• 제목/요약/키워드: Cyber space

검색결과 477건 처리시간 0.033초

지역공간영상을 이용한 문화재 안내시스템구축 방안 (A Completement Method for Cultural Place Guiding System Using Regional Geo-Spatial Image)

  • 연상호;이영욱;김주일
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2005년도 추계 종합학술대회 논문집
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    • pp.330-334
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    • 2005
  • 우리나라는 전 국토가 문화 관광자원으로서 오랜 역사적 유물과 문화유산을 가지고 있다고 한다. 최근에는 다양한 관광자원의 조사와 많은 역사적 문화재를 찾아서 일반 시민들에게 알려 주어 그 가치와 의미를 부여하고 이를 보존하기 위한 많은 노력을 기울이고 있다. 본 연구에서는 국가지정문화재에 대한 일반인의 접근과 내용을 보다 편리하게 알려주기 위해서 다양한 공간자료와 멀티미디어의 콘텐츠를 결합하여 문화재를 사이버공간에서 안내하고 찾아갈 수 있는 경로탐색 및 방문시스템을 개발한 것으로서 일반인들이 손쉽게 인터넷과 공공장소에서 이용할 수 있는 콘텐츠를 제작하였다.

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사이버 한방진료시스템에서의 글로벌 진료를 지향하는 자료처리시스템 설계 및 구현 (Design and implementation of data processing system for global medical examination in cyber Korean medical examination system)

  • 김석수
    • 한국콘텐츠학회논문지
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    • 제2권4호
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    • pp.17-22
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    • 2002
  • 본 논문에서는 ASP와 SQL을 연동한 사이버한방진료와 자료처리를 위한 시스템 통합과 환자와 한의사간의 on-line 상담, 진료데이터의 저장 및 검색으로 인한 반영구적인 진료데이터의 활용(환자 및 한의사의 본 진료데이터를 이용한 보다 정확한 진료 및 처방등이 가능)이 가능하다. 본 논문에서는 사이버한방병원 자료처리 프로세스에서 전문가 상담, 유료회원 접근절차, 처방프로토콜, 전자진료차트을 구현함으로써, 웹상에서의 시공간을 초월한 on-line 및 off-line 겸용모드의 진료형태로 전환하는 한방원격진료 시스템을 설계 및 구현하였다.

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독서진흥을 위한 공공도서관의 행사에 관한 연구 (A Study on the Events of Public Library for Reading Development)

  • 이만수
    • 한국도서관정보학회지
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    • 제39권1호
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    • pp.409-429
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    • 2008
  • 본 논문은 공공도서관에서 운영되고 있는 독서관련 행사를 분석하고, 독서진흥을 위하여 독서관련 행사의 활성화 방안을 다음과 같이 제시하였다. (1) 독서진흥을 담당하는 전담부서를 조직하고 운영한다. (2) 독서진흥을 위하여 도서관주간, 독서의 달 등 절기에 따라 다양한 행사를 한다. (3) 독서진흥을 위하여 이용자를 위한 다양한 행사를 한다. (4) 사서교사 자격증이 있는 사서에게 독서진흥 업무를 맡긴다. (5) 독서진흥을 위하여 시청각실 등 다목적실을 마련한다. (6) 독서진흥을 위하여 사이버공간 들을 이용하여 홍보활동을 한다. (7) 독서진흥을 위하여 관련 단체와 협력한다. (8) 독서진흥을 위한 예산을 증액한다.

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스캐폴딩을 적용한 웹기반 논리회로 학습 콘텐츠 개발 (The development of web-based logic circuit learning contents applying scaffolding)

  • 윤선미;최동민;정일용
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2008년도 추계종합학술대회 B
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    • pp.817-820
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    • 2008
  • 컴퓨터와 인터넷의 발달은 전통적인 교실교육을 벗어나 시공간을 초월한 사이버 교육을 가능하게 하였다. 그 결과 웹기반 학습환경에서는 학습자의 자기주도적인 학습이 가능하게 되었다. 효율적인 자기주도적 학습환경을 위해서는 학습시 어려움을 느끼는 학습자에게 스캐폴딩(scaffolding)이라는 적절한 도움과 지원을 제공해야 한다. 본 논문에서는 공업계고등학교 정보기술기초교과 컴퓨터의 원리 단원을 선정하여 학습자에게 적절한 스캐폴딩을 제공할 수 있는 웹 콘텐츠를 설계 및 구현한다.

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개인간 신뢰형성 과정에서 미디어의 역할에 관한 연구 (Study on the Role of Media in the Building of Interpersonal Trust)

  • 오진욱;조남재
    • 경영과학
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    • 제33권2호
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    • pp.29-47
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    • 2016
  • Trust is formed from the day-to-day and persistent interaction relationship. The trust demands more and more at the age of uncertainty. Human beings are using media interaction. The area of communication with media is extended to virtual space. The purpose of this study is to qualitatively explain trust building process in virtual team by media using. In the pursuit of this purpose, we executed in-depth interview with the person who have experience communicating by media with a man of a complete stranger. They experienced the trust building process. Interview data were analyzed by a Structured Coding Techniques. The derived seven categories were reconstructed in consideration of the cause-and-effect relationship and the flow of events. We have discovered a new trust model that was the result from communication by a media using. The model presented is very useful to Individuals who need a new trust building relationship with stranger or virtual team member.

구전행동에 따른 소비자 유형과 특성 (Consumer Type and Characteristics According to Word-of-Mouth Behavior)

  • 서현진;이규혜
    • 한국의류학회지
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    • 제37권1호
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    • pp.27-38
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    • 2013
  • Word-of-mouth (WOM) communication (traditionally important in consumption) is expanding its influence into cyber space and is playing an important role in online shopping. Consumers who use online shopping might not readily make purchasing decisions due to information overload, lack of accurate product recognition, and the distrust of commercial information. Subsequently, people use WOM communication for a mutual interchange with others who share common concerns, interests, and purposes. This study examines the consumer characteristics, perceived risk on online shopping and benefits of online shopping according to WOM behavior that may significantly affect consumer actions. Factor analysis, t-test, one-way ANOVA, cluster analysis, and Chi-square analysis were used for statistical analysis to identify the differences in consumer characteristics. Online WOM behavior consumers purchased more various items than offline WOM behavior consumers; however, the most influential purchasing factor was price regardless of WOM behavior. Offline WOM behavior consumers have shown higher perceived online shopping risks and benefits.

Web GIS 도형 자료 구축을 위한 문화재 3차원 모델링 기법 (3D Modeling Method for Cultural Properties Web GIS Database Construction)

  • 정성혁;이재기
    • 대한공간정보학회지
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    • 제12권2호
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    • pp.37-42
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    • 2004
  • 반만년 숭고한 문화유산을 지니고 있는 민족으로서 우수한 문화유산을 영구 보존하고 후손에 잘 전승하여야 하며, 세계에 널리 알려야 할 필요가 있다. 이러한 필요성을 인식하고 컴퓨터 기술의 발단에 따라 최근 국내외에서 문화재 및 역사적 가치를 지닌 구조물에 대한 3차원 데이터베이스 구축, 문화재 복원 및 사이버 공간에서 전시 기술 등에 관한 연구가 활발히 이루어지고 있다. 따라서, 본 연구에서는 문화재의 3차원 도형자료를 3차원 좌표취득이 용이한 사진측량기법으로 취득하고, VRML을 이용하여 문화재의 다양한 색상이나 질감 등 정성적 특성을 표현할 수 있는 3차원 모델링 기법을 제시하고자 한다.

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클라우드 컴퓨팅기반 CAE서비스 플랫폼 개발 (Development of CAE Service Platform Based on Cloud Computing Concept)

  • 조상현
    • 한국주조공학회지
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    • 제31권4호
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    • pp.218-223
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    • 2011
  • Computer Aided Engineering (CAE) is very helpful field for every manufacturing industry including foundry. It covers CAD, CAM, and simulation technology also, and becomes as common sense in developing new products and processes. In South Korea, more than 600 foundries exist, and their average employee number is less than 40. Moreover, average age of them becomes higher. To break out these situations of foundry, software tools can be effective, and many commercial software tools had already been introduced. But their high costs and risks of investment act as difficulties in introducing the software tools to SMEs (Small and Medium size Enterprise). So we had developed cloud computing platform to propagate the CAE technologies to foundries. It includes HPC (High Performance Computing), platforms and software. So that users can try, enjoy, and utilize CAE software at cyber space without any investment. In addition, we also developed platform APIs (Application Programming Interface) to import not only our own CAE codes but also 3rd-party's packages to our cloud-computing platforms. As a result, CAE developers can upload their products on cloud platforms and distribute them through internet.

A Study on Surrealistic Expression in Modern Fashion - Focusing on Surrealistic Fashion in 1990s -

  • Yang, Chieu-Kyung
    • 패션비즈니스
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    • 제8권6호
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    • pp.39-56
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    • 2004
  • At the outset, surrealism starts from pure art, but surrealism has greatly influenced commercial art and fashion circles, more so than any other genre of art. The critical thinking methods of surrealism and its mode of expression continues to influence fashion theory extensively. Even now, surrealism may be found in the designs presented in fashion circles and is still expected for future lines. Surrealism in modern fashion has been reborn, newly integrated and transformed, based on the features of Surrealism paintings. The characteristics of its forms can be found in a combination of modern material, modern design and new skills and the classical items : bodyform molding context of architecture, experimental and sex-appealing of body. Expression was made by borrowing natural motives and recreating natural fabrics while the existing typical idea about clothes was destructed, with the boundary of patterns changed. Expression was also made by mixing items, uniting future images, and using up-to-date functional techniques. This study is significant that up-to-date technological culture expands cyber-space and increases surrealistic expressions by combined heterogeneous materials, thus arousing much interest. The purpose of this study is to determine interrelationship between how surrealism developed and what formative properties those clothes affected by surrealism obtained in the 1990s.

Walter Van Beirendonck 패션에 재현된 펀 모티프 (Fun Motifs Represented in Walter Van Beirendonck's Fashion)

  • 이상례
    • 패션비즈니스
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    • 제18권5호
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    • pp.171-183
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    • 2014
  • In general, the idea of fun is understood to be associated with interesting things, playfulnesses, joy, pleasure, etc. The "fun culture," which seeks enjoyment and pleasure through life, is a characteristic of elements observed in today's society and culture. This exerts a powerful impacts on the business operation, marketing, and product manufacturing. Moreover, it is accepted as one of remarkable phenomena representing the changing trends of fashion in the 21st century. The objectives of this study were to analyze and categorize the fun motifs observed in fashion designer Walter Van Beirendonck 's collections, to examine their formative characteristics, and to establish academic approaches and analytic framework in studying the fun phenomenon emerging in fashion. As to research methods, this study laid a theoretical ground by reviewing the related literature and previous studies, and conducted a positive case study using the data on Walter Van Beirendonck's collections and exhibitions. According to the results of this study, the fun motifs represented in Walter Van Beirendonck's collections are largely categorized into "deviation from rules," "humorous and obscene graphic images," "introduction and transformation of heterogeneous elements," "women with male gender' etc. On the other side of Walter Van Beirendonck's fashion are sex, sexual humors, sexuality, fetishism, love, form, body, language, social phenomena, harmony between nature and life, consumerism, race, shamanism, tribal rituals, nation, cultural collision, transcendent things, science fictions, cyber Space, dream, alien, future, fairytale, fantasy etc. which are expressed by using fun motifs. Moreover, these themes are led to masculinity and fantasy.