• Title/Summary/Keyword: Casual communication

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Design and Prototype Implementation of a Smartphone Functional Application for Learning Chinese Language (중국어 학습을 위한 스마트폰 기능성 어플리케이션 설계 및 프로토타입 구현)

  • Maeng, Soo Yeon;Lee, Eun Ryoung
    • Journal of Digital Contents Society
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    • v.17 no.4
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    • pp.265-272
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    • 2016
  • Recently Chinese education market and social interest has been extended. Accordingly, smart learning based on smartphone applications became part of new educational paradigm. Also, there are more active research and development of applications for the Chinese language education. In this paper, we designed and implemented the smartphone functional application prototype for learning basic Chinese characters. Expression of Chinese characters, the comparison, listening in pronunciation, voice recording and listening, related content learning, and implement testing presented using casual user interface. In the future study, we will develop the prototype with user interface for learning Chinese conversation and individual index of evaluation can be effective learning Instrument without additional tools.

UI Design of the MMORPG using Storytelling (스토리텔링을 적용한 MMORPG UI 디자인)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.118-126
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    • 2009
  • The computer game has a narrative structure, which scenario is proceeded by player's consecutive interactive. The interaction is the core of game plays that is not only storytelling in itself, but also is implemented by interface. The UI of computer game is as a tool for communication between player and game, which has been designed by usability on use. However, is it the necessary for us to get synchronization of feelings about game scenario in terms of a psychological in order to deepen the pleasure that is the game's ultimate goal. Effectively, as a way to lead in this empathy. This study tries to application of storytelling to the UI that occurred player's interactive for the first time. Moreover, presented the result as the UI designs of casual MMORPG.

Female Images Portrayed in Advertisements for Mass-Produced Women's Clothing in the 1980s Korea (1980년대 한국 여성 기성복 광고에 표현된 여성의 이미지)

  • Shin, Hye-Young;Kim, Min-Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.5
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    • pp.831-843
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    • 2010
  • This paper examines the advertisements for mass-produced women's clothing, which appeared in the 1980s issues of the fashion magazine Wolganmeot. This study explores the communicative aspect of fashion advertisements of the 1980s as a platform for complex and dynamic interactions between fashion brands, female consumers, and the rapidly changing social, cultural, and economic conditions of the period. The research focuses on advertisements in the formal and character casual categories that targeted young, urban, and career-seeking women. Based on the analysis of the visual and textual elements of the advertisements from a pragmatics perspective, this paper concludes that fashion brands sought to highlight an 'intelligent', 'urban', and 'individualistic' image of women. It also proposes that the prevalence of assertive and straightforward textual elements, copies, indicates the efforts of fashion brands to stabilize and reinforce the advertising messages in the fast-evolving landscapes of the fashion industry and changing consumption habits.

The characteristics of feminist fashion brands and female images (페미니스트 패션 브랜드의 특성과 여성 이미지)

  • Im, MinJung
    • The Research Journal of the Costume Culture
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    • v.26 no.3
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    • pp.471-484
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    • 2018
  • This study selected fashion brands claiming to advocate feminism to analyze their characteristics and female images. For the study's data, online foreign feminist fashion brands were sifted from March 2017 to January 2018 and 28 clothing brands were selected. The study's results show that feminist fashion brands aim at the demassification and individualization of fashion products to be more inclusive of individuals' physical characteristics and diversity. Additionally, feminist brands entice consumption through communication and participation in online communities and through the value of social coexistence. The essential female image produced by feminist fashion brands deconstructs a socially idealized female image and expresses a sense of self-body positivity. In turn, the concept of self-body positivity is communicated through natural images of independent women with distinct identities based on differences in race, culture, and sexual orientation. Moreover, feminist fashion brands produce social images featuring independent women using active wear to engage in social activities. Casual wear is also used to reflect active women, while mannish looks and power suits express women's social status and professional abilities. Ultimately, these offer functionally active and rational images, combined with female images featuring long hair and makeup. Yet another type of female image seeks to create a new vision of women as diverse due to their various cultures, countries of origin, races, and individual tastes. These new images express women's physical differences, distinct identities, and diversity while simultaneously deconstructing pre-existing forms of clothing.

Hybrid Fuzzy Association Structure for Robust Pet Dog Disease Information System

  • Kim, Kwang Baek;Song, Doo Heon;Jun Park, Hyun
    • Journal of information and communication convergence engineering
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    • v.19 no.4
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    • pp.234-240
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    • 2021
  • As the number of pet dog-related businesses is rising rapidly, there is an increasing need for reliable pet dog health information systems for casual pet owners, especially those caring for older dogs. Our goal is to implement a mobile pre-diagnosis system that can provide a first-hand pre-diagnosis and an appropriate coping strategy when the pet owner observes abnormal symptoms. Our previous attempt, which is based on the fuzzy C-means family in inference, performs well when only relevant symptoms are provided for the query, but this assumption is not realistic. Thus, in this paper, we propose a hybrid inference structure that combines fuzzy association memory and a double-layered fuzzy C-means algorithm to infer the probable disease with robustness, even when noisy symptoms are present in the query provided by the user. In the experiment, it is verified that our proposed system is more robust when noisy (irrelevant) input symptoms are provided and the inferred results (probable diseases) are more cohesive than those generated by the single-phase fuzzy C-means inference engine.

An RFID Multi-Reader System Development for TCP/IP Based Security Control (TCP/IP 기반 보안통제 RFID 멀티리더 시스템 개발)

  • Cho, Sung-Mok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.8
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    • pp.1587-1592
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    • 2009
  • RFID is Playing a central role in ubiquitous technology according with the advent of the ubiquitous era, and the development of an RFID reader is also emerging as an important technical development field. In this paper, we developed a hardware system which is able to make use of the 13.56MHz RFID infrastructure being used as a transportation card, a credit card, and so on as well as the 125KHz RFID infrastructure being used in security company, and which is applicable to a location identification, an entrance and exit control, and security control over the TCP/IP communication. The existing local RFID methods have some problems which bottlenecks such as administrative problems, technical problems, and so force frequently occur because a casual server is placed and operated in a company. Hence, in this paper we developed an RFID multi reader which is connected to a central administrable server over the TCP/IP in order to solve these problems, and we make it be possible to keep an security control and be easy to install, transfer and administrate RFID infrastructures.

A Study on the Relation between Apparel Manufacturers' SCM Activities and Their Major Textile Suppliers` and Retailers` Characteristics (의류 제조업체의 SCM 활동과 주거래 공급 사슬 특성과의 상관성에 관한 연구)

  • Hong, In-Sook;Chung, Eun-Sook
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.2
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    • pp.307-317
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    • 2005
  • The purpose of this study are to examine the supply chain management (SCM) actiities of apparel manufacturers and then to investigate the relation between apparel manufacturers' SCM activities and their major textile suppliers' and retaileers' characteristics. The data was collected from the apparel manufacturers categorized into the six product areas - woman's formal dress(30%), boy and girl's casual wear (30%), man's formal dress(15%), sports and golf wear(10%), inner wear (10%) and infant & children's wear(5%) - headquartered in Seoul, by quota convenience sampling during August 14-September 4 in 2003. From 150 questionnires of delivery, 125 were collected and 123 from 64 manufacturers were used for analysis. The SPSSWIN 10.0 was used for frequency analysis, descriptive statistics analysis, factor analysis, reliability analysis and canonical correlation analysis. the results of the study are as follows : (1) The SCM activities of apparel manufacturers showed that the activity levels of the factors of information systems ans understanding of demand characteristics were ranked on top while the activity level of collaborative partnership factor was lowest. (2) As the level of SCM activities such as communication and exchange of opinion, and commitment and leadership of a top management became higher, the elements of delivery performance, interest in total cost and relationship of the textile suppliers were more improved. (3) The SCM activities such as communication an exchange of opinion, intgrated management organization, management flexibilty, and collaorative partnership contributed for improvement of collaborative relationship with retailers.

A study on the continuous intention to use for Smartphone based on the innovation diffusion theory: Considered on the loyalty between users of iOS and Android platform (혁신확산이론에 따른 스마트폰 지속사용의도에 관한 연구: 아이폰 사용자와 안드로이드 사용자의 충성도 비교를 고려하여)

  • Nam, Soo-Tai;Kim, Do-Goan;Jin, Chan-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.5
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    • pp.1219-1226
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    • 2013
  • The purpose of this study was aimed to analyze factors affecting on continuous intention to use of Smartphone based on the innovation diffusion theory. Also, by using the demographic characteristics were compared whether the difference in the loyalty on between user group of iOS and Android platform. Predictor factors were selected innovation, convenience, economic cost, social influence, communication channel, compatibility and complexity suggested on the innovation diffusion theory. Participants of this study were 278 Smartphone users in Busan city and Gyeongnam province in accordance with convenience sampling. IBM SPSS Statistics 19 were employed for descriptive statistics, Smart PLS(partial least squares) was employed for confirmatory factor analysis and path analysis of casual relationship among variables and effect. Analytical results show that all paths except path from complexity to the continuous intention to use and loyalty are significant. The comparison loyalty on between user group of iOS and android platform are significant. This study suggests practical and theoretical implications based on the results.

About the Communication in Bastien Vivès -Focusing on 『Elle(s)』, 『Le Goût du chlore』, 『Dans mes yeux』 (바스티앙 비베스 작품에 나타나는 소통 - 『Elle(s)』, 『Le Goût du chlore』, 『Dans mes yeux』를 중심으로-)

  • Seo, Jeong-Haeng;Lee, Song-Yi
    • Cartoon and Animation Studies
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    • s.45
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    • pp.101-125
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    • 2016
  • This study aims to take a look at the esthetics of communication in Bastien $Viv{\grave{e}}s$. Bastien $Viv{\grave{e}}s$ is the famous author of the graphic novel in France. Then this paper studies both of expressive properties and narrative strategy in Bastien $Viv{\grave{e}}s$ "Elle(s)", "Les $go{\hat{u}}t$ du chlore" and "Dans mes yeux" that have been recognized the series 'story of young love'. His characteristic style is the detail and delicate description of emotions in the visual expression and the narrative. His story is mainly about the love of the young(adolescent) and the communication of man and woman. Through these three books, he wants to describe how important the communication is to man and woman who are falling in love. He gives a talk about the pain of first love(and puppy love) with the simple structure like the freinds' casual activities. And with open-ending, he leaves something to the imagination for readers. This strategy evoke a feeling of first love in the readers. At these last scenes, a bond of sympathy is developing between readers. Finally, we have failed to communicate with her in first love.

Applying Emotional Information Retrieval Method to Information Appliances Design -The Use of Color Information for Mobile Emotion Retrieval System- (감성검색법을 기초로 한 정보기기 콘텐츠 디자인 연구 -색채정보를 이용한 모바일 감성검색시스템을 사례로-)

  • Kim, Don-Han;Seo, Kyung-Ho
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.501-510
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    • 2010
  • The knowledge base on emotional information is one of the key elements in the implementation of emotion retrieval systems for contents design of Mobile devices. This study proposed a new approach to the knowledge base implementation by automatically extracting color components from full-color images. In this study, the validity of the proposed method was empirically tested. Database was developed using 100 interior images as visual stimuli and a total of 48 subjects participated in the experiment. In order to test the reliability of the proposed 'emotional information knowledge base', firstly 'recall ratio' that refers to frequencies of correct images from the retrieved images was derived. Secondly, correlation Analysis was performed to compare the ratings by the subjects to what the system calculated. Finally, the rating comparison was used to run a paired-sample t-test. The analysis demonstrated satisfactory recall ration of 62.1%. Also, a significant positive correlation (p<.01) was observed from all the emotion keywords. The paired Sample t-test found that all the emotion keywords except "casual" retrieved the images in the order from more relevant to less relevant images and the difference was statistically significant (t(9)=5.528, p<.05). Findings of this study support that the proposed 'emotional information knowledge base' established only with color information automatically extracted from images can be effectively used for such visual stimuli search tasks as commercial interior images.

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