• 제목/요약/키워드: 온라인 공간

검색결과 612건 처리시간 0.034초

Vertual Reality Astronomy Education Using Planetarium Software (천체시뮬레이션 소프트웨어를 활용한 가상현실 천문학 교육)

  • Ha, Sanghyun;Sohn, Jungjoo;Park, Soonchang
    • The Bulletin of The Korean Astronomical Society
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    • 제46권1호
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    • pp.40.2-40.2
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    • 2021
  • 최근 COVID-19의 확산에 따라 비대면 학습의 중요성이 화두로 오르고 있다. 과학관과 같은 다중이용시설을 이용하는 방법에서 각 학교, 또는 가정에서 지도할 수 있는 교육 방법의 변화 또한 논의해야 할 때이다. 특히 천문학 교육의 장으로 활용되고 있는 천체투영관(Planetarium)은 다중이용시설로, 상황에 따라 여러 가지 제약을 가지므로 시·공간 제약을 받지 않는 교육프로그램의 개발이 필요하고 볼 수 있다. 본 연구에서는 천체시뮬레이션 소프트웨어를 활용한 스크립트 제작 및 360° VR 영상 제작기술을 개발하고 온라인 플랫폼을 활용하여 천체투영관을 방문하지 않은 비대면 환경에서 도 참가자개인의 휴대기기등을 통한 몰입도 높은 천문학 교육을 구현할 수 있는 프로그램을 개발하여 새로운 환경에 대한 적용 기회를 제공하고자 한다. 나아가 개발한 프로그램을 천체투영관에 적용하여 천체투영관 활용 천문학 교육프로그램과 교육과정과 연계한 교육콘텐츠 개발에 활용되기를 기대한다.

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SINABULO: pronunciation correction program to improve delayed speech development (시나브로: 언어발달지연 개선을 위한 발음 교정 프로그램)

  • Chaerin Kang;Yeonghyeon Lee;Min Gyo Chung
    • Annual Conference of KIPS
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    • 한국정보처리학회 2023년도 추계학술발표대회
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    • pp.757-758
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    • 2023
  • 시나브로는 언어발달지연 개선을 목적으로 발음을 교정하는 프로그램이다. TTS·STT API 를 사용하여 단어의 표준 발음을 음성 자료로 게시하고, 연습 후 사용자가 녹음한 음성에 대해 텍스트 및 시각 자료를 제공한다. 이를 통해 사용자는 자신의 발화 발음에 대해 객관적으로 피드백을 받아들일 수 있다. 시나브로는 전문기관 방문을 동반하는 일반적인 치료 방식과 달리, 온라인 기반 웹 서비스로 제작되어 공간, 시간, 비용 등의 제약을 극복하며 높은 접근성을 제공한다.

A Study for Electronic Surveillance (REID, CCTV, Electronic Resident Card) in Augmented Reality Environment (증강현실 환경 하에서 전자감시(REID, 감시카메라, 전자주민카드)에 관한 소고)

  • Kang, Jang-Mook;Jung, Jo-Nam;Bang, Kee-Chun
    • Journal of Digital Contents Society
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    • 제7권2호
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    • pp.75-82
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    • 2006
  • Ubiquitous Computing is an agriculture revolution, the Industrial Revolution, the fourth revolution to equal an information revolution are Ubiquitous Computing. Historic agriculture was revolutionary, but the Industrial Revolution was a revolution of the physics space that was a base of a mankind civilization, and the information revolution that Cyber Space saw a prime while world wide web service was expanded was a revolution of cyber space. Be charmed with this, and, as for the Ubiquitous Computing revolution, it is achieved a physics space and an intelligent union of cyber space in the space where an off-line space was integrated with compunction on-line. It is combined with a life space naturally, and Ubiquitous creates a new integrated space. The space is the opportunity space that is limitless as soon as it is the unknown world that mankind was not able to experience yet. This paper checks the present situation of currently proceeding Ubiquitous computing technology(RFID, CCTV) in augmented reality environment. Also, The main purpose of this paper is to analyze the concepts analysis of privacy, personal information, and electronic surveillance in augmented reality environment. Thus this paper treated the analysis of case, technological issue, problem and solution and so on.

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Main-Memory Based Spatial Data Manager for Mobile Service (모바일 서비스를 위한 메인 메모리 기반 공간 데이터 관리자)

  • Oh, Byoung-Woo
    • Journal of Korea Spatial Information System Society
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    • 제8권1호
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    • pp.77-92
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    • 2006
  • This paper proposes an efficient spatial data manager for map services in mobile environment. It is designed to provide interoperability and efficient performance at once. To provide interoperability and reusability, the spatial data manager conforms to international standards such as the OpenGIS Simple Features Implementation Specification for OLE/COM, OpenGIS Geography Markup Language (GML) Encoding Specification developed by the Open Geospatial Consortium (OGC). The spatial data manger exploits physical main memory using Address Windowing Extensions supported by Microsoft Windows to manage spatial data for efficient performance by reducing time to read data from disk on user's request. The format of the spatial data in main memory is target data (GML) to reduce conversion time from source data to it. Progressive transmission is also provided to reduce latency time by representing only received partial data for mobile environment without waiting whole transmission.

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A Study about problem and a correspondence strategy along a beauty culture-Ubiquitous implementation (미용 부분의 유비쿼터스 구현에 따른 문제점과 대응전략에 관한 연구)

  • Lim Jin-Sook;Kang Jang-Mook
    • Journal of Digital Contents Society
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    • 제5권3호
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    • pp.163-170
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    • 2004
  • Ubiquitous is an agriculture revolution, the Industrial Revolution, the fourth revolution to equal an information revolution are Ubiquitous. Historic agriculture was revolutionary, but the Industrial Revolution was a revolution of the physics space that was a base of a mankind civilization, and the informatization revolution that Cyber Space saw a prime while world wide web service was expended was a revolution of cyber space. Be charmed with this, and, as for the Ubiquitous revolution, it is achieved a physics space and an intelligent union of cyber space in the space where an off-line space was integrated with compunction on-line. It is combined with a life space naturally, and Ubiquitous technology. Also, I presented the plan that derivation tried a problem about Ubiquitous, and can solve an each problem. Specially, infringement about personal privacy very has a lot of possession to occur in the world that radio communication between all appliances is possible. It is Ubiquitous by becoming the data which is useful to thorough preparation about the Ubiquitous world to come with presenting policy a little technical solution plan about this to the future Republic of Korea. many company has been cracked by crackers information security and everyday new computer virus come out.

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Design of a Conceptual Geosemantic Web Service Framework supporting Textual Geospatial Information (비구조적 공간정보를 지원하는 개념적 지오시맨틱 웹 서비스 프레임워크의 설계)

  • Ha, Su-Wook;Nam, Kwang-Woo
    • Spatial Information Research
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    • 제19권4호
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    • pp.91-97
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    • 2011
  • In this paper, we propose an architecture for geosemantic services. With the rapid progress of web services, wireless internet technologies and popularization of smart phone in recent years, a lot of applications based on geographic information are being developed. Moreover the search portals empowered by semantic web technologies are enabling general users to access on-line resources more easily. However, several studies in GIS domain have pointed out the practical limitation of existing service patterns, which are limited only to linking heterogenous spatial databases, insufficient for several important use cases. Hence we draw functional elements of geosemantic services from GIS and semantic web standards, and present the use cases and a new architecture for geosemantic services. This approach could set a foundation to implement geoemantic services.

Study on the Emotional Response of VR Contents Based on Photorealism: Focusing on 360 Product Image (실사 기반 VR 콘텐츠의 감성 반응 연구: 360 제품 이미지를 중심으로)

  • Sim, Hyun-Jun;Noh, Yeon-Sook
    • Science of Emotion and Sensibility
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    • 제23권2호
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    • pp.75-88
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    • 2020
  • Given the development of information technology, various methods for efficient information delivery have been constructed as the method of delivering product information moves from offline and 2D to online and 3D. These attempts not only are about delivering product information in an online space where no real product exists but also play a crucial role in diversifying and revitalizing online shopping by providing virtual experiences to consumers. 360 product image is a photorealistic VR that allows a subject to be rotated and photographed to view objects in three dimensions. 360 product image has also attracted considerable attention considering that it can deliver richer information about an object compared with the existing still image photography. 360 product image is influenced by divergent production factors, and accordingly, a difference emerges in the responses of users. However, as the history of technology is short, related research is also insufficient. Therefore, this study aimed to grasp the responses of users, which vary depending on the type of products and the number of source images in the 360 product image process. To this end, a representative product among the product groups that can be frequently found in online shopping malls was selected to produce a 360 product image and experiment with 75 users. The emotional responses to the 360 product image were analyzed through an experimental questionnaire to which the semantic classification method was applied. The results of this study could be used as basic data to understand and grasp the sensitivity of consumers to 360 product image.

Church Education in the COVID-19 Era (포스트 코로나 시대의 교회교육)

  • Yu, Jae Deog
    • Journal of Christian Education in Korea
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    • 제63권
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    • pp.13-37
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    • 2020
  • The World Health Organisation(WHO), paying attention to the spread and fatality of the coronavirus(COVID-19), which first occurred in Wuhan, China, declared a global emergency. Although many countries implement strict measures to slow down the spread, WHO officially declared a pandemic. COVID-19 has sparked fears of an impending economic crisis and recession. Due to the economic crisis caused by social distancing, self-isolation and travel restrictions, the collapse of the world economic system centered on free trade and the decline of globalization are mentioned. Political leadership that has not responded properly to the pandemic is challenged, and nearly all of society is rapidly changing to a non-contact and immobile culture. COVID-19 has seriously affected all levels of the education system, from preschool to tertiary education. The so-called old concept of deschooling is realizing in the field of education through digital media paradoxically. Church education is facing a serious crisis as well. Churches are seeking now a new normal that includes theological reflection on the pandemic, online worship, education, and non-face-to-face ministry to overcome the worst unexpected crisis. In the post-corona era, church education must actively seek alternatives in response to rapidly changing surrounding conditions and reconstruct educational philosophy(theology) that focuses on Christian values. In addition, it is necessary to start operating a mobile(or online) church school that combines offline and online. It is necessary to introduce 'Blended Learning' method that combines non-face-to-face and face-to-face learning, and by combining church school and homeschooling, churches and families need to share the responsibility of education in faith.

Design and Implementation of Ontology Decision Support system Based on XML (XML 기반 온톨로지 의사 결정 시스템 설계 및 구현)

  • Im Young-Tae;Kim Chang-soo;Jung Hoe-Kyung
    • Journal of Internet Computing and Services
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    • 제5권5호
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    • pp.105-117
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    • 2004
  • As the organization has been coming to specialization and systematization, meetings have been holding for communication among members and deduction of rational outcome. Also process of meeting procedure has been developing. Those on-line meetings are getting grown because the on-line meetings with messenger and chatting are the best examples for overcoming space limitation problem. But, the on-line meetings have unavoidable weak points. The more a meeting is processed, the more point of argument is out of focus and perception of current situation is reduced. Therefore, this thesis proposes and describe that in introduction, think that pre-defined things, analysis and direction of Ontology, in body, draw up a plan how to make ontology to knowledge, and, how to get out of bounds limitation that as make ontology to knowledge. And, design and implementation actual system that organize this ontological Knowledge, and then managing and summarizing visualizing them. Also, in conclusion, after remark and consider this system in which using the ontology based on XML, and proposes conculsion and directional development point.

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Online Gaming Regulations and Teenagers' Viewpoint : Examining reactance & Peer-Culture of the targeted group (온라인 게임 규제와 청소년의 시선 : 규제 대상자들의 반발심과 또래문화를 중심으로)

  • Yoon, Yeohong;Jo, Wooyong;Choi, Jeonghye;Chung, Yerim
    • The Journal of the Korea Contents Association
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    • 제16권11호
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    • pp.223-239
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    • 2016
  • We study online gaming regulations and examine the reactance and attitude of the targeted group. To be specific, we focus on the 'Shutdown Law' due to its scope and magnitude of its influence. The Shutdown Law was enforced to prevent adolescence's immersion in or addiction to online gaming; however, its effectiveness has yet to reach a consensus. Our empirical findings show that the reactance to the regulation is stronger as game usage increases; surprisingly the effect of game usage on reactance weakens among the affected adolescence's group, compared to the adult counterpart. Furthermore, heavy users in the targeted group are more likely to play online gaming to mingle with their peers, and thus more likely to play other activities that friends participate in. These results suggest that online games play a role to cultivate peer-culture among adolescence and facilitate their communication.