• Title/Summary/Keyword: 멀티미디어 원리

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CT(Cultural Technology)로서의 감성공학

  • Ji Sang-Hyun
    • Korea Multimedia Society
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    • v.9 no.3_4
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    • pp.27-35
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    • 2005
  • The technologies related to the development of cultural contents we known as cultural technology (CT). CT should evolve with the changes in the cultural contents market. Currently there are five major trends in cultural market change. First, consumers are seeking more and more sensible quality from products. Second, consumers are becoming less sensitive to the cognitive quality of products. Third, consumers demand more than what contemporary technology can offer. Fourth, as the cultural products market grows, the goal of content developments has shifted from producing a 'big hit product' to producing a product which will maintain market share. Fifth, cultural products are diversifying. All these trends make the cultural products developer's job more challenging. Sensation & emotional engineering (SE engineering) can be a useful tool for cultural products developers. SE engineering is a study of the somatic sensation and the aesthetic sensation for both fundamentals and applications aspects. By quantifying the physiological and psychological responses of consumers, it studies the physical nature of stimulants, providing basic knowledge for future applications and industrialization. One widely spread myth is that a sparkling idea from a talented individual will make a difference in the cultural products industry. The careful examinations of many successful cultural products prove this is not correct. Many successful cultural products are the result of a substantial amount of investment and employment of well polished marketing technology. A scientific approach is highly required for this matter and the SE engineering is an answer

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Design and Implementation of Simulation Program for CPU Scheduling Operating Systems (CPU 스케줄링을 학습하는 운영체제 시뮬레이션 프로그램의 설계 및 구현)

  • Jeong, Seong-Kyun;Lee, Samuel Sang-Kon
    • Journal of Korea Multimedia Society
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    • v.14 no.3
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    • pp.449-461
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    • 2011
  • In the field of computer science, operating system concept is taught in university, but we now teach it in the middle and/or high school. Computer is also taught not only in college but also in middle and high school. If we look up the education of computer that is trained in school, basic principles or core techniques of computer science is educated only with its theory. If the theoretical education of computer science is just trained, sometimes students are not interested in it because of lack of shortage of mass media. Therefore, we could say that it is important that the computer education features a diverse range of media, including prints, paintings, sculpture, digital photographs, mixed media, and a simulation program. For all this reason, we design and implement a program for simulation with computer operating systems especially, CPU scheduling. There are many CPU scheduling algorithms we suggest to make students understand scheduling with some different examples in practical use. In this paper, we practically propose a new approach to be used with a study tool to make a motivation for students. We design a simulation program for teaching computer operation systems to show CPU scheduling and we implement a program to make use of comparison of FCFS, SJFS, PS, and RR scheduling algorithms. With our simulation program we present a comparative analysis between scheduling algorithms could be possible.

Design and Implementation of an Problem-Solving Based and Self-Directed Learning System on Web (웹에서 문제 해결 기반 및 자기 주도적학습 시스템의 설계와 구현)

  • Kim, Kyung-Deok;Lee, Sang-Woon
    • Journal of Korea Multimedia Society
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    • v.7 no.7
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    • pp.944-955
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    • 2004
  • The modern society as a high-level information-oriented society lays a great emphasis on lifelong education. It emphasizes all the learners' creative learning ability and various teaching-learning methods as well. We need the self-directed learning to meet these requirements, and one of the solutions is the self-directed teaching-learning process employing the web. Though many educators, so far, developed a number of teaching materials, they are no more than web-based teaching materials for simple learning activities or simple item-bank systems. So, this paper suggests an problem-solving based and self-directed learning system on web in order to overcome such simplicities, and it shows design and implementation of the system. Suggested learning system enables learners to get thinking skill though self-directed control of learning level after they learn the basic concepts and principles on the web as self-directed learning. For example, the system was applied to mathematics education for a middle school students. It supports a test of questions chosen from the item bank in a self-directed way, and helps learners to understand their learning levels for themselves and to solve their questions through on-line discussions with their instructor. The system can also be helpful in improving the learners' learning effects by sharing mutual information through the data room or the Q&A between learners and learners or between learners and instructors.

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Framework for Building Reusable Design Systems (재사용 가능한 디자인 시스템 구축을 위한 프레임워크)

  • Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.343-348
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    • 2021
  • This study investigated the method of constructing and combining blocks based on the atomic design system in order to propose a framework for rescue of a reusable design system. For that, I first looked at the necessity of a design system and examples of snow white, skeuomorphic design, flat design, and material design. In addition, molecules, atoms, organisms, templates and pages of atomic design using the principles of chemistry as metaphors were defined through literature studies. In order to implement a new framework, an interface inventory was constructed, and among them, font, color, image and control elements were extracted as core visual elements, and guidelines were defined, and molecular elements were classified and composed of atoms based on them. Blocks are constructed in the form of blocks based on the design pattern most used in the content inventory, and the framework is constructed to implement a layout based on a visual grid and design a page through a combination of blocks. The significance of this paper is that the new framework helps team consistency and collaboration by reusing blocks and supports file sharing and updating.

Algorithm for Minimum Degree Inter-vertex Edge Selection of Maximum Matching Problem (최대 매칭 문제의 최소차수 정점 간 간선 선택 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.1-6
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    • 2022
  • This paper deals with the maximum cardinality matching(MCM) problem. The augmenting path technique is well known in MCM. MCM is obtained by $O({\sqrt{n}}m)$ time complexity augmenting path algorithm for the general graph, and O(m log n) algorithm for the bipartite graph. On the other hand, this paper suggests O(n) linear time algorithm. The proposed algorithm based on the basic principle of as possible as largest selected inter-vertex edges in order to obtain the MCM. This paper simply selects edge {u,𝜐} that the minimum degree vertex u and minimum degree vertex 𝜐 in NG(u) 𝜈(G)=k times iteration. For various general and bipartite graphs experimental data, this algorithm can be get the 𝜈(G) exactly.

A Study on Application of Kinetic Typography on the Internet Banner Advertising (인터넷 배너광고에서의 키네틱 타이포그래피의 표현에 관한 연구)

  • Kim, Chang-Rea
    • Archives of design research
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    • v.17 no.4
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    • pp.269-278
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    • 2004
  • Modern high technology has developed from a printing type-oriented culture to sight and hearing-oriented one. Such changes helped raise users' interests and desires on being seen and heard, encouraging research for various usages and types. In particular, with the common use of high speed Internet and firmer standing of Internet as advertising media, Internet banner advertisement has been growing twice as much as the previous year, every year. With this accelerated development of multimedia Kinetic Typography has been used for a variety of forms. During this series of process, the most important one is the expression of the movement of Kinetic Typography. Information able to obtain from the existing way of reading became transferred to the process of multi-dimensional process of obtaining such as seeing and hearing. Accordingly, more effective expression with interesting factors considered together with more activeness for users' obtaining information through Internet, can expect more positive effects. Towards this goal, more various new tries should be made for Internet banner advertisement. In particular, with the larger role in Kinetic Typography to play the role of users' reading for information obtainment, the principles & factors of expression for Internet banner advertisement would be studied, and expression types and structure would be considered, and data from them would be collected and analyzed, to suggest the direction of development.

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A Study on Usage Behaviors and Place Attachment of Urban SSamji Park as a Neighborhood Space - Focused on Hanpyeong Park and Hanpyeom Park located in Capital Area- (근린공간으로서 도심지 쌈지공원의 이용행태와 장소애착에 관한 연구 - 수도권 지역의 한평공원 및 한뼘공원을 중심으로 -)

  • Park, Hoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.7
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    • pp.707-722
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    • 2019
  • The concept of neighborhood parks has been used as the principle of forming a community in our society going through modern and contemporary times. The concept of neighborhood parks equipped with physical facilities has been discussed constantly regarding the roles and meanings of them. This study focuses on pocket parks which have been playing roles in improving environment through regeneration and forming regional communities based on that as neighborhood facilities. This author carried out field investigation on total 72 Hanpyeong Park and Hanpyeom Parks formed in the capital area and examined the significance of planning them and also their utility and residents and users' attachment to them through a survey. In this process, this researcher has been able to draw following conclusions. First, according to the demographic characteristics of users, there is significant difference found by groups in terms of their place attachment to the parks. This implies that difference in the major types of residences supplied these days influences their intention to experience ecological space. Second, according to their educational background, there is significant difference found by groups regarding their place attachment to the parks. Third, according to user behavior, there are differences found in their place attachment to the parks and also detailed differences found by groups in terms of the frequency of use and duration of stay.

A Literature Review of Traditional Fishing Instrument with Bamboo Weir in the Southern Coast of Korea Peninsula (남해안의 전통적인 수산 어로방식인 죽방렴의 문헌적 고찰)

  • Lee, Kyung-Joo;Kwon, Hojong;Jeong, Dae-Yul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.2
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    • pp.469-480
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    • 2019
  • The purpose of this study is to enhance the cultural heritage value of the Juk-Bang-Ryeum (Bamboo Weir) and prove the originality through the review of historical literature. The main industry of Korean was agriculture and fishery from ancient. In the ancient, fishery instruments are not enough due to the lack of fishing technology. The Juk-Bang-Ryeum was considered as important national resources and asset. It give us many implications about the wisdom of our ancestors because of it's scientific principle of the structure. It is surely a cultural heritage to preserve in the future because it is considered as important community asset as well as more natural and environment oriented fishing method. In the literature, the origin of 'Juk-Bang-Ryeum' can be found as 'Eo-Ryang' or 'Bang-Ryeum'. The records on this terminology go back to the Corea Dynasty, but their documentary records are rare, and most of them are records of the Chosun Dynasty. In this study, we surveyed mainly the literature records about the southern coast region in the period of Chosun Dynasty. This study contributes for preserving the cultural assets of our ancestors who pursued eco-friendly fishery method, and it is also of great significance to produce objective data based on records for the registration of the World Record Heritage.

A New Access Certification System with Temporal Key Stroke Information (키 입력 시간차이를 이용한 새로운 접속인증 시스템 소개)

  • Choi, Wonyong;Kim, Sungjin;Heo, Kangin;Moon, Gyu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.4
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    • pp.45-53
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    • 2015
  • In this paper, an approach of temporal certification system that can be easily added on current character-based certification system is newly introduced. This technique enhances the security of the password certification process by exploiting temporal information for each character's stroke timing, and using them as another feature of certification information, on top of character comparison process. There are three different temporal conditions: maximum, minimum and no-option. The maximum condition along with a time number (usually 0.2 second or less) means that the next key input should be punched within the time limit, while the minimum condition means the next key stroke should be typed after the time lapse specified. With no-option condition chosen, user can punch the password without any timing constraints. Prototype was developed and tested with four number password case. In comparison with 104 cases, this new approach increases the cases more than 10 digits, enhancing the security of the certification process. One big advantage of this new approach is that user can update his/her password only with different timing constraints, still keeping the same characters, that will enhance the security system management efficiency in a very simple way. Figures and pictures along with process flow are included for the validity of the idea.

Design and Implementation of Web Based Instruction Based on Constructivism for Self-Directed Learning Ablity (구성주의 이론에 기반한 자기주도적 웹 기반 교육의 설계와 구현)

  • Kim Gi-Nam;Kim Eui-Jeong;Kim Chang-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.855-858
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    • 2006
  • First of all, Developing information technology makes it possible to change a paradigm of all kinds of areas, including an education. Students can choose learning goals and objects themselves and acquire not the accumulation of knowledge but the method of their learning. Moreover, Teachers get to be adviser, and students play a key role in teaming. That is, the subject of leaning is students. Constructivism emphasizes the student-oriented environment of education, which corresponds to the characteristics of hypeimedia. In addition, Internet allows us to make a practical plan for constructivism. Web Based Internet provides us with a proper environment to make constructivism practice md causes an education system to change. Sure Web Based Instruction makes them motivated to learn more, they can gain plenty of information regardless of places or time. Besides, they are able to consult more up-to-date information regarding their learning use hypermedia such as an image, audio, video, and test, and effectively communicate with their instructor through a board, an e-mail, a chatting etc. A school and instructors have been making effort to develop a new model of a teaching method to cope with a new environment change. In this thesis, with 'Design and Implementation of Web Based Instruction Based on Constructivism', providing online learner-oriented and indexed video lesson, learners can get chance of self-oriented learning. In addition, learners doesn't have to cover all contents of a lesson but can choose contents they want to have from a indexed list of a lesson, and they ran search contents they want to have with a 'Keyword Search' on a main page, which can make learners improve learner's achievement.

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