• Title/Summary/Keyword: 사이중심도

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Change of Usage Behavior According to Advance of Mobile Phone Capability -Focused on Female University Students- (모바일 기기의 사용 행태 변화에 대한 탐색 연구 -20대 전반 여대생을 중심으로-)

  • Choi, Yoo-Me;Yu, Hyun-Jung;Lee, Hye-Sun;Kim, Eun-Jung;Jang, Ha-Ri
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.92-102
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    • 2013
  • The definition of mobile phone was a device that can make and receive telephone calls or messages for communication but it has rapidly developed from communication tool into multi-function device. Especially since release of smart phone, Korea is one of the highest country in the world and the statistics can be interpreted into people positively accept new technology. Therefore it's time to study on usage behavior according to different generation of mobile phone. Based on media richness theory and elaboration likelihood model, we analyzed factors affecting usage behavior of mobile phone. Case study methodology were constructed a survey to female university students from 20-24 years of age.

Factors Influencing the Transaction Satisfaction in B2B e-Marketplace: Lessons from School Food e-Procurement System (B2B e마켓플레이스 거래만족의 선행요인 연구: 학교급식 전자조달시스템 사례를 중심으로)

  • Um, Myoung-Yong;Nam, Seo Woo;Kim, Tae Ung
    • Journal of Internet Computing and Services
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    • v.15 no.5
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    • pp.43-52
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    • 2014
  • The purpose of this study is to identify the factors influencing the satisfaction of schools using the school-food B2B e-Marketplace operated by Korea Agro-Fisheries Trade Corporation. This study proposes the social capital, communication, information sharing within the network and support by e-Marketplace as antecedents variables, and collected the survey responses from the schools participating in school-food e-Marketplace. The statistical results indicate that the social capital and support by e-Marketplace has significant impact on the satisfaction level of schools, and support strongly influences the social capital. It was also found that the communication and information sharing within the network influence the social capital and support. These findings may offer the significant implications leading to successful expansion of B2B e-Marketplace in the context of school-food area.

Modding Culture: A Study on Gamer's Cultural Practices (모드하기의 문화적 실천에 대한 연구: <엘더스크롤 IV: 오블리비언>의 커뮤니티를 중심으로)

  • Park, Keun-Seo
    • Korean journal of communication and information
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    • v.55
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    • pp.100-118
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    • 2011
  • The purpose of this study is to investigate the meaning of cultural practices of videogame audience with 'mod'. Videogame audience members are recognized as very active and interactive beings compared with other interpretive media audience members. Especially mod is one of the most dramatic cultural situation of videogame. It's very prominent properties are 'activity' and 'interactivity'. Videogame audience members, so called 'gamers' modify videogame software as their own sake and use it as their own intention. Modifying and playing with videogame, or 'modding' is very strong cultural program of gamer. Mod is one of avant-garde technology but its practice is not always radical. I observed practices of the members of Naver cafe 'Elderscroll' playing . They used mods of for their phallocentric desire. And they construct a hierarchical and top-dowon membership. So advanced technology and cultural media and text from it does not assure the same advanced contents.

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A Study of Story Visualization Based on Variation of Characters Relationship by Time (등장인물들의 시간적 관계 변화에 기초한 스토리 가시화에 관한 연구)

  • Park, Seung-Bo;Baek, Yeong Tae
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.119-126
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    • 2013
  • In this paper, we propose and describe the system to visualize the story of contents such as movies and novels. Character-net is applied as story model in order to visualize story. However, it is the form to be accumulated for total movie story, though it can depict the relationship between characters. We have developed the system that analyzes and shows the variation of Character-net and characters' tendency in order to represent story variation depending on movie progression. This system is composed by two windows that can play and analyze sequential Character-nets by time, and can analyze time variant graph of characters' degree centrality. First window has a function that supports to find important story points like the scenes that main characters appear or meet firstly. Second window supports a function that track each character's tendency or a variation of his tendency through analyzing in-degree graph and out-degree. This paper describes the proposed system and discusses additional requirements.

Adaptation and Deviation in the Films about Women Born in the Year of Horse (말띠여성 영화에서 나타나는 순응과 일탈 : 이형표 감독의 '말띠 삼부작'을 중심으로)

  • Seo, Kok-Suk
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.222-229
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    • 2010
  • I study how the deviation of strong women clashes with patriarchism and the clash is represented in the films. Women of Spirit's in 1960's narrative deals with the generational conflicts and the older's defeat, and that reflects the changes of the times. The narrative of Horse-year Bride in 1960's deals with changes of housewives' status, deviation and return of the strong-willed women, and becoming 'a wise mother and good wife'. The Daughter-in-Law Born in the Year of Horse in 1970's has two meanings - rejecting the active women and reinforcing patriarchism. The narratives of these films mean the obedience to patriarchism and the punishment women for their activity. But, these films also show the pleasure of resistance by revealing the gap and the contradiction of patriarchism.

Examination of Factors Influencing the Attitude toward SNS-based Advertising and the Roles of Involvement: Focusing on Facebook News Feed Advertising (SNS 광고 태도에 영향을 주는 요인들과 관여도의 역할에 대한 고찰: 페이스북 뉴스피드 광고를 중심으로)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.188-202
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    • 2014
  • This major purpose of this study is to examine factors influencing the attitude toward News Feed advertising in Facebook. For this purpose, this study posited seven determinants including informativeness, entertainment, irritation, trust, individualization, incentive and privacy concern, which can have influences on the attitude toward News Feed Advertising. and this research tests the relationships between these seven determinants and the attitude toward News Feed Advertising. An online survey was administrated to collect data and hierarchical regression analyses were employed for data analysis. The results showed that infortainment as a new combined factor of informativeness and entertainment, trust, individualization have significantly positive influences on the attitude toward News Feed advertising in Facebook. It was also shown that the moderating effect of involvement on the relationship between irritation and the attitude. The results in this study implied that it is needed to reinforce the attributes of advertising including infortainment, trust and individualization to boost the effects of News Feed advertising in Facebook on consumers.

태양간섭현상 예측을 위한 프로그램 개발

  • Song, Yong-Jun;Lee, Cheong-U;Kim, Il-Hun;Kim, Gap-Seong
    • Bulletin of the Korean Space Science Society
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    • 2009.10a
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    • pp.37.3-37.3
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    • 2009
  • 태양물리연구실에서는 춘 추분기를 전후한 일정 기간 사이에 수분 정도 발생하는 태양간섭 현상을 예측하기 위하여 프로그램을 개발하였다. TU 미디어에서 제공해준 3개의 통신위성 PAS-8, TELSTAR-10, MEASAT-1에 대한 2006, 2007년도 춘 추분기의 통신장애 자료와 계산한 자료를 비교 분석하였고, 이를 이용하여 2009년도 추분기의 태양간섭 현상 시간을 예측하였다. 태양위치변화 계산은 NASA/JPL에서 발행하는 DE406 역서 자료를 이용하여 정밀도를 높였으며, 지구 타원체 모델을 통해 기지국에서의 정확한 태양 및 위성의 고도, 방위각을 구하였다. 또한 기지국 안테나 이득률을 계산하여 기지국 안테나에서 예상 되는 태양 간섭 시간을 얻어 냈다. 기지국 안테나의 빔 패턴은 안테나의 중심 부근에서 가장 강하게 나타나며, 중심에서 멀어질수록 특수한 감쇄 형태를 보인다. 이러한 빔 패턴은 안테나의 이득률과 관련이 있으며, 빔 패턴의 적분을 통해 얻어진 이득률과 태양 디스크가 얼마나 안테나의 범위에 들어오는가에 따라 안테나에 수신되는 전파의 강도가 달라진다. 이러한 강도 변화량을 계산함으로써 태양 간섭 시간을 계산할 수 있다. 본래 안테나 빔 패턴은 개개의 안테나에 따라 다르며 직접 측정하여 얻을 수 있다. 사용한 빔 패턴 모델은 ITU에서 채택된 WARC-79 모델을 이용하였고 모든 위성 기지국 안테나의 빔 패턴은 이 모델에서 벗어나지 않는다. 이 연구에서는 빔 패턴 모델을 적용하여 기존의 TU미디어 성수기지국에서의 태양간섭 시간을 다시 계산하였다. 또한 새롭게 KT 용인 위성 관제센터의 자료를 추가하여 태양 간섭시간을 계산하고 예측하였다. 위성데이터는 기존의 PAS-8, TELSTAR-10, MEASAT-1 통신위성과 KT에서 운용하고 있는 무궁화 3호와 무궁화 5호 통신위성 자료를 사용하였다. 이러한 계산 방법은 전국 임의의 지역에서 춘 추분기에 발생할 수 있는 태양간섭 시간을 예측하고 적용할 수 있다.

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The Irrigation and Drainage Systems of Coastal Alluvial Plain: Sand Dune Area and Allurial Plain in Bulgap River Catchment in South Jeolla Province (소규모 임해충적평야의 수리체계 -불갑천 하류의 충적지와 해안사구를 중심으로-)

  • Kahng Taygyoon
    • Journal of the Korean Geographical Society
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    • v.39 no.6 s.105
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    • pp.863-872
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    • 2004
  • The coastal alluvial plain, sand dune, tidal nat might be the most prominent coastal landscape in western coast of Korea. The purpose of this paper is to examine the irrigation and drainage systems of the alluvial plain in the tidal coast. This study is concerned on the geomorphological and cultural landscapes of the alluvial plain in the western coast of the South Jeolla Province. The alluvial deposits have developed mainly by the actions of tidal currents, rather than transporting sediments by stream. The transformation of plain has been affected by human agency since 1920's. Dwellers have constructed the reservoir, banks, dammed pools, lock gates, and tide-dykes for the reclamation, irrigation, and drainage on the alluvial plain, coastal sanddune, and tidal flats.

Finger Detection using a Distance Graph (거리 그래프를 이용한 손가락 검출)

  • Song, Ji-woo;Oh, Jeong-su
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.10
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    • pp.1967-1972
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    • 2016
  • This paper defines a distance graph for a hand region in a depth image and proposes an algorithm detecting finger using it. The distance graph is a graph expressing the hand contour with angles and Euclidean distances between the center of palm and the hand contour. Since the distance graph has local maximum at fingertips' position, we can detect finger points and recognize the number of them. The hand contours are always divided into 360 angles and the angles are aligned with the center of the wrist as a starting point. And then the proposed algorithm can well detect fingers without influence of the size and orientation of the hand. Under some limited recognition test conditions, the recognition test's results show that the recognition rate is 100% under 1~3 fingers and 98% under 4~5 fingers and that the failure case can also be recognized by simple conditions to be available to add.

Decentralized LTL Specifications for Ensuring Quality of Interaction-centralized System (상호 작용 중심 시스템의 품질 확보를 위한 LTL 분산 명세)

  • Kwon, Ryoungkwo;Kwon, Gihwon
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.5
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    • pp.169-178
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    • 2014
  • In this paper, we present a research utilizing decentralized LTL specifications for ensuring a quality for interaction-centralized system. In this system, for ensuring the quality, we need to validate interactions between modules of the system and then we should check whether the system achieves the expected requirements. This task remains difficult and labor-intensive and requires an expert. In this paper, we present a method to assist such a task. First of all, the requirements of the system is written as multiple LTL specifications. Interactions between modules mean that behaviors of one module are related with other one's behavior. We generate the automaton model fully achieving specification through GR(1) synthesis. And we simulate them using the simulator based on the software agent for checking behaviors of the system. Finally, we validate the whole system whether it achieves given requirements.