• Title/Summary/Keyword: Conference on Cyberspace

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A Study on the Culture Marketing Using the "Digital Costume Avatar"

  • Kim, Young-Sam
    • Proceedings of the Korea Society of Costume Conference
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    • 2003.10a
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    • pp.77-77
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    • 2003
  • If we look closely to the power shift of the powerful countries historically. during the 16th century Spain's power came from gold, colony trade, the mercenary force, close relation with the thrown, 17th century Netherlands owes their power to trade, capital market, the marines, 18th century France owes it to population, agriculture, public administration, and the army. Also, England had their industry, political unity, finance and trust, the marines, liberalistic principles, a geographical merit of being an island which can be defended well and the 20th century America has their cosmopolitan culture, supernational communication, the capacity of the economy, science technology, military strength, alliances, liberalism international formation. But in the 21st century culture and art will prevail over the information age where technology and knowledge was the key, and it is predicted that this will be the source of power for a strong country. Rolfe Yesson, the head of The Copenhagen Research Center for future studies said, "Information age has ended and in the future Dream Society will arrive which focuses on making distinctions by delivering dreams and emotions to consumers". As cyberspace gradually substitutes reality, cyberspace has become more than an information search engine and has become a place where people fulfill their desires and exchange culture. And as a medium for diffusing culture, the importance of the digital dress-up avatar is predicted to increase gradually.gradually.

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An Empirical Study on Real-time Generation of Facial Expressions in Avatar Communications (지적 아바타 통신을 위한 얼굴 표정의 실시간 생성에 관한 검토)

  • 이용후;김상운;일본명
    • Proceedings of the IEEK Conference
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    • 2003.07d
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    • pp.1673-1676
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    • 2003
  • As a means of overcoming the linguistic barrier in the Internet cyberspace, recently a couple of studies on intelligent avatar communications between avatars of different languages such as Japanese-Korean have been performed. In this paper we measure the generation time of facial expressions on different avatar models in order to consider avatar models to be available in real-time system. We also provide a short overview about DTD (Document Type Definition) to deliver the facial and gesture animation parameters between avatars as an XML data.

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Exploring ideas and possibilities of Second Life as an Advanced E-learning Environment (진보된 E-learning 환경으로써 Second Life의 탐색 아이디어와 가능성)

  • Baek, Young-Kyun
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.280-283
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    • 2009
  • Web 2.0 is changing the paradigm of using the Internet which is affecting the e-learning paradigm. E-learning 2.0 based on the Web 2.0 has a bottom-up approach which learners work on content with social networking and collaboration in their own cyberspace. Second Life is presented as a new e-learning environment. - Flexibility, - Strong social networking, - Residents’ creative activities of Second Life ⇨ Unlimited potential to educators Second Life is a classroom built in 3D cyber space.

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On the Internet Securities Transaction (인터넷에 의한 증권거래에 관하여 - ILA. Committee on International Securities Regulation에서의 논의 -)

  • 박영길
    • Journal of Arbitration Studies
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    • v.12 no.2
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    • pp.221-262
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    • 2003
  • In recent years, information technological revolution of using Internet in the Stock Market has shown reconsideration of Securities and Exchange Law. Since the 1998 Taipei Conference, ILA have studied upon it and presented 6th Interim Report during the 2000 London Conference. This paper summarizes a part of the 6th Interim Report. The Internet has created a medium to which traditional principles of jurisdiction may not have full relevance. To understand the jurisdictional issues posed by this new medium, we should first review the traditional principles of jurisdiction under international, U. S. law and Other Countries law. In previous reports, the general principles of jurisdiction in international law have been described. These principles are, however, difficult to apply in the context of Internet and other forms of computerized securities trading. Regulators all over the world are trying to address and solve jurisdictional issues raised by the Internet. The traditional rules of jurisdiction in international law, grounded as they are on a geography-based approach, may be in the process of being undermined by the Internet and other global networks allowing for remote access to information and to markets.

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A analysis on the characteristics of digital life reflected in web sites (웹사이트에 나타난 디지털 라이프의 특성 분석)

  • 김현경;김미정;조명은;이현수
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2000.11b
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    • pp.179-188
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    • 2000
  • The purpose of this study is to analysis web sites which relate to housing environment on Internet and to suggest guidelines which are needed in digital life. Data are from key words in 53 web sites searched by housing environmental word such as people, living, town and so on. The results of this study were as follow: The web sites are divided into e-housing community, e-housing management, e-housing workplace and e-housing design. These are the digital life of new type. E-housing community sites make new wired community cross time and space. E -housing management sites provide the useful information of housing environment. E-housing workplace. sites enable us to work in cyberspace and e-housing design sites relate to consulting interior design. The web life style on Internet is common and makes many changes happen in house life and environment.

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The meaning of IGF in the context of global governance model (글로벌 거버넌스 공론장으로서 IGF의 의미)

  • Park, Jihwan
    • Review of Korean Society for Internet Information
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    • v.14 no.3
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    • pp.58-67
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    • 2013
  • An essential prerequisite for negotiating governance of 'internet,' a world of 'end to end' nature, is to guarantee end-users' participation. Internet Governance Forum (IGF), the outcome of World Summit on the Information Society(WSIS) Tunis Agenda, has played an important role as a representative mulitistakeholder - based governance model, which puts emphasis on wide range participation of stakeholders. Notwithstanding multistakeholderism materialized in IGF has been challenged, IGF itself is a unique place for participation to broad internet governance discourse, as all voices get hearing grounded on openness, inclusion, and transparency, quite distinct from the multilateral negotiation based model such as 'Conference on Cyberspace.' Therefore civil society which represents end-users' interest, as a crucial stakeholder of internet governance, should establish more strategic and coordinated approach to IGF itself as well as reformation discourse of internet governance. In this regard, civil society groups of Korea, began with hosting workshops and Open Forum at the 2013 IGF in Bali, Indonesia. This report also describes the detailed activities of Korean civil society group in 2013 IGF.

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Interaction Protocol on the COLAB Platform (원격공동연구 플랫품의 상호작용 프로토콜)

  • Kwon, Daniel D.;Suh, Young-Ho;Kim, Yong;Hwang, Dae-Joon
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1998.04a
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    • pp.304-308
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    • 1998
  • Technical advances in computer networks and the Internet bring a new communication era and provide effective solutions for cooperative works and research. These technological advances introduced the concept of cyberspace that many people involve reseach and a project at different locations at the same time. In this paper, we present a fast and effective interaction protocol that is aeapted to the COLAB(COIIaborative LABoratory) Systems which use a high-speed ATM Network. The CCOLAB systems is developed for researchers those who are doing a large project on the collaborative research environment. The interaction protocol that we developed supports multi-session and multi-channel on the TCP/IP Network and provides more flexible solution to control multimedia data on the network.

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The Study of Web-tool for Scholarly Discussion and Publishing : The Case of KIPS Cyber Forum (WWW에서의 학술토론과 출판에 관한 연구 - KIPS의 사례를 중심으로 -)

  • 김재관
    • Journal of Korea Technology Innovation Society
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    • v.2 no.1
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    • pp.44-57
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    • 1999
  • KIPS is a net-world, cyberspace for scholars in Public Administration and Policy Sciences in WWW. All knowledge-intensive work has its core the publishing and debating of document. We have created a cyber forum for that work KIPS Cyber Forum has adapted ‘D3E’, the web-tool kit for non-technical users to easily debate and publish documents that exploit to the full networked interactive web media. And, for real-time communication, we added it the voice conferencing system. KIPS has opened Cyber Forum service in November 1998. The visitors on KWS Cyber Forum are increasingly growing, but the participants on the debate are a few. This means that the problems of Cyber Forum Service are not technical, but participation. The result imply that, at now, high participation of scholars on the debate is needed, at first, by the detailed guides for internet, www and relevant technical information. After that more expertly designed interface is to be important.

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An Empirical Study of Factors Influencing the Cyber Education of Government Officials - Focusing on Local officials - (공무원 사이버 교육효과에 미치는 영향요인 탐색연구 - 지방공무원을 중심으로 -)

  • Kim Hakyun;Park Myeong-Ju;Jang Channgjin
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2004.05a
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    • pp.72-87
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    • 2004
  • This study looks at the influential factors of cyber education in order to create a cyberspace where the public official can obtain information at a place and time convenient to them. This will provide a chance to activate cyber education effectively. The results of the study show the influential factors of education effect as follows: - the instruction design and contents factors such as interesting educational contents, interaction between learners and teacher, and positive instruction, a31 had an important influence. - the learner factors, such as a desire to learn, motivation, and interest in the lesson, also had a significant influence. - the environmental factors such as systematical basis and support, atmosphere, and consideration of others had a large effect on the education effect.

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Development of A Virtual Classroom for Computer System Architecture Based on The Flash ActionScript (플래시 액션스크립트 기반의 컴퓨터 시스템 구조 가상 학습실 개발)

  • Seo, Ho-Joon;Kim, Dong-Sik;Seo, Sam-Jun
    • Proceedings of the KIEE Conference
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    • 2002.07d
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    • pp.2614-2616
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    • 2002
  • According to the appearance of various virtual websites using multimedia technologies for engineering education, the internet applications in engineering education have drawn much interests. But unidirectional communication, simple text/image based webpages and tedious learning process without motivation etc. have made the lowering of educational efficiency in cyberspace. Thus, to cope with these difficulties this paper presents a web-based educational Flash movies based on ActionScript language for understanding the principles of the computer system architecture. The proposed Flash movies provides the improved learning methods which can enhance the interests of learners. The results of this paper can be widely used to improve the efficiency of cyberlectures in the cyber university. Several sample Flash movies are illustrated to show the validity of the proposed learning method.

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