• Title/Summary/Keyword: 통신기술발전

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Specialized Industries and Industrial Connectivity of Cities in Yeongnam area: Analysis on the Basis of Network City Theory (영남권 도시들의 특화산업과 산업연계: 네트워크도시이론에 바탕을 둔 분석)

  • Choi, Byung-Doo;Um, Jin-Chan;Chae, Eun-Hye
    • Journal of the Economic Geographical Society of Korea
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    • v.17 no.4
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    • pp.718-742
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    • 2014
  • The capitalist economic process of glocalization and development of transportation and communication technology have led us to the significance of network city as well as concepts of global city, megacity region, etc. Network city theory pursues development of both individual cities and of the region of those cities through strengthening of mutual connectivity among them with specialized industries. On the basis of network city theory, this paper is to analyze specialized industries of cities and connectivity among them in the Youngnam region in S. Korea. It uses the methods of locational quotient, locational Gini coefficient, and shift-share method to analyze specialized industries of cities, and correspondence analysis, global and local Moran's I to examine connectivity among cities. As results, it can be identified that each city in the Youngnam region has its own specialized industries different from each others, but it seems not easy to grasp the overall extent of connectivity among them, partly because of the limitations of applied analysis methods and partly because of a lack of connectivity among cities themselves.

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A Study On a point of conclusion time of Electronic Commerce (전자거래의 성립에 관한 연구)

  • Park, Jong-Ryeol
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.4
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    • pp.255-262
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    • 2008
  • It is settled in the economic arena that electronic commerce which used the Internet is new recently by explosive increase of the rapid development and Internet use of the information and communication technology. The problem that is legitimate at a point called the business of the form that the electronic transactions to set together if I drift are new of the times is the situation caused a lot. However, the use custom of construction and electronic transactions of the maintenance that is the legislation thief who can do rules of electronic transactions is the fact that it was not able to be still established It may not be just applied to the Internet electronic transactions that an exchange promise between our characters does against unspecified number of the general public person in the property even if I say that the conclusion of the purchase agreement is concluded in Internet electronic transactions by EDI method. That can have the approval of contract in the main legal problem of such an Internet electronic transactions contract. We civil law sorts it by a contract between the talks characters and a contract between the remote area people and all the adopted children are equal and must decide the formation of contract time in a principle of Empfangstheorie because it may be said that the rule of the civil law that it be heated and decides to be able to be available is irrational.

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The Spatial Composition for Animation Competency Education -By Focusing on the Studio Environment and Spatial Composition of Walt Disney (애니메이션 분야 역량기반 교육을 위한 공간구성 -Walt Disney스튜디오 작업환경과 공간구성 사례를 중심으로)

  • Lee, Hyun-seok
    • Cartoon and Animation Studies
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    • s.46
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    • pp.1-22
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    • 2017
  • The practical learning requires the new paradigm in its content of education and environment along with the rapid development of information communication technology and the expansion of digital content industry. Especially, the animation education, core area of digital content industry, has attempted to improve the content and method of education by focusing on creativity, convergence and practical education. However, education environment in the previous form of computer laboratory has not been reflected the characteristics of animation education. In the light of this, this research would suggests the effective education environment implemented animation job competency and the characteristics of animation production. Firstly, the problem of previous educational environment will be explored through looking at computer rooms of domestic Universities. The characteristics of animation production consisted of Pre-production, Main-production, Post-production and elements of animation job competency will be reviewed by focusing on three phases of production, Pre-production, Main-production and Post-production, and six particular jobs, concept art, modeling & texturing, animating, lighting, VFX and compositing. Secondly, 6 types of space adapted from space syntax, possibly explored the embedded meaning of the structure of space and environment, will be reviewed by focusing on integration, separation and interaction. Thirdly, based on the characteristics of animation production, the element of animation job competency, 6 types of space, analytical tools about animation project education will be deducted, and the case study regarding animation studio, Walt Disney studio, will be processed by focusing on its production environment and spatial composition by focusing on Pre-production, Main-production, Post-production. Fifthly, the effective spatial composition for animation project education will be explored based on the interpretation of literature reviews and case study. In regard to this, the research addresses the spatial composition reflected the characteristics of practical learning and job competency in animation education, which differs from the previous form of standardized education spaces.

Study on the Electronic Contract (전자계약에 관한 연구)

  • Kim, Jae-Nam;Park, Jong-Ryeol
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.6
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    • pp.129-138
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    • 2014
  • The Electronic contract means creation sign management and storage of contract by online without limitations of the time and space through the electronic signature and encode which based on the Certificate instead of the past that treatment the contract such as creation sign management and storage of contract by face-to-face. Recently, the remarkable development of information and communication technology with supplying the high-speed Internet services. Accordingly, the transaction contract made by these also, the steady legal effect occurred by two or more parties by legal action which is the electronic agreement of expression. and it makes agreement improving corporate productivity and it can control the whole process such as contract documents and the actual buying store provision. Like this it has many benefits so, it suddenly rising as the new axis of economic activity area, it is a reality. In this change of era, with the establishment of electronic contracts, there are many problems are occurred to the expression of parties which is core of the contract on civil code so, the systematic legal composition is required. Thus, in this study will propose the reasonable improvements about the issue of electronic contract through the consideration.

Spatial-Sensor Observation Service for Spatial Operation of GeoSensor (GeoSensor의 공간연산을 확장한 Spatial-Sensor Observation Service)

  • Lee, Hyuk;Lee, Yeon;Chung, Weon-Il;Bae, Hae-Young
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.11
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    • pp.35-44
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    • 2011
  • Advances in science and technology have made a lot of changes in our life. Especially, sensors have used in various ways to monitor in real time and analyze the world effectively. Traditional sensor networks, however, have used their own protocols and architecture so it had to be paid a lot of additional cost. In the past 8 years, OGC and ISO have been formulating standards and protocols for the geospatial Sensor Web. Although the OGC SWE initiatives have deployed some components, attempts have been made to access sensor data. All spatial operations had to calculate on the client side because traditional SOS architecture did not consider spatial operation for GeoSensor. As a result, clients have to implement and run spatial operations, and it caused a lot of overload on them and decreased approachableness. In this paper we propose S-SOS for in-situ and moving GeoSensor that extends 52 North SOS and provides spatialFilter and spatialFinder operations. The proposed S-SOS provides an architecture that does not need to edit already deployed SOSs and can add spatial operations as occasion. Additionally we explain how to express the spatial queries and to be used effectively for various location based services.

Operational Design Domain for Testing of Autonomous Shuttle on Arterial Road (도시부 자율주행셔틀 실증을 위한 운행설계영역 분석: 안양시를 중심으로)

  • Kim, Hyungjoo;Lim, Kyungil;Kim, Jaehwan;Son, Woongbee
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.19 no.2
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    • pp.135-148
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    • 2020
  • The ongoing development of autonomous driving-related technology may cause different kinds of accidents while testing new changes. As a result, more information on ODD suitable for the domestic road environment will be necessary to prevent safety accidents. Besides, implementation of the Autonomous Vehicle Act will increase autonomous driving demonstrations on roads currently in use. This study describes an ODD for demonstrating an autonomous driving shuttle in downtown areas. It addresses a possible scenario of autonomous driving around a downtown road in Anyang. Geometric, operational, and environmental factors are considered while maintaining a domestic road environment and safety. Autonomous driving shuttles are demonstrated in 30 nodes, each identified by node type and signal-communication. Link criteria are an autonomous driving restriction in 42 morning peak (8-9am) hours, 39 non-peak (12-13pm) hours, and 40 afternoon peak (18-19pm) hours. In the future, conclusions may be considered for preliminary safety assessments of roads where autonomous driving tests are performed.

The Effect of Perceived Information Control on the Knowledge Sharing Intention of the Social Network Service Users (인지된 정보 통제가 소셜 네트워크 이용자의 정보 제공 의도에 미치는 영향)

  • Lee, Un-Kon;Kim, Kyong Kyu;Song, Ho Hyeon
    • The Journal of Society for e-Business Studies
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    • v.18 no.1
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    • pp.107-127
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    • 2013
  • The evolution of IT facilitated the communication and knowledge sharing between the social network service (SNS) users. When the more information about SNS users had been posted in SNS site, SNS users had sometimes exposed in the risk of privacy invasion. To remedy this problem, we had introduced the information control mechanisms from the prior studies in data management to the SNS area and empirically validated the effect of these mechanisms in this research. Three information control mechanisms had been elected as access control, reference control and diffusion control. We had conducted a survey to the Facebook users which is the most famous SNS site. 459 data had been gathered and analyzed by PLS algorism. As the results, reference control and diffusion control has significantly increased the trust on SNS providers and decrease the privacy concern. This change could significantly affect on the satisfaction with the SNS site and knowledge sharing intention of SNS users. This study could introduce the new perspective about privacy protection issues in SNS area. Also, the information control mechanisms suggested in this study could contribute to make more robust privacy protection mechanisms in SNS site in practice.

Selection of Auditory Icons in Ship Bridge Alarm Management System Using the Sensibility Evaluation (감성평가를 이용한 선교알람관리시스템의 청각아이콘 평가)

  • Oh, Seungbin;Jang, Jun-Hyuk;Park, Jin Hyoung;Kim, Hongtae
    • Journal of Navigation and Port Research
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    • v.37 no.4
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    • pp.401-407
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    • 2013
  • In parallel with the development of ship equipment, bridge systems have been improved, but marine accidents due to human error have not been reduced. Recently, research in nautical bridge equipment has focused on suitable ergonomic designs in order to reduce these errors due to human factors. In a bridge of a ship, there are numerous auditory signals that deliver important information clearly to the sailors. However, only a few studies have been conducted related to the human recognition of these auditory signals. There are three types of auditory signals: voice alarms, abstract sounds, and auditory icons. This study was conducted in order to design more appropriate auditory icons using a sensibility evaluation method. The auditory icons were rated to have five warning situations (engine failure, fire, steering failure, low power, and collision) using the Semantic Differential Method. It is expected that the results of this study will be used as basic data for auditory displays inside bridges and for integrated bridge alarm systems.

Exploring Requirements of the Smart Textiles for Bio-Signal Measurement Based on Smart Watch User Sensibility (스마트워치 사용자감성에 기반한 생체신호측정용 스마트 텍스타일의 요구조건 탐색)

  • Jang, Eunji;Kim, Inhwan;Lee, Eu-Gene;Cho, Gilsoo
    • Science of Emotion and Sensibility
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    • v.20 no.4
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    • pp.89-100
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    • 2017
  • Since smart devices are able to efficiently provide information without barriers of time and location, they are widely utilized with advent of the hyper-connected society. Especially, the smart devices have been developed in the form of wearable devices for mutual interaction between human and objects. Smart clothing, which embeds smart devices within clothes, measures and obtains a variety of bio-signals as it is in close contact with the human bodies. Conventional smart clothing generated wearers' discomfort because they were developed by simple attachment of electronic devices to clothes. Therefore, it is highly recommended to develop novel smart clothing based on smart textiles which integrate electronic devices as parts of textiles. As smart watches are currently the most available wearable devices in the market, smart watch users were selected in this study, for the purpose of investigating core needs of wearable smart device users based on the user experience and user's sensibility. Qualitative research was performed through semi-structured interview in order to obtain detailed answers about user sensibility based on smart watch user experience. After the in-depth interview, the user's sensibility was categorized into four aspects; functional, aesthetic, social, and empirical. Sensibility adjectives and key words were assigned to each aspect and their frequency was analyzed. It was the functional aspect of sensibility that the wearable device users require the most. The results of this study will be utilized as a fundamental data to develop the smart textiles required for the next generation of smart clothing which is attracting as a future wearable device.

Implementation of a Photo-Input Game Interface Using Image Search (이미지 검색을 이용한 사진입력 게임 인터페이스 구현)

  • Lee, Taeho;Han, Jaesun;Park, Heemin
    • KIISE Transactions on Computing Practices
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    • v.21 no.10
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    • pp.658-669
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    • 2015
  • The paradigm of game development changes with technological trends. If the system can analyze and determine undefined inputs, users' input choices are not restricted. Therefore, game scenarios can have multifarious flows depending upon the user's input data. In this paper, we propose a method of including an output plan in the game system that is based on the user's input but is not restricted to predefined choices. We have implemented an experimental game on the Android platform by combining network communication and APIs. The game interface works as follows: first, the user's input data is transmitted to the server using HTTP protocol; then, the server carries out an analysis on the input data; and finally, the server returns the decision result to the game device. The game can provide users a scenario that corresponds to the decision results. In this paper, we used an image file for the user's input data format. The server calculates similarities between the user's image file and reference images obtained from the Naver Image Search API and then returns determination results. We have confirmed the value of integrating the game development framework with other computing technologies demonstrating the potential of the proposed methods for application to various future game interfaces.