• Title/Summary/Keyword: online-order

Search Result 1,692, Processing Time 0.029 seconds

A Visual Methods Approach to the Formation of Class Identity and Practices of Everyday Life -A Case Study on Youths of 'Gangbuk' ('강북' 청소년들의 일상생활 문화와 계급 정체성 형성에 대한 영상방법론적 연구)

  • Lee, Sangkyu;Hong, Seok-Kyeong
    • Korean journal of communication and information
    • /
    • v.68
    • /
    • pp.87-129
    • /
    • 2014
  • This paper addresses questions on the marginalized position of youths of 'Gangbuk' and elucidates how they construct their own identities in the individual trajectories of everyday life. Three years of research, including participatory observation and in-depth interviews, was conducted on nine students from Northeastern district of Seoul. The research also adopted reflexive photography interview method in order to encourage the informants to actively participate in the research. The result illustrates the diversity of the everyday life experiences. More 'marginalized' youths from middle to lower class background had to endure the burdens of their daily lives without programs. Still, they were elaborating their own cultural taste and positive self-narratives at the periphery of the mainstream culture, by practicing music, online community activities and bodily performances. They had to negotiate the crucial turn of life after their graduation, when they entered into the harsh social competition with limited resources. We observed how they gradually assimilate the identity of the 'working youth', some of them developing a positive valorization of their experiences labor. Findings underline the active role of the cultural practices in the making of class identity of the youth and the necessity of researches situating the making of class identity and the reproduction of the class for the youth in the larger geography of class culture in the contemporary Korean society. Lastly, it is argued that these youths should not be considered as determined subjects, who reproduce already established class identities, but as active agents of their lives who deserve more respects and attentions from the society.

  • PDF

A Study on Middle-aged women playing internet web-board games (고스톱 치는 아줌마들: 중년 기혼 여성들의 웹보드 게임 경험에 관한 연구)

  • Yoon, Tae-Jin;Jang, Min-Gi
    • Korean journal of communication and information
    • /
    • v.62
    • /
    • pp.51-73
    • /
    • 2013
  • This study is an attempt to find out the meaning of game to middle-aged women who enjoy internet web board game as part of the leisure. In order to discover the perceptions and emotions of middle-aged women regarding game, in-depth interviews with the five women of 48 to 63-year-old were conducted. The results are: First, the web board games to middle-aged women is an opposition of labor, but at the same time a part of day-long procedure of labor. Second, most middle-aged women are not in an autonomous environment where they can pursue active hobbies. Third, middle-aged women do not tolerate sacrificing money or housework on game because the web board games are regarded as a worthless activity. Finally, middle-aged women do not transform the existing social relationships into online relationships, nor form new social relationships through internet. Based on these results, we could draw a rough picture overviewing the gaming experience of middle-aged women, which has been more or less ignored in academic field. game experiences; middle-aged women; web board game; leisure/labor; game culture;

  • PDF

Analysis of causal factors and physical reactions according to visually induced motion sickness (시각적으로 유발되는 어지럼증(VIMS)에 따른 신체적 반응 및 유발 요인 분석)

  • Lee, Chae-Won;Choi, Min-Kook;Kim, Kyu-Sung;Lee, Sang-Chul
    • Journal of the HCI Society of Korea
    • /
    • v.9 no.1
    • /
    • pp.11-21
    • /
    • 2014
  • We present an experimental framework to analyze the physical reactions and causal factors of Visually Induced Motion Sickness (VIMS) using electroencephalography (EEG) signals and vital signs. We studied eleven subjects who are voluntarily participated in the experiments and conducted online and offline surveys. In order to simulate videos including global motions that could cause the motion sickness, we extracted global motions by optical flow estimation method from hand-held captured video recordings containing intense motions. Then, we applied the extracted global motions to our test videos with action movies and texts. Each genre of video includes three levels of different motions depending on its intensity. EEG signal and vital sign that were measured by a portable electrocorticography device and an electronic monometer in real time while the subjects watch the videos including ones with the extracted motions. We perform an analysis of the EEG signals using Distance Map(DM) calculated by correlation among each channel of brain signal. Analysis using the vital signs and the survey results is also performed to obtain relationship between the VIMS and causal factors. As a result, we clustered subjects into three groups based on the analysis of the physical reaction using the DM and the correlation between vital sign and survey results, which shows high relationships between the VIMS and the intensity of motions.

Analysis of mediating effects of presence, emotional attachment, and focus of attention for augmented reality immersion - In the case of augmented reality game Pokémon Go users (증강현실 몰입에 대한 현존감 및 정서적 애착과 주의집중의 매개효과 연구 - 증강현실 게임 포켓몬 고 이용자를 사례로)

  • Han, Yoon Jung
    • Journal of the HCI Society of Korea
    • /
    • v.12 no.4
    • /
    • pp.27-35
    • /
    • 2017
  • This study aims to investigate the influence of engagement of augmented reality game on immersion. The relationship between engagement and flow was examined through the mediating effects of emotional attachment and focus of attention on presence and the mediating effects of presence on flow. In order to verify the research hypothesis, online questionnaire was conducted with the consent of $Pok\acute{e}mon$ Go game user group. The questionnaire items were translated from the Augmented Reality Immersion Questionnaire. A total of 200 questionnaires were collected and used for analysis. Using the SPSS 23.0 program and the Mplus 7.0 program, the reliability of the scale was confirmed through the Cronbach's coefficient and the causal relationship and the mediating effects were verified by path analysis. As a result, there was no direct causal relationship between engagement and flow. However, causal relationship was evident when emotional attachment and focus of attention were mediated in the process of engagement in augmented reality game. In conclusion, systematic explanations of participant's emotional attachment and attentional state as a main factor in the process of participating in the augmented reality game involvement, reveal the elements to be noticed by the augmented reality game.

A Study on the Development of HMR Products of Korean Foods Using Conjoint Analysis (컨조인트 분석법을 이용한 한국 음식의 HMR 상품 개발에 관한 연구)

  • Choi, Won-Sik;Seo, Kyung-Hwa;Lee, Soo-Bum
    • Culinary science and hospitality research
    • /
    • v.18 no.1
    • /
    • pp.156-167
    • /
    • 2012
  • The purpose of this study is to examine the structural elements of HMR in Korea foods and explore the way HMR products using Korean foods can be developed at this time of increased interest. Through an investigation of its importance by attributes and their partial values, hypothetical HMR products using Korean foods were estimated. In order to develop the optimal HMR goods of Korean food, a preference survey was conducted after selecting 9 profiles using conjoint analysis with orthogonal design, and 4 holdout sets were generated and used for cross-validity authorization and reliability of the model. The results of this study showed that customers put cooking levels, menu price, and the location of purchase into importance when selecting HMR products of Korean foods. They preferred to eat the products after sufficiently heating them and buy the products sold online and through home shopping programs, with the price range of 10,000 won and over. It was concluded that more customers can be attracted if a variety of HMR products using Korean foods which can be prepared readily anywhere and at any time are developed.

  • PDF

A Study on the Scope and Determinants of Electronic Collaboration based on IT in Interorganizational Relationships (기업간 거래에서 정보기술을 활용한 전자적 협력의 범위와 선행요인에 관한 연구)

  • Choi, Su-Jeong
    • Journal of Information Technology Applications and Management
    • /
    • v.15 no.4
    • /
    • pp.159-188
    • /
    • 2008
  • This study suggests strategies which can enable to creation of new opportunities of competitive advantages while operating a long lasting and consistent business with major trading partners, based on interorganizational information systems (IOISs) specially established and installed for interorganizational transactions. Nowadays, IOISs based mechanism having been widely expanded as a conventional business infrastructure for the interorganizational transactions and/or exchanges, it is customary difficult to obtain any strongly sound advantage over the competitors who have adopted even the simplest deployment of the IOIS mechanisms. In this connection, this study intends to investigate the interorganizational collaborative activities conducted by under the auspicious of IOISs, focused on the prospect of the exploitation of IOISs rather than the implementation of the IOISs. In this study, we, firstly, suggest the concept of Electronic Collaboration which can be defined by the collaborative activities conducted by IOISs, compared to the ones conducted on off-line. In addition, we suggest the Electronic Collaboration as a multi-dimensional concept, constituted by three sub-constructs, the Electronic Information Sharing (EIS), the Electronic Joint Activity (EJA), and the construction of the Electronic Relational Knowledge Store (ERKS). Secondly, we empirically verify the effects of relational and environmental determinants on the Electronic Collaboration. In this study, the relational determinants relate to the variables created in interorganizational relationship like Trust, Influence, Relational Specific Asset-asset invested for the transaction-, and Continuity of the relationship. On the other hand, the environmental determinants relate to the variables surrounding the relationship which are difficult to control. We consider Product Complexity, Technological Uncertainty, and Market Variability as the domain of the environmental determinants. To test our hypotheses, we conducted both paper-based survey and online-based survey. After refining the data with missing responses, a total of 150 data was used for analysis. The results were as follows : Firstly, it is statistically significant that the Electronic Collaboration is composed of EIS, EJA, and ERKS. In particular, the results imply that the firms are able to accumulate relational knowledge base as well as to exchange information or knowledge, and to conduct joint activities through effort to further expand the Electronic Collaboration. Secondly, we have verified the individual effects of the relational and the environmental determinants on the Electronic Collaboration. Product Complexity has been revealed as the most influential variable affecting the Electronic Collaboration. Next, Interorganizational Trust and Technological Uncertainty, in that order, have been seen to have significant effects on the Electronic Collaboration. In other words, when products or services seem to be difficult to standardize, and the core technologies seem to rapidly change, the need for the Electronic Collaboration increase. In addition, the observation dictates that the interorganizational trust turns out to be a critical variable in building a relationship and in seeking further collaboration. The results, further, illustrate that the environmental determinants are relatively more effective than the relational determinants, which is not consistent with a few prior researches relational determinants emphasized. It is because this study doesn't consider the size of the firm. A few researchers have given an emphasis on the relational determinants like trust and influence, especially from the perspective of small firms in interorganizational relationship. However, in our study, where all the sizes of the firms are contained, electronic collaboration is considerably affected by the environmental determinants.

  • PDF

Development of Evaluation Tool on Music Casting Based on Customer Experience (고객경험을 기반으로 한 인터넷 음악 방송 사이트 평가도구의 개발)

  • 박수정;김현정;변진식
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.289-300
    • /
    • 2004
  • Recently, web casting on the internet has been expanding in number and size. Web Casting is different from the conventional television broadcasting since it can transmit various types of information through multimedia and it also can include interaction between users and broadcasting server. User experience by interaction becomes more important. Therefore, it is needed to win over customers by supplying satisfied experience through creative and different services, especially when there are consider competitions among music casting sites. In order to know how to make customers satisfied, we have to try to inspect what real customers in the Web Sites are acting and thinking, namely 'customer experience'. The 'customer experience' means every experience what users are expecting, doing, thinking and feeling when they stay in the Web site and online. In this thesis, the evaluation Guideline for music casting websites is developed by understanding customer experience on the music casting websites. The process of understanding customer experience was implemented through user observation methods, such as web Diary, group interview, and questionnaire. As a result of the study, 67 evaluation Guidelines with weight rate in 6 categories which are searching music, listening music, music video, music broadcasting, music mailing and other contents are developed. It can be used to analyze strengths and weakness of music casting sites and to establish business strategy for the more satisfied customer experience.

  • PDF

A Study on the Geometric Correction Accuracy Evaluation of Satellite Images Using Daum Map API (Daum Map API를 이용한 위성영상의 기하보정 정확도 평가)

  • Lee, Seong-Geun;Lee, Ho-Jin;Kim, Tae-Geun;Cho, Gi-Sung
    • Journal of Cadastre & Land InformatiX
    • /
    • v.46 no.2
    • /
    • pp.183-196
    • /
    • 2016
  • Ground control points are needed for precision geometric correction of satellite images, and the coordinates of a high-quality ground control point can be obtained from the GPS measurement. However, considering the GPS measurement requires an excessive amount o f t ime a nd e fforts, there is a need for coming up with an alternative solution to replace it. Therefore, we examined the possibility of replacing the existing GPS measurement with coordinates available at online maps to acquire the coordinates of ground control points. To this end, we examined error amounts between the coordinates of ground control points obtained through Daum Map API, and them compared the accuracies between three types of coordinate transformation equations which were used for geometric correction of satellite images. In addition, we used the coordinate transformation equation with the highest accuracy, the coordinates of ground control point obtained through the GPS measurement and those acquired through D aum M ap A PI, and conducted geometric correction on them to compare their accuracy and evaluate their effectiveness. According to the results, the 3rd order polynomial transformation equation showed the highest accuracy among three types of coordinates transformation equations. In the case of using mid-resolution satellite images such as those taken by Landsat-8, it seems that it is possible to use geometrically corrected images that have been obtained after acquiring the coordinates of ground control points through Daum Map API.

Iguana motion synthesis using soft body simulation (연체 시뮬레이션 기반 이구아나 동작 생성)

  • Moon, Jaeseok;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.23 no.1
    • /
    • pp.33-38
    • /
    • 2017
  • In this paper, we suggest a method to simulate high-quality iguana animation by using low-quality motion capture data. Iguana motion data captured using a small number of markers cannot express its movement precisely, and even with a realistic skin mesh, it shows unnatural movement because of limited degrees of freedom. In order to solve this problem, we propose to simulate a natural and flexible movement by applying a soft-body simulation technique which models the movement of an iguana according to muscle forces and body's elastic forces. We construct a motion graph from the motion capture data to describe the iguana's various movements, and utilize it to select appropriate movements when the iguana moves. A target point on a terrain is set from the user's input, and a graph path is planned based on it. As a result, the input movement of iguana walking on a flat ground transforms to a movement that is adapted in an online manner to the irregular heights of the terrain. Such a movement is used to calculate the ideal muscle lengths that are needed for soft-body simulation. Lastly, a tetrahedral mesh of the iguana is physically simulated to adapt to various situations by applying a soft-body simulation technique.

Study on Extraction of Sub-element and Construction of System Model for the Technological Communication Skills (기술적 의사소통능력의 하위요소 추출과 체제모형 구축)

  • Kim, Ju Hyun;Lee, Yong Jin
    • 대한공업교육학회지
    • /
    • v.40 no.1
    • /
    • pp.105-120
    • /
    • 2015
  • The purpose of this study was to extract of Sub-elements of technological communication skills and to construct of a system model. In order to achieve the goal of the study, it was carried out in two steps: (1)Extraction sub-elements and definitions of technological communication skills, (2)Development of a system model of technological communication skills. Obtained conclusions by the process of this research were as follows. First, sub-elements of the technological communication skills were extracted and they were images, sketches, flowcharts, drawings, prototyping, symbols tables graphs and presentations. Second, using the 'technological communication tools' based on the "collaborative activities in online and offline', technological communication skills were defined as communication skills to be raised through the process of 'Idea through the Communication', 'Realization through the Communication', 'Wrap up through the Communication'. Third, technological communication skills were described as the system, in which 'Idea through the Communication(images, sketches, flowcharts)', 'Realization through the Communication(design, prototyping)', 'Wrap up through the Communication(symbol table graph, presentation)' were collaboratively activated. Fourth, checking tool for the technological communication skills was developed, based on checking tool for the existing communication skills and system model for technological communication skills. And it was improved by the expert validity test.