• Title/Summary/Keyword: experience world

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Buffer-Based Adaptive Bitrate Algorithm for Streaming over HTTP

  • Rahman, Waqas ur;Chung, Kwangsue
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.11
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    • pp.4585-4603
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    • 2015
  • Video streaming services make up a large proportion of Internet traffic on both fixed and mobile access throughout the world. Adaptive streaming allows for dynamical adaptation of the bitrate with varying network conditions, to guarantee the best user experience. Adaptive bitrate algorithms face a significant challenge in correctly estimating the throughput as it varies widely over time. In this paper, we first evaluate the throughput estimation techniques and show that the method that we have used offers stable response to throughput fluctuations while maintaining a stable playback buffer. Then, we propose an adaptive bitrate scheme that intelligently selects the video bitrates based on the estimated throughput and buffer occupancy. We show that the proposed scheme improves viewing experience by achieving a high video rate without taking unnecessary risks and by minimizing the frequency of changes in the video quality. Furthermore, we show that it offers a stable response to short-term fluctuations and responds swiftly to large fluctuations. We evaluate our algorithm for both constant bitrate (CBR) and variable bitrate (VBR) video content by taking into account the segment sizes and show that it significantly improves the quality of video streaming.

The Lived Experience of Struggling against Illness for Patients with Amyotrophic Lateral Sclerosis (근위축성 측삭경화증 환자의 투병경험)

  • Kang, Sung-Ye
    • Journal of Korean Academy of Nursing
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    • v.38 no.6
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    • pp.802-812
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    • 2008
  • Purpose: The purpose of this study was to identify and describe phenomenological structures of the lived experience of struggling against an illness for patients with Amyotrophic Lateral Sclerosis (ALS). Methods: The participants were 7 patients with ALS recruited by snowball sampling who agreed to participate in this research and could verbally communicated with the researcher. Data were collected by long term-repeated interviews with participants in their own homes. Data were analyzed using Colaizzi's method of phenomenology. Results: Four categories were extracted as follows: 'Being seized with fear of death', 'Living a marginal life', 'Accepting hard fate', and 'Clinging to faint life'. Seven theme clusters were identified as: 'Wandering to find a healing method with ominous signs in the body', 'Having a diagnosis of ALS is like a bolt from the blue and struggling against illness with faint hope', 'Being forced out to the edge of life with anguish', 'Filling one's heart with hatred and longing toward becoming estranged from the world', 'Living with stigma as a stumbling block with bitter grief in one's heart', 'Accepting every things as one's fate with self controlled fear of death', and 'Attaching to desire to live'. Conclusion: The results of this study can be used to develop the programs to support patients with ALS and their family.

The Game Engine Architecture for free game experience based on a storyline (스토리라인 기반의 자유로운 게임 플레이를 위한 게임 엔진 설계)

  • Kim, Seok-Hyun
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.615-622
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    • 2007
  • A game engine should have the architecture that can manage various interactions between entities in a game for offering users various game experience. For this purpose, the game engine architecture based on message system is used. But only by this message based system, it is difficult to change game world continuously according to some storylines. The reason of this is event-driven system like message based system is appropriate for processing individual message but is not appropriate for processing more bigger logical work unit. For this purpose this paper proposes the storyline entity. The storyline entity has logical flows for a storyline and is called by engine continuously. By this proposed game engine architecture he or she can maintain free game experience by message based system and can add some progressing of storylines.

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Finding Identity through Client Relationship Experience of Physical Therapists in Elderly Care Facilities (노인요양시설 물리치료사의 클라이언트 관계경험을 통한 정체성 탐색)

  • Kim, Hong Dae;Oh, Se Young
    • Journal of the Korean Society of Physical Medicine
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    • v.14 no.2
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    • pp.79-88
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    • 2019
  • Purpose: This study was conducted to understand the client relationship experience of the physical therapists working at elderly care facilities and to lay the foundation for finding the identity of physical therapists. Methods: In-depth interviews were conducted on eight incumbent physical therapists who had experienced working in elderly care facilities for at least one year. Data collection was conducted between June and September 2017, and the interview took an hour to an hour and a half to complete. After an in-depth interview, it was arranged as a file and analyzed according to the four steps of the phenomenological research method of the Giorgi. Results: Data were collected and analyzed; 19 categories, 6 themes and 5 domains were derived. Six themes were presented according to the 5 domains; the subject of relationships included 'diversity elderly'; context of relationships included 'the world of elderly nursing homes I did not know'; influence of relationships included 'the physical therapist is heartbroken because of the tormenting elderly'; condition of relationships included 'a reality that is tied to work'; aspects of relationships included 'how to reestablishing relationships with the elderly' and 'recognized and identified as a physical therapist'. Conclusion: This study shows that physical therapists working in elderly care facilities generally tend to fulfill their responsibilities and interact with clients; we found that identity of physical therapists was primarily defined by relationship experiences with patients.

Benjaminian Ruskin: Redemptive Myth and Modernity

  • Sohn, Jitae
    • Journal of English Language & Literature
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    • v.55 no.6
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    • pp.937-959
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    • 2009
  • The Queen of the Air, John Ruskin-s highly elliptical publication of 1869, elaborates a complex mythology as a way of responding to the prevalence of scientific thinking, widespread environmental degradation, the pernicious effects of political economy, and mechanistic labor. Benjamin-s desire to rescue human experience from prevailing scientific conceptions is reminiscent of Ruskin-s fear that the peculiar power that shapes the unities of the natural world is simultaneously being "beaten down by the philosophers into a metal or evolved by them into a gas" and obscured by the dreams and theories of philosophers and theologians. As a critic remarks, in Benjamin-s-and, we would add, Ruskin-s-view, "what the modern era lacked was a basis for continuity which would prevent experience from disintegrating into a desultory and meaningless series of events." Despite its frenetic hyper-associativity, then, The Queen of the Air contains a key element that Benjamin believes is necessary for "redemption": the desire for a new form of consciousness that recognizes links to the past and thus to the longings and dreams of our forebears. Thus, although Ruskin most immediately influences Proust, who in turn influences Benjamin, Benjamin-s thought is far more Ruskinian than critics have heretofore observed. Just as Benjamin helps us make sense of the ways in which The Queen of the Air is caught in the grip of the shocking associativity of modern life, so Ruskin assists us in discerning similar impulses in Benjamin-s attraction to a form of archaic consciousness that can, by altering the modern form of perception, reenchant the present.

Rethinking Korean Women's Art from a Post-territorial Perspective: Focusing on Korean-Japanese third generation women artists' experience of diaspora and an interpretation of their work (탈영토적 시각에서 볼 수 있는 한국여성미술의 비평적 가능성 : 재일동포3세 여성화가의 '디아스포라'의 경험과 작품해석을 중심으로)

  • Suh, Heejung
    • The Journal of Art Theory & Practice
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    • no.14
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    • pp.125-158
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    • 2012
  • After liberation from Japanese colonial rule in 1945, there was the three-year period of United States Army Military Government in Korea. In 1948, Democratic People's Republic of Korea, and Republic of Korea were established in the north and south of the Korean Peninsula. The Republic of Korea is now a modern state set in the southern part of the Korean. We usually refer to Koreans as people who belong to the Republic of Korea. Can we say that is true exactly? Why make of this an obsolete question? The period from 1945 when Korea was emancipated from Japanese colonial rule to 1948 when the Republic of Korea was established has not been a focus of modern Korean history. This three years remains empty in Korean history and makes the concept of 'Korean' we usually consider ambiguous, and prompts careful attention to the silence of 'some Koreans' forced to live against their will in the blurred boundaries between nation and people. This dissertation regards 'Koreans' who came to live in the border of nations, especially 'Korean-Japanese third generation women artists'who are marginalized both Japan and Korea. It questions the category of 'Korean women's art' that has so far been considered, based on the concept of territory, and presents a new perspective for viewing 'Korean women's art'. Almost no study on Korean-Japanese women's art has been conducted, based on research on Korean diaspora, and no systematic historical records exist. Even data-collection is limited due to the political situation of South and North in confrontation. Representation of the Mother Country on the Artworks by First and Second-Generation Korean-Japanese(Zainich) Women Artists after Liberation since 1945 was published in 2011 is the only dissertation in which Korean-Japanese women artists, and early artistic activities. That research is based on press releases and interviews obtained through Japan. This thesis concentrates on the world of Korean-Japanese third generation women artists such as Kim Jung-sook, Kim Ae-soon, and Han Sung-nam, permanent residents in Japan who still have Korean nationality. The three Korean-Japanese third generation women artists whose art world is reviewed in this thesis would like to reveal their voices as minorities in Japan and Korea, resisting power and the universal concepts of nation, people and identity. Questioning the general notions of 'Korean women' and 'Korean women's art'considered within the Korean Peninsula, they explore their identity as Korean women outside the Korean territory from a post-territorial perspective and have a new understanding of the minority's diversity and difference through their eyes as marginal women living outside the mainstream of Korean and Japanese society. This is associated with recent post-colonial critical viewpoints reconsidering myths of universalism and transcendental aesthetic measures. In the 1980s and 1990s art museums and galleries in New York tried a critical shift in aesthetic discourse on contemporary art history, analyzed how power relationships among such elements as gender, sexuality, race, nationalism. Ghost of Ethnicity: Rethinking Art Discourses of the 1940s and 1980s by Lisa Bloom is an obvious presentation about the post-colonial discourse. Lisa Bloom rethinks the diversity of race, ethnicity, sexuality, and gender each artist and critic has, she began a new discussion on artists who were anti-establishment artists alienated by mainstream society. As migration rapidly increased through globalism lead by the United States the aspects of diaspora experience emerges as critical issues in interpreting contemporary culture. As a new concept of art with hybrid cultural backgrounds exists, each artist's cultural identity and specificity should be viewed and interpreted in a sociopolitical context. A criticism started considering the distinct characteristics of each individual's historical experience and cultural identity, and paying attention to experience of the third world artist, especially women artists, confronting the power of modernist discourses from a perspective of the white male subject. Considering recent international contemporary art, the Korean-Japanese third generation women artists who clarify their cultural identity as minority living in the border between Korea and Japan may present a new direction for contemporary Korean art. Their art world derives from their diaspora experience on colonial trauma historically. Their works made us to see that it is also associated with postcolonial critical perspective in the recent contemporary art stream. And it reminds us of rethinking the diversity of the minority living outside mainstream society. Thus, this should be considered as one of the features in the context of Korean women's art.

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Activation plan and Status of English Experience Center (영어체험센터의 현황 및 활성화 방안)

  • Kim, Jeong-O
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.461-470
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    • 2012
  • English as official languages of the world has constantly increased the necessity. Since 1997 the government has adopted English as a regular subject in elementary school and Currently, an English specialist teacher has been employed, and native speakers have been hired in schools. In addition to, Teaching English in elementary schools was common. The importance of English was emphasized not only private organizations but also government, As the early 2000s, local provinces were interested in English education. To reflect the phenomenon is an English village. Seoul, Gyeonggi province and almost all other municipalities built the English village for each region. The English Experience Center and the English village surveyed how they are being operated and also checked students who have completed English Experience Center Research methods is to survey currently running the English Villages, and the experience centers by analyzing the programs. As a result of the programs, most English centers achieved its own purposes. Thus, This study checks Busan, Seoul, Gyeonggi English Village and Jeollanam-do English experience camp used for data analyzes and suggests improvements for English education.

Development of Experience Dance Game using Kinect Motion Capture (키넥트를 이용한 체감형 동작 인식 댄스 게임 개발)

  • Yun, Hye-Jeong;Kim, Kwang-Il;Lee, Jeong-Hun;Lee, Hae-Yeoun
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.1
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    • pp.49-56
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    • 2014
  • Console game has high market occupancy in the world game market and has popular favor for many players. Especially, the experience console game in which body movement is used to control the game has made its own market. However, previous experience console games can easily make players to be boring and require additional payments to update the game. In this paper, we present an experience dance game using Kinet, which has high interest and can be continuously updated. Differently from previous console games, the presented game makes the player to see how they are playing and to know what the next action is. Also, the accuracy of the player motion is compared 20 times in each second to get high interests of players. Through these functions, the presented game can achieve high satisfaction rates based on the qualitative evaluation of users.

Development of Game Developer Career Experience Program using Scratch (스크래치를 활용한 게임 개발자 진로체험 프로그램 개발)

  • Kim, Soohwan;Kim, Sanghong
    • The Journal of Korean Association of Computer Education
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    • v.23 no.1
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    • pp.45-52
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    • 2020
  • The purpose of this study is to develop a game developer career experience program that promotes student participation and to verify its effectiveness. The game developer career experience education program currently operated by Job World is composed of passive course, which makes students less interesting and only passive activities are possible. In this study, we improved the existing coursework type program to experience actual game development using scratch to promote learner participation. Scratch can be created and shared, giving students the opportunity to create their own work. Therefore, this study developed the game developer career experience education program using scratch and verified its effect. Two Delphi tests were conducted to develop the training program and one expert council was held. In addition, pilot classes were conducted from 22 elementary school students and 30 middle school students, and the satisfaction test was conducted. As a result, the developed educational program showed positive results in terms of help, satisfaction, effectiveness, and awareness.

A study on User Experience of Mobility Platform Service -Focused on kakao Taxi and Tada- (모빌리티 플랫폼 서비스의 사용자 경험 연구 -카카오 택시와 타다를 중심으로-)

  • Kim, Ji-Hyun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.351-357
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    • 2019
  • A number of case studies and type analyzes have been conducted on mobility platform services that are rapidly evolving around the world. However, since the actual user experience is important for the development of the mobility service, research on the user side is needed. In the mobility platform service, only the car-hailing was used, and the preference factors were analyzed through the questionnaire in seven aspects of the user experience. Studies have shown significant differences according to gender. While the safety of the woman, the comfort and the kindness of the vehicle have a great influence on the satisfaction, the male affirms that the familiarity is the factor affecting the satisfaction. This study focused on the customer experience as a real user and identified key factors of selecting mobility platform service, so it is expected that it will contribute to the development of mobility platform service in the future.