• Title/Summary/Keyword: 콘텐츠 상호작용

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A Qualitative Study on the Mental Crisis Occurence and Self-Help Support Process of People with Mental Disabilities - Focused on the Experience of Participating in Self-Study and Mutual Help of Bethel's House (정신장애인의 정신적 위기 발생과 자조적 지원과정에 관한 질적 연구 - 베델의 집 당사자연구 참여경험을 중심으로 -)

  • Lee, Yong-Pyo;Chung, Yu-Seok;Bae, Jin-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.304-316
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    • 2021
  • The purpose of this study is to analyze the records of 8 people with mental disabilities who had participated in Research and Mutual Help of Bethel's House and to investigate the occurrence of mental crisis and process of self-help by using the grounded theory method. As a result of axial coding, the central phenomenon of crisis experience of the people with mental disabilities was derived as 'being overwhelmed by hardships in the life related to their symptoms'. In the self-help process of overcoming the crisis, Action-interaction strategies were derived as 'talking about the hardships', 'researching and practicing with peers', 'participating in various groups', etc. through the intervening conditions such as 'understanding patterns and meanings of hardships led by the person' and 'finding ways to overcome the hardships with the person'. These strategies were analyzed as a process in which the person with mental disabilities leads his/her life reassuming control over his/her crisis. The result of this study shows that it is necessary to expand the political crisis concept in the support system for the mental crisis of people with mental disabilities, and the self-help approach in which the persons participate autonomously can be useful.

A Study for Hybrid Honeypot Systems (하이브리드 허니팟 시스템에 대한 연구)

  • Lee, Moon-Goo
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.11
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    • pp.127-133
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    • 2014
  • In order to protect information asset from various malicious code, Honeypot system is implemented. Honeypot system is designed to elicit attacks so that internal system is not attacked or it is designed to collect malicious code information. However, existing honeypot system is designed for the purpose of collecting information, so it is designed to induce inflows of attackers positively by establishing disguised server or disguised client server and by providing disguised contents. In case of establishing disguised server, it should reinstall hardware in a cycle of one year because of frequent disk input and output. In case of establishing disguised client server, it has operating problem such as procuring professional labor force because it has a limit to automize the analysis of acquired information. To solve and supplement operating problem and previous problem of honeypot's hardware, this thesis suggested hybrid honeypot. Suggested hybrid honeypot has honeywall, analyzed server and combined console and it processes by categorizing attacking types into two types. It is designed that disguise (inducement) and false response (emulation) are connected to common switch area to operate high level interaction server, which is type 1 and low level interaction server, which is type 2. This hybrid honeypot operates low level honeypot and high level honeypot. Analysis server converts hacking types into hash value and separates it into correlation analysis algorithm and sends it to honeywall. Integrated monitoring console implements continuous monitoring, so it is expected that not only analyzing information about recent hacking method and attacking tool but also it provides effects of anticipative security response.

The Effect of Online News Use Motivation on Acceptance and Satisfaction A Comparative Study on Korean and Chinese University Students (온라인 뉴스 이용 동기가 수용의도와 만족도에 미치는 영향 - 한·중 대학생을 비교 중심으로 -)

  • Wang, Shang;An, Su-keon
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.293-311
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    • 2020
  • Recently, it is more important to study the reasons for using media than which media is selected. This paper investigates different countries as objects to conduct the survey. In accordance with the research results, in hypothesis 1, there is a positive "(+)" influence of its interestingness, informality, restlessness, news pursuit and convenience on satisfaction when college students in South Korea use net news. Taking Chinese college students as an example, there is a positive "(+)" influence of the using motivation of net news on news pursuit, habituation, interactivity, convenience and the satisfaction with net news. In hypothesis 2, the interestingness, informality, habituation and convenience of the using motivation of online news of college students in South Korea are reflected in the acceptance intention of online news, while for Chinese college students, the informality, habituation and convenience are reflected in the acceptance intention of online news. Finally, in hypothesis 3, there is a positive "(+)" influence of the satisfaction of online news on the acceptance level of online news. In addition, this research also considers that the PLS path coefficient of college students in South Korea and China is different, and the motivations and purposes for using net news by two countries are different due to the characteristics and cultures of news media in different countries, so the satisfaction is also different.

Color Transformation of Images based on Emotion Using Interactive Genetic Algorithm (대화형 유전자 알고리즘을 이용한 감정 기반 영상의 색변환)

  • Woo, Hye-Yoon;Kang, Hang-Bong
    • The KIPS Transactions:PartB
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    • v.17B no.2
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    • pp.169-176
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    • 2010
  • This paper proposes color transformation of images based on user's preference. Traditional color transformation method transforms only hue based on existing templates that define range of harmonious hue. It does not change saturation and intensity. Users would appreciate the resulting images that adjusted unnatural hue of images. Since color is closely related to peoples' emotion, we can enhance interaction of emotion-based contents and technologies. Therefore, in this paper, we define the range of color of each emotion for the transformation of color and perform the transformation of hue, saturation and intensity. However, the relationship of color and emotion depends on the culture and environment. To reflect these characteristics in color transformation, we propose the transformation of color that is based on user's preference and as a result, people would be more satisfied. We adopt interactive genetic algorithm to learn about user's preference. We surveyed the subject to analyze user's satisfaction about transformed images that are based on preference, and we found that people prefer transformed images to original images. Therefore, we conclude that people are more satisfied with the transformation of the templates which reflected user's preference than the one that did not.

Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.48-61
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    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

Type of Political Influences of UCC (UCC의 정치적 영향 유형)

  • Jang, Seong-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.294-300
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    • 2010
  • With the development of media technology, UCC actively working through the medium of the Net, the Internet space, which can influence politics instead of TV is drawing attention as the new leading media. As the one-sided media influence of TV is dwindling in the times of the Internet, the hegemony of the media is rapidly changing into UCC marked by two-way interaction. Especially, UCC has the characteristic that it has changed the people performing a role as the receptor of the media into the agent of enormous political influence as well as the freshness specific to its contents. This study was intended to investigate the types of diverse political influences of UCC in political practice as well as daily politics with a focus on the fact that it can newly project the world led by the media and their changes and exercise strong power in changing the society. Therefore, it attempted to investigate the political influence and ripple effect that UCC can exert by attempting to analyze what political influence UCC can exercise at diverse political situations including election. As a result, UCC led to four situations such as incentive-exploding type, issue-leading type, dispersion-switching type, direction-obeying type. This can be said to lead to the positive effect at the political field, such as implementing direct democracy through digital technology.

Development and application of the Smart Learning Teaching-Learning Program in Elementary Science Class - Focused on the unit of Solar System and Star (초등과학에서 스마트러닝 교수·학습 프로그램의 개발과 적용 - 태양계와 별 단원을 중심으로)

  • Yun, Hee Geon;Choi, Sun-Young
    • Journal of Science Education
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    • v.39 no.3
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    • pp.321-332
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    • 2015
  • This study was intended to determine how developed Smart learning teaching-learning program on the unit of Solar system and Star affected on science-related attitude, science learning interest and academic achievement. The unit of Solar system and Star was selected among 5th grade science curriculum contents to design smart learning teaching-learning program. Smart learning instruction program utilized a various contents of smart equipment and made learners to do problem solving through their interaction and cooperation. The results of this study were as follows: First, smart learning instruction improved the science-related attitude and the science learning interest and the academic achievement of the experimental group students significantly. Sencond, the survey and the individual face-to-face data shows the positive effects of smart learning instruction. Especially, the satisfaction was high on the attitudes and interests in the classroom and the students regarded the classroom activities as interesting games by using the smart devices. On the basic of the conclusions, this work suggested the direction of the future studies, such as necessity of developments and researches on Smart learning teaching-learning program about other units or other subjects, such as measures of the increasing the intrinsic interest on science rather than Smart learning elicit simple interest and attitude.

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A Comparison Study of RNN, CNN, and GAN Models in Sequential Recommendation (순차적 추천에서의 RNN, CNN 및 GAN 모델 비교 연구)

  • Yoon, Ji Hyung;Chung, Jaewon;Jang, Beakcheol
    • Journal of Internet Computing and Services
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    • v.23 no.4
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    • pp.21-33
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    • 2022
  • Recently, the recommender system has been widely used in various fields such as movies, music, online shopping, and social media, and in the meantime, the recommender model has been developed from correlation analysis through the Apriori model, which can be said to be the first-generation model in the recommender system field. In 2005, many models have been proposed, including deep learning-based models, which are receiving a lot of attention within the recommender model. The recommender model can be classified into a collaborative filtering method, a content-based method, and a hybrid method that uses these two methods integrally. However, these basic methods are gradually losing their status as methodologies in the field as they fail to adapt to internal and external changing factors such as the rapidly changing user-item interaction and the development of big data. On the other hand, the importance of deep learning methodologies in recommender systems is increasing because of its advantages such as nonlinear transformation, representation learning, sequence modeling, and flexibility. In this paper, among deep learning methodologies, RNN, CNN, and GAN-based models suitable for sequential modeling that can accurately and flexibly analyze user-item interactions are classified, compared, and analyzed.

Accelerometer-based Gesture Recognition for Robot Interface (로봇 인터페이스 활용을 위한 가속도 센서 기반 제스처 인식)

  • Jang, Min-Su;Cho, Yong-Suk;Kim, Jae-Hong;Sohn, Joo-Chan
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.53-69
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    • 2011
  • Vision and voice-based technologies are commonly utilized for human-robot interaction. But it is widely recognized that the performance of vision and voice-based interaction systems is deteriorated by a large margin in the real-world situations due to environmental and user variances. Human users need to be very cooperative to get reasonable performance, which significantly limits the usability of the vision and voice-based human-robot interaction technologies. As a result, touch screens are still the major medium of human-robot interaction for the real-world applications. To empower the usability of robots for various services, alternative interaction technologies should be developed to complement the problems of vision and voice-based technologies. In this paper, we propose the use of accelerometer-based gesture interface as one of the alternative technologies, because accelerometers are effective in detecting the movements of human body, while their performance is not limited by environmental contexts such as lighting conditions or camera's field-of-view. Moreover, accelerometers are widely available nowadays in many mobile devices. We tackle the problem of classifying acceleration signal patterns of 26 English alphabets, which is one of the essential repertoires for the realization of education services based on robots. Recognizing 26 English handwriting patterns based on accelerometers is a very difficult task to take over because of its large scale of pattern classes and the complexity of each pattern. The most difficult problem that has been undertaken which is similar to our problem was recognizing acceleration signal patterns of 10 handwritten digits. Most previous studies dealt with pattern sets of 8~10 simple and easily distinguishable gestures that are useful for controlling home appliances, computer applications, robots etc. Good features are essential for the success of pattern recognition. To promote the discriminative power upon complex English alphabet patterns, we extracted 'motion trajectories' out of input acceleration signal and used them as the main feature. Investigative experiments showed that classifiers based on trajectory performed 3%~5% better than those with raw features e.g. acceleration signal itself or statistical figures. To minimize the distortion of trajectories, we applied a simple but effective set of smoothing filters and band-pass filters. It is well known that acceleration patterns for the same gesture is very different among different performers. To tackle the problem, online incremental learning is applied for our system to make it adaptive to the users' distinctive motion properties. Our system is based on instance-based learning (IBL) where each training sample is memorized as a reference pattern. Brute-force incremental learning in IBL continuously accumulates reference patterns, which is a problem because it not only slows down the classification but also downgrades the recall performance. Regarding the latter phenomenon, we observed a tendency that as the number of reference patterns grows, some reference patterns contribute more to the false positive classification. Thus, we devised an algorithm for optimizing the reference pattern set based on the positive and negative contribution of each reference pattern. The algorithm is performed periodically to remove reference patterns that have a very low positive contribution or a high negative contribution. Experiments were performed on 6500 gesture patterns collected from 50 adults of 30~50 years old. Each alphabet was performed 5 times per participant using $Nintendo{(R)}$ $Wii^{TM}$ remote. Acceleration signal was sampled in 100hz on 3 axes. Mean recall rate for all the alphabets was 95.48%. Some alphabets recorded very low recall rate and exhibited very high pairwise confusion rate. Major confusion pairs are D(88%) and P(74%), I(81%) and U(75%), N(88%) and W(100%). Though W was recalled perfectly, it contributed much to the false positive classification of N. By comparison with major previous results from VTT (96% for 8 control gestures), CMU (97% for 10 control gestures) and Samsung Electronics(97% for 10 digits and a control gesture), we could find that the performance of our system is superior regarding the number of pattern classes and the complexity of patterns. Using our gesture interaction system, we conducted 2 case studies of robot-based edutainment services. The services were implemented on various robot platforms and mobile devices including $iPhone^{TM}$. The participating children exhibited improved concentration and active reaction on the service with our gesture interface. To prove the effectiveness of our gesture interface, a test was taken by the children after experiencing an English teaching service. The test result showed that those who played with the gesture interface-based robot content marked 10% better score than those with conventional teaching. We conclude that the accelerometer-based gesture interface is a promising technology for flourishing real-world robot-based services and content by complementing the limits of today's conventional interfaces e.g. touch screen, vision and voice.

A Study on Implementation of Writing Supporting System(ICWS) for Interactive Storytelling Contents (인터렉티브 스토리텔링 콘텐츠 저작지원도구 설계 및 구현에 관한 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.263-269
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    • 2013
  • This research paper is applying Writing Supporting System on the previous research study about writing tool data model on interactive storytelling about family Story. Family story writing supporting system enables users to create text, images, videos and digital contents based on experimental knowledge collected from the first and second generations. The paper about studies on writing tool system on family story, aims to create documentary based high quality contents about each family members and family history. At the same time, overcome generation gaps and the lack of creation infrastructures. Throughout this process, the author will contribute to the expansion of creation devices which can be applied in other researches and writing tools.