• 제목/요약/키워드: Online Information Activities

검색결과 405건 처리시간 0.171초

UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구 (Study On the Object Oriented Design Project of Online Game Engine Using UML)

  • 최성
    • 한국게임학회 논문지
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    • 제5권1호
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    • pp.33-40
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    • 2005
  • 게임개발 프로젝트의 설계는 프로세스 구성과 게임 소프트웨어의 프로그램 산출물과 태스크의 관리는 개발자간에 연계하여 구성해야 한다. 기존 개임개발 프로젝트 설계는 프로젝트 활동의 정의 및 변경을 지원하고, 형상관리 도구는 버전제어, 작업공간 관리, 빌드 관리 등을 지원한다. 본 논문의 설계도구는 UML을 사용하여 게임 컴포넌트 기반 개발 프로세스 모델을 설계하고, 프로세스의 진행 상태 기록, 변경 요청에 따른 처리, 태스크별 작업 진행 보고서 작성, 산출물 등록과 변경, 버전 기록, 산출물 또는 서식 검색 등의 기능을 연구하였다. 또한 시스템 설계를 사용함으로써 게임 공학 활동에 참여하는 개발자들이 분산 개발 환경에서 게임 소프트웨어 개발에 필요한 정보와 산출물 관리를 생산성 있게 할 수 있다. 이 시스템 구성에 따라 정보를 공유하면서 설계의 체계화 및 표준화를 수행 할 수 있다.

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Global Networking of Cancer and NCD Professionals Using Internet Technologies: The Supercourse and mHealth Applications

  • Linkov, Faina;Padilla, Nicolas;Shubnikov, Eugene;LaPorte, Ronald
    • Journal of Preventive Medicine and Public Health
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    • 제43권6호
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    • pp.472-478
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    • 2010
  • Cancer is a leading cause of death around the world. Education is at the core of cancer prevention activities, especially programs targeting empowering existing public health workforce. In the past 10 years, researchers at the University of Pittsburgh have been building the Global Health Network Supercourse project, a library of over 4500 online lectures and a network of nearly 50000 public health professionals in 174 countries. As of November 2010, the overall number of Supercourse participants from Asia exceeds 7000 participants. The Supercourse network has been investigating methods for Internet based recruitment of cancer prevention professionals in order to network cancer experts locally and globally, including the use of mHealth technologies for cancer research education and for NCD registries. Supercourse is a tool that can offer a solution to the challenges of information sharing, especially in the field of NCDs and cancer. In this paper, we highlight the need for the development of Cancer Supercourse with Satellite in Asia and encourage faculty members from Asia to join the network.

Pioneering the Distribution Industry in Korea: Dynamic Capability at Lotte Shopping

  • Won, Eugene J.S.
    • 유통과학연구
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    • 제16권10호
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    • pp.5-21
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    • 2018
  • Purpose - This case study reviews the development history of Lotte Shopping, which has played a key role in modernizing Korea's retail industry. Research design, data, and methodology - Lotte Shopping's expansion to various channel types has been reviewed from the perspective of the resource-based view of strategy. The opening of Lotte Department Store in 1979 signaled the beginning of the modernized distribution system in Korea. Lotte Shopping expanded its business domains to various types of retail channels, such as discount stores, online shopping malls, TV home shopping, convenience stores, supermarkets, home appliances specialty stores and health & beauty stores. Results - Lotte Shopping has been able to maintain high level of customer satisfaction with leading merchandising skills. It has developed mutually beneficial relationship with the partner firms. It has also been a leading firm in implementing corporate social responsibility activities and environment-friendly management. Lotte Shopping has applied advanced information and communication technology to provide customized goods/services. Conclusions - This study summarizes the business environment and new challenges Lotte Shopping faces currently. Lotte Shopping is trying to reinforce the omni-channel strategy, which can create synergy among various distribution channels based on its core competences.

The Efficacy of Zoom Technology as an Educational Tool for English Reading Comprehension Achievement in EFL Classroom

  • Kim, HyeJeong
    • International Journal of Advanced Culture Technology
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    • 제8권3호
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    • pp.198-205
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    • 2020
  • The purpose of this study is to investigate the effect of real-time remote video instruction using zoom on learners' English reading achievement. The study also sought to identify the efficiency of zoom video lectures and consider supplementing them by surveying learners' opinions and satisfaction regarding zoom video lectures. To this end, control and experimental groups were set up, and two achievement tests and a questionnaire were conducted. The study's results demonstrated that zoom video lectures have a positive effect on learners' English reading achievement. The questionnaire found that learners are satisfied with zoom video lectures for the following reasons: 'increased interest in and motivation towards learning', 'self-directed learning', 'active interaction', 'ease of access', 'ease of information retrieval'. At the same time, the questionnaire also found that some learners are dissatisfied with zoom video lectures due to 'mechanical errors or defects', 'poor audio quality', and 'the need to add customized functions for efficient classes'. In practice, zoom video lectures must be supplemented with automatic attendance processing, convenient data upload and download, and more efficient video screen management. Given the recent increase in online classes, we, as instructors, must develop teaching activities and/or strategies for video lectures that can encourage active participation by learners.

The Social Environment in the Development of Entrepreneurial Idea Generation and Development

  • MAITLO, Ayaz Ali;MEMON, Salman Bashir;SHAIKH, Iram Rani
    • The Journal of Asian Finance, Economics and Business
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    • 제7권10호
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    • pp.1093-1106
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    • 2020
  • The role of the social environment for any activity is crucial as it prompts new ideas and plays a role of lever for entrepreneurial longevity and creating value through social wellbeing. The lack of entrepreneurship related knowledge in Pakistan has taken the challenge of lesser entrepreneurial activity as compared to other counterpart Asian countries and ranked 138 out of 189 countries on the level of ease of doing business. The study aims to investigate the social environment as a mediator among idea generation, business creation, financing decision and entrepreneurial activity by utilizing quantitative approach. In order to achieve the objective, a total of thirty eight items scale was self-administered for data collection. A non-probability, snowball sampling technique was employed and assembled a total of 300 complete responses through online and paper based surveys as per information provided by the chamber of commerce of three regions namely; Sukkur, Hyderabad and Karachi Sindh, Pakistan. The data analysis result strongly supported the main research question as the entrepreneurial activity increased up to 43.8% after applying social environment as a mediator. This research can help to enhance entrepreneurial activities in Pakistan by creating awareness to support entrepreneurs at social level for entrepreneurship.

UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구 (Study On the Object Oriented Design Project of Online Game Engine Using UML)

  • 최성
    • 한국게임학회 논문지
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    • 제4권3호
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    • pp.21-28
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    • 2004
  • 게임개발 프로젝트의 설계는 프로세스 구성과 게임 소프트웨어의 프로그램 산출물과 태스크의 관리는 개발자간에 연계하여 구성해야 한다. 기존 개임개발 프로젝트 설계는 프로젝트 활동의 정의 및 변경을 지원하고, 형상관리 도구는 버전제어, 작업공간 관리, 빌드 관리 등을 지원한다. 본 논문의 설계도구는 UML을 사용하여 게임 컴포넌트 기반 개발 프로세스 모델을 설계하고, 프로세스의 진행 상태 기록, 변경 요청에 따른 처리, 태스크별 작업 진행 보고서 작성, 산출물 등록과 변경, 버전 기록, 산출물 또는 서식 검색 등의 기능을 연구하였다. 또한 시스템 설계를 사용함으로써 게임 공학 활동에 참여하는 개발자들이 분산 개발 환경에서 게임 소프트웨어 개발에 필요한 정보와 산출물 관리를 생산성 있게 할 수 있다. 이 시스템 구성에 따라 정보를 공유하면서 설계의 체계화 및 표준화를 수행 할 수 있다.

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아두이노를 활용한 스마트 식물 재배기 구현 (Implementation of The Smart Plant Growth Chamber with Arduino)

  • 임유리;임은별;김태우
    • 사물인터넷융복합논문지
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    • 제2권2호
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    • pp.27-36
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    • 2016
  • 요즘 많은 사람들이 건강한 식생활에 관심이 많다. 건강한 식생활을 위해 유기농 야채를 구입하거나 직접 기르기를 원한다. 하지만 신선한 채소를 직접 기르기에는 많은 어려움이 따른다. 본 연구에서는 가정에서 직접 식물을 재배하는 스마트 식물재배기를 제안한다. 본 스마트 식물재배기는 사용자가 자세한 식물 생장 환경에 대해 알 필요가 없으며, 최소한의 노력으로 최적의 환경에서 식물을 재배할 수 있도록 한다. 또한, 스마트 식물재배기의 온라인 활동을 통하여 식물재배의 재미를 느낄 수 있으며, 건강한 식생활에 이바지할 것으로 사료된다.

국내·외 문헌적 비교를 통한 뇌졸중 환자에 대한 근력강화 운동의 고찰연구 (A Study on Strengthening Exercise for Stroke Patients through Comparison of Literature between Domestic and Foreign)

  • 오태영
    • 대한통합의학회지
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    • 제7권1호
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    • pp.113-124
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    • 2019
  • Purpose : The purpose of this study is to investigate the effect of strengthening program for improving the muscle strength and body function in rehabilitation of patients with stroke Methods : We found the 15 precedent studies at online portal site of "Korea education and Research information service" and found 5 precedent studies at "Pubmed". We analyzed and describe the total 19 studies involving national and international research. Results : The strengthening exercise was adapted to lower extremities and trunk muscle of participants and the isokinetic (concentric and eccentric) exercise was most of exercise type and then manual isometric exercise, functional activities, progressive task oriented resistance exercise, PNF pattern exercise was following. The studies reported that the strengthening program increased target muscle strength and improved balance capacity and walking function for the participants positively. Conclusion : Conclusionally the several strengthening program can be the intervention to increase the muscle strength without increasing spasticity for patients with stroke. We think that the strengthening of lower extremities an improve balance capacity and walking ability and it can use the intervention to change the quality of life in patients with stroke. More than 3weeks strength program might be effectiveness, in case of acute patients with stroke, the improving of muscle strength is available but need to study for improving balance and walking capacity more in the future.

새로운 전장환경 메타버스의 군사적 활용방안 연구 (A Study on the Military use of the New Future Battlefield Environment Metaverse)

  • 정민섭;송재중;박상혁;문장권
    • 문화기술의 융합
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    • 제8권2호
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    • pp.179-185
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    • 2022
  • 우리 사회는 정보통신기술 발달로 온라인 가상세계와 현실 세계가 융합하여 새로운 세계가 창조되는 메타버스로 인해 새로운 전환기에 접어들고 있다. 엔터테인먼트 분야에 치중되었던 메타버스의 영역은 친교 활동, 교육, 상거래 등 일상의 영역으로 점차 확대되고 있으며, 전투원에게 실제 전장과 같은 가상훈련 환경을 제공하고, 사격과 기동, 통신, 방호 등 군사분야에서 활용성도 커지고 있다. 따라서 본 연구는 메타버스의 개념과 핵심유형, 발전 동향과 군사분야에서의 활용성에 대해 논하고자 한다.

공공플랫폼 구축사업의 거버넌스: 경기도 배달플랫폼 '배달특급'의 사례를 중심으로 (Governance of A Public Platform Project in the Context of Digital Transformation Focusing on the 'Special Delivery')

  • 서정원
    • 한국IT서비스학회지
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    • 제21권5호
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    • pp.15-28
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    • 2022
  • Recently, government agencies are actively adopting the platform model as a means of public policy. However, existing studies on the public platform are minimal and have focused on user experiences or the possibility of public usage of the platform model. Now the research concerning building governance structure and utilizing network effects of the platform after adopting the platform model in the public sector is keenly required. This study intended to ignite academic dialogue on the governance of public platforms in the context of digital transformation. This study focused on a case of the 'Special delivery,' a public delivery app established by Gyeonggi-do. In order to analyze the characteristics of the public platform and its governance structure, data were collected from press releases, policy reports, and news articles. Data was analyzed using the frame of Hagui's platform design factors and Ansell & Gash's collaborative governance model. The results of the public platform analyses showed 1) incompleteness in the value trade-off accounting, which was designed for platform business based on general cost-benefit analysis, and 2) a closed governance structure that limits direct participation of diverse user groups(i.e., service provider, customer) in order to enhance providers' utility by preventing customers' excessive online activities. The results of this study provided theoretical and policy implications regarding designing the strategy for accounting for value trade-offs and functioning governance structure for public platforms.