• 제목/요약/키워드: Media control

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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시청각매체를 이용한 정보제공 프로그램이 백내장 수술 환자의 불안과 교육만족도에 미치는 효과 (The Effects of Information Service Program by Media on Anxiety and Educational Satisfaction in Patients with Cataract Surgery)

  • 오윤희;최은정
    • 임상간호연구
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    • 제22권3호
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    • pp.305-313
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    • 2016
  • Purpose: The purpose of this research was to identify the effects of providing an information service program by media on preoperative anxiety and postoperative educational satisfaction in patients with cataract surgery. Methods: For this study 52 patients who visited the ophthalmology clinic at P Hospital in B metropolitan city and who were scheduled to undergo one-day cataract surgery under local anesthesia were recruited. The 52 patients were assigned to the experimental group (25) or the control group (27). This study was conducted from August 27, 2015 to May 29, 2016. Results: Following the provision of cataract surgery related information service by media, the experimental group had a lower mean score for anxiety and higher mean score for educational satisfaction compared to the control group of patients. Conclusion: Results indicate that information service program by media "Goodbye Cataract" is useful educational materials for cataract patients in outpatient department and outpatient operating rooms.

무선 멀티미디어 센서네트워크에서 2-layer 사상을 이용한 스트리밍 미디어 QoS 평가 (Streaming Media QoS Evaluation based on 2-Layer mapping in Wireless Multimedia Sensor Networks)

  • 이종득
    • 디지털융복합연구
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    • 제11권5호
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    • pp.313-318
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    • 2013
  • 무선 멀티미디어 센서 네트워크에서 QoS는 스트리밍 미디어 서비스 향상을 위한 중요한 이슈이다. 본 논문에서는 무선 멀티미디어 센서 네트워크의 스트리밍 미디어 QoS 향상을 위한 2-layer 사상 기반의 새로운 QoS 평가 기법을 제안한다. 제안된 기법은 응용 레이어와 네트워크 레이어 간의 스트리밍 제어를 위해 퍼지 적합도를 적용하며, 전송 신뢰도와 처리율을 향상시키기 위하여 2-layer 사상을 수행한다. 시뮬레이션 결과 제안된 기법이 다른 비교 기법들에 비해서 패킷 제어율, 전송 신뢰도, 그리고 지연 오버헤드율의 성능이 효율적임을 보인다.

스마트 에이징을 위한 인터렉티브 소셜 콘텐츠 사용자 인터페이스 구현 (Implementation of interactive social content user interface for smart ageing)

  • 박미리;;;권용무
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송∙미디어공학회 2017년도 하계학술대회
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    • pp.201-204
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    • 2017
  • 최근의 웹을 기반으로 한 소셜 네트워크 서비스의 발전은 사회관계 형성 서비스를 넘어 광고 마케팅 및 SNS 오픈마켓 등의 상업적 이용으로까지 사용되고 있으며 Facebook Live와 같은 개인방송의 영역까지 확장되고 있다. 인터넷을 통한 온라인상의 사회관계는 노화와 질환으로 외출이 어려운 노년층에게 지역사회 및 친구들과의 의사소통을 가능하게 할 뿐만 아니라 인터넷을 통한 정보 활용으로 생활의 질을 향상시키고, 노후를 즐길 수 있는 방법을 찾는 데 도움을 줄 수 있다고 알려져 있다. 하지만 대부분의 웹서비스는 복잡한 사용자 인터페이스를 제공하고 있으며 익숙하지 않은 기기를 사용하는 것은 노년층에게 쉽지 않기 때문에 노년층은 제한된 콘텐츠만을 제공받게 되어 정보화 사회에서 소외될 가능성이 있다. 이에 본 논문에서는 웹 접근성을 향상시킨 소셜 콘텐츠 서비스 Photo Alive! Demo EasyFace를 소개한다. 또한 노년층이 다루기 어려웠던 키보드와 마우스를 벗어나 새로운 조작 기기들로 웹 서비스를 이용할 수 있도록 구현하였다. MINIX Remote Control, Mirroring, EasyFace Control Application 세 가지의 조작기기 작동 방법을 구현하여 노년층에 맞춤화 된 새로운 사용자 인터페이스를 제안하고자 한다.

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WiMedia Distributed MAC 통신 시스템에서 QoS 성능 향상을 위한 릴레이 통신 프로토콜 (Relay Transmission Protocol for QoS Enhancement in WiMedia Distributed MAC/WUSB Systems)

  • 허경
    • 한국정보통신학회논문지
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    • 제16권4호
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    • pp.692-700
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    • 2012
  • 본 논문에서는 UWB 기술 기반 WiMedia 무선 USB Distributed Medium Access Control (D-MAC) 프로토콜의 공평하고 분산적인 SoQ기반 Distributed Reservation Protocol (DRP) 타임슬롯 자원 할당 방법의 성능을 분석하고, DRP 예약 충돌을 회피하기 위해 릴레이 통신 기술을 적용한 SoQ 릴레이 전송 프로토콜을 제안한다. 본 논문에서 제안하는 SoQ 릴레이 전송 프로토콜은 Satisfaction of QoS (SoQ) 알고리즘을 각 단말 디바이스에서 분산적으로 실행하고, 충돌대상 디바이스에게 예약된 QoS 자원을 유지할 수 있도록 Direct Link 뿐만 아니라 릴레이 노드를 경유하여 또 다른 Indirect Link 링크를 예약할 수 있는 자원 예약 프로토콜을 제안한다.

인간 난자의 체외수정을 위한 정도관리로서 생쥐 착상전 배아의 배양에 관한 연구 (Mouse Embryo Culture as Quality Control for Human IVF:Culture Media and Supplements)

  • 이기숙;박종덕;이춘근;김종덕
    • Clinical and Experimental Reproductive Medicine
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    • 제16권2호
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    • pp.161-171
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    • 1989
  • The development of 2-cell mouse embryos to the blastocyst stage in vitro has been used as quality control for the culture media and supplements employed for human in vitro fertilization and embryo transfer(IVF-ET). 2-cell mouse embryos were cultured to the blastocyst stage in SECM, Medium 199-Earle's, Ham's F-10 I , Ham's F-10 II , Hoppe & Pitts, MEM and $HT_6$. The protein supplements contained in media were bovine serum albumine, fetal bovine serum and human fetal cord serum. The results were as follows; 1. The successful development was 81.3% in Medium 199-Earle’s, 91.9% in Ham’s F-10 I and 97.1% in $HT_6$. 2. 2-cell mouse embryos developed properly in all supplements but the best development was particularly noted in $HT_6$ media when HFCS was supplied as protein supplement.

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스마트 단말 이용 원격 홈 제어 서비스를 위한 적응형 변환 엔진 (Adaptive Transformation Engine for Remote Home Control Service using Smart Devices)

  • 배유석;박종열
    • 정보과학회 컴퓨팅의 실제 논문지
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    • 제20권11호
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    • pp.592-597
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    • 2014
  • 본 논문에서는 다양한 스마트 단말과 홈네트워크 장치가 연결된 유무선 홈네트워크 환경을 기반으로 스마트 단말을 이용하여 원격으로 홈네트워크를 편리하게 제어할 수 있도록 스마트 단말 특성에 맞게 최적화된 UI와 미디어 콘텐츠를 제공하는 적응형 변환 엔진을 제시한다. 적응형 변환 엔진은 스마트 단말 프로파일과 UI 변환 정책을 고려하여 동적으로 UI 콘텐츠를 변환하여 전송할 뿐만 아니라 단말 프로파일과 미디어 프로파일을 고려한 실시간 미디어 트랜스코딩과 전송 기능을 통하여 스마트 단말에 적합한 미디어 콘텐츠를 제공한다.

모바일 분노조절훈련 애플리케이션의 사용성 평가 연구 (Study on the Usability Evaluation of Mobile Anger Control Training Applications)

  • 유경한;강지안;최지은;조재희
    • 한국멀티미디어학회논문지
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    • 제25권11호
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    • pp.1621-1633
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    • 2022
  • The present study aims to design an application for anger control training of individuals and test its practical usability with the goal of encouraging preventive training in daily life. This study also investigates, through usability evaluation, whether users can use the application to carry out the actual anger management training program, whether it is useful and convenient, and whether it produces adequate learning effects. In order to conduct usability evaluation, a usability evaluation scale comprised of six factors-utility, reuse intention, learning, error, and reflectivity-was derived, and survey items tailored to each factor were produced. The association between usability evaluation elements, user demographic parameters, mobile usage behavior, and state anger was also examined. The result demonstrated that additional menus and features are necessary to increase the usability of the application for anger management. The result also revealed that it is vital to build an intuitive application interface that users unfamiliar with mobile app functionality can easily navigate, as well as to add entertaining components in the content, as users may be somewhat bored. On the basis of the findings, ideas of modifying and creating anger management training programs were discussed.

Authority of Image in Internet Space

  • Jang, Seo-Youn;Lim, Chan
    • International journal of advanced smart convergence
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    • 제8권1호
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    • pp.153-158
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    • 2019
  • Language and letter are represented by a combination of its signifier and signified. All symblos are commonly calling direct attention to people who are living in the physical world. However, in cyberspace, the image takes control once inhabited by the language. Cyberspace with anonymity and deoent physical nature has something with physical laws. In this space the statue transcends the imaginary realm. Ideology gives a greater connotation by giving a series of regulation to images floating in cyberspace. Even if various media have the same image, the meaning of the image changes depending on which ideology is used. The impact of this on the public is great. In this study, I discuss the ideology in cyberspace where is supposedly wide open to who visits and spreads all the thoughts without suppression and the human body. The main ideas would be who owns the ideology and what does it want to control and how the people would react to the ideology. This paper would eventually head the prototype that visualizes above ideas. Though the interactive media it will also show the subject in the real world is accept the images floating in the cyberspace without any doubts.