• Title/Summary/Keyword: 미디어 활용능력

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Improvement of Local Broadcasting Service in the Age of Digital Media: Focusing on KBS (디지털 미디어 시대 지역방송 서비스 개선 방안: KBS를 중심으로)

  • Do, Gi-Tae;Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.381-388
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    • 2020
  • Based on local viewers' awareness of locality and consideration of desired local broadcasting service, this study explored the direction of service policy and specific service strategy of local broadcasting. The research method is a secondary analysis using three regional audience surveys and in-depth interview data conducted by KBS. For local audience, the concept of localism is being narrowed down to the city/county/district where they live. In order to reinforce the identity of local broadcasting and improve local broadcasting services, first, the function and role should be expanded to the local mega platform. Second, regional programs such as in-depth coverage and discussion of local issues should be strengthened. Third, in order to communicate with local audience, viewer analysis ability and communication education of local broadcasting members are required. Fourth, it is necessary to create an ecosystem in which local people participate as producers of local broadcasting.

A Study on Adaptive Parallel Computability in Many-Task Computing on Hadoop Framework (하둡 기반 대규모 작업처리 프레임워크에서의 Adaptive Parallel Computability 기술 연구)

  • Jik-Soo, Kim
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.1122-1133
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    • 2019
  • We have designed and implemented a new data processing framework called MOHA(Mtc On HAdoop) which can effectively support Many-Task Computing(MTC) applications in a YARN-based Hadoop platform. MTC applications can be composed of a very large number of computational tasks ranging from hundreds of thousands to millions of tasks, and each MTC application may have different resource usage patterns. Therefore, we have implemented MOHA-TaskExecutor(a pilot-job that executes real MTC application tasks)'s Adaptive Parallel Computability which can adaptively execute multiple tasks simultaneously, in order to improve the parallel computability of a YARN container and the overall system throughput. We have implemented multi-threaded version of TaskExecutor which can "independently and dynamically" adjust the number of concurrently running tasks, and in order to find the optimal number of concurrent tasks, we have employed Hill-Climbing algorithm.

A Study on Research Scheme for Peer-to-Peer Network Using Smart Network (스마트 네트워크 구조를 활용한 Peer-to-Peer 기반 콘텐츠 검색 기법 연구)

  • Kang, Mi-Young;Nam, Ji-Seung
    • KIPS Transactions on Computer and Communication Systems
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    • v.3 no.2
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    • pp.57-62
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    • 2014
  • In order to provide real-time multimedia streaming service, a lot of system resources and network bandwidth required. Thus each computer is any computer other equivalent has the ability to act as a client and a server Peer-to-Peer(P2P) architecture with much interest. In this paper, techniques of P2P content that requires a user to efficiently retrieve the desired time in the streaming service have placed the focus of the research techniques. In a number present in the P2P contents, the user requests to find out the desired amount of time the content streaming services in order to provide seamless lookup latency contents search algorithm to minimize the study. P2P based smart network system and the structure of the super-node and the peer node is composed of super-gateway. Smart network system architecture proposed by performing a content search algorithm. The user requests a desired content, the service can be retrieved within the provided the flexibility.

Collaborative Workspaces for IoT Smart Agents Based on the Ethereum Blockchain (IoT 환경의 스마트 에이전트를 위한 이더리움 블록체인 기반의 협업 워크스페이스)

  • Jin, Jae-Hwan;Eom, Hyun-Min;Lee, Myung-Joon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.8
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    • pp.845-854
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    • 2019
  • In IoT environment, an intelligent agent is an autonomous entity with computing power that interacts with various things for specific purposes without human intervention. Recently, as the development of Internet technology has increased the size of resources and services that intelligent agents can utilize, an environment where intelligent agents can collaborate with each other is needed. To effectively support these changes, a method is needed to provide workspaces where intelligent agents can form various groups and collaborate on them. In this paper, we present TSpace which is an Ethereum-based group workspace for effective collaboration among intelligent agents. In TSpace, intelligent agents in IoT environment can use group service based on the Ethereum blockchain through the developed CoAP/RESTful web service. TSpace also introduces a new mechanism for managing Ethereum wallets of agents accessing group services and for creating Ethereum transactions using them.

The Impact of Psychological Factors, Game Efficacy and Game Motivation and on Adolescent's Game Leadership : Focus on MOBA Genre Players (심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로)

  • Lee, Seung Je;Jeong, Eui Jun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.6
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    • pp.341-352
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    • 2019
  • Recently, e-sports has been receiving social attention. Game leadership is a necessary skill to perform effective game tasks, and it is very important to e-sports game and improve teamwork. As a result, there is a need to identify psychosocial factor that promote game leadership. This study tried to examine how game motivation, game efficacy, and psychological factors(self-control, social intelligence, self-esteem) reported to have an important effect on leadership have relation with game leadership to MOBA genre users who were known to consider role of game leadership as important factor. We used data from 196 adolescents using MOBA games for surveys. As a result of analysis, internet game time, game efficacy, and social intelligence had a positive relationship with game leadership. And game motivation(social, exploration and escape) also had a positive effect on game leadership. But self-control, self-esteem and some game motivations(acquisition, achievement) was not significant.

Analysis technique to support personalized music education based on learner and chord data (맞춤형 음악 교육을 지원하기 위한 학습자 및 코드 데이터 분석 기법)

  • Jung, Woosung;Lee, Eunjoo
    • Journal of the Korea Convergence Society
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    • v.12 no.2
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    • pp.51-60
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    • 2021
  • Due to the growth of digital media technology, there is increasing demand of personalized education based on context data of learners throughout overall education area. For music education, several studies have been conducted for providing appropriate educational contents to learners by considering some factors such as the proficiency, the amount of practice, and their capability. In this paper, a technique has been defined to recommend the appropriate music scores to learners by extracting and analyzing the practice data and chord data. Concretely, several meaningful relationships among chords patterns and learners were analyzed and visualized by constructing the learners' profiles of proficiency, extracting the chord sequences from music scores. In addition, we showed the potential for use in personalized education by analyzing music similarity, learner's proficiency similarity, learner's proficiency of music and chord, mastered chords and chords sequence patterns. After that, the chord practice programs can be effectively generated considering various music scores using the synthetically summarized chord sequence graphs for the music scores that the learners selected.

An analysis of Learning Attitude among the Chinese Students in Korea - focused on the Q Methodology - (한국 내 중국 유학생의 학습태도 유형 분석 - Q방법론적 접근 -)

  • Li, Zhangpei;Li, Xiaohui;Park, Changun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.115-123
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    • 2017
  • The purpose of this research provides analyzes the learning attitude types by Chinese students in Korea. For this purpose, we have adopted of the practical research methodology and quantitative research methodology, which can objectively determine the individual's ideas and behavior of the "Q methodology". To this end, This research is targeted at Chinese students in the students' learning attitude implemented by 4 types and analyzes questionnaires of each type. The analysis results are categorized as the type of learning environment is not satisfied; positively cooperate with the learning process and the environment; the lack of learning motivation; and paradoxical learning state. As a result of this discussion, Chinese students should have clear motivation to learn new things; improve their korean language ability; and need to know their clear learning methods. Nowadays, more and more Chinese students are choosing study abroad. Therefore, the learning attitudes and learning abilities as two of the most important of focus from society.

The Study of the Empathy Relationship Experiences of Adolescents from Low-SES Families - Focus on relationship with School Social Worker - (빈곤가정 청소년의 공감 관계 경험에 관한 연구 -학교사회복지사와의 관계를 중심으로-)

  • Lee, Soim;Jang, Ayeong;You, Anna;Kim, Soongyu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.1
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    • pp.383-393
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    • 2017
  • This study examined the empathy relationship experiences of adolescents in relationships with school social workers. The researchers conducted individual interviews with 10 adolescents from low-SES families. The primary interview query was 'What have empathy relationship experiences with school social workers meant to you?' Interview responses were coded and the results were analyzed using phenomenological research methods. The empathy experiences of adolescents were identified as the following: 'tried to build empathy','understanding another's feelings', 'helpfulness'. The study's results summarized the adolescents' feelings of empathy resulting from their interactions with school social workers. In conclusion, the study suggested some useful strategies for school social workers in their work with adolescents from low-SES families. These strategies are designed to maximize adolescents' ability to feel empathy for others. Furthermore, based on the results of this study the researchers suggest some promising avenues for empathy research in various fields.

What Kinds of Korean Peculiar Competitive Advantage do Woman Han-Sang have ? : The Cases of Women Han-Sang in Australia (여성 한상 중소기업 경영자가 보유한 한국인 특유의 경쟁우위 요소가 무엇인가? : 호주소재 여성 한상기업들의 사례를 중심으로)

  • Bae, Jun-hwan;Park, Hyun-Chae
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.10
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    • pp.461-469
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    • 2018
  • The main purpose of this study is to examines peculiar competitive advantages of Korean women businessmen(Han-Sang) in Australia. The results of case analysis are summarized as follows. First competitive advantage is CEO's excellent dynamic capabilities like wonderful adaptability, woman's unique delicate management style, mom's unique emotional leadership and showing leadership by example. Second competitive advantage is Korean peculiar sincerity and diligence, can-do spirit, perseverance and fast implementation. Lastly, The social status as Korean immigrants made them weak position in Australian society but it was found that they have made weakness a strength. They built up the solidarity with Korean immigrant society and took advantage of it for their business. Based on the results, implications for researchers and practitioners are discussed.

Education for 4th Industrial Revolution (4차산업혁명을 준비하는 교육)

  • Park, Jae-Hwan;Ahn, Jeeyoung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.5
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    • pp.885-892
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    • 2018
  • A series of revolutionary industrial changes took place from the 18th century of the First Industrial Revolution. The fourth industrial revolution is a new industrial revolution in which intelligence and information unite. Social, cultural, economic and educational systems are expected to emerge within the category of access and experience. In the course of intelligent mechanization, manpower and machinery need to be commandeered. Tools should be left to the machine and humans should look at essential issues. In the 4th Industrial Revolution, the paradigm of education should fundamentally change. Instead of routine technologies based on memorization, one should learn how to access and utilize. It needs to focus on areas of debate, cooperation, communication, sensibility, and artistry that robots and artificial intelligence can not afford. The fourth industrial revolution is the fusion of human beings and technology, the humanities and the technology.