• Title/Summary/Keyword: 추상적 개념

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CPUSim: A Simulator supporting the education of CPU Scheduling Algorithms (CPUSim: CPU 스케줄링 알고리즘 교육을 지원하는 시뮬레이터)

  • Koh, Jeong-Gook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.4
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    • pp.835-842
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    • 2012
  • Operating Systems is a discipline which handles abstract concepts and techniques. However, most of OS courses have been textbook-oriented theoretical classes. Theoretical classes lead to the decline in the understanding of a lecture, and hurt their concentration. Many instructors have tried to make use of educational tools to help students understand lectures and arouse interests. This paper describes the design and implementation of a CPU scheduling simulator which shows the operation of process scheduling algorithms visually. The academic achievement evaluation for 2010's students and 2011's and t-test results show that the differences of the correct answer ratio for the exam about CPU scheduling algorithms are meaningful. The survey shows that the simulator is useful as an educational tool which causes the interests and enhances the understanding of a lecture, this teaching method is effective to develop problem solving skills.

An Object-Oriented, Client-Server Architecture for a Generalized Multimedia a Processing Model in a Distributed Multimedia System (분산 멀티미디어 시스템을 위한 범용 멀티미디어 처리 모델의 객체지향, 클라이언트 -서버 구조)

  • Kim, Doo-Hyun;Lim, Young-Hwan
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.1
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    • pp.9-32
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    • 1996
  • In this paper, we describe a multimedia data processing model that supports wide variety of applications based on multimedia production model. This model supports network-transparent access to stored multimedia data, real-time mult media input devices, and multimedia processing. The model addresses real-time dato a switching and delivery, as well as acquisition, processing, and output. Most translation, compression, and synchronization services are integrated. This model consists of three layers: (1) stream, (2) multimedia presentation, (3) hyperpresentaion. This paper describes the data abstractions associated with each layer. These data abstractions provide a framework for defining the services provided by each layer, and describe the object-oriented mechanisms that provide those services. A sample scenario is presentated to illustrate the use of this model. A server-client architecture and implementation issues, and future directions are also discussed. sed.

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Theoretical Re-inquiry on Gilles Deleuze's Thought about Alfred Hitchcock's Film (알프레드 히치콕 영화에 대한 들뢰즈 사유의 이론적 재고찰)

  • Kang, Seung-Mook
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.169-178
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    • 2010
  • This paper has conducted a theoretical re-inquiry on Gilles Deleuze' thought about Alfred Hitchcock' film based on the image of thought in relation with the concept and theory about film. So, the purpose of this article is to explore that film can acquire the academic significance as a philosophy including an academic denomination of social science and Arts. According to the findings, Gilles Deleuze appeared that A. Hitchcock used the mental-image which can transform the perception-image, the action-image, and the affection-image in film and make the relation including the way which it is developed between character and event. Also, as the mental-image can change the meaning of film, camera is the essence and mental referent. And the mental-image makes the other images a specific frame, permeates into image and transforms it. This paper sets limits to some problems that Deleuze's thought about film generalizes to filmic theory, but has a importance to inquiry new research as a theoretical introspection for the practical discussion about the relation between film and philosophy.

Typographic Interpretation on D. Libeskind′s Architectural Drawing (해체주의 건축드로잉에 나타난 타이포그래피 특성 연구 -D. Libeskind의 건축드로잉을 중심으로-)

  • 이병주
    • Archives of design research
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    • v.15 no.4
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    • pp.347-358
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    • 2002
  • Architectural drawing has been changing from the general notion, in which it is to predict what it may be like for purely practical purpose. Particularly amongst the Deconstructivists' work, graphic elements make a great contribution to the realization of their self expressive style. Whereas these are often chosen for solely aesthetic reasons, there are some cases in which the act of drawing itself is a crucial, investigative process. This is true of Daniel Libeskind's architectural drawing. For him, Typography seems to be characteristic of his drawing. He Harness typographic elements as metaphors for hid abstract symbolism through his architectural drawings, which retain the possibility to relate to the more radical typographic approaches. Within this context, this thesis will argue how the typographic elements in Daniel Libeskind's architectural drawings can be interpreted. What interconnection can be made between the two practices\ulcorner How can these elements be incorporated into architecture\ulcorner Can they be involved in it as a main constituent\ulcorner This thesis explores diverse possibilities of interpretation of his architectural drawing through typological approaches to the cases where type itself meets the different media and signific ation is given to the other typographic elements.

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An Analysis on Abduction Type in the Activities Exploring 'Law of Large Numbers' ('큰 수의 법칙' 탐구 활동에서 나타난 가추법의 유형 분석)

  • Lee, Yoon-Kyung;Cho, Cheong-Soo
    • Journal of Educational Research in Mathematics
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    • v.25 no.3
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    • pp.323-345
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    • 2015
  • This study examined the types of abduction appeared in the exploration activities of 'law of large numbers' in order to figure out relation between statistical reasoning and abduction. When the classroom discourse of students was analyzed by Peirce's abduction, Eco's abduction type and Toulmin's argument pattern, students used overcoded abduction the most in the discourse of abduction. However, there composed a low percent of undercoded abduction leading to various thinking, and creative abduction used to make new principles or theories. By the CAS calculators used in the process of reasoning, students were provided with empirical context to understand the concept of abstract probability, through which they actively participated in the argumentation centered on the reasoning. As a result, it was found that not only to understand the abduction, but to build statistical context with tools in the learning of statistical reasoning is important.

Symbolization Analysis for a Diamond World Mandala Animation (금강계만다라 애니메이션을 위한 상징성 분석)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.586-597
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    • 2014
  • In this paper, we describe a symbolization analysis of a Diamond World Mandala animation. The mandala means the basic idea of the esoteric Buddhism. The Diamond World Mandala has a very high value as cultural archetype due to have better specific meaning and aesthetic quality than other mandalas. Most researches of Buddhist cultural contents have focused on cultural assets restoration and abstract discussion on contents industrialization until now. However researches on contents directly delivering Buddhism scriptures' meanings are insufficient. Therefore, in this paper, we analyze concept of mandala and symbolical meaning of appeared elements in mandala rather than theoretical development appropriateness of mandalas' contents, then implement a prototype of a mandala animation. The animation is made of intangible culture such as an intellectual legacy of mankind, and its applications are as follows; education service for Buddhist doctrines, and cultural services through easy accessibility of Buddhist culture, etc.

A Study on the User Experience Factors for The Knowledge and Information Resource System (지식정보자원시스템의 이용자 경험요인에 관한 연구)

  • Chun, Jung Hyun;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.37 no.2
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    • pp.353-379
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    • 2020
  • This study developed a user experience factors for the evaluation of knowledge and information resource system from the user experience perspectives, which is emerging as a new analysis standard in the field of information media and information service research. Based on the analysis criteria selected through literature analysis, 'system perception factor' and 'user experience factor' were derived as factors influencing the use of information systems through an experimental study based on the user experience sampling method. As a result, the user experience factors of final knowledge and information resource system includes nine user experience factors, 55 detailed user experience factors, and 138 system perception factors. This study is significant in that the abstract concept 'user experience' was derived and presented as a practical, concrete, measurable factor through experiments. The derived user experience factors should serve as a basis for measuring user experience perceived by users of the knowledge and information resource system.

A Atudy on NCS-based Virtual Training Content Analysis (NCS기반 가상훈련 콘텐츠 분석에 관한 연구)

  • Song, Eun-Jee;Lee, Seok-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.3
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    • pp.651-656
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    • 2017
  • Virtual Training generates virtual situation or environment with specific goals in order to instruct trainees as if they are in the real-world. Recently, the demand of experiencing certain incident, which we are not able to experience in real life, has been increased along with the fast developing Virtual Reality (VR) technology. Particularly, Virtual Training(VT) enables us to learn various fields those require high risk and high cost. The system of VT provides interaction and allows us absorb these learning materials better which augments learning effect. Based on the demand of Virtual Training system, this research analyzes current education paradigm National Competency Standards (NCS) in Korea and suggests possible education that utilizes Virtual Training system. At the end of the day, our future goal is to apply suggested Virtual Training contents to universities that reflect NCS curriculum like polytechnic university.

Business model innovation strategy for sustainable value creation in corporation (기업의 지속적인 가치창출을 위한 비즈니스 모델 혁신 전략에 대한 연구)

  • Shin, JoongKyung;Kim, A-Rang;Ha, Kyu-Soo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.153-164
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    • 2013
  • Business model innovation creates differentiated value to customers by transforming various elements of doing business. Rather than focusing singularly on either the external or internal environment, the business model innovation aims to identify the optimal combination of internal resources, competence, and the external factors, such as customer's needs and new opportunity. However, due to lack of clear definition of business model innovation, and inability to generate company's core business model, business model innovation has been difficult for companies to lead next growth. This paper reviews existing definitions of business model innovation and explore existing types of business model innovation and timing of business model innovation through two case studies. Concept of business model innovation which we identify, is composed of value proposition, value creation through value chains and networks, and profit model innovation. Finally, we demonstrates that already successful businesses can also create new values through business model innovation and adaptive advantage, even in a rapidly changing market environment.

An Expansion of Affective Image Access Points Based on Users' Response on Image (이용자 반응 기반 이미지 감정 접근점 확장에 관한 연구)

  • Chung, Eun Kyung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.25 no.3
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    • pp.101-118
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    • 2014
  • Given the context of rapid developing ubiquitous computing environment, it is imperative for users to search and use images based on affective meanings. However, it has been difficult to index affective meanings of image since emotions of image are substantially subjective and highly abstract. In addition, utilizing low level features of image for indexing affective meanings of image has been limited for high level concepts of image. To facilitate the access points of affective meanings of image, this study aims to utilize user-provided responses of images. For a data set, emotional words are collected and cleaned from twenty participants with a set of fifteen images, three images for each of basic emotions, love, sad, fear, anger, and happy. A total of 399 unique emotion words are revealed and 1,093 times appeared in this data set. Through co-word analysis and network analysis of emotional words from users' responses, this study demonstrates expanded word sets for five basic emotions. The expanded word sets are characterized with adjective expression and action/behavior expression.