• Title/Summary/Keyword: 온라인 공간

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A Study on the ‘Profit Mechanisms’ in Blog Production (블로그 생산의 이윤화 기제에 관한 연구)

  • Han, Seon
    • Korean journal of communication and information
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    • v.37
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    • pp.307-341
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    • 2007
  • The Blog enables individuals to become communication producers, not merely consumers. This study aims to analyse the practice of the Blog communication and the surrounding social dynamics. Employing ethnographic content analysis, in-depth interview, and participatory observation, this study tried to explore following research questions: 1) What are the value-added process and social dynamics surrounding the production and practice of the Blog communication? From the perspective of political economy, the mechanisms of market economy of capitalism directly and indirectly worked in Blog production, making it as a medium for profit. The power of capital overwhelmed the blog. These results enable us to predict that Blog can be a new tool for capitalism to create profit.

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A Study of Features by Avatar type according to Internet communication services (인터넷 매체 서비스 이용자의 아바타 사용에 따른 유형별 특성에 관한 연구)

  • Lee, Kyung-A;Jeong, Bong-Keum
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.270-277
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    • 2007
  • 가상공간에서 사용자들은 온라인 커뮤니티(Online Community)로 관계(Relationship)를 맺고, 같은 관심사를 가지고 공감대를 형성하는 일이 하나의 디지털문화로 형성되었다. 이러한 가상공간에서 자신을 대변할 수 있는 또 다른 나, 즉 아바타(Avatar)에 대한 선호가 증가하고 있으며, 사용목적에 따른 사용자 감성의 반영으로 아바타 디자인이 다양한 형태로 발전하고 있다. 아바타의 근원은 분신(分身) 화신(化身)을 뜻하는 산스크리스트어 '아바따라(avataara)'에서 유래되었으며, 인터넷시대가 열리면서 3차원이나 가상현실게임 또는 웹에서의 채팅 등을 즐길 때 사용자를 대신하는 그래픽 아이콘으로 표상되면서 인터넷 상에서 자신을 대표하는 분신으로 정의되고 있다. 본 연구의 목적은 인터넷 매체 서비스 이용자의 아바타 사용에 따른 유형별 특성에 관한 것으로서, 이 연구를 통해 아바타 디자인의 시각적 표현요소에 효과적으로 활용될 수 요인을 찾고자 하였다. 분석을 위해 인터넷 공동체 집단을 미니홈피/블로그, 채팅, 게임으로 구분하였으며, 아바타 이용자들이 이와 같은 커뮤니티를 이용할 때 어떤 목적에 따라 사용하고 있으며, 그들이 아바타를 선택할 때 어떤 유형별 특성이 나타나는가를 실증하고자 하였다. 이것은 아바타 이용자들이 자신이 표현하려는 아바타 이미지와의 관계를 파악함으로써 가상세계에서 표출하는 아바타 사용 목적에 맞는 유형을 설명할 수 있을 것이다. 따라서 아바타 이용자의 특성을 파악하여 그들의 감성을 반영하는 디자인 전략을 세울 수 있다. 연구방법은 아바타의 개념과 유형분류, 그리고 미니홈피/블로그, 게임, 채팅의 이론적 논의 및 근거제시를 위한 문헌연구를 하였으며, 아바타 이용목적에 따른 유형별 특성을 심도 있게 파악하기 위해 질적연구(Qualitative)로서 표적집단면접(Focus Group Interview)을 실시하였으며, 그에 따른 내용분석과 표현분석을 하였다. 그리고 이것을 보다 객관적으로 검증(verification)하기 위해 양적연구(Quantitative)를 병행하였다. 조사대상은 아바타를 이용해 본 경험이 있는 384명의 학생들이며, 성별 연령별에 따른 분류를 통해 각 조사대상자별 특징을 발견하고자 하였다. 조사를 통해 미니홈피/블로그, 채팅, 게임의 서비스 공간에서 보여 지는 각각의 특성에 맞게 아바타 이용자들은 자신이 표현하려는 아바타의 유형에서 선호의 차이를 나타내고 있음을 알 수 있었다. 결과적으로 아바타사용자의 인터넷 매체 이용목적에 따른 유형별 특성을 파악할 수 있었으며, 향후 사이트(site)의 특성에 따라 사용자의 감성선호를 고려한 아바타 디자인 전략과 그 모델(Design model)을 제시할 수 있을 것이다.

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Lateral Control of An Autonomous Vehicle Using Reinforcement Learning (강화 학습을 이용한 자율주행 차량의 횡 방향 제어)

  • 이정훈;오세영;최두현
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.35C no.11
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    • pp.76-88
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    • 1998
  • While most of the research on reinforcement learning assumed a discrete control space, many of the real world control problems need to have continuous output. This can be achieved by using continuous mapping functions for the value and action functions of the reinforcement learning architecture. Two questions arise here however. One is what sort of function representation to use and the other is how to determine the amount of noise for search in action space. The ubiquitous neural network is used here to learn the value and policy functions. Next, the reinforcement predictor that is intended to predict the next reinforcement is introduced that also determines the amount of noise to add to the controller output. The proposed reinforcement learning architecture is found to have a sound on-line learning control performance especially at high-speed road following of high curvature road. Both computer simulation and actual experiments on a test vehicle have been performed and their efficiency and effectiveness has been verified.

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A Virtual World Communication Framework Using Avatar Spatial Information (아바타의 공간 정보를 이용한 가상세계 커뮤니케이션 프레임워크)

  • Park, Soo-Hyun;Ji, Seung-Hyun;Ryu, Dong-Sung;Cho, Hwan-Gue
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.12
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    • pp.552-559
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    • 2008
  • Computing technologies are extending the means by which people communicate. Especially, virtual worlds have recently become successful, due to rapidly improving Information Technologies. Chat is a crucial function in current virtual worlds. We need a realistic and efficient communication framework for multi-agents participating in a virtual world. The main contribution of our work is twofold. First, we propose a realistic communication framework which enables 'Complete Talk' and 'Partial Talk' in terms of spatial relationships between avatar agents. Second, our system reconstructs a dialogue graph which maintains all transcripts in the form of directed graphs with temporal(dialogue sequences) and spatial information(physical positions) about communicating agents.

The Importance and function of Cyber Psychology (사이버 심리의 중요성과 역할)

  • Choi Moon-Hee
    • Science of Emotion and Sensibility
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    • v.8 no.1
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    • pp.75-83
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    • 2005
  • Cyberspace is on its way to experience dynamic change, hereby encompassing technical and social diversities and multiplicities. The internet, with a history of no more than 10 years, has drastically changed the way, meaning and conduct of our lives, the structure and function of society and communication. Even in psychology, in which the purpose is to scientifically look into the human mind and explore its behavior, the in-depth inquiry into the human behavior and psychological features of the cyberspace have become an increasingly important issue. Research suggests that psychological features and concepts brought about during the process of communication in cyberspace have been influenced by the digital mode following the analogue one, and by the online mode following the off line one. It also suggests that, with new issues peculiar to information society, cultural structures should be re-conceptualized, reconstructed and reevaluated in various fields. This approach to the changing role, meaning and style within society should be rearranged and referred to as cyber psychology.

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Virtual Culture Production of Game-Focus on 'Machinima' (게임의 가상문화생산 - '머시니마'를 중심으로)

  • Han, Se-Young;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.93-103
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    • 2010
  • Game industry has been grown up with invigorating online game since 1990s and increased in the spending side by focusing on commercial business. Game, however, has displayed a role that can producing cyber culture with Machinima that is a kind of movie made by a game engine. It should be discussed that non-linear activity of game is disclosed being closely connected with the environment of online space. Accordingly, there are three ways for this study. The first, characteristics of game environment taken non-linear effect related to hypertext space is researched. The second, Machinima is discussed as expansion of hypertext literature. And the last, considering game as consumption of just playing, game is able to become the subject role that can create virtual culture with making a variety of Machinima. consequently, through dichotomy and a liner form between consumption and production in hypertext space leaded to non-liner situation, positive and active features of game that has taken the activity of virtual reality into the multimedia literature would be delivered.

The Pattern of Labor Migration in Ansan and Their Local-Social Relationship (안산지역 이주노동자의 노동이주 유형과 지역-사회관계)

  • Lee, Taejeong
    • Korean Journal of Labor Studies
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    • v.24 no.3
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    • pp.73-107
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    • 2018
  • The purpose of this study is to shed light on the characteristics of the social relations of migrant workers in the Ansan area and the factors for the construction of those characteristics. The social relations of migrant workers in the Ansan area are affected by the Korean government's policy of EPS, a short-term rotation policy and its ban on the settlement of migrant workers. These workers are likely to form a temporary and bounded social relationship. The bounded social relationship of migrant workers to society is one of the major factors that put them in social poverty. Ethnic communities, support organizations for migrant workers, and local government agencies have assumed the task of helping build the network among migrant workers of various ethnic backgrounds as well as aiding their participation in local social activities. The status of a temporary resident is the prime reason for spatial exclusion and social poverty among migrant workers. To prevent the exacerbation of these phenomena, this study suggests that the government reconsider its short-term work permit policy for less skilled workers.

3D spatial data generation and data cross-utilization for monitoring Geoparks: Using Unmanned Aerial Vehicle and Virtual Reality (지질공원 모니터링을 위한 3D 공간데이터 구축과 데이터 교차활용 방안연구: 무인항공기와 가상현실을 이용하여)

  • Park, Haekyung;Lee, Dongkun
    • Journal of the Geological Society of Korea
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    • v.54 no.5
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    • pp.501-511
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    • 2018
  • Geoparks are worth preserving in an environmentally and heritage. Monitoring and public attention are essential for the conservation and protection of geoparks. The use of Unmanned Aerial Vehicles and the Structure from Motion algorithm enables effective monitoring of geoparks that are difficult to manage due to their wide range of manpower, and various spatial data derived from SfM can be utilized to improve awareness of geoparks that have been lacking. In order to prove this, firstly, we created the 3D spatial data by using the UAV and the SfM algorithm, which is one of the National geoparks of the Hantan-Imjin River area. Using this 3D data for Virtual Reality and 3D printing. After that, we verified the possibility of promoting the geopark through a simple online survey. Finally, we propose a method to utilize all the generated data from each step to promote and research for geoparks.

Spatial analysis of financial activities in the Korean urban system (한국 금융의 공간적 특색에 관한 연구)

  • Choi, Jae Heon
    • Journal of the Korean Geographical Society
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    • v.28 no.4
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    • pp.321-355
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    • 1993
  • This paper focuses on the geographical pattern of financial activities in the Korean urban system during 1975-1990, based on the assumption that financial activities can reveal control points in Korea's urban economy. In terms of spatial evolution of financial insitutions, different locational characteristics are revealed among different types of financial institutions, implying the role of urban hierarchy. Financial resources are highly concentrated in the capital region, Seoul and Kyonggi Province. Both centralization trends into the large metropolitan cities and relative declines of medium and small cities within the Korean urban system, have been experienced over the study period. Financial activities sustain relatively stable hierarchical structure in the urban hierarchy. Regarding the financial flows, dominant flow zones centered on major metropolitan cities are identified, clearly showing a prominant role of Seoul in financial flows in the entire urban system.

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A Physical Design Method of Storage Structures for MOLAP Systems of Data Warehouse (데이터 웨어하우스의 다차원 온라인 분석처리 시스템을 위한 저장구조의 물리적 설계기법)

  • Lee Jong-Hak
    • Journal of Korea Multimedia Society
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    • v.8 no.3
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    • pp.297-312
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    • 2005
  • Aggregation is an operation that plays a key role in multidimensional OLAP (MOLAP) systems of data warehouse. Existing aggregation operations in MOLAP have been proposed for file structures such as multidimensional arrays. These tile structures do not work well with skewed distributions. This paper presents a physical design methodology for storage structures ni MOLAP that use the multidimensional tile organizations adapting to a skewed distribution. In uniform data distribution, we first show that the performance of multidimensional analytical processing is highly affected by the similarity of the shapes between query regions and page regions in the domain space of the multidimensional file organizations. And than, in skewed distributions, we reflect the effect of data distributions on the design by using the shapes of the normalized query regions that are weighted with data density of those query regions. Finally, we demonstrate that the physical design methodology theoretically derived is indeed correct in real environments. In the two-dimensional file organizations, the results of experiments indicate that the performance of the proposed method is enhanced by more than seven times over the conventional method. We expect that the performance will be more enhanced when the dimensionality is more than two. The result confirms that the proposed physical design methodology is useful in a practical way.

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