• Title/Summary/Keyword: Platform attributes

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A Specificity and Narrative Structure of the Russian Iconostasis and Korean Amrtakundalin(amrita painting, 甘露幀畵) (러시아 이코노스타시스(iconostasis)와 한국 감로탱화(甘露幀畵)의 특수성과 서사구조)

  • Lee, Kyw-Young
    • Cross-Cultural Studies
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    • v.42
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    • pp.419-449
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    • 2016
  • The Russian icon and Korean tangwha (幀畵, altar portrait of Buddha) are based on the similarity of the divine Being. Each has the characteristic index that forms an existential connection with the object and at the same time, implies the symbolic meaning of the scriptures and doctrines of the Russian Orthodox and Buddhists. Russian icon and Korean tangwha with these attributes have origins in the Byzantine, India and China. Unlike most religious art, Russian icon and Korean tangwha clearly reveal profane orientation and mystical elements. This artistic phenomenon has evolved from the mystical religious culture in Russia and tantric rituals of the early Joseon period. Iconostasis, created from historical figures of the Old Testament, Jesus, the New Testament represent the principles of the macrocosm. Each icon of iconostasis has integrity, while each floor has another narrative and a meta-discourse on the entire composition. Three-Platforms of amrtakundalin can also have a huge epic that is directed from the Low-Platform to the High-Platform for the purpose of salvation. While the narrative of iconostasis has a time structure, from the beginning of the universe up to date in chronological time, amrtakundalin have pictorial transitions of time and space that rises from this life to a heavenly world. Despite the different world views of the Russian Orthodox and Buddhists, iconographical format and symbolism of heaven and hell in the Iconostasis, Last Judgment and amrtakundalin are similar. There is a constant antagonism between heaven and hell, light and darkness, water and flame. Iconographical contents include the water of life and nectar, the book of life and 'eoppu', and the scales and mirror of Karma that discriminate between the good and evil before judgment. The dualistic coordinate concept such as light and darkness, life and death, or heaven and hell that appears in the narrative structure of iconostasis, the Last Judgment and amrtakundalin leads the people to spiritual awakening.

Form Based Classification System for Building Database of Handmade Product E-Commerce (공예품 이커머스 데이터베이스 구축을 위한 공예품 조형 디자인 분류체계 개발)

  • Cho, Ikhyun;Lee, Saya;Kim, Chaehee;Lee, Joongsup;Lee, Eunjong
    • Smart Media Journal
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    • v.10 no.4
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    • pp.54-62
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    • 2021
  • As the volume of online e-commerce transactions increases, items diversify and the classification becomes complicated. E-commerce platforms that specialize in dealing only in one area are emerging, and the area is diversifying. Three problems were identified by researching the craft online e-commerce platform, one of the various types of professional e-commerce platforms. First of all, although craft materials are diversified and complex on the platform, the existing craft e-commerce system is fragmented in structure to categorize complex crafts, making it difficult to accurately present search results that meet various criteria. Second, although appearance is the main reason for purchasing artifacts, it is rare for users to categorize them according to appearance, so they have to judge and filter each work directly. Finally, the language entered when searching for artifacts by non-technical experts is not reflected in the language used to categorize artifacts in the taxonomic system, so the language used for searching is highly accurate. Therefore, the purpose of this study is to add and consider complex attributes in the field of technology to meet the search criteria. Properties to be added must include the main appearance in the search for artifacts. In addition, the government aims to develop a taxonomic system that can reflect non-experts' search languages in the search of works through artificial intelligence natural language processing technology.

Understanding the Influence of Funder Characteristics on Information Processing and Pledging Intention on a Reward-based Crowdfunding Platform (보상기반 크라우드 펀딩 플랫폼에서 투자자의 특성이 정보 처리 및 투자 의사결정에 미치는 영향)

  • Ilyoo Barry Hong;KwangWook Gang;Hoon S. Cha
    • Information Systems Review
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    • v.25 no.4
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    • pp.265-290
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    • 2023
  • Even though crowdfunding has become popular as a novel means of raising capital for early-stage ventures and startups through an Internet-based platform, it is unclear how a funder's characteristics, such as motivation and ability, influence their information processing and pledging decision. This study aims to propose and test a research model for determining the relationships between a funder's personal attributes, information processing style, and funding intention. To test the research model, we collected data from 139 Amazon Mechanical Turk participants through an online questionnaire survey. The findings indicate that a funder's self-efficacy has a positive effect on heuristic processing but has no significant effect on systematic processing. By contrast, a funder's personal relevance positively influences both systematic and heuristic processing. Furthermore, heuristic processing, as well as perceived value and perceived risk, influence pledging intentions positively. Our findings potentially contribute to improving the design of crowdfunding platforms to better support a funder's information needs. Based on our findings, we discuss the implications of our study as well as the directions for future research.

Cartoon Distribution Environment and Strategies for Sport Webtoon Development

  • MOON, Bo-Ra;HAN, Seung-Jin;SEO, Won-Jae
    • The Journal of Industrial Distribution & Business
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    • v.11 no.11
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    • pp.39-53
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    • 2020
  • Purpose: With a rapid advance of communication technology, distributional systems of sport contents continue to show improvements. In particular, a traditional framework in creating sport cartoon has been influenced by the environment of the communication industry. Despite the development of distributional systems, the current sport cartoon industry still lacks in advancement. To this day, various research about sport contents have been conducted; yet, not many studies of the interaction between sport cartoons and communication technology have been done. In this respect, this study is to review the distributional environment of the sport cartoon industry and provide distributional strategies for developing sport cartoon industry. Research design, data, and methodology: In addition to in-depth interviews with five practitioners in sport cartoon industry, the study employed case study methodology. Interview data were analyzed by qualitative content analysis. Results: With new environments allowing anyone allowing to create and share webtoons, various genres including sports webtoons appear, and this became amotive to the growth of sports webtoons. Today, sports comics acted as a sports advertisement platform which not only created additional profit but also became an opportunity as a marketing method. On the contrary, the formal attributes of webtoons cause hardship in consistently creating sports webtoons. Hence, it is needed that supporting policies need to be established to nurture sport webtoon expertise. For example, Korea Creative Content Agency allows future webtoon authors to have an opportunity to be educated and equipped in producing creative sport webtoon contents. Moreover, revenue systems should be developed for motivating webtoon authors to involve in sport contents in their works. Conclusions: In order to promote the sports cartoon industry based on the findings, it is first necessary to create sports comics that reflect the formal characteristics of webtoons and the changing consumer environment. Second, it is important to acknowledge the industrial value of sports comics and it is necessary to promote policies regarding sports webtoon production and distribution from a national level. Third, by diversifying profits through OSMU and sports advertisements, it is possible to enhance the work environment and the treatment of authors. Implications and future directions were discussed.

The Access-Enhanced Search Interface Design for Korean Paintings (다양한 접근점 기반의 한국화 검색 인터페이스에 관한 연구)

  • Seo, Eun-Gyoung;Lee, Won-Kyung
    • Journal of the Korean Society for information Management
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    • v.25 no.2
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    • pp.25-48
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    • 2008
  • The purpose of this study is to suggest retrieval interfaces for Korean paintings which support users to retrieve specific digitalized images of them through various access points and to widely browse based on unique features Korean paintings. The study, first, develops a set of descriptive elements suitable for Korean Paintings. Twenty-six core elements and one hundred seventy-two attributes are selected as descriptive items for Korean paintings based on the opinion of 8 experts. Then, to gam realistic evidence of what descriptive elements of image serve users as access points, it is investigated which elements are used as retrieval access points among 26 core elements by 300 peered users who are consisted with two groups such as common users and domain specialists. The study, in final, designs two(general and advanced) types of search interfaces and display interfaces based on the most popular top 15 descriptive elements. This access-enhanced platform which enables user-oriented searches will satisfy users in image retrieving.

Matching Method of Digital Map and POI for Geospatial Web Platform (공간정보 플랫폼 구축을 위한 전자지도와 POI 정보의 매칭 방법)

  • Kim, Jung-Ok;Huh, Yong;Lee, Won-Hee;Yu, Ki-Yun
    • Journal of Korean Society for Geospatial Information Science
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    • v.17 no.4
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    • pp.23-29
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    • 2009
  • Recent growth of the geospatial information on the Web has made it possible to easily access a wide variety of geospatial information. An integration of different geospatial objects consists of the following three steps; extracting geospatial objects from the maps, converting the coordinate system and discovering pairs of objects that represent the same real-world entity in the two maps. This paper deals mainly with the third step to correspond conjugate objects and four matching types and criteria is presented. The techniques designed and developed can be utilized to efficiently integrate distributed heterogeneous spatial databases such as the digital maps and POIs from other data sources. To achieve the goal, we presented four types and criteria for the matching schema. The main contributions of this paper are as follows. A complete process of integrating data from maps on the Web is presented. Then, we show how attributes of the objects can be used in the integration process.

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A Graph Model of Heterogeneous IoT Data Representation : A Case Study from Smart Campus Management (이종 IoT 데이터 표현을 위한 그래프 모델: 스마트 캠퍼스 관리 사례 연구)

  • Nguyen, Van-Quyet;Nguyen, Huu-Duy;Nguyen, Giang-Truong;Kim, Kyungbaek
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.984-987
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    • 2018
  • In an Internet of Thing (IoT) environment, entities with different attributes and capacities are going to be connected in a highly connected fashion. Specifically, not only the mechanical and electronic devices but also other entities such as people, locations and applications are connected to each other. Understanding and managing these connections play an important role for businesses, which identify opportunities for new IoT services. Traditional approach for storing and querying IoT data is used of a relational database management system (RDMS) such as MySQL or MSSQL. However, using RDMS is not flexible and sufficient for handling heterogeneous IoT data because these data have deeply complex relationships which require nested queries and complex joins on multiple tables. In this paper, we propose a graph model for constructing a graph database of heterogeneous IoT data. Graph databases are purposely-built to store highly connected data with nodes representing entities and edges representing the relationships between these entities. Our model fuses social graph, spatial graph, and things graph, and incorporates the relationships among them. We then present a case study which applies our model for representing data from a Smart Campus using Neo4J platform. Through the results of querying to answer real questions in Smart Campus management, we show the viability of our model.

Rethinking Social Media: The Influences of Restrictive Attributes of Audio-based Social Media on User Intention (SNS의 재발견: 오디오SNS의 제한적 속성이 사용의도에 미치는 영향)

  • Cho, Yeram;Lee, Jeha;Park, Haeun;Chung, Doohee
    • Journal of Technology Innovation
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    • v.29 no.4
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    • pp.125-160
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    • 2021
  • Unlike existing social platforms that seek openness, an audio-based social platform is characterized by its limitations. This study uses the Value-Based Acceptance Model(VAM) to analyze the role that such limitations play in the user's acceptance of audio-based social media. In this study, restrictive properties are defined as access-limitation, communication-limitation, and content-limitation. This study aims to analyze the effect of each variable on the perceived value and usage of audio-based social media. The hypothesis test was conducted based on the survey responses total of 207 users and potential users. The results was analyzed that three limiting variables affect perceived benefit factors, usefulness and playfulness, and the user's acceptance intention. This study is significant in that it presents a model based on the VAM and provides guidance for new forms of social media growth.

Using Motivation of Short Video Advertising Marketing in China: An Exploratory Study of Douyin

  • Zeng, Nai
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.8
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    • pp.229-237
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    • 2021
  • This paper aims to study the using motivation and influencing factors of Chinese users' participation in live stream shopping through theoretical and empirical analysis, so as to evaluate the change in users' needs and improve marketing strategies. In doing so, I conducted a questionnaire survey for Chinese live stream shopping users and collected the required data. For empirical analysis, I used SPSS and AMOS software to carry out descriptive analysis, reliability and validity analysis and structural equation model analysis (SEM) to test the hypothesis. The results of the analysis showed that core competency and brand personality of the short video industry have a significant impact on user and customer perceived value, thus influencing users' using motivation. That is, users do not blindly follow live stream shopping but make their active choice. Therefore, it is suggested that live stream shopping platform should strengthen the e-commerce attributes and eradicate "the sense of false satisfaction", in order to achieve the effective communication of information. On the other hand, to stimulate the purchase motivation of users, the brand should build up its personality, and enhance user and customer perceived value in cyber marketing.

An Analysis of Determinants Affecting Satisfaction of Usage of Live Commerce from the Perspective of User, Information Source and Platform (이용자, 정보원천 및 플랫폼 차원에서의 라이브 커머스 이용 만족도 영향 요인 고찰)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.576-589
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    • 2021
  • Live commerce as a new form of service that combines live streaming service with e-commerce is gaining a growing attention from many people with diffusion of a new trend of untact economy. In this context, this research examines what leads to user satisfaction of live commerce. In especial, this research conceptualized several determinants that might affect user satisfaction of live commerce from three dimensions of users, information sources and platforms. It also tested whether those factors had influences on user satisfaction of live commerce empirically. The sample in this study was responses of 218 people in their 20s and 30s who had experienced using live commerce. They were analyzed using a hierarchical regression analysis. The findings revealed that depression and innovativeness from the dimension of users, attractiveness of show host from that of information sources, and physical affordance and perceived interaction among users from that of platforms had significant influences on user satisfaction of live commerce.