• Title/Summary/Keyword: means of communication

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The structure of knowledge intended to 'you(游)': case on the 『Dohwaguenmungi』 and 『Limchungochi』 ('유(游)'의 원리로 구성되는 화의(畵意)의 구조 연구 서설 - 『도화견문지(圖畵見聞誌)』, 『임천고치(林泉高致)』를 중심으로 -)

  • Son, Bo Mee
    • (The)Study of the Eastern Classic
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    • no.41
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    • pp.445-476
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    • 2010
  • In this essay I aimed to analyze the concept of cultivation in east asian aesthetics. Most people regarded traditional asian paintings as an artwork that was obviously an artwork by artists. Moreover, they emphasized the cultivation of artists in their creation and used to accept the concept of cultivation which means cultivating one's mind. Generally speaking, to cultivate one's mind meant enlarging one's ethical behavior and he or she became a better person. And in creation, it meant considering all things more deeply. In this point of view, it was too vague to notice the meaning. What is an accurate meaning of cultivate artist's mind? What was the relation between creation and cultivation? In confucian philosophy, the concept of cultivation had two meanings. One was to enlarge one's ethical behavior and the other was to improve one's knowledge about things. The knowledge implied all of the one's experiences about things. Thus, the knowledge meant what he communicated with under his surroundings and created. In this perspective, to analyze the case of "Dohwaguenmungi" and "Limchungochi", cultivation was related to 'you(游)' and 'jing(精)'. It implied all of the artist's efforts to make communication with his objects deeper and wider, at last, he created his own meaning about object that he experienced. Therefore, I suggest that when we use the concept of cultivation in the context of creation, it should be used as the meaning related with improving one's knowledge about things.

A Study on the Connective Validity of Technology Maturity and Industry for Core Technologies based on 4th Industrial Revolution (4차 산업혁명 기반 핵심기술에 대한 기술성숙도와 산업과 연계 타당성 연구)

  • Cho, Han-Jin;Jeong, Kyuman
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.49-57
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    • 2019
  • The core technology development of the Fourth Industrial Revolution is linked to the development of other core technologies, which will change the industrial structure in the future and create a new smart business model. In this paper, tried to analyze the technology maturity level and analyze the technology maturity. To do this, used technology trend information to investigate and integrate the market, policy, etc. Of core technology of the 4th Industrial Revolution to achieve a comprehensive maturity level. Because technology maturity measures are scored by technology developers, prejudices may be acted upon according to a person's tendency, which may be a subjective evaluation. It is also a measure of the maturity of individual technologies, and thus is not suitable for evaluating the overall system integration perspective. However, it is possible to evaluate the maturity before integrating the core element technologies constituting the whole system and to use it as a means to compare the effect of the whole system and its feasibility and play an important role in the planning of technology development.

A Study on the Psychological Factors and Environmental Factors Influencing of Game Leadership and Social Capital in Adolescent (청소년의 심리적·환경적 요인이 게임 리더십과 사회자본에 미치는 영향)

  • Yong, Hye-Ryeon;Kang, Ha-Na;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.509-519
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    • 2019
  • The size of the global game market, including Korea, is gradually expanding, there are about 80,000 people in the game industry in Korea, and it has maintained a steady increase. As the domestic game has become more influential, games have become a means of helping people to communicate with each other in everyday life. Despite these changes, There is a lack of positive perspectives such as game use and interpersonal interactivity or communication enhancement. Therefore, this study analyzed the correlation of psychological and environmental factors of adolescents, game leadership, and social capital in order to understand the positive effects of games. As a result of research, psychological factors such as social motivation, game efficacy, and game norms have a statistically significant effect on game leadership. Parental supervision has a negative effect on game leadership and a statistically influenced positive effect on social capital. Overprotective parenting has a negative effect on both game leadership and social capital. Finally, game leadership has a statistically influenced positive effect on social capital. This paper is meaningful in that the research on the positive aspect of the game was conducted for the adolescent.

Implications of the Sijung of Iching in modern network society (『주역(周易)』의 시중(時中) 사상이 현대 네트워크 사회에 갖는 함의)

  • Lee, Keun Yong
    • (The)Study of the Eastern Classic
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    • no.37
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    • pp.547-576
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    • 2009
  • Iching has been taught people wisdoms of Sijung since it appeared in oriental society thousands years ago. Sijung means each of us meets the change of the present situation reasonably and practices the timely truth. The current society we've been living is infra-structured by various kinds of visible or invisible networks. This society is called 'network society' which is characteristic of inter-connectivity, interactivity, and complexity, etc. This thesis is to study whether and how the wisdoms of Iching can be helpful for behaviors in network society. For this, the meaning of several hexagrams and the new paradigm of network society were reviewed. Then, which hexagrams give what wisdoms to individuals, organizations, and difficult situations in network society was discussed. In network society, individuals are surfing internet, meeting, chatting, and making groups to implement meaningful works. To these, some hexagrams give wisdoms such as the ethics of rightness, the virtue of the mean. Organizations in network society should rebuild and reform inner suborganizations, cooperate with other organizations including citizen alliances, competing firms, and government organs. To these, some hexagrams give wisdoms such as faithfulness, considerateness, and completeness. Other hexagrams give also wisdoms such as neighborhood, non-selfishness, and self-discipline, to difficult situations lack in communication in network society.

Estimating the Economic Effects of Smart Tourism Mobility in Seoul: Using RAS Method (RAS 기법을 활용한 서울 스마트관광 모빌리티의 경제적 파급효과 분석)

  • Hyunae Lee;Hyunji Kim;Namho Chung
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.131-152
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    • 2023
  • One of the key domains within a smart tourism city, smart mobility, encompasses advanced transportation means and services rooted in Information and Communication Technology (ICT). This includes shared bicycles, scooters, car-sharing services, smart transportation infrastructure, and more, aiming to surpass limitations of conventional transport and improve the movement of people and goods. It also serves tourists as an affordable and convenient mode of transport between attractions while also enhancing the overall travel experience. This study has defined 'smart tourism mobility' as a form of mobility grounded in ICT, exhibiting exceptional connectivity, serving public interest, and serving as a mode of transport for both residents and tourists in a smart tourism city. The research aimed to outline the scope of smart tourism mobility-related industries through expert Delphi surveys and estimate their economic effects within a smart tourism city. Specifically, this study updated 2015 input-output table and made 2020 regional input-output table of Seoul adopting RAS method and location quotient method. The results showed that the about 2.8 billion KRW investment of Seoul in smart tourism mobility may create more than 4.1 billion KRW in production inducement effect which is expected to create more than 1.6 billion KRW of income-inducing effect, 3.6 billion KRW of value-added-inducing effect, and 54 employment across all industries in Seoul in 2022.

Performance Evaluation of Catalog Management Schemes for Distributed Main Memory Databases (분산 주기억장치 데이터베이스에서 카탈로그 관리 기법의 성능평가)

  • Jeong, Han-Ra;Hong, Eui-Kyeong;Kim, Myung
    • Journal of Korea Multimedia Society
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    • v.8 no.4
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    • pp.439-449
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    • 2005
  • Distributed main memory database management systems (DMM-DBMSs) store the database in main memories of the participating sites. They provide high performance through fast access to the local databases and high speed communication among the sites. Recently, a lot of research results on DMM- DBMSs has been reported. However, to the best of our knowledge, there is no known research result on the performance of the catalog management schemes for DMM-DBMSs. In this work, we evaluated the performance of the partitioned catalog management schemes through experimental analysis. First, we classified the partitioned catalog management schemes into three categories : Partitioned Catalogs Without Caching (PCWC), Partitioned Catalogs With Incremental Caching (PCWIC), and Partitioned Catalogs With Full Caching (PCWFC). Experiments were conducted by varying the number of sites, the number of terminals per site, buffer size, write query ratio, and local query ratio. Experiments show that PCWFC outperforms the other two schemes in all cases. It also means that the performance of PCWIC gradually increases as time goes by. It should be noted that PCWFC does not guarantee high performance for disk-based distributed DBMSs in cases when the workload of individual site is high, catalog write ratio is high, or remote data objects are accessed very frequently. Main reason that PCWFC outperforms for DMM-DBMSs is that query compilation and remote catalog access can be done in a very high speed, even when the catalogs of the remote data objects are frequently updated.

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Towards Musical User Interface : The Emotional Effects of Music on Home Appliances Usability (음악적 사용자 인터페이스: 음악이 가전제품에 미치는 정서적 효과)

  • Kim, Jong-Wan;Tae, Eun-Ju;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.11 no.1
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    • pp.39-56
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    • 2008
  • Previous studies of music, user interface, and human-computer interaction have used sounds which include musical structure rather than real music. This study investigated whether real music affects objective and perceived usability. Silence, sound, and music conditions were compared in experiment 1 (kimchi refrigerator) and 2 (remote controller for air conditioner). Participants' performances of reaction time and accuracy, and the degree of subjective satisfaction were analyzed. The results showed that main effects on task performances were not different significantly; however, perceived usability of music condition was better than sound condition, which was better than silence condition. It means that musical user interface improves perceived usability while not interfering task performance. This study provides a basis of emotional and aesthetic effects of music in home appliances design, and can be applied to studies for the blind. More specific guideline for the musical user interface can be drafted if further studies consider more various tasks, context, musical structure and types for the appliances.

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Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.423-433
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    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

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An Empirical Study Applying the Self-Determination Factors to Flow and Satisfaction of SmartPhone (자기결정성 요인이 스마트폰 몰입과 만족에 미치는 영향)

  • Kwon, Do-Soon;Kim, Jin-Hwa;Yu, Cheol-Ha;Kim, Say-June
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.197-220
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    • 2011
  • The smartphone is simply beyond the means of communication equipment, to line up the turning point of mobile convergence, is recognized as a service tool of new concept the camera, game, multimedia function, digital multimedia broadcasting, mobile internet etc, that use of smartphone is working toward developed a variety and new business models. The study is empirically studied casualties that self-determination influences flow and satisfaction which is intrinsic motivation of smartphone. There are many studies on flow, is intrinsic motivation, influencing satisfaction and Loyalty, but there are little studies which variables influences flow. this study is explore causality of autonomy, competence, relatedness which are major variables of self-determination theory that studied factors effecting intrinsic motivation influencing flow and satisfaction. This study developed a research model to explain the use of smartphone, and collected 670 survey responses from the office workers of seoul S company who had experiences with such smartphone. To prove the validity of the proposed research model, SEM analysis is applied with valid 670 questionnaires. The results, firstly, autonomy positively influences flow. secondly, competence significantly influences flow. thirdly, relatedness significantly influenced flow. also, upper above results shows that flow influences satisfaction.

The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.