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A Study on Kang Full's Webtoon through the Main Plot Composition Method in Tobias -Focused on Rescue and The Riddle Plot- (토비아스의 메인 플롯 구성 방법을 통한 강풀의 웹툰 분석 -구출과 수수께끼 플롯을 중심으로-)

  • Kim, Dae-Kweun;Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.40
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    • pp.211-242
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    • 2015
  • Recently, the shrunk influence of printed cartoon has been superseded by the influence of Webtoon in the comic industry. Webtoon has gained popularity and interest by being served on internet quickly and easily. Their novel material and sympathetic topic have made it possible for many Webtoons to be reproduced into tv dramas and movies, so, the influence of them has been increased as the copyright industry of culture contents industry. The increasing interest for Webtoon has induced academic studies for the subject. Among the various studies in need on Webtoon, the most important study topics in need are 'Story' and 'Quality' which are criterion for readers to choose Webtoons to read. To create the Webtoon that are great at 'Story' and 'Quality', the study on plots should be preceded, which recast episodes organically through a logical causal relationship. Therefore, in this study, the plots of Webtoons have been analyzed through Rescue plot in and the Riddle plot in selected from the Kang Full's Webtoon series, 'mystery psychology horror season', which are evaluated as the great work at 'Story' and 'Quality.' The analysis was implemented based on Tobias' theory which suggests 'the characteristics of plot' and '8 principles for good plot.' First, Kang Full's webtoons were analyzed through 'the characteristics of plot' and '6 principles for good plot' which is modified from '8 principles of good plot' based on Tobias' theory. Applicability was checked if Tobias' theory could be applied to Kang Full's Webtoon checking through the scenes and contents of the Webtoon. (1) Tobias' 'the characteristics of plot' could be applied to both Rescue plot in and the Riddle plot in . (2) Among '6 principles for good plot', 5 principles are shown in The Lighting Store and all of the 6 principles in Neighbor. The result shows that Tobias theory could be applied to the plot of Webtoon. The fact that Kang Full's Webtoons are composed in a formulaic form could be identified through 'the characteristics of plot' and '6 principles for good plot' shown in Rescue plot in and the Riddle plot in .

Development of Korean Green Business/IT Strategies Based on Priority Analysis (한국의 그린 비즈니스/IT 실태분석을 통한 추진전략 우선순위 도출에 관한 연구)

  • Kim, Jae-Kyeong;Choi, Ju-Choel;Choi, Il-Young
    • Asia pacific journal of information systems
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    • v.20 no.3
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    • pp.191-204
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    • 2010
  • Recently, the CO2 emission and energy consumption have become critical global issues to decide the future of nations. Especially, the spread of IT products and the increased use of internet and web applications result in the energy consumption and CO2 emission of IT industry though information technologies drive global economic growth. EU, the United States, Japan and other developed countries are using IT related environmental regulations such as WEEE(Waste Electrical and Electronic Equipment), RoHS(Restriction of the use of Certain Hazardous Substance), REACH(Registration, Evaluation, Authorization and Restriction of CHemicals) and EuP(Energy using Product), and have established systematic green business/IT strategies to enhance the competitiveness of IT industry. For example, the Japan government proposed the "Green IT initiative" for being compatible with economic growth and environmental protection. Not only energy saving technologies but energy saving systems have been developed for accomplishing sustainable development. Korea's CO2 emission and energy consumption continuously have grown at comparatively high rates. They are related to its industrial structure depending on high energy-consuming industries such as iron and steel Industry, automotive industry, shipbuilding industry, semiconductor industry, and so on. In particular, export proportion of IT manufacturing is quite high in Korea. For example, the global market share of the semiconductor such as DRAM was about 80% in 2008. Accordingly, Korea needs to establish a systematic strategy to respond to the global environmental regulations and to maintain competitiveness in the IT industry. However, green competitiveness of Korea ranked 11th among 15 major countries and R&D budget for green technology is not large enough to develop energy-saving technologies for infrastructure and value chain of low-carbon society though that grows at high rates. Moreover, there are no concrete action plans in Korea. This research aims to deduce the priorities of the Korean green business/IT strategies to use multi attribute weighted average method. We selected a panel of 19 experts who work at the green business related firms such as HP, IBM, Fujitsu and so on, and selected six assessment indices such as the urgency of the technology development, the technology gap between Korea and the developed countries, the effect of import substitution, the spillover effect of technology, the market growth, and the export potential of the package or stand-alone products by existing literature review. We submitted questionnaires at approximately weekly intervals to them for priorities of the green business/IT strategies. The strategies broadly classify as follows. The first strategy which consists of the green business/IT policy and standardization, process and performance management and IT industry and legislative alignment relates to government's role in the green economy. The second strategy relates to IT to support environment sustainability such as the travel and ways of working management, printer output and recycling, intelligent building, printer rationalization and collaboration and connectivity. The last strategy relates to green IT systems, services and usage such as the data center consolidation and energy management, hardware recycle decommission, server and storage virtualization, device power management, and service supplier management. All the questionnaires were assessed via a five-point Likert scale ranging from "very little" to "very large." Our findings show that the IT to support environment sustainability is prior to the other strategies. In detail, the green business /IT policy and standardization is the most important in the government's role. The strategies of intelligent building and the travel and ways of working management are prior to the others for supporting environment sustainability. Finally, the strategies for the data center consolidation and energy management and server and storage virtualization have the huge influence for green IT systems, services and usage This research results the following implications. The amount of energy consumption and CO2 emissions of IT equipment including electrical business equipment will need to be clearly indicated in order to manage the effect of green business/IT strategy. And it is necessary to develop tools that measure the performance of green business/IT by each step. Additionally, intelligent building could grow up in energy-saving, growth of low carbon and related industries together. It is necessary to expand the affect of virtualization though adjusting and controlling the relationship between the management teams.

On Investigation of Status of Sex Education and Sex Education Needs of High School Students by Their Sexual Experience (일부지역 고등학생의 성교육 실태와 성경험에 따른 성교육 요구도 조사)

  • Lee, Seon-Suk;Cho, Soon-Ja;Sin, Yeon-Soon;Choi, In-Sook;Lee, Deok-Weon
    • The Journal of Korean Society for School & Community Health Education
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    • v.5
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    • pp.85-105
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    • 2004
  • The purpose of this study is to provide basic data for practical and concrete program development, which can give students satisfaction in sex education. To achieve this purpose, an actual status of sex education for high school student and their sexual experience were investigated. And then tried to find out if there is difference of satisfaction in sex education and contents that they want to learn based on having sexual experience or not. For this study, a questionnaire of sexual awareness was conducted on 562 students among first graders and second graders of high school located in Kongju city, from on October 4th, 2004 to on October 15th. But only 550 answer sheets among 562 were analyzed, for 12 answer sheets were not proper enough to apply to this study. The collected data was computerized using SPSS WIN in frequency and percentage for actual condition of sex education and sexual experience and for satisfaction at the result of sex education based on having sexual experience or not. And then the $x^2$-test was verify the difference. The requirement for sex education, based on having sexual experience or not, was analyzed using t-test by computerizing the average and standard deviation. The conclusion of this study are as followings; 1. 93.8% students have ever been taught for sex education by teachers, but nursing teacher among them was the higher percentage than any other teachers. They took courses for sex education in discretion class, and the teaching method was a kind of lecture. 2. After taking sex education, 37.6% students said that it was boring, for they had already known the contents of the courses, and 43.8% students said that they acquired sex knowledge through the Internet and mass media. 3. It was highest percentage that 36.9% students had no agony about sex. The most serious worry was a sexual impulse and the sexual psychology of the opposite sex. To solve these worries, 61.6% students said that they consulted with their friends. 4. It showed that 89.9% male students and 71.6% female students had experiences various lascivious materials, 81.4% male students, 7.2 female students experienced masturbation, 52.7% female student and 44.8% male students experienced kissing or hugging, and 13.7% male students and 9.9% female students experienced sexual intercourse. 5. The satisfaction for sex education based on having sexual experience or not was different. In short, it showed that the students who experienced sexual experiences such as accessing to lascivious materials, kissing, hugging, and sexual intercourse except masturbation thought that sex education was important than the students who didn't experience sexual experiences. On the other hand, the students who didn't experience sexual experiences were more satisfied with the contents and level of sex education than the students who experienced sexual experiences. 6. The requirement for sex education based on having sexual experience or not was also different. The students who experienced sexual experiences wanted to learn an acquaintance with the other sex than the others. On the other hand, the students who didn't experience sexual experience wanted to learn friendship and love. The students who experienced sexual experience except masturbation was more desirable for taking sex education than the other students. In conclusion, it is fully required that sex education should be regular subject in school and teachers who are charge of sex education should be experts in this field, for only expert can teach systematic and adequate sex knowledge to students. In addition, it is also essential to understand contents of sex education which can be satisfactory for students' requirement. So we should develop concrete and practical programs for sex education.

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Development of Education Materials for Healthy Consumption of Milk in a Card News Format for Korean Adults (성인의 바른 우유 섭취를 위한 카드뉴스 형식의 교육자료 개발)

  • Kim, Sun Hyo
    • Journal of Korean Home Economics Education Association
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    • v.32 no.3
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    • pp.97-110
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    • 2020
  • The purpose of this study is to develop milk education materials for adults based on the scientific basis of right milk consumption in the format of card news that can be easily accessed on a mobile phone or the internet and has high impact. The topics to be included in the card news were selected based on the findings from literature analysis and focus group interviews with 10 adults(32.0±6.4 years). For the eight selected topics, effective communication was made by suggesting some information that users want to know while reflecting adult eating habits, lifestyle habits, and nutrition and health interests. The card news draft was reviewed by researcher and consulting experts, and then questionnaire survey was conducted using Likert 5-point scales by 50 adults(42.7±10.2 years). Based on the results of the review, consultation and questionnaire survey, a final draft of the card news consisting of 11 cuts was completed. Card news proposal is expected to produce educational effects, since the respondents showed high satisfaction with the card news (higher than 4 on the 5-point scales) according to the questionnaire survey. Adults can easily access and use the card news developed in this study, and thus this card news is expected to increase milk consumption in adulthood and improve nutrition and health through friendly and systematic milk education.

Problem-Finding Process and Effect Factor by University Students in an Ill-Structured Problem Situation (비구조화된 문제 상황에서 이공계 대학생들의 문제발견 과정 및 문제발견에 영향을 미치는 요인)

  • Kang, Eu-Gene;Kim, Ji-Na
    • Journal of The Korean Association For Science Education
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    • v.32 no.4
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    • pp.570-585
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    • 2012
  • The Korean national curriculum for secondary school emphasizes scientific problem solving. In line with the national curriculum, many educational studies have been conducted in relation to science education. The objects of these studies were well-defined and well-structured problems. The studies were criticized for overlooking ill-defined and ill-structured problems. Some research has dealt with problem finding in ill-structured problems, which is related to creativity. There is a need for a study of scientific problem finding process in an ill-structured problem situation, because this study will help teachers wanting to teach scientific problem-finding in an ill-structured problem situation. The objective of this study was to conduct an empirical study on the scientific problem finding process in an ill-structured problem situation. One task of scientific problem finding in an ill-structured problem situation was assigned to 92 university students; thereafter, 32 of them participated in the research through interviews. Results indicated that the scientific problem finding process depended on initial clues and tentative solutions. Initial clues were affected by students' experiences, such as major classes, films, and novels. Tentative solutions were influenced by background knowledge of the tasks. Students screened information browsed on the Internet. They applied some standards for selection, particularly emphasized reliability standards, which are supposed to be studied in other contexts. All the students used assumptions to make their problems appear probable, which could be a useful tool to articulate.

Questionnaire-based analysis of growth-promoting attempts among children visiting a university growth clinic (대학병원 성장클리닉을 내원한 아동에서 설문 조사를 통한 키성장 관리 실태분석)

  • Huh, Kyoung;Park, Mi Jung
    • Clinical and Experimental Pediatrics
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    • v.52 no.5
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    • pp.576-580
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    • 2009
  • Purpose : Growth-promoting attempts are widespread in Korea, but little is known about their prevalence or associated factors. This study was designed to assess the prevalence of growth-promoting attempts among children visiting a university growth clinic. Methods : A questionnaire-based survey was carried out with 823 children (416 boys, 407 girls) who visited the growth clinic at Paik Hospital. Results : The mean age of the subjects was $10.4{\pm}2.6$ yr, and the height z-score was $-1.58{\pm}0.91$. Approximately 33.4% of the children had tried growth promotion. Among the height-gain methods, herbal medicine was the most frequently used (37.8%), followed by health-promoting supplements (37.1%), exercise or machine (3.0%), and growth hormone treatment (2.9 %). The mean age at which the parents began to worry about their children's height was 7.7 yr. The mean age at which they started height-gain methods was 8.9 yr for herbal medicine, 9.1 yr for health-promoting supplements, 9.4 yr for exercise or machine, and 9.9 yr for growth hormone treatment. Motivating factors included advice from relatives or friends (36.0%), advertisements in the Internet or newspaper (28.4%), advice from pharmacist (16.8%), and advice from their medical doctor (5.5%). The degree of satisfaction from the height-gain methods was 29.1% with growth hormone treatment, 6.6% with exercise or machine, 6.4% with herbal medicine, and 2.8% with growth-promoting supplements. Conclusion : Approximately one third of the children reported use of growth-promoting methods, but the satisfaction rate was not high. The benefits of growth-promoting methods should be carefully weighed against their costs and side effects.

A Study on the animation music video production for the viral marketing purposes A case study of project (바이럴 마케팅용 애니메이션 뮤직비디오 제작 연구 : 월드컵 응원가 <일어나라 대한민국> 사례를 중심으로)

  • Han, Sang-Gyun;Kim, Tak-Hoon;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.22
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    • pp.47-63
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    • 2011
  • Recently, contemporary cultural contents have been shown its diversity changes followed by the birth of new media platforms with consumers' new needs in the global market. Also, developments of Internet and computer system networks are the main contributors of making this changes happened rapidly. This study aims to know that how to usefully use those new media platforms through the great example of stop-motion animation music video by analyzing its production and marketing process. The music video production had been focused to be completed with high quality by adjusting the production process economically in spite of the relatively short period(less than one month)from its crank-up to the deadline. Because the production was planned that main characters lead the whole story, the creative team had been tried to reduce the production hours by commonly use the same mold when they make original clay models by collecting the similarities of characters' appearances. By using CG technic, could overcome the visual monotonous from the similarities which inferred above. Also, the repeated rhythm in the music video, the similar scenes of backgrounds were commonly used by copy of the original scene. At the point of directing, the creative team considered both economical and art aspects for the quality work. In details, they divided the scenes into foreground and background, and removed unnecessary parts to save the production hours and budget but make depth of fields in the scenes. Except the viral marketing purposes, was searching for the methods to compensate the production cost. For this, the characters in the music video dressed the same T-shirts which are world-cup logo on, and those were designed for the sale after released the music video. Even the result of the sales was not enough to satisfied, it was estimated a great attempt to the domestic animation industry.

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Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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Comparison of the Working Conditions of Dental Hygienists Using Data from Online Job Sites (구인 사이트에 나타난 치과규모별 치과위생사 근무조건의 비교)

  • Oh, Eun-Ju;Hwang, Soo-Jeong
    • Journal of dental hygiene science
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    • v.17 no.6
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    • pp.501-507
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    • 2017
  • The shortage of dental hygienists has been a long-standing problem in Korea. Small-scaled dental clinics suffer from a lack of dental hygienists, who seem to prefer working at large-scaled dental clinics. The purpose of this study was to confirm the differences in the working conditions according to the scales of dental clinics. We collected the working information registered via job advertisements through the web-sites of Korean Dental Hygienists Association, Dental Jobs, and Nurse Jobs from July to August 2016. The results were as follows: 96.7% of the advertisements wanted regular workers, while the proportion of part-time workers was the highest (34.8%) in the group with less than 3 employees. The average workdays per week was $5.32{\pm}0.55$ days, and the group with less than 3 employees had significantly longer workdays than the other groups. The daily working time was $8.99{\pm}0.44$ hours, and there was no difference among the groups. Night overtime hours were needed by 54.4%, 45.0%, and 31.3% of the groups with of the groups with 4~7 employees, more than 8 employees, and less than 3 employees, respectively. Information regarding annual leave (60.5%), monthly leave (63.9%), half a day off (32.4%) and vacations (43.1%) were presented in the job advertisements, and these proportions were significantly higher by the group with more than 8 employees. Information on overtime pay (14.4%), night-work pay (13.4%), incentives (34.1%), lunches (60.2%), vacation bonuses (33.8%), and self-development (20.4%) were presented in job advertisements. The group with 4~7 employees had significantly higher proportions in severance pay, vacation bonuses, self-development, and major national insurance. It is necessary to consider the improvement of working conditions, diversity of working styles, and welfare of dental hygienists, and it is suggested that small dental clinics provide more precise working conditions.

Design of Translator for generating Secure Java Bytecode from Thread code of Multithreaded Models (다중스레드 모델의 스레드 코드를 안전한 자바 바이트코드로 변환하기 위한 번역기 설계)

  • 김기태;유원희
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2002.06a
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    • pp.148-155
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    • 2002
  • Multithreaded models improve the efficiency of parallel systems by combining inner parallelism, asynchronous data availability and the locality of von Neumann model. This model executes thread code which is generated by compiler and of which quality is given by the method of generation. But multithreaded models have the demerit that execution model is restricted to a specific platform. On the contrary, Java has the platform independency, so if we can translate from threads code to Java bytecode, we can use the advantages of multithreaded models in many platforms. Java executes Java bytecode which is intermediate language format for Java virtual machine. Java bytecode plays a role of an intermediate language in translator and Java virtual machine work as back-end in translator. But, Java bytecode which is translated from multithreaded models have the demerit that it is not secure. This paper, multhithread code whose feature of platform independent can execute in java virtual machine. We design and implement translator which translate from thread code of multithreaded code to Java bytecode and which check secure problems from Java bytecode.

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