• Title/Summary/Keyword: 상호작용 미디어

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A design and implementation of the video conferencing system on the WWW (웹 기반의 화상회의 시스템의 설계 및 구현)

  • Kim, Sung-Jin;Park, Yong-Jin
    • Journal of the Korean Institute of Telematics and Electronics T
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    • v.36T no.4
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    • pp.123-132
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    • 1999
  • A video conferencing system provides sharing the conference environment for geographically dispersed computer users who use the audio and video information. But the conventional video conferencing systems have some problems which are dependent on specific software and/or hardware and bound the certain platform and network environment. Furthermore the participants must know the information about other participants before joining the conference session and they have to use the same video conferencing system. This paper describes design and implementation of the video conferencing system on the WWW to solve the mentioned problems. The conference applications are transmitted from a WWW server and executed in the participants Web browsers. The participant can carry out conference services by using only the web browser. The WWW server takes charge of conferencing management including the information related to the participants and provides supported conference tools such as whiteboard, chatting and multimedia controls. Therefore the participants can easily join the conference sessions and perform conference working regardless of network connection situations. We used the Java to implement the seamless session connections and interaction between the conference participants which are the most important when implementing the video conferencing system on the WWW and used the ActiveX technology about the audio and video controls to make it easy the hardware control.

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Implementation of a Web-based Hybrid Engineering Experiment System for Enhancing Learning Efficiency (학습효율 향상을 위한 웹기반 하이브리드 공학실험시스템 구현)

  • Kim, Dong-Sik;Choi, Kwan-Sun;Lee, Sun-Heum
    • Journal of Engineering Education Research
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    • v.10 no.3
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    • pp.79-92
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    • 2007
  • To enhance the excellence, effectiveness and economical efficiency in the learning process, we implement a hybrid educational system for engineering experiments where web-based virtual laboratory systems and distance education systems are properly integrated. In the first stage, we designed client/server distributed environment and developed web-based virtual laboratory systems for digital systems and electrical/electronic circuit experiments. The proposed virtual laboratory systems are composed of four important sessions and their management system: concept learning session, virtual experiment session, assessment session. With the aid of the management system every session is organically tied up together to achieve maximum learning efficiency. In the second stage, we have implemented efficient and cost-effective distant laboratory systems for practicing electric/electronic circuits, which can be used to eliminate the lack of reality occurred during virtual laboratory session. The use of simple and user-friendly design allows a large number of people to access our distant laboratory systems easily. Thus, self-guided advanced training is available even if a lot of expensive equipment will not be provided in the on-campus laboratories. The proposed virtual/distant laboratory systems can be used in stand-alone fashion, but to enhance learning efficiency we integrated them and developed a hybrid educational system for engineering experiments. Our hybrid education system provides the learners with interactive learning environment and a new approach for the delivery of engineering experiments.

(<웹사이트에서의 휴대폰서비스체험 활용연구>)

  • Lee, Yoon-Jin;Chang, Dong-Hoon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.185-190
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    • 2006
  • 휴대폰 산업의 발전과 더불어 발전해온 휴대폰 서비스는 최근 단순한 정보 제공을 넘어 생활에 중요한 도구로 활용되는 모습을 보인다. 최근 등장하는 휴대폰 서비스는 종류가 다양하고 최신 휴대폰과 결합되어 복잡해져 사용자로 하여금 필요한 서비스를 선택하여 조작하는 것까지 전반적인 사용 과정의 어려움을 가져왔다. 더군다나 휴대폰 서비스는 무형의 상품이기 때문에 직접 조작해보지 못하고 사용해야 하며, 이것은 사람들로 하여금 불안감을 갖도록 한다. 따라서, 본 연구에서는 휴대폰 서비스에 대한 불안감을 줄이고 사용을 확장시키는 방법으로 서비스를 직접 만지고 조작해볼 수 있는 사전 체험을 제안하며, 이를 위한 도구로 웹사이트를 활용하는 방안을 제안한다. 웹사이트는 상호작용적인 매체로써 자연스럽게 사용자가 참여하고 개입하도록 유도하는 매체이며, 다양한 시각적, 청각적 미디어를 활용할 수 있어 감각적 체험을 제공하는데 유리하다. 또한 다른 매체와 비교해 웹사이트는 공간적, 시간적 제약이 적어 많은 사람들이 원하는 시간에 접근하도록 한다. 또한 이성과 감성적인 정보를 통합적으로 처리하는 인간의 특성을 고려해 볼 때, 정보와 재미를 함께 제공할 수 있는 웹사이트의 특성은 효과적이라 볼 수 있다. 마케팅 측면에서 보더라도 저렴한 비용으로 많은 사람들에게 정보를 전달할 수 있고, 사용자들의 행동을 측정해 데이터베이스화 한 후 후에 활용할 수 있다. 이러한 점들을 통합해보면 웹사이트는 휴대폰 서비스를 체험해보도록 하는 공간으로 적합하다고 볼 수 있다. 웹사이트에서 가상 체험을 효과적으로 활용하기 위해서 사용자들의 체험 과정에 어떠한 요인이 영향을 미치는지 알 필요가 있다. 이를 위해 본 연구에서는 현재 휴대폰 서비스 체험 사이트들의 체험 제공 방식을 분석해 유형을 나눈 후에 사용자 조사를 통해 사용자들에게 선호되는 방식과 체험 과정에 영향을 미친 요인을 고찰한다. 그리고 최종적으로 이러한 요인이 실제 휴대폰 서비스에 대한 호감과 어떤 관계를 갖는지 알아본다. 본 연구에서는 이를 위해 최근 가장 높은 이용률을 보이고 있는 20,30대 휴대폰 서비스 사용자 100명을 대상으로 2005년 10월 20일~30일에 설문조사와 간단한 인터뷰를 실시하여 선호 유형과 체험에 영향을 미치는 요인을 도출하였으며, 서비스 호감과의 관계를 알기 위해 이 중 가장 관여도가 높았던 17명을 대상으로 2005년 11월 10일~15일에 심층 인터뷰를 실시하였다. 사용자 조사 결과, 분류된 유형 중 체험방식에서는 개입의 정도가 클수록, 사용상황 안내방식에서는 가상공간과 메뉴로 제공하는 방식을, 사용방법 안내형식에서는 휴대폰 전체 이미지를, 마지막으로 표현형식에서는 일러스트레이션과 영상을 가장 선호하는 것으로 나타났다. 체험에 영향을 미치는 요인은 체험적 측면,정보제공 측면,웹사이트의 측면으로 구분되었으며 휴대폰 서비스의 호감과의 관계에서는 체험적 측면과 정보제공 측면은 서비스에 대한 호감과 깊은 관계를 갖고 있는 것으로 나타난 반면에 웹사이트의 측면은 서비스와 직접적인 관련을 짓지 않는 것으로 나타났다.

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A Study on the Factors Affecting the Usage Intention of the Technology Convergence Webtoon User (기술 융합형 웹툰 이용자의 이용의도에 영향을 미치는 요인들에 대한 연구)

  • Jang, Sung-Won;Sung, Dong-Kyoo
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.60-81
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    • 2020
  • This research was trying to examine through the technology acceptance model that is expanded in order to make an inquiry the factors having an effect on the acceptance intention of the technology fusion type webtoon user. The survey was carried out for the research for 114 questionnaire respondents where there is the technology fusion type webtoon utilization experience. After and hierarchical regression analysis was performed and the relationship was analyze between the factor. The total 13 hypotheses and one research problems were set and the study with was proceeded. Next, it is same if the results of study is summarized. Firstly, the interactivity and immersion, that is the subordinate factor of the Siljaegam, affected the static influence to the perceived usability. Secondly, with having the static influence an effect on the technology fusion type webtoon use intention the perceived usability was confirmed. Thirdly, the effeciency, Tendency of Conciseness, and consistency were the technology fusion type GUI standard extracted with the Ttamsaekjeok the result subfactor that it analize factor. Finally, with giving the meaningful influence to the perceived easiness the visual unrefined copper steam, that is the subordinate factor of the Siljaegam, was confirmed.

Exploring Selection, Expansion, and Support of Teachers in Gifted Education (영재교육 교원의 선발·확충·지원에 관한 과제 탐색)

  • Jang, KyeongHye;Park, Changun
    • 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.281-290
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    • 2019
  • The aim of this study is to explore the status and tasks of selecting, expanding, and supporting the gifted teachers to efficiently manage the gifted education. This study addresses that the ratio of applications for new teachers is lower and the current teachers are aging in primary school. In addition, it points out that the ratio of new teacher applications and teacher acquisitions compared to the number of teachers hired for middle school were lower. The gifted teachers are basic in their classes and work at regular schools, and they suffer from considerable exhaustion and a lack of time because of other gifted work. As a result of these discussions, it has shown the need for substantial improvement and supplementation such as school hours reduction or reinforcement adjustment, complete support for research society, invitation professional teachers other than current ones, and friday after school classes for the gifted teachers should be encouraged to work passionately. For professional development, if the positive perception and results of gifted education from the interactions between general education and gifted education be formed, and the education programs for gifted teachers be expanded, they will also contribute to the overall improvement in the quality of our education.

Pupil Data Measurement and Social Emotion Inference Technology by using Smart Glasses (스마트 글래스를 활용한 동공 데이터 수집과 사회 감성 추정 기술)

  • Lee, Dong Won;Mun, Sungchul;Park, Sangin;Kim, Hwan-jin;Whang, Mincheol
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.973-979
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    • 2020
  • This study aims to objectively and quantitatively determine the social emotion of empathy by collecting pupillary response. 52 subjects (26 men and 26 women) voluntarily participated in the experiment. After the measurement of the reference of 30 seconds, the experiment was divided into the task of imitation and spontaneously self-expression. The two subjects were interacted through facial expressions, and the pupil images were recorded. The pupil data was processed through binarization and circular edge detection algorithm, and outlier detection and removal technique was used to reject eye-blinking. The pupil size according to the empathy was confirmed for statistical significance with test of normality and independent sample t-test. Statistical analysis results, the pupil size was significantly different between empathy (M ± SD = 0.050 ± 1.817)) and non-empathy (M ± SD = 1.659 ± 1.514) condition (t(92) = -4.629, p = 0.000). The rule of empathy according to the pupil size was defined through discriminant analysis, and the rule was verified (Estimation accuracy: 75%) new 12 subjects (6 men and 6 women, mean age ± SD = 22.84 ± 1.57 years). The method proposed in this study is non-contact camera technology and is expected to be utilized in various virtual reality with smart glasses.

A Study on the Performative Scenography of Ivo Van Hove : Focusing on The Fountainhead (이보 반 호브의 수행적 시노그래피 연구 : <파운틴헤드>(The Fountainhead)를 중심으로)

  • Yoon, Joo-Ha;Cho, Joon-Hui
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.141-155
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    • 2021
  • This study aims to consider characteristics of the scenography in terms of directorial viewpoints of Belgian director Ivo Van Hove(1958~) and define indefinite realities through his production, The Fountainhead. Van Hove has gained worldwide fame with his dramatic and spectacular stage production and audience participation in his production Roman Tragedies. I paid attention to the spatial aesthetics of director Van Hove, which supports such bold stage production. I believed that his philosophy of space would exist behind his sophisticated space concept. Also, if you look closely at his work's spatial characteristics, you will find elements that capture the essence of his work and lead to a performative transition of the audience. Therefore, I would like to find out in detail how these elements were applied to the work The Fountainhead and conduct researches on the spatial characteristics of Van Hove's production. In particular, The Fountainhead shows a unique stage language through Van Hove's space production, and it is considered as the best work to study the characteristics of Van Hove's space production through a hero architect Howard Roak. In other words, I judged that through Roark as a persona, I could find a link between Van Hove's spatial aesthetics and directorial scenography. I hope that active following researches on Van Hove's spatial aesthetics could be conducted in the future, and this study would be a small starting point for his research on directorial scenography.

Study on the Proposal for Deposit Linkage Plan Based on the Survey of Online Material Identification System (온라인 자료 식별체계 실태조사를 기반으로 한 납본연계방안 제안 연구)

  • Younghee Noh;Aekyoung Son;Kyung Sun Lee;Inho Chang;Youngmi Jung;Hyunju Cha
    • Journal of the Korean Society for information Management
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    • v.41 no.1
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    • pp.133-162
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    • 2024
  • The rapid digitalization has highlighted the importance of identifying and managing online resources. Especially, the need for a systematic identification system for the efficient distribution and preservation of digital content is growing. This study aims to respond to these contemporary demands by investigating the current state of identification systems for online resources and exploring more systematic management and utilization methods through linking these systems with legal deposit. To achieve this, the study surveyed the identification systems and their issuance status for online resources and analyzed prior research related to these online resources. Based on the analysis, the proposed strategies for linking with legal deposit can be summarized into three categories: First, to prioritize and enhance the utilization of legal deposit, strategies are required to strengthen the mutual complementarity of deposit and use, to assign priorities to certain deposits, and to increase the usability of deposited materials. Second, as strategies based on international standard numbers for linking with legal deposit, it is necessary to integrate ISBN and UCI in the deposit process, to link international standard resource numbers with deposit, to interconnect metadata between international standard numbers and UCI, to integrate UCI and ICN, and to introduce automation technology for upgrading the deposit system. Third, to effectively implement the aforementioned strategies, policy support is essential. This includes enhancing the role of the Korean Bibliographic Standards Center, strengthening cooperation with publishers, compensating for deposited materials, and increasing awareness and institutional compensation for the legal deposit system.

A Study on the UIC(University & Industry Collaboration) Model for Global New Business (글로벌 사업 진출을 위한 산학협력 협업촉진모델: 경남 G대학 GTEP 사업 실험사례연구)

  • Baek, Jong-ok;Park, Sang-hyeok;Seol, Byung-moon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.6
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    • pp.69-80
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    • 2015
  • This can be promoted collaboration environment for the system and the system is very important for competitiveness, it is equipped. If so, could work in collaboration with members of the organization to promote collaboration what factors? Organizational collaboration and cooperation of many people working, or worth pursuing common goals by sharing information and processes to improve labor productivity, defined as collaboration. Factors that promote collaboration are shared visions, the organization's principles and rules that reflect the visions, on-line system developments, and communication methods. First, it embodies the vision shared by the more sympathetic members are active and voluntary participation in the activities of the organization can be achieved. Second, the members are aware of all the rules and principles of a united whole is accepted and leads to good performance. In addition, the ability to share sensitive business activities for self-development and also lead to work to make this a regular activity to create a team that can collaborate to help the environment and the atmosphere. Third, a systematic construction of the online collaboration system is made efficient and rapid task. According to Student team and A corporation we knew that Cloud services and social media, low-cost, high-efficiency services could achieve. The introduction of the latest information technology changes, the members of the organization's systems and active participation can take advantage of continuing education must be made. Fourth, the company to inform people both inside and outside of the organization to communicate actively to change the image of the company activities, the creation of corporate performance is very important to figure. Reflects the latest trend to actively use social media to communicate the effort is needed. For development of systematic collaboration promoting model steps to meet the organizational role. First, the Chief Executive Officer to make a firm and clear vision of the organization members to propagate the faith, empathy gives a sense of belonging should be able to have. Second, middle managers, CEO's vision is to systematically propagate the organizers rules and principles to establish a system would create. Third, general operatives internalize the vision of the company stating that the role of outside companies must adhere. The purpose of this study was well done in collaboration organizations promoting factors for strategic alignment model based on the golden circle and collaboration to understand and reflect the latest trends in information technology tools to take advantage of smart work and business know how student teams through case analysis will derive the success factors. This is the foundation for future empirical studies are expected to be present.

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Study for making movie poster applied Augmented Reality (증강현실 영화포스터 제작연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.48
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    • pp.359-383
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    • 2017
  • 3,000 years ago, since the first poster of humanity appeared in Egypt, the invention of printing technique and the development of civilization have accelerated the poster production technology. In keeping with this, the expression of poster has also been developed as an attempt to express artistic sensibility in a simple arrangement of characters, and now it has become an art form that has become a domain of professional designers. However, the technological development in the expression of poster is keep staying in two-dimensional, and is dependent on printing only that it is irrelevant to the change of ICT environment based on modern multimedia. Especially, among the many kinds of posters, the style of movie posters, which are the only objects for video, are still printed on paper, and many attempts have been made so far, but the movie industry still does not consider ICT integration at all. This study started with the feature that the object of the movie poster dealt with the video and attempted to introduce the augmented reality to apply the dynamic image of the movie to the static poster. In the graduation work of the media design major of a university in Korea, the poster of each works for promoting the visual work of the students was designed and printed in the form of a commercial film poster. Among them, 6 artworks that are considered to be suitable for augmented reality were selected and augmented reality was introduced and exhibited. Content that appears matched to the poster through the mobile device is reproduced on a poster of a scene of the video, but the text informations of the original poster are kept as they are, so that is able to build a moving poster looked like a wanted from the movie "Harry Potter". In order to produce this augmented reality poster, we applied augmented reality to posters of existing commercial films produced in two different formats, and found a way to increase the characteristics of AR contents. Through this, we were able to understand poster design suitable for AR representation, and technical expression for stable operation of augmented reality can be summarized in the matching process of augmented reality contents production.