• Title/Summary/Keyword: Cyber space

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Digital Camera Consumers' Self-Expression and Communication in Cyberspace Using Ethnographic Interviews (가상공간에서의 디지털 카메라 소비자의 자기표현과 의사소통 :문화기술적 방법을 이용하여)

  • Lee, Mee-Hye;Yoon, Jung-Hai
    • Journal of Families and Better Life
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    • v.25 no.2 s.86
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    • pp.71-87
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    • 2007
  • It is necessary to understand a self-expression and communication in cyberspace using digital photography We have studied the digital camera consumer's self-expression and communication skills and strategy through ethnographic interviews. In this study, we have used ethnographic interviews of 7 informants who had personal web site and are using digital cameras. As a result, It has turned out that informants expressed their self taking pictures of their daily life, friends, and family. Also they imply meaning and feeling in the pictures that had been taken to express their lives. The communication in cyberspace has turned out that informants communicate with other people with digital pictures to show their life. They communicated each other and give information. It means that they made information by themselves to give and share with other people as prosumer. Digital photography to express themselves and communicate in cyberspace enhanced human relationship that had made in cyber space. And it helps to form their self identity. They express their cyber identity with digital photography and it is similar to their self identity that expresses in real life.

A Study on The Plastic Characteristic of Furniture Design Using Cyberspace (사이버공간을 이용한 가구디자인의 조형적 특성에 관한 연구)

  • Kim, Gun-Soo
    • Journal of the Korea Furniture Society
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    • v.21 no.4
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    • pp.326-337
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    • 2010
  • The invention and development of digital computer networks since the post-modern culture and creating new ideas, and in nearly all areas since the industrial revolution has had the greatest impact. A new paradigm for the 21st century, the Internet and ubiquitous, and mobile devices are being created by the new culture is being created. Rapidly being replaced by digital and analog, and 'Digilog' fusion concept has appeared. In addition, the development of computer cyberspace culture, art, design and structure are changing. In the field of furniture design, changing design processes and innovative design philosophy that change is now occurring. These symptoms experienced at the same time, almost every country on Earth is a phenomenon. Since the 20th century, computer network design based on the relationship between digital and cyber culture espoused by philosophers studied society and organic modernism and organic design of digital-based differences are confirmed through the case. Using digital technology, modeling case study of a furniture designer in cyber space and the creation of human capabilities and the fusion of computing power will be studied in modern furniture design.

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A Study on the Direction of the Formulation of "Safe Country" Laws and Regulations due to the Development of Information Technology (정보사회에 있어서 '안전국가' 법규의 정립방향에 관한 소고)

  • Kim, Hyun-Kyung
    • Journal of Information Technology Services
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    • v.12 no.3
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    • pp.151-163
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    • 2013
  • It is no doubt that information technology is the key factor of national safety. Information technology is positively useful for national security such as crime prevention and detection, criminal investigation, disaster management, and national defense. However, it might be a threat to the security as we saw in the examples such as '3.4 DDoS attacks' and 'Nong-hyup Computer Network Failure.' Although the effect that information technology makes upon the national security is immense, the current legal system does not reflect these changes well. National security should be kept during 'prevention-response-recovery' process regardless it is in the online on offline. In addition, public administration for national security should be based on laws. However, the current legal system is lack of legislative basis on cyber and physical disaster, and the laws on the response to disaster might cause confusing. Therefore, this study examines the limitation of the current legal system on national security, and suggests directions for the development of the system based on the new establishment of the legal concept for 'national security'.

A Study of the Review of Research on Cyberbullying and Its Responding Strategy (사이버불링에 대한 국내외 연구 동향 및 대응 방안 연구)

  • Choi, Sook Young
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.35-48
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    • 2014
  • As smartphone use has become so popular recently, bullying and harassment in cyber space are a growing problem both at home and abroad. While various studies on cyberbullying in other countries began more than a decade ago, there are few studies in Korea. In order to effectively respond to cyberbullying, diverse studies based on in-depth analysis of the problem should be conducted. Therefore, this study describes the definitions and types of cyberbullying, the differences between traditional bullying and cyberbullying, and the causes and effects of cyberbullying. In addition, this study analyzes the existing research related to the response strategies of cyberbullying and then suggests its own prevention and intervention strategies.

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Developing Internet Shopping Mall Strategy through CSF Analysis Based on Cognitive gap between Customers and Managers (CSF 분석을 통한 인터넷쇼핑몰 전략 -고객과 기업의 인식차이를 중심으로-)

  • 서영호;채영일;이현수
    • Journal of Korean Society for Quality Management
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    • v.29 no.1
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    • pp.160-172
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    • 2001
  • The purpose of this study is to develop a successful strategy that can satisfy customer needs effectively based on the recognition of cognitive gaps toward the Internet shopping mall between managers and customers. Internet shopping mall becomes a main cyber space for future shopping, Despite some pessimistic view on the future of cyber shopping, the amount of purchase in Internet shopping has increased continuously and dramatically. In order to compare and analyze the cognitive difference between managers and customers, this study investigates the view of managers as Internet shopping mall operators as well as that of customers. Questionnaires and brief interviews were carried out to collect empirical data. Empirical results find the significant cognitive gap in the perception of importance of factors affecting shopping malls between managers and customers. After analysing the empirical data with statistical methods, this study finds that six of nine factors show significantly different views in perception of Internet shopping mall between managers and customers. The findings of this study can be employed to implement an Internet shopping mall strategy to better serve customer needs and requirements to gain competitive advantage in this emerging market with growing competition.

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A Study on Design and Implementation of Digital Content for Education of e-Commerce (전자상거래 교육을 위한 디지털 콘텐츠 설계 및 구현에 관한 연구)

  • Kim Kyung-Hee
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.301-308
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    • 2005
  • Through the development of the Internet and multimedia systems, usage of cyber education with multimedia contents is increasing. On-line education differs from face-to-face education in that it overcomes the limits of the time and space, and supports a repeated self study at the student's study level while using several media and educational contents. In this paper, we will design and implement e-commerce educational content which is effective for students and useful for the process of cyber education. In addition, we will produce statistics from a questionnaire which questioned students on the effectiveness of the content.

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A Study on the Successful Elements of Cyber University Introduction (가상대학 도입의 성공 요인에 관한 연구)

  • 하태연
    • The Journal of Information Technology and Database
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    • v.7 no.1
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    • pp.99-111
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    • 2000
  • The aim of this study is to find the key elements for the successful introduction of a Cyber University (CU) in Korea. Since information technology (IT) has dramatically changed our lives it is inevitable for education to follow suit. The old education system was based on the following principle, of a teacher physically interacting with his or her pupils at a school. However, this is set to become infinitely more flexible with the freedom of choice given to the pupil who are now able to adopt, beyond barriers of time and space what, and how they study. All this will be made possible with the use of IT. The essentials for the CU would be a positive and flexible education paradigm, also able to satisfy students with a totally new system of education that replaces physical interaction with virtual interaction. Another point that needs to be taken into account is the number of potential students, their expectations and needs. And any national or international restrictions need to be addressed. One major hurdle for the acceptance of a CU in Korea is the vast difference between its conservative culture and directness of Western culture. Despite this, it will soon become imperative for Korea that she embraces the rapidly changing attitudes and requirements in order for the survival of the nation and an individual.

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A study on the Development of Animated Graphic Chatting Program based on Facial Expression (표정과 제스처에 기반한 대화기법을 활용한 Animated Graphic Chatting 프로그램 개발 연구)

  • 안상혁;정진오
    • Archives of design research
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    • v.12 no.4
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    • pp.129-137
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    • 1999
  • We see that the Interactive Entertainment Industry on the internet has a great potential to grow in the 21st century. There will be many kinds of internet content. Internet contents can be classified with six categories such as identity, entertainment, learning, shopping, community. However, we see that shopping and community have a higher market share among the six. Recently, community has become more important in making an internet business sucessful, because it is valuable in creating virtual society in cyber space. A chatting program has been an effective means to form community. So we developed the animation graphic chatting program that functions to express an emotion effectively compared to the text chatting.

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Developing a Visual Programming Language-based Three-dimensional Virtual Reality Authoring Tool to Compose Virtual Interior Space (실내공간구성을 위한 시각 프로그래밍 언어 기반 3차원 가상현실 저작도구 개발에 관한 연구)

  • Park Hyeon-Soo;Park Sungjun;Kim Jee-in;Park Jae Wan
    • Korean Institute of Interior Design Journal
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    • v.14 no.5 s.52
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    • pp.254-261
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    • 2005
  • This paper presents an attempt to develop a visual programming language-based 3D virtual reality authoring tool intended to compose virtual interior space. The rapid development of digital technology and the wide spread of the Intenet have expanded the different uses of virtual reality in a number of applications ranging from interior design to building maintenance. In particular, the construction of cyber spaces based on existing interior spaces is becoming increasingly important. Current research, however, remains at the level of converting 3D models into virtual reality models, despite practitioners' needs for structural space models. Moreover, commercial tools to build virtual reality space have the disadvantage of targeting people who have professional knowledge of computer programs and computer graphics. Accordingly, the 3D virtual reality authoring tool developed in this research - called the VESL system - enables virtual and structural space to be easily composed using intuitive and interactive visual interfaces, which are based on visual programming techniques. The VESL system also provides an XML based semantic description of interior space, to be used to describe interior space information. We anticipate that the virtual reality spaces composed by this system will be of considerable use in the fields of architecture and interior design. Further research issues identified at the end of the research include developing a converter/filter for transforming Internet virtual reality standard language, or VRML, and evaluating the application of the system for practical use.

The Establishment and Design of the Science Class in Cyber Space (사이버과학교실시스템 설계 및 구현)

  • Kim, Mi-Young;Kweon, Hyo-Soon;Park, Hye-Ock
    • Journal of Engineering Education Research
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    • v.9 no.4
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    • pp.28-45
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    • 2006
  • As society has changed to being more knowledge-based, it is indispensable that Internet usage is incorporated into education. Therefore, the e-learning system is being developed in order to provide a proper environment. However, many LCMS that were developed, currently are not based on SCORM, the world e-learning standard, nor KEM, the Korea Educational Metadata of Korea Education & Research Information Service(KERIS), and hence, it is difficult to share learning contents developed from such varied environments. National Science Museum, a non-educational institution, also provides the educational science exhibits in reality or in cyber space, which cannot be produced by elementary schools, and secondary schools. Consequently, new systems are necessary, whose modules should be divided into four, for example, 'teachers', 'learners', 'managers', and 'instructors', and be associated with each other so that they are able to integrate and manage such systems, and be used in school education as well. Therefore, in this study, more advanced LMS and LCMS, which are the web-portal sites used for a cyber science class at the National Science Museum, were designed and established. These sites were surely based on the KEM, and the SCORM.