• 제목/요약/키워드: IT 대중화

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Transforming Traditional Ganggangsulae into Popular Modern Plays (전통 강강술래의 현대화를 통한 대중화 방안)

  • Yoon, Sook;Kim, Jai-Hyun;Lee, Sang-Il;Jung, Seok-Won;Lee, Sang-Don;Choi, Jong-Myung;Cho, Hyun-Kyung
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.165-174
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    • 2010
  • Ganggangsulae, a traditional Korean circle-dance play, is valuable as the material for learning the traditional culture. Most people realize the importance of the Ganggangsulae as the traditional play. However, schools have experienced difficulties in teaching the Ganggangsulae to students since students are not interested in it due to the lack of systematic and proper instruction methods. In order to develop these methods, it is required to enforce researches in reinventing traditional Ganggangsulae into modern and popular life sports based on various scientific analyses. In this paper, we analyze the current instruction methods and the corresponding effects in teaching Ganggangsulae in the elementary schools. Also the effect of exercise is also analyzed for each play of Ganggangsulae. Based on these analyses, we present a model of player-centric Ganggangsulae system which can be reorganized its plays for a specific purpose. The proposed model characterizes Ganggangsulae in terms of the evolutionary variety and modular structure.

A Policy Study on the Diffusion of the Engineering Technical Culture (공학기술문화 확산에 관한 정책적 연구)

  • Lee, Tai-Sik;Jun, Young-Joon;Lee, Dong-Wook;Park, Eun-Soo
    • Journal of Engineering Education Research
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    • v.11 no.1
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    • pp.48-63
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    • 2008
  • The engineering technical culture needs to be fostered since it has been an important factor that decides the results of engineering and affects the establishment of social culture to a great extent. However, it is considered that awareness about invisible environments required for the distribution, education, promotion, and development of the engineering culture are not sufficient enough even though physical environments such as investments in engineering and research facilities have reached a substantial level through a recent series of efforts. Thus, distributing cultural activities by improving social awareness is desperately required to solve these problems, To take realistic measures and establish social atmosphere are particularly important. In order to design strategies for the diffusion of the engineering technical culture in the position of users, this research suggests short-term and mid-term plans and operating strategies that could produce substantial results.

Recognition and Propagation for Temple Food among University Students with Food-related Majors (외식·조리전공 대학생들의 사찰음식에 대한 인식 및 대중화 방안에 관한 연구)

  • Huh, In-Joon;Lee, Sim-Yeol
    • Korean Journal of Community Nutrition
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    • v.23 no.2
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    • pp.137-147
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    • 2018
  • Objectives: This study was conducted to investigate the perspective and popularization of temple food among university students with food related majors, and to provide basic data for the popularization and the fostering of professional lecture in temple food. Methods: A self-administered questionnaire was applied to 453 university students at six universities with food related majors. The questionnaire was designed to examine interest, recognition, consumption, popularization and curriculum of temple food. Results: The study population consisted of 19.2% men, and 80.8% women, and the most common response to desired career after graduation was food related employment (53.9%). Overall, 49.0% replied that they had an interest in temple food, which was relatively low. 59.9% of respondents who had been known throw TV, Internet, newspaper, and magazines about temple food were showed the highest results. Additionally, as for the perception of temple food, 'Prevention of lifestyle related disease' was the highest score (4.10). Overall, 64.9% of the subjects had not tried temple food, and 84.7% of these responded that this was because they had not encountered temple food. Among subjects who had tried temple food, most had encountered it at a temple (73.0%), and 78.0% replied that the taste of temple food was suitable. The intention to try temple food was 73.3%, and 64.8% of respondents said there was a necessity to establishment curriculum regarding temple food. Finally, interest, popularization, and intention to try temple food were significantly positively corelated. Conclusions: The results showed high interest in temple food and willingness to participate in education regarding temple food, as well as awareness of the need for popularization. Therefore, it is necessary to increase intake opportunities to raise interest in temple foods. This can be accomplished utilizing publicity materials, as well as by offering opportunities for temple food education through curriculum.

Modeling message dissemination over multi-channel social network (다중 채널 소셜 네트워크상의 메시지 전송 모델링)

  • Kim, Kyung Baek
    • Smart Media Journal
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    • v.3 no.1
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    • pp.9-15
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    • 2014
  • In these days, along with the extreme popularity of online social network services, it becomes an important problem understanding the role of social network in the research of message dissemination. Past studies of message dissemination over online social network services mostly consider the coverage of message dissemination and the methods to maximize it. But, these works lack of the consideration of the impact of multi channel social network, which has multiple communication channel with distinct properties of message transfer and various users with distinct channel preferences. In this paper, the new message dissemination model over multi-modal multi-channel social network, the Delay Weighted Independent Cascade Model, is proposed. The proposed model considers various channels including online social network service, email, SMS messaging, phone and mouth-to-mouth and their distinct message transfer properties. In order to consider the various user properties, the different value of probability of forwarding a message and the different preference of communication channel is considered. Moreover, the proposed model considers the distribution of user location and allows to analyze the properties of message dissemination under various scenarios. Based on the proposed model, a message dissemination simulator is generated and the message disseminations on various scenarios are analyzed.

A Study on the Preference of Color by Genres of Smartphone Game (스마트폰 게임 장르별 색채 선호도 조사 연구)

  • Park, Ji-Hye;Hong, Soo-bong;Jung, Chool-gon
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.7-22
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    • 2016
  • While the period of 40 million smart phone users begins, mobile game has spread and evolved as quick as popularization of smart phone. Therefore, this study is written to help the improvement of a graphic image on a development of a game for a qualitative growth of a game market, and is to suggest a guideline of tone by genres, by measuring image or feeling of game genre targeting game users. As a result of study, more than 50% of adjectives game users wrote by genres corresponded. It means that tone game users prefer is relatively clear. Therefore, the researcher confirmed that it is possible to attempt the standardization of tome about genre, and suggested 3 kinds of tone and brightness of color by genres. The researcher hopes that this result of the study will help smooth color plan on a development of smart phone game, and that more diverse studies will be proceeded for a qualitative growth of a game market arriving at puberty.

Salt and Pepper Noise Removal using Histogram (히스토그램을 이용한 Salt and Pepper 잡음 제거)

  • Kwon, Se-Ik;Kim, Nam-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.2
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    • pp.394-400
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    • 2016
  • Currently, with the rapid development of the digital age, multimedia-related image devices become popular. However image deterioration is generated by multiple causes during the transmission process, with typical example of salt and pepper noise. When the noise of high density is added, existing methods are deteriorated in the characteristics of removal noise. After judging the noise condition to remove the salt and pepper noise, if the center pixel is the non-noise pixel, it is replaced with the original pixel. On the other hand, if it is the noise pixel, algorithm is suggested by the study, where the histogram of the corrupted image and the median filters are used. And for objective judgment, the proposed algorithm was compared with existing methods and PSNR(peak signal to noise ratio) was used as judgment standard. As the result of the simulation, The proposed algorithm shows a high PSNR of 32.57[dB] for Lena images that had been damaged of a high density salt and pepper noise(P=60%), Compared to the existing CWMF, A-TMF and AWMF there were improvements by 21.67[dB], 18.07[dB], and 20.13[dB], respectively.

Salt and Pepper Noise Removal using Cubic Spline Interpolation (3차 스플라인 보간법을 이용한 Salt and Pepper 잡음 제거)

  • Kwon, Se-Ik;Kim, Nam-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.10
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    • pp.1955-1960
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    • 2016
  • Currently, with the rapid development in digital era, the image equipment related to multi-media is becoming commercialized. However, in the process of transmitting image data, deterioration occurs due to various causes, and the most representative deterioration is salt and pepper noise. There are many methods of eliminating salt and pepper noise such as SWMF, RSIF, MNRF, which are rather insufficient in eliminating noise in high-density slat and pepper noise environment. Therefore, in order to eliminate salt and pepper noise, this thesis proposes an algorithm by first judging the noise, and when the center pixel value is non-noise, the original pixel is preserved, and when it is noise, the partial mask is subdivided into 4 directions to apply cubic spline interpolation to the direction with most non-noise pixels. Also, for the objective judgement, it was compared to existing methods, and the PSNR(peak signal to nise ratio) was set as the judgement standard.

Oceanic organism educational application for kids using smartphone (스마트폰을 이용한 유아용 바다 생물 교육 애플리케이션)

  • Park, Changwoo;Jo, Jungpil;Seo, Jeongwoo;Kim, Nagyum;Yeo, Jimin;Park, Suhyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.496-498
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    • 2013
  • Smartphone is becoming popular from younger generation to old generation because of its convenience. Generalizing use of smartphone, it was being developed and released for education application from based on PC to smartphone. in this paper, this application was designed and developed an helpful and enjoyable application for those who very interested child education. in this paper, suggestion of the propose of education is provided on service various contetns. The children can do implement information about organism characters living in sea just selected them they want without going to sea and aquarium whenever they want. this application is implemented that children also can be relearning the organism characters by quiz that already learned them before, and developing artistic sense, creativity and imagination by coloring exercise.

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PID control using 8-bit microcontroller (8비트 마이크로컨트롤러를 사용한 PID 제어)

  • Lee, Donghee;Moon, Sangook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.407-408
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    • 2016
  • A drone has been popularized to such an extent as to be seen in the near parks recently. The drone refers to an unmanned aerial vehicle(UVA) which can fly and be steered by a radio wave without a pilot and it has a airplane or helicopter shape. The drone was first started to be used from military purpose, but its usage has been expanded to the private such as broadcast shooting, crop-dusting, field discovery and hobby. However the drone that we can see often in the market is expansive, hard to be repaired when it broken down and has a discomfort of the short flight time. In this paper, to solve an uncomfortable talk on the cheap ATmega128 Using (Quad copter) drone for implementation. Axes gyroscope and accelerometers mcu between posture an attitude control, communications through drone control, pid. Receiver input them into transmitter signals of movements to control drone c the programming was implemented in on the basis of language.

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Enhanced Mobile Agent Scheme for RFID Privacy Protection (RFID 프라이버시 보호를 위한 향상된 모바일 에이전트 기법)

  • Kim, Soo-Cheol;Yeo, Sang-Soo;Kim, Sung-Kwon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.2C
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    • pp.208-218
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    • 2008
  • We are sure that RFID system should be a widely used automatic identification system because of its various advantages and applications. However, many people know that invasions of privacy in RFID system is still critical problem that makes it difficult to be used. Many works for solving this problem have focused on light-weight cryptographic functioning in the RFID tag. An agent scheme is another approach that an agent device controls communications between the tag and the reader for protecting privacy. Generally an agent device has strong security modules and enough capability to process high-level cryptographic protocols and can guarantees consumer privacy. In this paper, we present an enhanced mobile agent for RFID privacy protection. In enhanced MARP, we modified some phases of the original MARP to reduce the probability of successful eavesdropping and to reduce the number of tag's protocol participation. And back-end server can authenticate mobile agents more easily using public key cryptography in this scheme. It guarantees not only privacy protection but also preventing forgery.