• Title/Summary/Keyword: User Participation Method

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A Design and Implementation of RSS Data Collecting Engine based on Web 2.0 (웹 2.0 기반 RSS 데이터 수집 엔진의 설계 및 구현)

  • Kang, Pil-Gu;Kim, Jae-Hwan;Lee, Sang-Jun;Chae, Jin-Seok
    • Journal of Korea Multimedia Society
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    • v.10 no.11
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    • pp.1496-1506
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    • 2007
  • The environment of web service has changed a great deal due to the progress of internet technology and positive participation of users. The established web service is static and passive, but the recent web service is becoming dynamic and active. Web 2.0 reflects current web service change well. The primary feature of web 2.0 is positive participation of users. Since the size of generated information is becoming larger, it is highly required to share the information fast and correctly. The technology to satisfy this need is web syndication and tagging in web 2.0. The web syndication makes feeds for another site or users to receive the content of web site. In addition, the tagging is the kernel of a information. Many internet users share rapidly the information through tag search. In this paper, we propose the efficient technique to improve the web 2.0 technology such as web syndication and tagging by using the data collection engine. Data collection engine has stored in a database, a user's Web site to use the information. and it has a user's Web site with access to updated data to collect. The experimental results show that our approach can improve the search speed up to 3.14 times better than the existing method and reduce the size of data up to 66% for building associated tags.

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Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology (증강현실 콘텐츠 산업기술의 스마트폰 환경 모바일 아트 활용 가능성)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.48-57
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    • 2013
  • Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.

EcoBlog: 4d Spatial Framework for Ecological Virtual Community (EcoBlog: 생태학적 가상 커뮤니티 구현을 위한 4 차원 공간 프레임워크)

  • Lertlakkhanakul, Jumphon;Bae, Nu-Ri;Choi, Jin-Won;Chun, Chung-Yoon
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.937-944
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    • 2006
  • Although people's anxiety about the environmental problem has been getting higher, they are not provided good quality of knowledge about the environment. Based on this situation, Ecoblog can be a new type of online community to educate the public in ecological knowledge. Especially, Ecoblog can be utilized as a method of "preventive education", and it will contribute to reduce great amounts of environmental budget to restore contaminated environment to previous condition. Ecoblog also utilizes the concept of blog which user can create and append their site with chosen themes. A weblog or a blog is a non-commercial webpage regularly updated through the use of a blogging software which allows the user to "publish" kinds of amalgamations of text and graphics to the page as posts. The technology offered in Ecoblog is utilizing the concept of 4D place and game metaphor in order to provide users the sense of participation, interaction and immersion among them and the growing community. Thus, it requires applying the CAAD technology by implementing semantically well-defined building data model as a core database to create a 4D virtual community. This research focuses on defining a 4d spatial framework suitable for developing an online ecological community. Through our study, the state-of-the-art of online community has been studied at the first step. Second, the scenario of using EcoBlog described with content, visualization and navigation are defined based on the critical features derived at the first step. Finally, a 4d spatial framework composed of semantic building data model, content and rule database is constructed to propose factors that are necessary to establish an ecological virtual community. In conclusion, our framework could enhance the comprehension and interaction between users and virtual buildings in the ecological community by integrating the concept of game design, 4D CAD and semantic data model. Such framework can be applied to any online community for an educational purpose.

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A Study on the Eventual Aspects of Contemporary Space Design based on the Subject (주체에 기초한 현대 공간 디자인의 사건성에 관한 연구)

  • Kim, Suk-Young;Kim, Moon-Duck
    • Korean Institute of Interior Design Journal
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    • v.20 no.3
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    • pp.98-109
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    • 2011
  • To interpret a change of discourse can be a method to understand architectural space in progress. With this idea, features of modern age which motivated sense of the contemporary were considered in this study and subsequently characteristics of contemporary space differentiated from the modern were researched. First of all, features of subject which provided a base of modern thoughts were contemplated. The word 'modern' is used in wide and various terms but basically its core conception consists of reason and universal rationality. The subject of the modem age has vision-centric features just like an ideal representation principle of perspective. Given the fact, it was confirmed that a position to become a right subject, that is, a position controlled by reason existed and that it was to guarantee subject a truth. However, the contemporary subject keeps changing with a purpose of escaping from modern characteristics. It presents a tendency to escape from rationalism of the modern age and Platonism of the ancient Greece which established a basis of western ideology. The subject-centered ideas came to focus on the structure and relationship firmed fundamentally in deep inside of subject. The contemporary subject which escaped from the stiffen ideas bears a meaning through events taking place on immanence surface and serialization. Also, the contemporary architectural space is considered to go abreast with the change and trend. In conclusion, this study proved that features of event-oriented architectural space based on the changing contemporary subject appear as process-based space, user-participated space and individual-cognition space and the like.

A Study on the Characteristics of the System of the US Health Care Facility Guidelines (미국 보건의료시설 가이드라인의 체계 특성 연구)

  • Lee, Seung Ji;Kim, Mi Ae
    • Journal of The Korea Institute of Healthcare Architecture
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    • v.25 no.4
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    • pp.37-45
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    • 2019
  • Purpose: At the time of consensus on the necessity of appropriate guidelines for health care facilities suitable for Korea, the paper aimed to analyze the characteristics in the aspect of the system of the US Health Care Facility Guidelines(FGI Guidelines) and to suggest implications. Since the system is significant for the guidelines to be socially accepted and operated, this study focuses on the system. Methods: Literature studies focusing on the analysis of prior studies and the 2018 edition of the FGI Guidelines were conducted. Results: As a result of reviewing the history and outline of the FGI Guidelines, the derived characteristics of the system were governance, procedure, and composition. First, it had multi-layered organization and multidisciplinary members. Secondly, the focus is on the procedure of gathering opinions from industry and the public. Third, the Guidelines have been continuously evolving to reflect the needs of the times and changes in the medical environment, and the content framework and method of writing are user-friendly in order to prevent confusion caused by vast contents. Implications: First, we need to consider the composition of a private organization to prepare Korean health care facility guidelines. Second, it needs a system that can induce the participation of multidisciplinary experts. Third, a comprehensive and user friendly guideline needs to be constructed.

Advertisement Dissemination Scheme Using User Preferences in Mobile P2P Environments (모바일 P2P 환경에서 사용자 선호도를 이용한 광고 전송 기법)

  • Jeong, Jiwon;Lee, Suji;Yun, Jinkyoung;Lim, Jongtae;Shin, Jaeryong;Bok, Kyoungsoo;Yoo, Jaesoo
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.35-49
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    • 2015
  • Recently, with the development of wireless communication technologies and mobile equipments, various studies on mobile P2P networks have been conducted. In this paper, we propose an advertisement dissemination method considering peer's mobilities and preferences in mobile P2P networks. The proposed scheme generates a peer's preference through the analysis of users' activities to disseminate advertisements with user preferences. To reduce duplicated advertising messages and improve reception ratio, the priority of advertisement re-dissemination is determined according to peer's preferences, mobilities, and advertisement reception ratio. We improve the participation rate of the advertisement dissemination of mobile peers using the incentive mechanism in mobile P2P networks. To show the superiority of the proposed scheme, we compare it with the existing scheme in terms of the number of messages and accuracy.

Analysis and Training Contents of Body Balance Ability using Range of Motion of Lumbar Spine and Center of Body Pressure (요추 관절가동범위와 신체압력중심을 이용한 신체균형능력 분석 및 훈련 콘텐츠)

  • Goo, Sejin;Kim, Dong-Yeon;Shin, Sung-Wook;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.1
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    • pp.279-287
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    • 2019
  • In this paper, we attempted to analyze the balance ability of the body by measuring changes in body motion and plantar pressure distribution. So we developed a program that can measure and analyze range of motion and center of body pressure using inertial measurement unit(IMU) and FSR(Force Sensing Resistor) sensor, we also produced a contents that can help improve the balance ability. The quantitative values of range of motion and center of body pressure measured by this program are visualized in real time so that the user can easily recognize the results. In addition, the contents were designed to be adjusted according to the direction of improving the balance ability by adjusting the difficulty level based on the measured balance information. This can be achieved by increasing the concentration and participation will by using visual feedback method that proceeds while watching moving objects according to the user's motion.

Desing of VR Contents for Visual Function Enhancement (VR 기반 시기능 강화 콘텐츠 설계 및 제작)

  • Yong-Ju Kim;Sang-Joong Jung
    • Journal of the Institute of Convergence Signal Processing
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    • v.23 no.2
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    • pp.70-75
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    • 2022
  • With the spread of various digital devices, devices have become commonplace in modern society. Moreover, due to the increase in device usage and online learning while staying indoors during the COVID-19 pandemic, symptoms such as an increase in myopia in children due to eye fatigue, an increase in young presbyopia, and dry eye syndrome are increasing, and now people are paying attention to eye health. This is different from before. There are various prescriptions for eye health, but in this paper, we would like to propose a training method for enhancing visual function using VR contents. The analog methods of the existing teaching aids for visual function reinforcement training were planned and produced as digital contents, and VR-based training contents were selected from among the various methods carried out with teaching aids at the visual function training center, which can be made into contents. was developed with In the training process for each content, it was proposed to apply eye tracking to the VR device in order to give the user feedback on their participation in the training so that the management and concentration of the training process could be analyzed.

Classification and Characteristics of Augmented Reality Contents of Fashion Brands (패션 브랜드의 증강현실(AR) 콘텐츠 유형 및 특성)

  • Lee, Hyun-Jin;Ku, Yang-Suk
    • Fashion & Textile Research Journal
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    • v.22 no.3
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    • pp.310-322
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    • 2020
  • This study investigated the classification and characteristics of augmented reality (AR) content of fashion brands. The AR contents of fashion brands were classified according to user participation space and content delivery method. Based on these types, eight case studies were conducted, along with a discussion of AR characteristics in terms of presence, interactivity, and immersion. The results showed that AR content could be divided into four types: offline visit-external information type, offline visit-internal experience type, online utilization-external information type, and online utilization-internal experience type. It was also found that there were differences in characteristics for each type of AR content. First, the offline visit-external information type requires various new content that can provide entertainment immersion to users. Second, the offline visit-internal experience type requires a powerful inducement for users to visit a specific space providing AR content and to participate in augmented environments. Third, the online utilization-external information type needs a series of AR content that can consistently incite users' curiosity about brands and products. Fourth, the online utilization-internal experience type needs effective content to improve users' shopping experience with the virtual fitting of fashion accessories, such as eyewear, hats, jewelry, and watches. Accordingly, fashion companies should create contents that can provide appropriate presence, interactivity, and immersion by AR type.

A Study on Design and Implementation of Archival Information Services based on Social Network Service in Mobile Environments (모바일 환경에서의 SNS를 활용한 기록정보서비스 설계 및 구현에 관한 연구)

  • Kang, Hye-Kyung;Kim, Yong
    • Journal of Korean Society of Archives and Records Management
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    • v.12 no.1
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    • pp.33-58
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    • 2012
  • With technological and cultural changes around web and mobile networks, SNS would be considered as an important tool for information sharing. Especially, SNS represented Facebook and Twitter is being new paradigm for communication. This study seeks to methods to provide a service user participation and cooperation and expands use and access to archival information service through SNS. To achieve the goals, this study proposed a method to provide effective archival information service through literature research. Also, the proposed service was implemented with system design and components.