• Title/Summary/Keyword: Cyber-space

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

  • 김석수
    • The Journal of the Korea Contents Association
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    • v.2 no.4
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    • pp.17-22
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    • 2002
  • This enable system integration for efficient data processing by interconnecting ASP and SQL, on-line consultation between patient and Korean medicine doctor, and semi-eternal use of medical examination data owing to storage and check of medical examination data(accurate medical examination and description using this medical examination data between patient and Korean medicine doctor). This is a Korean medicine remote examination system which converts from existing Korean medicine hospital system being maintained as existing off-line only to medical examination type of both on-line and off-line mode transcending time and space on web in which anyone can participate.

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

  • Lee, Man-Soo
    • Journal of Korean Library and Information Science Society
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    • v.39 no.1
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    • pp.409-429
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    • 2008
  • The purpose of this study is to analyze the reading events in the public libraries, and to present the development methods on the reading events like these: 1. making the wholly responsible post for reading development, 2. planning various events such as the week for reading, the month for reading every season, 3. planning various events for users of libraries, 4. giving the reading development work to the librarian with the teacher librarian certificate, 5. preparing the multipurpose room like the audio-visual room for the reading development, 6. PR through a cyber space and the like for the reading development, 7. cooperating with the related organizations, 8. increasing the budget for the reading development.

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

  • Yoon, Seon-Mi;Choi, Dong-Min;Chung, Il-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.817-820
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    • 2008
  • Development of computer and internet has permitted cyber education transcending time and space, which escapes traditional classroom. As a result, the study of learner's own leading in Web-based instruction environment can be possible. In order to perform it effectively, suitable helps and advices, called scaffolding, must be offered. In this pater, we select a principle of computer in information technology basic subject of technical high school, and design and implement the web contents that provide the proper scaffolding for learners.

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

  • Oh, Jinwouk;Cho, Namjae
    • Korean Management Science Review
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    • v.33 no.2
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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.

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

  • Seo, Hyun-Jin;Lee, Kyu-Hye
    • Journal of the Korean Society of Clothing and Textiles
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    • v.37 no.1
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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.

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

  • Jung, Sung-Hyuk;Lee, Jae-Kee
    • Journal of Korean Society for Geospatial Information Science
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    • v.12 no.2 s.29
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    • pp.37-42
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    • 2004
  • The purpose of this study is not only preserving and restoring our nation's precious cultural inheritances transmitted for half millennia but informing the world of them. This study also aims recognizing the necessity of transmitting them to prosperity, constructing three-dimensional database by using a photogrammetry and VRML method and utilizing basic data of treasure exhibition with the progress of exhibition technique development on cyber space. Therefore, in this study, I suggest three dimensional modeling method that acquire three dimensional database about cultural properties through photogrammetry method which can acquire three-dimensional coordinates with easy and can express various color and stuff-feeling by using VRML.

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

  • Cho, Sang-Hyun
    • Journal of Korea Foundry Society
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    • v.31 no.4
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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
    • Journal of Fashion Business
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    • v.8 no.6
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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.

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

  • Lee, Sangrye
    • Journal of Fashion Business
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    • v.18 no.5
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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.

An algorithm for real-time control of a 3D avatar by symmetry-formed motions (대칭형 자유동작에 의한 3D 아바타 실시간 제어 알고리즘)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.24-29
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    • 2003
  • The market of digital avatar with internet and digital technology is increasing rapidly. The users want to express any free-formed motion of their avatars in the cyber space. The user s motion capturing method as the avatar's motion can express any free-formed motion of the avatar in real-time but the methods are expensive and inconvenient. In this paper, we proposed a new method of expressing any free-formed motion of the avatar in real-time. The proposed method is an algorithm for real-time control of a 3D avatar in symmetry-formed free motion. Specially, the algorithm aims at the motion control of a 3D avatar for online dancing games. The proposed algorithm uses the skeleton character model and controls any one of two hands of the character model by a joystick with two sticks. In the symmetry-formed motion, the position and orientation of one hand can determine the position and orientation of the other hand. And the position and orientation of a hand as an end-effector can determine the pose of the arm by Inverse Kinematics. So the algorithm can control the symmetry-formed free motions of two arms by one joystick with two sticks. In the dance game, the algorithm controls the arm motion by the joystick and the other motion by the motion captured DB.

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