• Title/Summary/Keyword: 온라인 공간

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Comparison and Performance Validation of On-line Aerial Triangulation Algorithms for Real-time Image Georeferencing (실시간 영상 지오레퍼런싱을 위한 온라인 항공삼각측량 알고리즘의 비교 및 성능 검증)

  • Choi, Kyoung-Ah;Lee, Im-Pyeong
    • Korean Journal of Remote Sensing
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    • v.28 no.1
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    • pp.55-67
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    • 2012
  • Real-time image georeferencing is required to generate spatial information rapidly from the image sequences acquired by multi-sensor systems. To complement the performance of position/attitude sensors and process in real-time, we should employ on-line aerial triangulation based on a sequential estimation algorithm. In this study, we thus attempt to derive an efficient on-line aerial triangulation algorithm for real-time georeferencing of image sequences. We implemented on-line aerial triangulation using the existing Given transformation update algorithm, and a new inverse normal matrix update algorithm based on observation classification, respectively. To compare the performance of two algorithms in terms of the accuracy and processing time, we applied these algorithms to simulated airborne multi-sensory data. The experimental results indicate that the inverse normal matrix update algorithm shows 40 % higher accuracy in the estimated ground point coordinates and eight times faster processing speed comparing to the Given transformation update algorithm. Therefore, the inverse normal matrix update algorithm is more appropriate for the real-time image georeferencing.

Exploratory Study on Christian Education through Hybrid Education System in Christian Universities (기독교 대학에서의 하이브리드 교육을 통한 기독교교육 가능성 탐색)

  • Bong, Won Young
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.513-528
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    • 2014
  • The landscape of Christian higher education is changing. Students once spent most of their time in a traditional classroom with a professor, but now they take online and hybrid courses (face to face and online). Some students complete their entire degree in a fully online program. Nearly every type of college in the United States offers online courses. Online learning has clearly moved from a fad to a fixture, and nowhere is that more apparent than at one of the largest universities in the country. As the demand for online course and programs increase, teachers and administrators in Christian universities and colleges face new challenges. Even though some teachers and administrators still believe online education is inferior to traditional face-to-face learning, we found no statistically significant differences in standard measures of learning outcomes between students in the traditional classes and students in the hybrid-online format classes. In this situation, since online education will develop continuously, Christian universities should utilize it variously through complete understanding and research about it predicting the future of online education style.

Analysis of Gender Identity of On-line Game Character - focused on - (온라인 게임 캐릭터에 나타난 젠더 정체성 분석 - <리그 오브 레전드>를 중심으로)

  • Han, Hye-Won;Kim, Seo-Yeon;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.147-160
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    • 2014
  • The purpose of this study is to analyze figurations of genders in on-line game character in order to find out the ways of building gender identity of on-line game characters. This study selects characters in on-line game to analyze figurations of genders in game systems, images, discourses of game characters by using gender identity theory and examine the reproducing process of players. As the result, the gender identity of on-line game characters which was pre-given by game developers follows the same conventions and stereotypes in real world and also the players follow it in the same manner. On-line game has the potential of text involvement and modification of the game players, and it has immanent possibilities of becoming alternative space of endless improvement and evolvement.

Design of Bluetooth based MMORPG Game in MANETs (모바일 애드-혹 망에서 Bluetooth 기반 MMORPG의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.39-45
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    • 2009
  • With the rapid growth of recent wireless mobile computing application technology and handheld mobile terminal device development technology, one of the big issue in these fields is to design online games in wireless mobile ad hoc network environment. Online games in mobile computing environment have lots of constraints for developing online games because mobile terminals have many limitations such as low performance of processor, limited memory space, small bandwidth of wireless communication, and confined life of battery power. Therefore, most of mobile games are restrictive in the function of online and multi-play up to date. In this paper, the online MMORPG game, capable of multi-play with many other mobile users using mobile terminals in wireless mobile computing environment, is designed and implemented. Proposed mobile online game uses bluetooth to construct temporary wireless mobile ad hoc network with other mobile clients, and designed to carry out online MMORPG game with these clients. It also supports multi-play among them.

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A Blockchain-Based Cheating Detection System for Online Examination (블록체인 기반 온라인 시험 부정행위 탐지 시스템)

  • Nam, Goo Mo;Park, Ji Su;Shon, Jin Gon
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.6
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    • pp.267-272
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    • 2022
  • Online exams are not limited by time and space. It has the advantage that it does not require a separate exam site for examinees, and there is no time and cost required to move to the exam site. However, the online exam has the disadvantage that various cheating is possible because the exam is conducted in an individual environment. In addition, there is a difficulty in detecting cheating due to the lack of exam supervision methods. In addition, since the exam process and result data exist only as digital data, it is inconvenient to check directly on the server where the exam result is stored in order to check whether the exam result is forged or not. If the data related to the exam is maliciously changed, the authenticity cannot be verified. In this study, we tried to increase the reliability of the online exam by developing a blockchain-based online exam cheating detection system that stores exam progress-related data in the blockchain to detect cheating. Through the experiment, it was confirmed that forgery and falsification are detected as a result of the exam.

Online Game: Its Time-Space Frame and Realities (온라인게임: 정보통신기술이 매개하는 시-공간 프레임과 실재성)

  • Kim, Ji Yeon
    • Journal of Science and Technology Studies
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    • v.12 no.1
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    • pp.79-106
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    • 2012
  • The paper discusses the issue of reality related to interaction between users and electronic figures that mediate by online game system. MMORPG(Massively Multiple Online Role Playing Game) has been known as virtual world that physically and electronically interconnect users and mechanical elements over huge area. Already game items have became a kind of reality for some users long time ago. How these figures could have been regarded as realities? It suggests to take place the temporality of practice around game world. Tremendous practices of human and machines produce their relations and these relations are reinforced self-referentialy. They could constitute their time-space frame that be situated a figure as the something in it.

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A Study on the Utilization of Metaverse Space in Local Governments from the Perspective of Public Design (공공디자인의 관점에서 본 지자체의 메타버스 공간 활용에 관한 연구)

  • Choi, Jae-won;Yeo, Joon-ki
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.705-712
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    • 2022
  • The pandemic over the past three years has brought drastic changes in our lives, and those changes are now becoming a natural part of our daily lives. Daily life and economic activities based on online, such as video conferencing, remote classes, telecommuting, and online streaming services, have become daily routines after Corona. And the result of rapid development of communication and graphic technology is the metaverse. Therefore, the purpose of this study is to study the possibility from the perspective of public design for the correct use of the metaverse space of local governments. To this end, in this study, big data analysis was performed on 'local government', 'public design', and 'metaverse'. As a result of this study, we should actively use metaverse with high topic and potential as a space for local governments' promotion or discussion as a means to restore the reliability of local governments and overcome negative perceptions. In addition, it is necessary to actively reflect public design in order to increase the public reliability of local governments' metaverse.

Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment (음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성)

  • Kwon, Hee-Jung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1095-1100
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    • 2009
  • The interests and studies on co-creation activity in metaverse space, or MMO communication applications, increase sharply. The study performed the experiments on the participatory virtual space design that has dedicated to the common goal of creativity, and provides the environments to enhance ideas, technologies, and artistic artifacts sharing and communication. The participants were recruited from a community of artists and musicians. They have been actively participated the design process as photographers, painters, media artists, sound artists, and collectors. During the period, we have preceded 5 consecutive experiments, which were led by 5 independent artists, tested the value of co-creation spaces.

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An Analysis of Cyber Communities based on Apartment Residential Space: The Realities of Internet Home Pages of Apartment Complexes (아파트 사이버공동체의 가능성과 한계 -아파트 홈페이지의 운영 실태를 중심으로-)

  • Yim, Seok-Hoi
    • Journal of the Korean association of regional geographers
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    • v.11 no.6
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    • pp.585-606
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    • 2005
  • The rapid development of Information technology and the Internet has brought about a new phase like building cyber communities in Apartment residential space. This study empirically considers the possibility and limit of cyber communities based on apartment residential space through analysing apartment Internet home pages. The analysing results show us the fact that apartment cyber communities are less satisfied than theoretical expectation. However, they have some possibilities as on-line communities. First of all, the most important factor is off-line community activities in realizing the possibility of cyber community at least in apartment residential space.

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The Effect of Online Entrepreneurship Education on the Global Start-up Entrepreneurship (온라인 창업교육이 글로벌 창업 기업가정신에 미치는 영향 연구)

  • Choi, Ju-Choel
    • International Commerce and Information Review
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    • v.17 no.3
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    • pp.59-70
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    • 2015
  • The recent global economic crisis and intensifying competition among Northeast Asian neighbors, China and Japan are changing in the foreign policy coarse of growth uncertainty, the domestic enterprise's growth power is faced serious limitations, Therefore, it's increasing that making new growth engines for the creative economy in order to achieve sustainable growth and continue to lead the Global Trade and human resources development and training needs for social entrepreneurship through the creation usually related to human resources. However, the creation of institutional entrepreneurship support system based on the fusion construct and cultured creativity through entrepreneurship education, such as mental challenges proactively apply the various ordinary area and several temporal spatial constraints can be utilized. There follows are in this study and time to entrepreneurship education without restrictions in place were the impact of the most important elements are enterpreneurship in the online entrepreneurship education and entrepreneurship. As the result of analysis, online learning environment have a positive impact on entrepreneurship. I hope that a global powerhouse through youth entrepreneurship would like to contribute IT power nation.

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