• Title/Summary/Keyword: 온라인 공간

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A Review of Major Issues on Research for Online Video Game Use and Sociability (온라인 비디오 게임 사용과 사회성 연구의 주요 쟁점에 관한 문헌고찰)

  • Shin, Min Jung;Lee, Kyoung Min;Ryu, Je-Kwang
    • Korean Journal of Cognitive Science
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    • v.31 no.3
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    • pp.55-76
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    • 2020
  • Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research.

A Study on the Activation Measures of Library's Online Services to Overcome COVID-19 (코로나 19 극복을 위한 도서관 온라인서비스 활성화 방안에 관한 연구)

  • Noh, Younghee;Kang, Pil Soo;Kim, Yoon-Jeong
    • Journal of Korean Library and Information Science Society
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    • v.51 no.4
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    • pp.185-210
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    • 2020
  • The library faced an unexpected crisis of COVID-19, and as a countermeasure strategy, non-face-to-face online service has been reinforced. Therefore, this study attempted to present a plan to overcome the challenges arising from rapidly changing external environment and current crisis. To this end, data search, electronic library, library service, cultural event and open space management status of 288 public libraries serviced as an integrated site were investigated. Based on this, the meaning of online services in the post-COVID-19 era and the implication of it were examined. As a result, first, the increase in the use rate of online data search services with the spread of non-face-to-face culture, second, the expansion of the services of the electronic library, third, the diversification of non-face-to-face, online services, fourth, expansion of online cultural event services, fifth, the diversification of open space services were proposed, sixth, Introduced an artificial intelligence system for unattended loan return based on access and the Seventh, expansion of experiential cultural support services and educational contents through VR, AR and MR. It is deemed necessary for the research on the future direction of the library's non-face-to-face services to be conducted by investigating the current status of online services in various types of libraries and the types and case studies of library services in the era of COVID-19.

A Technique for Extracting GeoSemantic Knowledge from Micro-blog (마이크로 블로그기반의 공간 지식 추출 기법연구)

  • Ha, Su-Wook;Nam, Kwang-Woo;Ryu, Keun-Ho
    • Spatial Information Research
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    • v.20 no.2
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    • pp.129-136
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    • 2012
  • Recently international organizations such as ISO/TC211, OGC, INSPIRE (Infrastructure for Spatial Information in Europe) make an effort to share geospatial data using semantic web technologies. In addition, smart phone and social networking services enable community-based opportunities for participants to share issues of a social phenomenon based on geographic area, and many researchers try to find a method of extracting issues from that. However, serviceable spatial ontologies are still insufficient at application level, and studies of spatial information extraction from SNS were focused on user's location finding or geocoding by text mining. Therefore, a study of extracting spatial phenomenon from social media information and converting it into geosemantic knowledge is very usable. In this paper, we propose a framework for extracting keywords from micro-blog, one of the social media services, finding their relationships using data mining technique, and converting it into spatiotemopral knowledge. The result of this study could be used for implementing a related system as a procedure and ontology model for constructing geoseem antic issue. And from this, it is expected to improve the effectiveness of finding, publishing and analysing spatial issues.

Empirical study of impression dimensions in 3D cyber space : Comparison research between 2D cyber space and 3D cyber space (3D 가상공간에서의 인상 차원에 관한 연구 -2D 기반과 3D 기반의 가상공간에서의 인상차원 비교-)

  • Lee, Su-Jung;Kim, Hee-Sun;Park, Su-E
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1218-1224
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    • 2009
  • Today, 3D cyber space with advancements of 3D technique is changing into a social space. As such, the users want to make social relationships, the impression that one leaves in 3D cyber space has become more important. This study will advance impression dimensions in 3D cyber space that formed each impression dimensions in pre-study with cyber space based on web sites. As this study analyzes the characteristic elements of 3D cyber space which are differentiated with other platform, it has theoretical value to support theory about personal relationship in3D cyber spaces. Then it will be a supporting theory for next study about intercultural and social phenomena in changeable 3D cyber space as advancement of technique.

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A Comparison of Children's behavior patterns between in Real World and in On-line Game World - Focused on Users of the Online Game "Lineage" - (초등학생의 온라인게임 라이프스타일과 오프라인에서의 교우관계의 연관성 분석 - '리니지' 이용자를 중심으로 -)

  • Choe, Eun-Jeong;Chang, Geun-Young;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.387-396
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    • 2005
  • The purpose of this research was to find differences of children's behavioral pattern between players and non players of the online game "Lineage" in on-line and off line space. As a result, social behaviors of children who play online games were less active than who don't. Based on their motive and behavior pattern in online world, four behavior patterns in online world were identified; "Single-Oriented", "Community-Oriented", "Off-Real World" and "Discriminative." Off-Real World and Discriminative players were more sociable than Single-Oriented and Community-Oriented players. And Discriminative player has more self assertive attitude than others. This study may serve as a model to understand how players will respond to the various game features and how they adopt the virtual world for their interpersonal relationships.

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A Function Approximation Method for Q-learning of Reinforcement Learning (강화학습의 Q-learning을 위한 함수근사 방법)

  • 이영아;정태충
    • Journal of KIISE:Software and Applications
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    • v.31 no.11
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    • pp.1431-1438
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    • 2004
  • Reinforcement learning learns policies for accomplishing a task's goal by experience through interaction between agent and environment. Q-learning, basis algorithm of reinforcement learning, has the problem of curse of dimensionality and slow learning speed in the incipient stage of learning. In order to solve the problems of Q-learning, new function approximation methods suitable for reinforcement learning should be studied. In this paper, to improve these problems, we suggest Fuzzy Q-Map algorithm that is based on online fuzzy clustering. Fuzzy Q-Map is a function approximation method suitable to reinforcement learning that can do on-line teaming and express uncertainty of environment. We made an experiment on the mountain car problem with fuzzy Q-Map, and its results show that learning speed is accelerated in the incipient stage of learning.

A Study on the Utilization of SNS Post Records in Self-History Composition (자기역사 구성에서의 SNS 게시물 기록 적용 연구)

  • Ryu, Han Jo
    • The Korean Journal of Archival Studies
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    • no.64
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    • pp.63-92
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    • 2020
  • The SNS post records were not studied by some or essential characteristics of personal records. Until now, Studies on SNS post records have focused on research on technical characteristics, and studies on identity and online space have been rare. This study argued that SNS postings are records that reflect online identity and that SNS postings are meaningful in recreating events related to online and online. This study also suggested the composition of self-history from an epic self-image of events experienced by individuals from their own historical point of view, and argued that SNS post records perform an important role in the process. To this end, the media characteristics of SNS and the way individuals are used were analyzed together.

The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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Considerations for Implementing Online Art-Based Peer Supervision (온라인 미술기반 동료 슈퍼비전 실행에 대한 고려사항)

  • Yoon, Ra-Mi;Kim, Soo-In;Jung, HeeJae
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.404-415
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    • 2022
  • The purpose of this study is to propose considerations to help actual application based on the characteristics of the online art-based peer supervision execution process. Colleagues in the clinical art therapy doctoral program, including the researcher, attempted to repeatedly identify problems and apply improvements in the implementation process as research participants, and qualitatively analyzed the various data collected in the process. Looking at the characteristics of the analysis results, extensibility of materials and space was confirmed in terms of 'art-based' and initiative, convenience, and speed in terms of 'online'. The considerations identified through this are as follows. First, 'pre-structuring' should be based on clear boundaries and setting, prior consultation of the group, and self-directed preparation and attitude. Second, for the 'structural aspect of art', space and media to help immersion through creation, and stable implementation structure should be established. Third, in the 'technical aspect', it is necessary to apply a method that can deliver a work of art and a method that can communicate the creator's clear intention. Lastly, for the 'ethical aspect', it is necessary to use online software in accordance with the minimum security standards and to make efforts to repeatedly maintain confidentiality. This study is meaningful in that it suggested a practical method for maintaining the professional competence of art therapists and expanding networks among art therapists in various situations including pandemics.