• Title/Summary/Keyword: 사이버 커뮤니케이션

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A study on the Stress of Using Social Networking Services and Its Discontinuance Intention (소셜네트워크서비스(Social Network Service) 사용의 스트레스와 사용중단의도에 관한 연구)

  • Park, Kyung-Ja;Park, Seung-Bong
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.12
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    • pp.275-285
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    • 2014
  • The development of ICT has promoted the infusion of 'social,' which is not only 'personal,' but also strengthens social connection and communication; and SNS lies in the center of the infusion. Although SNS has been positioning itself as a significant domain in our lives based on the developed technologies, such as openness, extendibility and real-time, it has caused social concerns due to unexpected side effects. Therefore, this study aims to identify the stressors causing SNS stress and the factors influencing discontinuance of SNS. As a result, 5 factors including 'techno-overload,' 'techno-invasion,' 'techno-insecurity,' 'techno-complexity' and 'pace of change' were found to be SNS stressors. It is thought that this study would provide an academic implication for the future studies of stress and discontinuance related to SNS and a guideline for establishing practical strategies.

LMS-based Edutech Teaching and Learning Platform Model Design Study (LMS 기반 에듀테크 교수학습 플랫폼 모형 설계 연구)

  • Yoon, Seung­-Bae;Yang, Seung Hyuk;Park, Hyunsoon
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.29-38
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    • 2021
  • Purpose: This is a study to design an optimal Edutech teaching-learning platform model that can be linked with various types of LMS to activate e-learning. Methods: For this purpose, the contents of e-learning systems that can be used in the 4th industrial technology of cyber universities and general universities were cross-sectionally analyzed. Results: Cyber universities relied entirely on LMS, and general universities supplemented and utilized different Edutech methods for each professor such as Google Classroom, Zoom video communication, and YouTube in addition to LMS. It was considered that it would be meaningful to provide a minimal algorithm mapping to LMS to share metadata such as Google and YouTube for the Edutech teaching and learning platform model. Conclusion: Therefore, this study is expected to contribute to the improvement of teaching methods and academic achievement through the LMS-based Edutech teaching and learning platform model.

A Study on the 'Re-appearance of Picturing ' in the On-Line Community (온라인 커뮤니티에서의 픽처링 재현에 관한 연구)

  • Son, Keum-Sun;Yoon, Jun-Sung
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.737-742
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    • 2007
  • The concept of 'Picturing' is beyond the 'Illusion' of traditional art in the Digital Media era. It is a 'Suffering' of the 'Re-appearance' that is masquerade the 'Actual' as a 'Digital Apparition.' This study aims to concern the point of view on the above subject; the 'Picturing' through the analysis of communication problems in the digital era. To begin with, need to define the concept of 'Picturing' and how it is expected to have a role through the accessibility of medium use, intervention by body and images. Also, I suggest a new approach to 'Picturing' as a new mutual communication method. Body, Digital media, and Image. These three principles of 'Picturing' create huge benefits to our world/nature whether we want it or not. It seems to become more and more of powerful self-replicating organism. We have to be aware what sort of images are surrounding us and how transmitting it to where in/on our body via newest sophisticated media we use. 'Picturing' is an invasion of ordinary, no longer exists pleasure for body, no longer speaks intension of its next destination. It strongly self-grows and also controls us in the name of Digital media era. However, 'Picturing' is a mode of re-imaging activity and also suggestion of re-appearance practice.

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Logistics Strategy of Promotion for the B2B EC (기업간 전자상거래 활성화를 위한 물류혁신전략)

  • Lee, Kwang-Beom
    • International Commerce and Information Review
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    • v.3 no.1
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    • pp.197-223
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    • 2001
  • 최근 B2B 전자상거래 확산에 따른 물류문제를 해결하고 오프라인 물류와의 차별화롤 시도하기 위한 목적으로 다양한 물류측면의 대안이 제시되고 있다. 먼저 물류산업 자체의 e-business화를 추진함으로 기존 물류체계에서의 고비용 문제, 책임 소재가 불분명한 서비스 문제를 해결하고 운송정보의 실시간 제공을 통한 발주자, 화주자 간의 긴밀한 커뮤니케이션 형성과 해외시장을 겨냥한 글로벌 물류체계를 구축해야 한다. 다음으로 물류업종의 지나친 세분화, 기존 물류업체의 영세성과 혁신마인드의 부족, 그에 따른 제조 유통업체의 경쟁적 자가물류 확충의 악순환으로 제3자 물류시장 성장기반이 제한되어 오는 등 구조적인 문제점을 극복하기 위하여 주요 운송업체가 영세한 화주나 창고관리 위탁업무까지 대행하여 주는 지금까지의 제3자 물류 체제에서 대기업이 물류시장에 새롭게 진출하면서 사이버 물류시스템을 기반으로 기존 주요 운송업계와 VAN 사업자가 장악하고 있는 물류정보 서비스를 주도하는 제4자 물류체제로의 전환이 요구된다. 왜냐하면, SCM과 전자상거래 환경 하에서는 공급 망 내의 물류를 최적화하여 기업의 경쟁력을 강화하기 위해서 기능적 아웃소싱의 단계를 거쳐 물류기능의 통합과 운영의 자율권이 증대, 전체적인 공급연쇄 솔루션을 제공하는 서비스 제공자와 함께 기업의 경영자원, 능력, 기술을 관리하고 결합하는 공급연쇄 통합자로서 제4자 물류가 필요하기 때문이다. 이와 같은 제4자 물류체제가 본격 형성될 경우 물류정보와 인프라가 복잡하게 업혀있는 기존 물류산업이 재편되고, 특화된 물류솔루션을 바탕으로 한 산업별 물류체제 구축이 가속화될 것으로 예견되며, 일반기업 입장에서 물류부문의 아웃소싱이 촉진되어 물류산업기반이 확충될 수 있을 것이다.

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An Observation on the Feasibility of Information Delivery Services Using Avatars on the Internet (정보전달서비스를 위한 아바타의 활용가능성에 대한 고찰)

  • 조찬식
    • Journal of the Korean Society for information Management
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    • v.21 no.2
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    • pp.269-283
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    • 2004
  • The importance of an efficient information delivery service cannot be overemphasized in the information society. In this context, this study, based upon the importance of information intermediary on the internet, tries to suggest the use of Avatars in information services. This study first examines the concepts, theories, and characteristics of information services and internet, along with the meaning and role played by Avatars. Also, by suggesting the use of Avatars in information services, this study alms at enhancing our understanding on the internet and providing efficient information services.

A Study on the Construction of Contents for Korean Internet School Library Media Center(KISLMC) (인터넷학교도서관 미디어센터의 컨텐츠구성에 관한 연구)

  • 이명희
    • Journal of Korean Library and Information Science Society
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    • v.32 no.4
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    • pp.303-329
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    • 2001
  • The purpose of this study was to apply internet technology to school library, and to construct the contents of KISLMC(Korean Internet School Library Media Center). The content of KISLMC was composed of three categories, Cyber library, Supporting the materials for teaching and learning, and Guidance and counseling to the students. To develop the user-oriented interface, interface metaphors such as icons and images were used. Also, sitemap, search engine, index were used to avoid to be lost during the navigation.

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University museum and informatization (대학박물관과 정보화)

  • Lee Jeong-Ho
    • KOMUNHWA
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    • no.57
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    • pp.301-314
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    • 2001
  • 1) Traditional university museums use displays and photo collections of antiquities as means for educating present and future generations. But the success in their mission hinges on whether they can induce the gallery to visit the places. Fortunately, sin

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A Study on the Service Management of Libraries for Academic Courses in e-learning Environment (e-learning 환경에서 대학도서관 강의지원 서비스운영방안 연구)

  • Kim, So-Young;Cha, Mi-Kyeong
    • Journal of Information Management
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    • v.38 no.3
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    • pp.137-160
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    • 2007
  • The purpose of this study is to examine the meaning and status of the current service of academic libraries in the aspect of its supporting roles for academic courses. The research methods include an examination of model cases from the U.S.A. and Hong Kong and also an electronic questionnaire survey of 32 academic libraries in Korea(67% response rate). With the result of the research analysis, this study aimed to provide optimal administrative plans in e-learning environment.

A Study on the Analysis of Emotion-expressing Vocabulary for Realtime Conversion of Avatar′s Countenances (아바타의 실시간 표정변환을 위한 감정 표현 어휘 분석에 관한 연구)

  • 이영희;정재욱
    • Archives of design research
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    • v.17 no.2
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    • pp.199-208
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    • 2004
  • In cyberspace based on internet, users constitute communities and interact one another. Avatar means not only the other self but also the 'another being' that describes oneself in the cyberspace. If user's avatar shows expressive faces and behaves according to his thinking and emotion, he will have a feel of reality much more in the cyberspace. If avatar's countenances can be animated by just typing characters in avatar-based chat communication, the user is able to express his emotions more effectively. In this study, emotion-expressing vocabulary is analyzed and classified. Emotion-expressing vocabulary is essential to develop self-reactive avatar system in which avatar's countenances are automatically converted according to the words typed by users at chat. The results are as follows; First, emotion-expressing vocabulary selected out of Korean adjectives and intransitive verbs is made up of 209 words and is classified into 25 groups. Second, there are only 2 groups out of the 25 groups for positive expressions and others are for negative expressions. Therefore, negative expressions are more abundant than positive expressions in Korean vocabulary. Third, avatar's countenances are modelled according to the 25 groups by using the Quantification Method 3. The result shows that the emotion-expressing vocabulary has dose relations with avatar's countenances and is useful to communicate users' emotions. However, this study has some limits, in that Korean linguistical structure - the whole meaning of context - cannot be interpreted quantitatively.

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The Principal Determinants of Telepresence Focused on the Analysis of Telepresence Arts (텔레프레즌스의 결정요인에 관한 연구 - 텔레프레즌스 아트 사레분석을 중심으로 -)

  • 장선희;이경원
    • Archives of design research
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    • v.17 no.2
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    • pp.413-424
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    • 2004
  • This paper defines the telepresence as a particular type of experience, rather than a collection of hardware. Defining telepresence in this way provides a means for examining telepresence in relation to other types of mediated experience. Presence refers to the natural perception of an environment, and telepresence refers to the mediated perception of an environment. Factors influencing whether a particular mediated environment will induce a sense of telepresence include the following: the combination of sensory stimuli employed in the environment, the ways in which participants are able to interact with the environment, and the characteristics of the individual experiencing the environment. Telepresence art invites the people from remote worlds to networked cyber space and creates the experience of 'being there' by making participants control the virtual reality system and receive feedback from their teleactions. It is the way to produce an open and engaging experience that manifests the cultural changes brought about by remote control, remote vision, telekinesis, and real-time exchange of audiovisual information. The principal determinants of telepresence are sensory immersion, sensory fidelity, cognitive fidelity and personal factors. This paper applies the 4 determinants to telepresence art works such as Ken Goldberg's Telegarden, Monika Fleischmann & Wolfgang Strauss' The Home of the Brain, Paul Sermon's Telematic Dreaming, Telematic Vision, Eduardo Kac's Uriapuru, Simon Penny's Traces and Paul Sermon & Andrea Zapp's A Body of Water.

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