality of resistant practices against the power of modernity. From this perspective, progamers' labor is understood as 'affective labor,' an aspect of immaterial labor with the potentiality of resistance. However, meticulous examination of progamers' labor in this study reveals that progamers control their affects systematically, strategically, and rationally for their materialistic success. Progamers, while performing postmodern mode of labor, are subordinate to modern work ethics, which lead them to lose the potentiality of resistance. Consequently, while the discourses on game addiction and progamers outwardly form sharp contrast to each other, the two indeed are placed in tandem in the vein of modern work ethics of Protestantism.

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Predictors of Positive Changes in Children with Divorced Parents: Focused on Moderating Effects of Family Incomes (이혼 가정 자녀의 긍정적 변화에 영향을 미치는 변인 분석: 가구 소득의 조절효과)

  • Choi, Hyo-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.6
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    • pp.465-475
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    • 2018
  • The purpose of this study was to explore predictors of positive changes in children with divorced parents and to demonstrate the structural path among the perceived experience of social discrimination, parenting difficulties, parent-child communication, and internet use of children that related to positive changes based on family incomes. The subjects for this study were 1,114 single parents from divorced families sourced from a study on the status of single-parent families in 2015. The results of this study by using the structural equation model of the moderating effect verification with family incomes and multi group analysis are as follows. First, single-parent's perceived experience of social discrimination turned had a significant positive effect on parenting difficulties( =.354) and children's internet use ( =.234). Single-parent's perceived parenting difficulties also had a significant positive effect on children's internet use ( =.440) but a significant negative effect on both parent-child communication( =.192) and positive changes of children( =.218). Interestingly, internet use of children demonstrated a significant negative effect on their positive changes. Second, parent-child communication, parenting difficulties, and children's internet use had a negative mediating effect with the relationship where single-parent's perceived experience of social discrimination had an effect on positive changes of children( =.167). Second, between the family groups based on family incomes, there was no statistically significant difference in the structural relationship. Based on these results, this study presented a practical proposal to help single parents not experience social discrimination and to help decrease the internet use of children to improve positive changes.

T-DMB Hybrid Data Service Part 1: Hybrid BIFS Technology (T-DMB 하이브리드 데이터 서비스 Part 1: 하이브리드 BIFS 기술)

  • Lim, Young-Kwon;Kim, Kyu-Heon;Jeong, Je-Chang
    • Journal of Broadcast Engineering
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    • v.16 no.2
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    • pp.350-359
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    • 2011
  • Fast developments of broadcasting technologies since 1990s enabled not only High Definition Television service providing high quality audiovisual contents at home but also mobile broadcasting service providing audiovisual contents to high speed moving vehicle. Terrestrial Digital Multimedia Broadcasting (T-DMB) is one of the technologies developed for mobile broadcasting service, which has been successfully commercialized. One of the major technical breakthroughs achieved by T-DMB in addition to robust vehicular reception is an adoption of framework based on MPEG-4 System. It naturally enables integrated interactive data services by using Binary Format for Scene (BIFS) technology for scene description and representation of graphics object and Object Descriptor Framework representing multimedia service components as objects. T-DMB interactive data service has two fundamental limitations. Firstly, graphic data for interactive service should be always overlaid on top of a video not to be rendered out of it. Secondly, data for interactive service is only received by broadcasting channel. These limitations were considered as general in broadcasting systems. However, they are being considered as hard limitations for personalized data services using location information and user characteristics which are becoming widely used for data services of smart devices in these days. In this paper, the architecture of T-DMB hybrid data service is proposed which is utilizing broadcasting network, wireless internet and local storage for delivering BIFS data to overcome these limitations. This paper also presents hybrid BIFS technology to implement T-DMB hybrid data service while maintaining backward compatibility with legacy T-DMB players.

Christian Teachers in Tense Situation: Performative Dialogue Stimulating Normative Professionalism (긴장의 시대 속에서 규범적 전문주의를 촉진하는 기독교교사의 수행적 대화에 관한 연구)

  • Avest, K.H. (Ina) ter
    • Journal of Christian Education in Korea
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    • v.61
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    • pp.9-35
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    • 2020
  • In the second half of the previous century the composition of the teacher population - and the composition of the pupil and parent population - in the Netherlands gives rise to the name change 'age of secularisation' to 'age of pluralisation'. In previous centuries the (religious or secular) worldview identity of the parents and the educational philosophy of the school were attuned to each other, and merged into a mono-cultural perspective on the identity development of pupils. The basis for both - the upbringing by the parents and the socialisation in the family on the one hand, and the teachers' efforts to enculturate the students at the school on the other - was a similar life orientation. The school choice of the parents was predetermined by their commitment to a particular (religious) worldview, very often inspired by Christianity. The religious identity of their children developed in a clear-cut context. However, in contemporary society plurality dominates, at home and at the school, both in case of the parents and the teachers. A direct relationship with a community of like-minded believers is no longer decisive for parents with varying cultural and religious backgrounds. Instead, a good feeling upon entering the schoolyard or the school building is a convincing argument in the process of school choice. The professional identity development of teachers and the religious identity development of children takes place in a plural context. Our question is: what does this mean for the normative professionalism of the teacher? To answer this research question we make use of the resources of the Dialogical Self Theory (DST) with its core concepts of 'voice' and 'positioning'. After presenting the Dutch dual education system (with public and denominational schools) we provide a lively description of a Dutch classroom situation occurring in a public school, as viewed from the perspective of the teacher. The focus in this description is on performative dialogue as a 'disruptive moment' and on its potential for the hyphenated religious identity development of teachers, which makes up a part of their normative professionalism.

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