• Title/Summary/Keyword: K 콘텐츠

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A Study of a Virtual Reality Interface of Person Search in Multimedia Database for the US Defense Industry (미국 방위산업체 상황실의 인물검색 활동을 돕는 가상현실 공간 인터페이스 환경에 관한 연구)

  • Kim, Na-Young;Lee, Chong-Ho
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.67-78
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    • 2011
  • This paper introduces an efficient and satisfactory search interface that enables users to browse and find the video data they want from a massively huge video database widely used in various multimedia environment. The target user group is information analysts at US defense industry or governmental intelligence agencies whose job is to identify a certain person from a lot of video footage taken from CCTV(Closed-circuit Television) cameras. For the first user test, we suggested the CAVE-like virtual reality interface to be the most optimal for the tasks we designed for, so we compared this interface with desktop interface. The softwares and database developed and optimized for each task were used in this user test. For the second user test, we researched on what input devices would be most optimal for enhancing efficiency of search task in the CAVE-like virtual reality system. Especially we focused our effort on measuring the effectiveness and user satisfaction of three different types of devices that embody gestural interface input system that encourages users' ergonomic control of the interface. We also measured the time consumed for performing each task to find out the most efficient input device among the ones tested.

A Study on the development of Ocean Education Model Course using Ocean Literacy -Focus on Busan Metropolitan City- (해양리터러시 개념에 기반한 해양교육 모델코스 개발에 관한 연구 -부산지역을 중심으로-)

  • Jeong, Woo-Lee;Moon, Serng-Bae
    • Journal of Navigation and Port Research
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    • v.38 no.5
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    • pp.437-442
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    • 2014
  • Ocean Literacy is an understanding of the ocean's influence on you and your influence on the ocean. This research developed the 7 ocean education model courses using ocean literacy based on the analysis of ocean education programs which executed 23 agencies in Busan. These model courses are combined in the type of indoor theory, indoor experience, field study and field experience. Also, this makes the guide map for ocean education in a 76cm*56cm size to distinguish and choose the course easily. This map is the format combined in geological location and tourist attraction spots in Busan, includes education centers, contents, lead time and so on, and it is possible for educatees to handle their preference and seasonality elastically. This map including ocean education model course is a milestone to activate ocean education, and is helpful to reach the goal of ocean education and to lead ocean professionals. In addition, this research presents the development of teaching materials, training aids to complement the weakness of indoor education, the development of cyber education through making video contents as the activation measures of ocean education.

The Beginning Elementary School Teachers' Difficulties to Suffer in the Science Classes from the Perspective of Content Knowledge and Teaching Method (과학 내용지식과 교수방법 측면에서 초등학교 초임교사가 과학수업에서 겪는 어려움)

  • Ji, Seung-Min;Park, Jae-Keun
    • Journal of Science Education
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    • v.40 no.2
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    • pp.116-130
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    • 2016
  • The purpose of this study was to investigate the difficulties of science classes experienced by newly appointed elementary school teachers in terms of science content knowledge and teaching method, and to suggest some implications for their effective adaptation. We recorded science lessons conducted by 3 beginning elementary school teachers with less than 5 years experience and also analyzed their classes and interview materials. The results were as follows. First, difficulties that they experienced in science content knowledge was the possession of scientific errors or misconceptions, the lack of awareness and confidence in scientific concepts and principles, and the possession of negative concept about learning materials. Second, difficulties that they experienced in teaching method was the absence of reorganization of the textbook contents, using closed questions, one-sided instructions and explanations by teacher, the application of incomplete analogy, and the lack of understanding about experiment activities. The implication from this study is that beginning teachers need to be provided with curriculum oriented in experiment at teachers college and to participate in various types of educational opportunities.

Validity examination of the measurement of 3D visual fatigue using EEG (EEG 생체신호 기반 3D 시각피로 측정방법에 대한 타당화 연구)

  • Li, Hyung-Chul O.;Moon, Kyung-Ae
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.17-28
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    • 2012
  • Recent development of 3D technologies made it possible that observers perceive 3D depth from two dimensional images. Despite this kind of technological development, when observers watch 3D display they experience 3D visual fatigue that they do not usually experience in real life. It is critical to measure visual fatigue in order to overcome the problem of 3D visual fatigue. The purpose of the present study was to develop a protocol to measure 3D visual fatigue based on an EEG signal and to examine its validity. The first experiment explored the possible ERP components that reflected visual fatigue in 2D and 3D conditions. The second experiment examined whether the feature of the component found in the first experiment was affected by the amount of binocular disparity. Both in Cz and Pz channels, the peak amplitude of P3 component was much lower in 3D rather than in 2D conditions, and it decreased as the amount of binocular disparity increased. The subjective 3D visual fatigue also increased with the amount of binocular disparity. These results imply that the peak amplitude of P3 component at Cz and Pz channels can be used as an index of 3D visual fatigue.

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An Image Retrieval Method based on Quantitative Emotion Evaluation on Color Harmony (색채조화의 정량적 감성평가에 기초한 이미지 검색법)

  • Kim, Don-Han;Jeong, Jae-Wook
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.87-96
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    • 2012
  • This paper proposes a Image retrieval system that searches the closest images to the user's emotional need and displays images with higher ratings of color harmony from Moon-Spencer's Color Harmony Theory first. Once an emotional adjective is placed, the system searches for images with colors that contain more elements derived from Aesthetic Measure results and displays in such order. In order to test reliability of the proposed emotion retrieval method based on Moon-Spencer's Color Harmony Theory, this study compared the order of Aesthetic Measure results with the user satisfaction ratings using 200 sample images. The analysis demonstrated that the participants' average satisfaction on 15 emotion adjectives selected for the study was 5.0 on a 7-point Likert scale. Correlation analyses were performed to test the consistency the orders between Aesthetic Measure values and user satisfaction ratings. Positive correlations above R=.5 were observed in all 14 emotion words except "Clear". These findings prove the potential of the proposed emotion retrieval system based on Moon-Spencer's Color Harmony Theory to effectively reflect user emotion in such visual stimulus search as image database.

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A Study on Types and Characteristics of 'Cultural Landscapes' with Big Data Analysis: Focusing on the Case of Shinan-gun, Jeollanam-do (빅데이터 분석을 통한 '문화경관' 유형과 특성 연구: 전라남도 신안군 사례를 중심으로)

  • OH Jungshim
    • Korean Journal of Heritage: History & Science
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    • v.56 no.1
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    • pp.162-180
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    • 2023
  • The World Heritage Committee decided to make "cultural landscapes" a world heritage category in the 16th Session of the UNESCO General Conference. The decision was made from a recognition of the importance of interactions between human beings and the natural environment or between cultural heritage and natural heritage. Many countries have created policies and institutions to protect their own cultural landscapes along with the changing times. Korea, however, has not obviously defined the concepts and categories of its cultural landscapes, but manages policies and institutions based on the concept of a scenic spot, which has some similar meanings. In addition, it even borrows the "list of landscape adjectives," one of the representative methods for managing landscapes, from foreign countries. With this background, this paper suggested how to define cultural landscapes according to the global development flow. It created a list of cultural landscape adjectives by gathering the adjectives that can properly express local cultural landscapes in Korea. In particular, it collected 4,556 articles from a local newspaper by focusing on the case of Shinan-gun, Jeollanam-do, and analyzed key words and adjectives included in them by using big data analysis. The results suggested by this paper, such as the "classification table of cultural landscape types," "list of cultural landscape adjectives" and "network map of nouns/adjectives" can be applied to research on other localities, and furthermore, used as basic data for finding and protecting the characteristics of local cultural landscapes in Korea.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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The Critique of Hallyu, or K-Entertainment as a Gendered Meta-narrative -Focusing on Female Fans, Girl Groups, and Young Women (젠더화된 메타서사로서 한류, 혹은 K-엔터테인먼트 비판 -여성 팬, 걸 그룹, 그리고 여성 청년을 중심으로)

  • Ryu, Jin-Hee
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.9-37
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    • 2020
  • The present study examines the transnational "Hallyu" (the Korean wave) phenomenon after the 1990s in the context of a solidarity movement of East Asian women. It also focuses on the passion for the world stage given the cultural industry was supported by the government as a "chimney-less factory" during the IMF financial crisis. Over the past twenty years and through Hallyu 1.0, Hallyu 2.0, and Hallyu 3.0, "K-entertainment" has been advocated, as a concept that encompasses K-drama, K-pop, etc. in the cultural industry. Furthermore, everything Korean, through K-culture, is being put at the forefront. However, there is insufficient discussion regarding the actions of the women who led the Korean wave. This paper examines the female fans and girl groups who played leading roles in the rise of popular culture and its transnational prominence within the context of the female agency and female labor involved. The lack of acknowledgment of their roles is linked to the current erasure of the discussion on the female youth. Discussion on "woman" is still limited to the domain of reproduction in the generational discussion that has replaced the existing nation-state or class led discussions in the current era of neoliberalism. However, since The reboot or the popularity of feminism in recent years, the interest in the female narrative, in works such as 'Kim Ji-young, Born 1982' has been expanding beyond East Asia to the rest of the world. Just as Hallyu was created by women in the beginning, there is a new trend in which women across national borders are joining in solidarity. As such, the present study attempts to prove that the female fan, girl group, and female youths must be one meta-narrative through a feminist reading, rather than individuals with separate identities.

Meta-analysis about the study related with foundation: As the center from 1998 to 2013 treatises (창업 관련 연구에 대한 메타분석: 1998년~2013년 학술지 논문을 중심으로)

  • Yoo, Jun Ho
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.1
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    • pp.51-67
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    • 2014
  • The study is aimed to recognize the meaning of foundation study through understanding history and flow of foundation study in Korea. The analysis period is from 1998 when there was first boom of venture foundation in Korea after IMF to 2013 September when the latest thesis was made, and the analysis intends total 382 dissertations the online. The analysis was conducted in the fields of foundation study, foundation support, foundation steps, founding company forms, founder's demographic features, and from the analysis, the following conclusion could be drawn out. First, the field actively carrying out foundation studies is the business management & economics field, but the foundation is dealt as an object of study across the all industries. It could be identified that of the all industries, especially IT industry, food service industry, and contents industry are the fields showing much interest about the foundation. Second, the field attracting most keen attention among the fields of foundation support was the field related with the founders. Third, the main problem relevant to foundation study was that the foundation was judged in comprehensive viewpoint, not being judged with strategies, in detail. Fourth, investing from the company's form aspect, it was found that during the starting period, the main foundation trend was the venture firm foundation, but recently the foundation-relevant attention is focused on the small business foundation and the most dominant founder type is the youth including college students, and the women's foundation is paid continual attention and senior foundation is being actively discussed. According to these analyzed results, future foundation studies should actively promote the general foundation studies, the specified foundation studies reflecting each industry's specialities, the fusion studies.

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The Development of Web-Based Ventilator Management Education Program (웹기반 '인공호흡관리' 교육프로그램 개발)

  • Choi, Young-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.11
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    • pp.5284-5291
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    • 2012
  • This research is to develop the Web-Based Ventilator Management Education Program that reflects the needs of nursing site nursing which is intended to help nursing duties. ISD model-building process has been developed for the analysis, design, development, operation, and evaluation of methods. The education program was developed from April to July 2011, and SPSS 18.0 was used for data analysis. The analysis stage, document review and requirement analysis, content analysis, learner analysis, technology and environment analysis have been executed. Through the processes, higher education requirements for the practical ventilator, a large number of subjects under the age of 30, and the career of less than 3 years of ICU were searched. At the design stage, the education content that was presented by the content expert group was executed in information design, mutual interaction design, synchronization design through discussion with program experts. At the development stage, author made the story flow and gathered data and integrated it through the review of related document and data. At the operation and evaluation stage, author executed the developed program and revised and supplemented it on the basis of the evaluation results through the experts and subjects evaluation. The Web-Based Ventilator Management Education Program could contribute to the improvement of nursing because the program has been developed to reflect the diverse needs of nursing practice in the process of building program.