At the beginning of 21st Century, human desire of communication is forwarding to the Cosmos The way of Communication is going to be not by simple methodology but by the complicated methodology with high technology. It will not be monologue communication but be interactive communication, that will make intelligence Infra, which could be able to communicate from the location of information is present to which is not present; and the multi-media which will be able to solve the technical problems of these communication; will be developed continually. In the genre of plastic art, there are no exception in these changedness. More developed and proceed to develope intermedia could be able of intercommunication. The more development of technology could be able to the more development of new plastic art. Furthermore the development of science make the genre of art to be changed. There are no exception of this changedness in any part of society, The art always has been guided by the person who has proceeding idea for new value. The 21st century plastic art will be in the procedure of the intercommunication. Human-being's concern is to communicate with Universe, and that will be multi-dimension$(4{\cdot}5{\cdot}6{\cdot}7{\cdots}dimension)$ communication beyond our usual recognition. To conjoin this, the possibility of cyber space expressing is going to be considered, and the way is being done by the development of the Media Art, which is able to go and back to the cyber-space. And the message will be so complicate beyond our recognition. Because we will need to communicate with various newly-built vocabulary, so we need to magnify the repertories of new vocabulary.
KSII Transactions on Internet and Information Systems (TIIS)
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v.8
no.11
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pp.3984-3996
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2014
Mobile social network can be seen as a specific application of the DTN (Delay Tolerant Network), in which the information propagation can be impacted by many social behaviors of the nodes. For a specific node, its social behaviors are various. For example, the node may not be interested in the information before receiving it and may also discard the information after getting it. On the other hand, people are more willing to forward the message to his friends. These interactive behaviors between nodes can be seen as social behaviors. It is easy to see that the impact of the social behaviors is related to the social ties, which can be manifested by the structure of the social network. State of the art works often simply assumes that the social networks can be divided into some communities. At present, some works find that the structure of some social networks is scale-free. To overcome this problem, this paper proposes a theoretical model to evaluate the impact of above social behaviors in the DTN-like scale-free network. Simulation shows the accuracy of the model. Numerical results show that both social behaviors and scale-free character have significant impact on information propagation. Moreover, the impact of social behaviors is related to the scale-free character of the networks.
Journal of the Institute of Electronics Engineers of Korea CI
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v.41
no.3
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pp.11-16
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2004
Recently, collaborative works are increased more and more over the distributed heterogeneous computing environments. The availability of high-speed wide-area networks has also enabled collaborative multimedia applications such as video conferencing, distributed interactive simulation and collaborative visualization. Distributed high performance computing and collaborative multimedia applications, it is extremely important to efficiently perform group communication over a heterogeneous network. Typical group communication patterns are broadcast and Multicast. Heuristic algorithms such as FEF, ECEF, look-ahead make up the message transmission tree for the broadcast and multicast over the distributed heterogeneous systems. But, there are some shortcomings because these select the optimal solution at each step, it may not be reached to the global optimum In this paper, we propose a new heuristic algerian that constructs tree for efficiently collective communication over the previous heterogeneous communication model which has heterogenity in both node and network. The previous heuristic algorithms my result in a locally optimal solution, so we present more reasonable and available criterion for choosing edge. Through the performance evaluation over the various communication cost, improved heuristic algorithm we proposed have less completion time than previous algorithms have, especially less time complexity than look-ahead approach.
The most expensive spatial operation in patial database in a spatial join which computes a combined table of which tuple consists of two tuples of the two tables satisgying a spatial predicate. Although the execution time of sequential processing of a spatial join has been so far considerably improved the response time is not tolerable because of not meeting the requiremetns of interactive users. It is usually appropriate to use parallel processing to improve the performance of spatial join processing. in spatial database the fixed grids which consist of the regularly partitioned cells can be employed the previous works on the spatial joins have not studied the parallel processing of spatial joins using fixed grids. This paper has presented an analytical cost model that estimates the comparative performance of a parallel spatial join algorithm based on the fixed grids in terms of the number of MBR comparisons. disk accesses, and message passing, Several experiments on the synthetic and real datasets show that the proposed analytical model is very accurate. This most model is also expected to used for implementing a very important DBMS component, Called the query processing optimizer.
This paper reports the findings of a multimodal study conducted on 10 travel blog posts about Vietnam by seven British professional travel bloggers. The study takes a sociolinguistic view to tourism by seeing travel blogs as a source for linguistic and other semiotic materials while considering language as situated practice for the social construction of fundamental categories such as "human," "society," and "nation." It borrows concepts from Halliday's Systemic Functional Linguistics for interpersonal metafunction to develop an analytical framework to study how the co-occurrence of text and still images in these travel blog posts formulated the portrayal of Vietnam as a tourism destination and indicated the main sociolinguistic features of the blogs. The analysis of appreciation values and interactive qualities encoded in evaluative adjectives and still images show that Vietnam is generally portrayed as a country of identity and diversity. It provides tourists with positive experiences in terms of places of interest, food and local lifestyles and is cost-competitive. Strangerhood and authenticity are two outstanding sociolinguistic features exhibited in these travel blog posts. The findings of this study also underline the co-contribution of the linguistic sign, in this case evaluative adjectives, and the visual sign, in this case still images, as interpersonal meaning-making resources. To portray Vietnam, still images served as integral elements to evidence the credibility of verbal narrations. To unveil sociolinguistic characteristics of travel blogs, still images supported the linguistic realizations of authenticity and strangerhood on the posts, and in some case delivered an even stronger message than words. Not only does the study present a source of feedback from international travelers to tourism practice in Vietnam, but it also provides insights into multimodal analysis of tourism discourse which remains an under-researched area in Vietnam.
Mun Seop Yun;Sang Hyuk Yoon;Ki Won Lee;Se Hoon Kim;Min Woo Lee;Ho-Young Kwak;Won Joo Lee
Journal of the Korea Society of Computer and Information
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v.29
no.4
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pp.23-30
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2024
In this paper, we propose a deep learning-based personalized senior care service application. The proposed application uses Speech to Text technology to convert the user's speech into text and uses it as input to Autogen, an interactive multi-agent large-scale language model developed by Microsoft, for user convenience. Autogen uses data from previous conversations between the senior and ChatBot to understand the other user's intent and respond to the response, and then uses a back-end agent to create a wish list, a shared calendar, and a greeting message with the other user's voice through a deep learning model for voice cloning. Additionally, the application can perform home IoT services with SKT's AI speaker (NUGU). The proposed application is expected to contribute to future AI-based senior care technology.
This study looked into the present status of e-mail marketing, which is conducted in local Internet fashion shopping malls and is being used as a one-to-one marketing method in the e-CRM concept so as to establish an effective e-mail marketing policy by grasping problems based on the current status and by presenting solutions to the problems. This study analyzed the e-mail letters received during a certain period of time by 30 professional Internet fashion shopping malls of with famous goods, brands and non-brands. Four individuals subscribed to shopping mall through the procedure for membership applying for e-mail services. The analysis showed that there were no shopping malls that were doing a differentiated e-mail marketing among Internet shopping malls. As for time factor, they were sending e-mail letters irregularly regardless of a certain cycle. And as for visual factor, they didnt have any standard for the content of the mail. As for content factor, the contents of their mail were not differentiated and all the same. The comparison of fashion malls showed that the brand shopping malls were the most active in e-mail marketing. On the basis of the problems, the direction for the effective e-mail marketing of Internet shopping malls are presented as follows: First, individualized contents fitting for customers should be developed, and differentiated mailing services should be provided thereby. Second, each shopping mall should make periodic tests of mailing to find out the optimal time and day to provide e-mail services to the customers at the designated time. Third, e-mail should be differentiated fitting for the website according to a certain on a certain standard for visual effects and the identity of shopping mall should be established. Firth, in the contents of e-mail, the image and message elements should be properly harmonized and creative policies should be made with interactive or recreational elements. Fifth, a homepage policy which can satisfy customers demand for information when the e-mail is clicked on..
This study examined the role of interpretation with various practices in art museums to seek a new meaning and a concept of art museum today. The exploration of interpretation would he a starting point to discuss about on art museums with professionals in each art-related field. While museums recognize the concept of interpretation and the scope of the functions in different levels, the study focused on the practices of collecting and exhibiting that will entrust the museum new realms of activities toward the audience. In particular, its emphases are set force on the information on the collections via the museum's web sites, interpretation policies, and theories and methodologies in exhibition development. Art museum websites well reflect how museums utilize the new medium to enhance the understanding of art works by providing in-depth art historical information, comprehensive contexts, and subject/concept based search methods. In recent decades, these have enacted changes to expand dimensions of interpretive functions in most museums, particularly in the United States and others. In an administrative perspective, Tate Gallery Interpretation Policy became an good example how an art museum put its interpretation philosophy as the basis of interpreting collection and public programs. Tate established functions of intrepretation and education not only within a task-based team but also as an intrer-divisional coorperation to provide an interpretation scheme of information provisions such as guide brochure, audio tour, multimedia content, and library. New environment and trends of museum exhibition, and its development processes stem from communication theories, object interpretation philosophy, display strategies, and various evaluation techniques through audiences, with the communication theories of Shannon and Weaver, Berlo's SMCR(Source-Message-Channel-Receiver) models were perceived as to understand the mechanism to communicate museum exhibits to visitors Suzan vogel's insight into object display strategy helped to conceive the mechanism of object recontextualization. She emphasized that the museum's practice to construe opinions and impressions through object display should be discreet and critical, therefore, the professionals to plan the exhibition should reveal the intention and their practices. For a prevailing new methodology from the field, the interpretive exhibition development processes are articulated as the front-end, formative, and summative evaluation, futhermore the team process in industrial product management models was adapted. These have turned out to be more interactive with visitors and effective to communicate the exhibition concepts and messages, hence resulting in enriched museum experiences. Finally the study concluded that understanding the aspects of interpretation should help art museums to set a framework for current practices to expand its public dimension. It can provide curators with a critical view to website planning and its content. And obviously, the interpretive exhibition development methodology will lead museum exhibition developers to be skilled in its current approaches to thematic exhibition concerning diverse subjects and topics.
We are at the onset of a major revolution in education, a revolution unparalleled since the invention of the printing press. The computer will be the instrument of this revolution. Computers and computer application are everywhere these days. Everyone can't avoid the influence of the computer in today's world. The computer is no longer a magical, unfamiliar tool that is used only by researchers or scholars or scientists. The computer helps us do our jobs and even routine tasks more effectively and efficiently. More importantly, it gives us power never before available to solve complex problems. Mathematics instruction in secondary schools is frequently perceived to be more a amendable to the use of computers than are other areas of the school curriculum. This is based on the perception of mathematics as a subject with clearly defined objectives and outcomes that can be reliably measured by devices readily at hand or easily constructed by teachers or researchers. Because of this reason, the first large-scale computerized curriculum projects were in mathematics, and the first educational computer games were mathematics games. And now, the entire mathematics curriculum appears to be the first of the traditional school curriculum areas to be undergoing substantial trasformation because of computers. Recently, many research-Institutes of our country are going to study on computers in orders to use it in mathematics education, but the study is still start ing-step. In order to keep abreast of this trend necessity, and to enhance mathematics teaching/learning which is instructed lecture-based teaching/learning at the present time, this study aims to develop/present practical method of computer-using. This is devided into three methods. 1. Programming teaching/learning method This part is presented the following five types which can teach/learn the mathematical concepts and principle through concise program. (Type 1) Complete a program. (Type 2) Know the given program's content and predict the output. (Type 3) Write a program of the given flow-chart and solve the problem. (Type 4) Make an inference from an error message, find errors and correct them. (Type 5) Investigate complex mathematical fact through program and annotate a program. 2. Problem-solving teaching/learning method solving This part is illustrated how a computer can be used as a tool to help students solve realistic mathematical problems while simultaneously reinforcing their understanding of problem-solving processes. Here, four different problems are presented. For each problem, a four-stage problem-solving model of polya is given: Problem statement, Problem analysis, Computer program, and Looking back/Looking ahead. 3. CAI program teaching/learning method This part is developed/presented courseware of sine theorem section (Mathematics I for high school) in order to avail individualized learning or interactive learning with teacher. (Appendix I, II)
There are many cases that messages of boring contents of most contents with public interests appear on the surface. Audiences don't think these contents are interesting. It is true that animations cannot be generally boring when delivering messages of public interests. was produced to focus on making audiences experience that a global warming story, the boring and textbook contents is interesting. And it was composed by the multiform story to realize narration through audiences' participation by utilizing the characteristics of live windows, not just watching the animation. This paper examines the differences between theaters and live window through the case that was produced and examples which utilized interaction for audiences' participation based on this. It analyzes the differences between environments according to characteristics of places and audiences in the differences between the theaters and live window, examines the examples to utilize interaction focusing on the process that narration is gradually changed as response to user environment design and interaction for unspecified individuals, and suggests direction that animation should move forward as public art based on the results to show the animation in Millano Piazza. According to the characteristics of live windows, the audiences of are people in the streets who are heading for different destinations, not the ones who come to theaters to watch the animation. Showing the animation with narration to them was a new attempt. When it began to show it in Millano Piazza, the audiences were very satisfied with the experiences that the stories were changed as they participated in it by themselves and naturally thought of global warming problems. You cannot know how the message of change people's habits and thoughts for the present, but this attempt was an opportunity that animations play the social role. Many animations are being produced in the world. Most of them are being done to aim at theaters, TVs, and film festivals. They should meet audiences through more various methods. One of them is animations as public art. And can be the new attempt in this sense. And in the future, animations as public art should make efforts to show you interesting experiences that you can share thoughts to be able to live together. As art of various media is changing to the one which considers public interests, animations can be new types of public art by integrating them with various technologies.
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