• Title/Summary/Keyword: 온라인 공간

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Examining the relationship between the types of color selecting behavior and self-esteem in Mabinogi, the on-line game (마비노기에서의 색 선택 행동 유형과 자아존중감과의 관계)

  • Jang, You-Won;Doh, Young-Yim
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.651-655
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    • 2007
  • 카툰 렌더링 그래픽을 기반으로 한 온라인 RPG 게임인 마비노기에서는 게임이용자들이 염색 시스템을 통하여 의복아이템에 자신들이 원하는 색을 자유롭게 표현할 수 있다. 마비노기에서 색에 관련된 주목할 만한 현상은유행색이 존재하고 색에 따라 같은 아이템의 가격이 달라진다는 점이다. 유행색이 존재하는 것은 현실과 비슷하지만 같은 아이템이 색에 따라 가격이 달라지는 것은 현실에서는 보기 드물다. 이는 현실과 비슷하면서도 심리적인 속성이 다른 사이버공간만의 특징이라고 생각해 볼 수 있다. 따라서 마비노기에서 게임이용자들이 색을 선택하고 사용할 때 작용하는 심리기제가 존재할 것이라고 가정해 볼 수 있다. 이에 본 연구에서는 마비노기에서 색 선택 행동의 심리적 유형을 확인하고 유형별 특징을 알아보기 위해 자아존중감을 측정하였다. 예비 조사를 통해 게임이용자 20명과 온라인 인터뷰를 실시하여 색 사용 경험을 추출하고, 추출한 경험을 바탕으로 18문항의 색 선택 행동 문항을 구성하였다. 본 조사에서는 온라인 설문으로 129명의 게임이용자를 대상으로 색 선택 행동과 자아존중감을 측정하였다. 연구 결과 색 선택 행동은 4개의 요인-색채 둔감성, 유행추종, 개성표현, 캐릭터이미지와의 적합성-으로 구분되었다. 색선택 행동 4개의 하위 요인을 기준으로 군집분석한 결과 색 선택 행동 유형은 각각 색 분화형, 유행추종형, 색 둔감형으로 구분되었다. 색 선택 행동 유형과 자아존중감과의 관계에서는 자아존중감 하위 범주 중 부정적인 자기평가, 타인의 의견에 대한 걱정, 의존성의 세 가지 하위 범주에서 색 선택 행동 유형에 따른 차이가 유의미하게 나타났다. 한편 자의식 차원에서는 색 선택 행동 유형간 유의미한 차이가 발견되지 않았다. 유행추종형은 다른 두 유형에 비해 상대적으로 자아존중감 수준이 낮음을 확인할 수 있었다. 반대로 색 둔감형은 다른 두 유형에 비해 상대적으로 자아 존중감 수준이 높았다. 색 분화형은 유행추종형과 색 둔감형의 중간 수준의 자아존중감을 볼 수 있었다. 유행추종형은 자기의 외부에서, 색 둔감형은 자기의 내부에서 색과 관련된 자신에 대한 가치감의 소재와 근원을 찾는 특성이 있다고 해석할 수 있다. 본 연구는 온라인 RPG 게임에서 게임이용자들의 색 선택의 심리적 기제를 확인하고 색 선택 유형별로 자아존중감과의 관계를 확인함으로써 색 선택 행동의 심리적 기제를 밝히려는 기초연구라는 점에 의의가 있다. 추후에는 게임이용자들의 색 선택 행동을 보다 포괄적으로 이해하기 위해 게임이용자들이 가지고 있는 공통적인 색이미지와 개별적인 색이미지 및 색이미지의 심리적 구조를 알아보기 위한 색채감성연구가 필요할 것이다. 이러한 연구들은 게임을 제작할 때 캐릭터 디자인과 아이템 디자인에 어떠한 색을 사용해야 되는지 방향을 설정하는데 도움을 줄 수 있을 것이다.

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KakaoStory Usage Motives and Usage Patterns -Focusing on the Decisive Factor for Using Kakaostory (카카오스토리 이용패턴과 이용동기 연구 -이용량 결정요인을 중심으로)

  • Lee, Ji-Young;Shin, Jae-Gwon;Lee, Sang-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.379-387
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    • 2015
  • Social media have become ubiquitous owing to the well established smart mobile environment and have expanded offline relationship into online relationship. This study investigates the decisive factors for using the popular social media in Korea, KakaoStory, by analyzing its usage patterns and motives. Beside simple reasons, such as the increased awareness and serviceability due to the popular use of KakaoTalk, our research also showed that KakaoStory was used to improve the relationship within a closed group of people they already recognize offline. In addition, fashion consciousness related to collective inclination of Koreans also affected the popular usage of KakaoStory in Korea.

Application Basics of Korean Web Content Accessibility Guidelines 2.1 to Web Visualization of Geo-based Information (한국형 웹 콘텐츠 접근성 지침(KWCAG) 2.1의 공간정보 웹 시각화 적용 기초)

  • Park, Hansaem;Kim, Kwangseob;Lee, Kiwon
    • Journal of Cadastre & Land InformatiX
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    • v.46 no.2
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    • pp.123-135
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    • 2016
  • Recently, geo-based application services such as location-based commerce or personal navigation are recognized as a kind of common tool on smart-phone, and demands with respect to advanced functions of online map editing linked to value-added contents are increasing. However, the disabled people have severe difficulties to equally use those geo-based services, compared to the normal people's uses. Of course, this situation is almost same to other application fields besides geo-based applications. Web accessibility basically means necessary guideline handling web-based contents for equal uses of web services for all people. W3C has developed and distributed a generalized web content accessibility guideline, and Korean web content accessibility guideline version 2.1 referred it. As well, there is a certificate system operated by public agencies. In spite of this situation, geo-based application field is globally on the very early stage for web accessibility. This work first summarized the concept of web accessibility and Korean guideline, and then presented some practical schemes for the further geo-based applications, focused on web visualization of geo-based contents among numerous implementable application services.

Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.

A Study on the Interactive Visualization of Social Networks Using Closeness In Online Community (온라인 커뮤니티에서의 친밀도 요소 분석을 통한 소셜 네트워크 시각화 연구)

  • Lee, So-Hyun;Kim, Hyo-Dong;Lee, Kyung-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1087-1094
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    • 2009
  • As online community was revitalized, the internet became the second space for people's everyday life. People enter into a connection with other on-line members and they maintain and extend their relationships. Such relationships can be analyzed and visualized with social network analysis. The method oftentimes envisions the structural elements of complex social life. The study aims at visualizing the relationships among the Cyworld users and designs an application "Blow Blow Your Pinwheel", the main purpose of this application is visualizing social relationships between ego and '1chons' which is a concept of friendship in Cyworld. Designing such an application, the study focuses on closeness of relationships which we think is composed of 1)proximity 2)similarity, 3)familiarity, and 4)reciprocity. The study used these concepts in measuring the strength of relationship between ego and other 1chons(friends). Specifically, we devised survey questionnaires which asked users to evaluate the importance of the above factors of closeness, and implemented the result in calculating the strength of the relationship between ego and other by giving weights for each factor. These measurements then were applied in visualizing the relationships in the application, we designed. Through the application, we can compare on-line relationships with off-line relationships and attempt for the new approach of Social Networks.

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A Study on the 'Re-appearance of Picturing ' in the On-Line Community (온라인 커뮤니티에서의 픽처링 재현에 관한 연구)

  • Son, Keum-Sun;Yoon, Jun-Sung
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.737-742
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    • 2007
  • The concept of 'Picturing' is beyond the 'Illusion' of traditional art in the Digital Media era. It is a 'Suffering' of the 'Re-appearance' that is masquerade the 'Actual' as a 'Digital Apparition.' This study aims to concern the point of view on the above subject; the 'Picturing' through the analysis of communication problems in the digital era. To begin with, need to define the concept of 'Picturing' and how it is expected to have a role through the accessibility of medium use, intervention by body and images. Also, I suggest a new approach to 'Picturing' as a new mutual communication method. Body, Digital media, and Image. These three principles of 'Picturing' create huge benefits to our world/nature whether we want it or not. It seems to become more and more of powerful self-replicating organism. We have to be aware what sort of images are surrounding us and how transmitting it to where in/on our body via newest sophisticated media we use. 'Picturing' is an invasion of ordinary, no longer exists pleasure for body, no longer speaks intension of its next destination. It strongly self-grows and also controls us in the name of Digital media era. However, 'Picturing' is a mode of re-imaging activity and also suggestion of re-appearance practice.

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An Investigation of Users' Privacy Protection Behaviors: Factors Affecting Privacy Protection Technology Adoption (개인정보보호 기술 수용행동에 영향을 미치는 요인에 대한 연구)

  • Choi, Bomi;Park, Minjung;Chai, Sangmi
    • Information Systems Review
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    • v.17 no.3
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    • pp.77-94
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    • 2015
  • As Internet has become a popular media for sharing information, users create and share tremendous volume of information including large amount of personal information in cyberspace. Sharing private information online can enhance strength of social relationship but it could also bring negative consequences like information privacy invasion. Although many companies and governments address the importance of information privacy online, there are countless cases of crimes and hackings relating personal information online world wide. Since there are some researches investigating the role of governments and organizations on online privacy domain but there is little research regarding users' privacy protection behaviors. This study investigates relationship between Internet users' information privacy protection behavior and environmental factors. Especially, this study focuses on users' behaviors regarding information privacy protection technology adoption. According to our research results, users' online privacy protective behaviors positively affected by governmental regulations expressed as an information privacy protection law. In addition, if user is allowed to use anonymity when he or she uses online services, they have more tendencies to adopt privacy protection technologies. The detailed research findings and contribution are discussed as well.

On-line noise coherence estimation algorithm for binaural speech enhancement system (양이형 음성 음질개선 시스템을 위한 온라인 잡음 상관도 추정 알고리즘)

  • Ji, Youna;Baek, Yong-hyun;Park, Young-cheol
    • The Journal of the Acoustical Society of Korea
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    • v.35 no.3
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    • pp.234-242
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    • 2016
  • In this paper, an on-line noise coherence estimation algorithm for binaural speech enhancement system is proposed. A number of noise Power Spectral Density (PSD) estimation algorithms based on the noise coherence between two microphones have been proposed to improve the speech enhancement performance. In the conventional algorithms, the noise coherence was characterized using a real-valued analytic model. However, unlike the analytic model, the noise coherence between the two microphones is time-varying in real environments. Thus, in this paper, the noise coherence is updated in accordance with the variation of the acoustic environment to track the realistic noise coherence. The noise coherence can be updated only during the absence of speech, and the simulation results demonstrate the superiority of the proposed algorithm over the conventional algorithms based on the analytic model.

A Study on The Development and Management of The IT Standard Contents for On-line Education Based on SCORM(Sharable Content Object Reference Model) (SCORM 기반의 온라인 교육 IT 표준 컨텐츠 개발 및 운영에 관한 연구)

  • Choi, Hae-Gill
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.3
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    • pp.7-14
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    • 2008
  • To nurture skilled IT professionals required in the 21st information society, we have been faced to the need of learner-centered open lifelong education through the e-learning system that crosses the boundaries of time, space and geography. The object of this research is primarily as-is analysis of the IT contents in present cyber institutions, then making out the basic research data by to-be analysis and international standardization trend through benchmarking. Eventually this research intends to produce a prototype of the contents especially for the subjects related to the IT which is based on the modeling of e-Learning standard contents development model. It is possible that the final output of this project is used for the contents producing and operating data in cyber universities and institutions. This output also enhances the international competitiveness by the standardization and presents a standardized guideline to the domestic cyber education institutions.

A Study on Virtual Fitting Model System for Internet Fashion Shopping Mall (인터넷 패션 쇼핑몰을 위한 가상 피팅 모델 시스템 연구)

  • Tak Myung-Ja;Kim Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.9 no.9
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    • pp.1184-1195
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    • 2006
  • The Internet has brought many changes in our daily lives. Now the recognition on the Internet fashion shopping matt has increased and it requires scientific and systematic research to understand the Internet fashion marketing system more correctly and to strengthen the marketing activity at the virtual space. A big shortcoming of an Internet fashion mall is that the consumers can't wear clothes themselves. Currently there is no system to cover the shortcoming, It would be nice if a 3D avata wears the clothes on behalf of a consumer after inputting the information of physical sizes of a consumer. The consumers can select many clothes, accessories and even the background. After establishing a complete virtual fashion shopping mall, the consumers who sue the Internet fashion shopping mall could wear the clothes at an online shop establishing an online shopping environment. It will be a sole way to ensure the trust of the consumers. This paper studies the read in reflection by PC camera and sample the edge detection. Virtual fitting system that wears virtual fitting model some clothes is establishment.

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