• 제목/요약/키워드: 온라인 공간

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An Animated Documentary Study of Korean Youth Culture and Identity (한국 청소년들의 온라인 게임문화와 정체성에 관한 애니메이션 다큐멘터리 연구)

  • Park, Man
    • Cartoon and Animation Studies
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    • s.45
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    • pp.397-415
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    • 2016
  • This paper will investigate how animated practice can be a research form as practice-led research in an ethnography approach. This practice-led research will explore the issue of the construction of contemporary identities (based on the strange case of Dr. Jekyll and Mr. Hyde) and in particular, the Korean youth culture and identity, exemplified, for example, creation of 'avatars' in the virtual characters of animated online games such as Massively Multiplayer Online Role-playing Games (MMORPGs). In this proposed discussion, I will argue that the sudden period of change in contemporary Korea bears some resemblance to the Victorian era as explored in gothic fiction (e.g. Jekyll and Hyde). In this sense, my animation investigates the connection between the fictional Jekyll and Hyde and a real murder incident by a young Korean boy, which actually happened on the 16th November 2010, in SouthKorea.I will, therefore, construct this practice-led research to obtain the primary data consisted of online and offline practices in 'social ethnography'. These practices engage with specific Korean youth identity, comparing the 'avatar' with the real lives of participants. However, this paper will only focus on the (ethnographic) research process and strategy, using animated (visual) practices, rather than giving the meaning of the specific case of 'Korean-ness'. Eventually, I will explore the four different animated representations as it presents the distinctive animated realties or documentaries by online and offline practices. My intention is to visually interpret the issue of 'Korean-ness' within its socio-cultural context, adapting the convention and code of Jekyll and Hyde concept into an animated documentary in the 'virtual' world (auto-animated documentary by recording avatar interviews and online game footages) and the 'real' world (self-created animated documentary, based on real people and events).

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.21-27
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    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

Information Sharing and Group Learing Using Electronic Communication Media (전자매체를 통한 정보공유와 공동학습)

  • Lee Jee-Yeon;So Mae-Sil;Paik Woojin
    • Journal of the Korean Society for Library and Information Science
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    • v.39 no.3
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    • pp.105-119
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    • 2005
  • With the introduction of Internet-based education such as online learning and virtual campuses. there are increased interests and demands for electronically delivering educational contents in comparison to the traditional educational methods. Our preilminary study showed that approximately $50\%$ of virtual groups formed online for the scope of collaborative learning encountered harriers that prevented them from forming an effective learning team and making satisfactory progress toward reaching the learning objectives. In this study, we asked the undergraduate students. who were the members of the online learning team, to work on the given discussion topics through the use of emails and threaded discussion boards. Then. we investigated the roles played by two electronic communication medium during the virtual discussion with respect to the learning outcome. We also studied how information was shared amongst the virtual learning team members. The results of our study showed that the email based online learning had the advantage of individualized and friendly information transfer. However. it also caused certain difficulty in exchanging ideas due to the one-sided nature of the email-based communication. On the other hand, the threaded discussion board provided easier information sharing and broadcasting. which enabled active participation by the virtual team members. However. It also had the disadvantage of difficulty in accurate information conveyance and duplication of the posted information. In summary, our study results showed that there was a high correlation between the characteristics of the electronic communication medium and the decision that the online learners made regarding which medium to use. There was a high correlation between the type of the electronic communication medium and the online learners' experiences in using these media.

A Hybrid Mapping Technique for Logical Volume Manager in SAN Environments (SAN 논리볼륨 관리자를 위한 혼합 매핑 기법)

  • 남상수;피준일;송석일;유재수;최영희;이병엽
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.1
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    • pp.99-113
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    • 2004
  • A new architecture called SAN(Storage Area Network) was developed in response to the requirements of high availability of data, scalable growth, and system performance. In order to use SAN more efficiently, most of SAN operating softwares support storage virtualization concepts that allow users to view physical storage devices attached to SAN as a large volume virtually h logical volume manager plays a key role in storage virtualization. It realizes the storage virtualization by mapping logical addresses to physical addresses. A logical volume manager also supports a snapshot that preserves a volume image at certain time and on-line reorganization to allow users to add/remove storage devices to/from SAN even while the system is running. To support the snapshot and the on-line reorganization, most logical volume managers have used table based mapping methods. However, it is very difficult to manage mapping table because the mapping table is large in proportion to a storage capacity. In this paper, we design and implement an efficient and flexible hybrid mapping method based on mathematical equations. The mapping method in this paper supports a snapshot and on-line reorganization. The proposed snapshot and on-line reorganization are performed on the reserved area which is separated from data area of a volume. Due to this strategy normal I/O operations are not affected by snapshot and reorganization. Finally, we show the superiority of our proposed mapping method through various experiments.

Prediction Model for Popularity of Online Articles based on Analysis of Hit Count (온라인 게시글의 조회수 분석을 통한 인기도 예측)

  • Kim, Su-Do;Cho, Hwan-Gue
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.40-51
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    • 2012
  • Online discussion bulletin in Korea is not only a specific place where user exchange opinions but also a public sphere through which users discuss and form public opinion. Sometimes, there is a heated debate on a topic and any article becomes a political or sociological issue. In this paper, we propose how to analyze the popularity of articles by collecting the information of articles obtained from two well-known discussion forums such as AGORA and SEOPRISE. And we propose a prediction model for the article popularity by applying the characteristics of subject articles. Our experiment shown that the popularity of 87.52% articles have been saturated within a day after the submission in AGORA, but the popularity of 39% articles is growing after 4 days passed in SEOPRISE. And we observed that there is a low correlation between the period of popularity and the hit count. The steady increase of the hit count of an article does not necessarily imply the final hit count of the article at the saturation point is so high. In this paper, we newly propose a new prediction model called 'baseline'. We evaluated the predictability for popular articles using three models (SVM, similar matching and baseline). Through the results of performance evaluation, we observed that SVM model is the best in F-measure and precision, but baseline is the best in running time.

A Study on the Users of the National Petition to CheongWaDae: Focused on their Motivations (청와대 국민청원 이용자 분석: 활용 동인을 중심으로)

  • Kim, Tae-Eun;Mo, Eun-Joung;Yang, Seon-Mo
    • Informatization Policy
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    • v.27 no.1
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    • pp.92-114
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    • 2020
  • The purpose of this study is to analyze people's motivations to use the National Petition service of CheongWaDae, the Presidential Office of Korea. The online space has been used as a testbed of deliberative democracy. In fact, a wide variety of public opinions are being formed and gaining sympathy through the E-Petitions and Daum's Agora. In this regard, President Moon's government launched a petition site to gather public opinions. For any petition agreed on by more than 20,000 people within 30 days, the relevant ministry or the President's office must provide answers or feedback. This study wants to figure out how this National Petition is different from previous platforms like Agora or E-Petitions and why it is so well-received by people. This study uses a mix of both qualitative and quantitative methods. First, we conducted a focus group interview to factorize experiences of using the National Petition into measurable constructs. Second, we did a survey o 156 Koreans who had experienced the National Petition. Results show that symbolism, usefulness, gratification, and trust have positive impact on continuous usage intention. This study argues that symbolism, usefulness, gratification, and trust factors should be in place rather than technical aspects in order to increase the actual participation of users on the online platform of deliberative democracy. In addition, this study is meaningful in that it examined how different the CheongWaDae's National Petition is from the existing platforms for collecting public opinions and analyzed factors that encourage continuous use.

A Phenomenological Study on Students' Experiences of Flipped Learning-Based Class of Sensory Integration Therapy (대학생의 플립드 러닝 기반 감각통합치료 수업 경험에 관한 현상학적 연구)

  • Lee, Nahael;Jung, Hyerim
    • The Journal of Korean Academy of Sensory Integration
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    • v.15 no.2
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    • pp.80-92
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    • 2017
  • Objective : The purpose of this study is to investigate the meaning of students' experience participating in the flipped learning based instruction in sensory integration, and to understand the demand and introspection of participants. Methods : This study used a phenomenological approach of qualitative study. The participants were 10 students in 3rd year of the occupational therapy program in K Univeristy. Data information was collected by one-to-one interview and analyzed through phenomenological research method. Results : Through the interview, 20 units of meaning, 8 central meanings, and 3 themes were drew. The information collected were analyzed into three themes; Learning Experiences in Online and Offline Courses, Request and Introspection of Learners on Flipped Learning. The result showed that online courses brought learners convenience and satisfaction with repeatable learning in every time and space the learner want. However, the learners appealed issues of communication and concentration due to the absence of face-to-face instruction by their instructor. For the offline courses, students showed interest in various practical classwork of sensory integration and changes in their attitude to actively engage in the practical classes. Conclusion : Flipped learning based instruction was effective for the sensory integration classes which require practice in terms of time securement and immersion in practice. The learners requested for adopting flipped learning based instruction to other subjects in occupational therapy curriculum, and introspected that they needed to actively engage in classes through the experience of flipped learning-based classes of sensory integration. The results of this study can be used as a basic resource when flipped learning classes are planned in occupational therapy education.

A Study on the Security of One-Time Keypad (OTK) (원타임 키패드의 보안성 분석)

  • Kim, Jon-Lark;Lee, Nari;Roe, Young Gun;Galvez, Lucky Erap
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.4
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    • pp.731-742
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    • 2017
  • For all the various cryptographic techniques related to security, social technological attacks such as a shoulder surfing are infeasible to block off completely. Especially, the attacks are executed against financial facilities such as automated teller machine(ATM) which are located in public areas. Furthermore, online financial services whose rate of task management is consistently increasing are vulnerable to a shoulder surfing, smudge attacks, and key stroke inference attacks with google glass behind the convenience of ubiquitous business transactions. In this paper, we show that the security of ATM and internet banking can be reinforced against a shoulder surfing by using One-Time Keypad(OTK) and compare the security of OTK with those of ordinary keypad and One-Time Password(OTP).

Design and Implementation of the Alternative Reality Game using NFC Tags (NFC 태그를 활용한 ARG 게임의 설계 및 구현)

  • Lee, Yeongha;Khang, Seungwoo;Baek, Seunghyuk;Ha, Minho;Lee, Sangjun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.141-148
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    • 2015
  • Most current games are composed of simple operations without a user's actual movements. because they are made up of only virtual space. For that reason, many side effects arise on a user's body and mind. The Alternative Reality Game(ARG) is new game genre that has an effect to mitigate side effects caused by activity on a virtual space. This new kind of game genre can be instrumental role in creating a greater social intimacy and a higher tendency to cooperate that potentially reaches beyond the game context. In this paper, we suggest a real implementation of ARG using mobile devices and NFC tags. In addition, a noble editor for creating an ARG and a game launcher based on mobile device are suggested.

The Analysis on the Psychological Traits of the Usage Pattern on the Online Communication Media (온라인 커뮤니케이션 매체 이용패턴의 심리적 특성 분석)

  • 조남재;박상혁
    • Journal of Information Technology Application
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    • v.3 no.4
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    • pp.93-117
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    • 2001
  • Computer-based on-line communications help to exchange easily information for us. For this reason, on-line communication expands personal computer users'information availability and furnishes users with interactive communication capability. This research focused on the pattern the use of on-line communication and such individual-level factors that are believed to affect on the use of this technology as personal psychological traits and perceived usefulness of the technology. Data were collected from randomly selected samples out of registered college or office worker members of Korean on-line communication services such HiTel, Chollian, Nownuri, and Unitel. The result of the study showed that perceived usefulness of the on-line services affects the level of use most strongly. Individual psychological style was also related to some aspects of the use of on-line communication. Specifically, the more introvert the users, the higher was the level of use of on-line communication.

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