• Title/Summary/Keyword: 온라인 공간

Search Result 612, Processing Time 0.027 seconds

GIS and Geographically Weighted Regression in the Survey Research of Small Areas (지역 단위 조사연구와 공간정보의 활용 : 지리정보시스템과 지리적 가중 회귀분석을 중심으로)

  • Jo, Dong-Gi
    • Survey Research
    • /
    • v.10 no.3
    • /
    • pp.1-19
    • /
    • 2009
  • This study investigates the utilities of spatial analysis in the context of survey research using Geographical Information System(GIS) and Geographically Weighted Regression (GWR) which take account of spatial heterogeneity. Many social phenomena involve spatial dimension, and with the development of GIS, GPS receiver, and online location-based services, spatial information can be collected and utilized more easily, and thus application of spatial analysis in the survey research is getting easier. The traditional OLS regression models which assume independence of observations and homoscedasticity of errors cannot handle spatial dependence problem. GWR is a spatial analysis technique which utilizes spatial information as well as attribute information, and estimated using geographically weighted function under the assumption that spatially close cases are more related than distant cases. Residential survey data from a Primary Autonomous District are used to estimate a model of public service satisfaction. The findings show that GWR handles the problem of spatial auto-correlation and increases goodness-of-fit of model. Visualization of spatial variance of effects of the independent variables using GIS allows us to investigate effects and relationships of those variables more closely and extensively. Furthermore, GIS and GWR analyses provide us a more effective way of identifying locations where the effect of variable is exceptionally low or high, and thus finding policy implications for social development.

  • PDF

A Cross-Cultural Study on the Interaction of Participants in the Online Community Using Social Network Analysis (사회적 네트워크 분석을 이용한 온라인 커뮤니티의 참가자 상호작용에 대한 비교 문화적 연구)

  • LEE, HYEJUN;LEE, DONG IL;WOO, WONSEOK
    • Journal of Digital Convergence
    • /
    • v.14 no.9
    • /
    • pp.73-87
    • /
    • 2016
  • The purpose of this study is to investigate the cultural difference between eastern and western culture in the online community in view of Hofstede dimensions of national culture through social network analysis. And this study tries to interpret the cultural dimensions by using social network indexes. The results show every cultural dimension offered conflicting results except uncertainty avoidance. The eastern culture shows individualism, and low power distance compared to western culture in the online community. Moreover the communication speed of eastern culture is faster than western culture. But eastern culture shows high uncertainty avoidance in the online community similar to an offline culture. This results of this study show that because of certain differences between the offline and online culture, the typical framework we use to analyze offline culture should not be applied to analyze online culture. Therefore we believe that the most important contribution of this study should be related with the finding that we need very different approach to be able to correctly understand the prevalent culture in the online community than the one that we use in the offline community.

Design and Implementation of Geographic Education Website Using the Google Earth (구글어스 기반의 지리교육 사이트 설계 및 구현)

  • Lee, Sun-Ju;Kang, Young-Ok
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
    • /
    • 2010.06a
    • /
    • pp.3-5
    • /
    • 2010
  • 본 연구의 목적은 온라인과 오프라인 공간에 다양하게 존재하는 지리 관련 학습 자료를 매쉬업하여 지리교육사이트를 구현해 봄으로써 지도를 기반으로 한 지리교육용 웹 사이트 구축 가능성을 모색하는 데 있다. 그동안 교육 분야에서 API를 활용한 대부분의 연구가 사이트 구현을 제안하는 단계에 머무르고 있었다. 그러나 본 연구에서는 교과서 분석을 통하여 지리교육과 관련된 사진, 영상, 개념도, 모식도 등 다양한 자료를 매쉬업해 봄으로써, 정보 제공 방식의 변화를 추구하고, 직접 구현하여 API를 활용한 지리교육사이트의 구현 가능성을 제시한 것에 의의가 있다.

  • PDF

The Ugliness Expressed in On-line Game Character's Fashion on Cyber-Space (가상공간의 온라인 개념 캐릭터 패션에 표현된 추[醜])

  • Seo Jung-Lip;Jin Kyung-Ok
    • Journal of the Korean Society of Costume
    • /
    • v.56 no.1 s.100
    • /
    • pp.106-120
    • /
    • 2006
  • Using aesthetics of Rosencranz as the basis, this study contains the peculiarities of 'ugliness' and the obscured conceptual meaning of 'avant-garde', 'grotesque', and 'decadence' that are being utilized under ambiguous significance are defined through modern fashion and fashion of online game characters. Forms of 'ugliness' expressed in modern fashion and in games characters display distortion of form through incongruity, unbalance, disproportion and disharmony, and with this lack of form and expressional imprecision, both contain the elements of comical characteristics of vulgarity and repugnance. The difference in 'ugliness' between modern fashion and game character fashion is, the significance of 'ugliness' being expressed in modern fashion challenges new concepts by refusing tradition and recovering the human nature that has become turbid. On the other hand, 'ugliness' in game character fashion complements the story of the game that uses legends, fantasies or novels as its basis. Opposed to the significance of recovering human nature that is displayed in modern fashion, in order to terminate the opposing game character, the fashion of game characters exaggerates the form of modern fashion with added brutality. In addition, with the advantage of virtual reality that allows a more flexible expression than in the real word, images created are more sensational and excessive use of grotesque images are being expressed.

ONASys: Online News Adaptation System (ONASys: 온라인 뉴스기사의 재구성)

  • Choi, Joo-Won;Choi, Dong-Hyun;Nah, Jong-Ryul;Yoh, Myeung-Sook;Shin, Ji-Ae;Choi, Key-Sun
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2007.10c
    • /
    • pp.216-221
    • /
    • 2007
  • 웹에는 방대한 양의 정보가 있지만 현재 그 활용은 제한적이다. 본 연구는 기존에 PC를 통해서만 접근 가능했던 웹 정보를 TV나 모바일 기기를 통해서 볼 수 있게 함으로써, 사용자로 하여금 시공간의 제약으로부터 자유로운 정보 환경을 제공하려는 취지에서 수행되었다. 현재의 웹 정보를 TV나 모바일 기기와 같은 일상적인 매체를 통해서도 활용할 수 있기 위해서는 각 디바이스의 화면에 적합하게 필터링과 요약을 통해 재구성하는 기술이 요구된다. 본 논문에서는 자연어처리 기술에 기반하여 온라인 뉴스 페이지를 개인 디바이스에 적합한 형태로 내용과 레이아웃을 재구성하는 시스템인 ONASys(Online News Adaptation System) 에 대해 소개한다. ONASys는 공간적, 내용적 속성을 이용하여 웹페이지 상의 중요 정보를 선별하는 #컨텐츠 필터링 모듈#, 패턴의 분석과 공기 정보를 통한 문법적 주 요소 인식을 통해 문장을 하는 #문장 요약 모듈#, 제목과 문장의 연관성을 통하여 문장의 중요도를 판단하는 #중요도 결정 모듈#로 구성된다.

  • PDF

A Study on Analysis of Using the New Media Instead of Printed Materials (원문대체자료로서 뉴미디어 도입의 효과분석 - Business Periodicals On disc와 Router Business Briefings를 중심으로 -)

  • Kim, Yun-Sil
    • Journal of Information Management
    • /
    • v.27 no.2
    • /
    • pp.1-32
    • /
    • 1996
  • By the 1990s, Database Online Searching and CD-ROM Searching have been used universally in libraries. Due to their ease of use and facilitation, it is believed that such new media searching will produce more benefits than the usual printed materials. Furthermore, from the library management's point view, the new media searching's ability to minimize holding space will be another example of the advantage. The new media searching will have ever the printed materials. However, since it Is necessary to have an objective appraisal of the cost effectiveness in the implementation and the design of the new media system, it will be compared the new media searching with the conventional searching by using printed materials at the KIEP Library and Data Bank.

  • PDF

English Zone Education Methodology Utilizing the Wireless Internet (무선인터넷을 활용한 English Zone 영어 학습 방법 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
    • /
    • v.16 no.3
    • /
    • pp.407-415
    • /
    • 2015
  • Offline English Zone refers to a physical environment in which the learners can check the results while they practice speaking and listening in English, and look up the vocabulary and information on their own. However, offline English zone is inevitably dependent on limited and artificial environment and its operation is greatly limited in having to provide an environment in which the students can spontaneously experience role play in an artificial space set in a small-scale English village consisting of shopping, restaurant, and hospital zones. The purpose of this study is to analyze the problems of the environmental restrictions in educational methodology utilizing offline English zone programs. Moreover, based on the ubiquitous concept. It is to provide a strategy for utilizing online English zone programs which utilize multimedia tools, wireless internet, and SNS.

The Technology of Personal Cloud Computing and Market Research (퍼스널 클라우드 컴퓨팅의 기술과 시장 분석)

  • Shim, Hyun-Bo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.18 no.2
    • /
    • pp.239-251
    • /
    • 2014
  • The personal cloud is a service which approaches the personal contents scattering to all terminals and online space at the personal information-oriented age in which the person's digital device including the Smart-phone, MID, PC, IPTV and etc, increases and the personal online service including the blog, E-mail, UCC, social network service and ect, rapidly increasing for the cloud computing regardless of the terminal anywhere independently and can provide the high vale added personalization service through the analysis of the contents and processing. The future of the personal cloud market is prospected through the service and technology which enhances the understanding about the cloud computing, that is the next generation IT paradigm which the world IT companies pay attention to, and is provided and business strategy analysis of the security and normalizing and related companies.

Face Annotation System for Social Network Environments (소셜 네트웍 환경에서의 얼굴 주석 시스템)

  • Chai, Kwon-Taeg;Byun, Hye-Ran
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.15 no.8
    • /
    • pp.601-605
    • /
    • 2009
  • Recently, photo sharing and publishing based Social Network Sites(SNSs) are increasingly attracting the attention of academic and industry researches. Millions of users have integrated these sites into their daily practices to communicate with online people. In this paper, we propose an efficient face annotation and retrieval system under SNS. Since the system needs to deal with a huge database which consists of an increasing users and images, both effectiveness and efficiency are required, In order to deal with this problem, we propose a face annotation classifier which adopts an online learning and social decomposition approach. The proposed method is shown to have comparable accuracy and better efficiency than that of the widely used Support Vector Machine. Consequently, the proposed framework can reduce the user's tedious efforts to annotate face images and provides a fast response to millions of users.

Cluster and Polarity Analysis of Online Discussion Communities Using User Bipartite Graph Model (사용자 이분그래프모형을 이용한 온라인 커뮤니티 토론 네트워크의 군집성과 극성 분석)

  • Kim, Sung-Hwan;Tak, Haesung;Cho, Hwan-Gue
    • Journal of Internet Computing and Services
    • /
    • v.19 no.5
    • /
    • pp.89-96
    • /
    • 2018
  • In online communities, a large number of participants can exchange their opinion using replies without time and space restrictions. While the online space provides quick and free communication, it also easily triggers unnecessary quarrels and conflicts. The network established on the discussion participants is an important cue to analyze the confrontation and predict serious disputes. In this paper, we present a quantitative measure for polarity observed on the discussion network built from reply exchanges in online communities. The proposed method uses the comment exchange information to establish the user interaction network graph, computes its maximum spanning tree, and then performs vertex coloring to assign two colors to each node in order to divide the discussion participants into two subsets. Using the proportion of the comment exchanges across the partitioned user subsets, we compute the polarity measure, and quantify how discussion participants are bipolarized. Using experimental results, we demonstrate the effectiveness of our method for detecting polarization and show participants of a specific discussion subject tend to be divided into two camps when they debate.