• Title/Summary/Keyword: participation channel

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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.

How Do the Journalists Perceive the Civic Journalism? (시민저널리즘에 대한 언론인 인식유형 연구)

  • Kim, Hung-Kyu;Hwang, On-Jung
    • Korean journal of communication and information
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    • v.43
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    • pp.359-384
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    • 2008
  • Nowadays, newspaper industry faces a crisis in terms of two aspects: First, in this multi-channel era, it has competed with the online journalism appearing in many digital media. Second, with the decrease of numbers of readers and political participation, the roles of newspaper has to be changed accordingly. The concept of civic journalism emerged as a solution in this context. The purpose of the study is to explore the factors in how journalists perceive the civic journalism. The Q-methodology was adapted to identify the factors composing of the belief, values, attitudes, ideas, and opinions toward the civic journalism. Total of 24 Q-sample (statements) were sorted by 27 P-sample (journalists) who were selected by their gender, years of service, and the like. The Quanl program finally produced 3 factors that were interpreted and named as follows: Factor I, the Complimentary Journalism, the civic journalism would fulfill the functions that traditional journalism has neglected. Factor II, the Alternative Journalism inducing the citizen's participation in the public areas. Factor III, the Functional Journalism, emphasizing dysfunction of the civic journalism.

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Influencing Factors on the Knowledge-Transfer Channel of the Korean Academics Engaged in Science and Engineering (한국 이공계 대학교수 지식이전 경로의 영향요인)

  • Kwon, Ki-Seok;Park, Mun-Su
    • Journal of Information Technology and Architecture
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    • v.9 no.3
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    • pp.287-301
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    • 2012
  • Against Nonaka's seminal work in 1999, this study aims to investigate various influencing factors on knowledge-transfer channels of Korean academics. To do this, we surveyed 20,000 Korean academics in science and engineering with regard to factors involved in their formal and informal collaborative activities with firms. In particular, we focus on the individual characteristics of the academics when the channels are changed from informal channels (e.g. consulting) to formal channels (e.g. licensing), as the codification of knowledge is important when it is spilled over. According to the results, male academics with a longer career and in the field of applied disciplines in a big laboratories are likely to join the transformation of the channels. Interestingly, application capacity as measured by the number of patent application is significantly and positively related to the participation of formal channels. In contrast, scientific capacity as measured by the number of papers is significantly and negatively, or in some case weakly, related to the participation. Finally, based on the findings, some policy implications are put forwarded.

A Study on Development of Experimental Contents Using 3-channel Multi-Image Playback Technique: Based on transparent OLED and dual layer display system (3채널 멀티 영상 재생 기법과 증강현실을 이용한 체험 콘텐츠 제작에 관한 연구: 투명 OLED 및 듀얼 레이어 디스플레이 시스템 기반)

  • Lee, Sang-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.6
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    • pp.151-160
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    • 2017
  • Among the methods of developing tourist spots and culture as the experience contents, it is a common method to display high-quality video images on a large display, and it is necessary to make a special difference between the participant's active participation and the visual experience in other regions. In this paper, using the single molecular OLED and active type, the regional tourist spots blend transparent OLED dual-layer display systems with the extended image implementation and augmented interaction techniques to give the participants a real-world experience, such as directing to new experiences and beautiful sights. In this paper, additional images and UI layers are applied to the layers of the images to allow visitors to experience sightseeing information, weather, maps, accommodations, festivals and photo materials with image. In addition to the dual-layer system, it also added a multi-display system that additionally has one vertical 55-inch display on each side, adding to the experience the immersive experience and interface interlocking fun. By using transparent OLED, dual layer panel and 3-channel Multi-image playback technique, the augmented type experience contents which can experience the local attractions in Jeollanamdo province in Korea at all time without any limitation of time and space were developed.

Public perception of environmental health due to small-scale industries in a rural community (일개 농촌지역 주민의 소규모 공장으로 인한 보건생활환경에 관한 인식도 조사)

  • Kim, Jeong-Youn;Jung, Yun-Jae;Sung, Yu-Mi;Ha, Eun-Hee;Wie, Cha-Hyung
    • Journal of agricultural medicine and community health
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    • v.25 no.1
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    • pp.1-9
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    • 2000
  • A public perception survey of environmental health due to small-scale industries was conducted in Sudong Myun, Namyangju City, Kyungki Do, recently being changed to industrialized rural community. This survey had the purpose to ascertain public interest, to identify public needs, and to assess participation for environmental health programs of rural community. The results of survey were as follows: 1. The rate of the respondents with factory worker 19.4% and half(53.1%) of respondents had lived nearby the factory. 2. Some respondents were not favor their neighboring factories(30.1%) and have discussed about its environmental problems in community meeting(14.4%) especially in neighborhood adjacent factories. 3. The respondents have perceived that: (1) major problems were water contamination, air pollution, nasty odor, dust, and noise (2) health problems were more serious in employees than in other residents (3) the employers were responsible for environmental problems (4) the health service should provided by public health center channel and participated by the residents (5) most important service for workers was improvement of working conditions. We hope the community environmental and/or occupational health delivery system for the employees and residents will be developed true public health center channel in a rural community on the basis of this result.

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Development of The Safe Driving Reward System for Truck Digital Tachograph using Hyperledger Fabric (하이퍼레저 패브릭을 이용한 화물차 디지털 운행기록 단말기의 안전운행 보상시스템 구현)

  • Kim, Yong-bae;Back, Juyong;Kim, Jongweon
    • Journal of Internet Computing and Services
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    • v.23 no.3
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    • pp.47-56
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    • 2022
  • The safe driving reward system aims to reduce the loss of life and property by reducing the occurrence of accidents by motivating safe driving and encouraging active participation by providing direct reward to vehicle drivers who have performed safe driving. In the case of the existing digital tachograph, the goal is to limit dangerous driving by recording the driving status of the vehicle whereas the safe driving reward system is a support measure to increase the effect of accident prevention and induces safe driving with financial reward when safe driving is performed. In other words, in an area where accidents due to speeding are high, direct reward is provided to motivate safe driving to prevent traffic accidents when safe driving instructions such as speed compliance, maintaining distance between vehicles, and driving in designated lanes are performed. Since these safe operation data and reward histories must be managed transparently and safely, the reward evidences and histories were constructed using the closed blockchain Hyperledger Fabric. However, while transparency and safety are guaranteed in the blockchain system, low data processing speed is a problem. In this study, the sequential block generation speed was as low as 10 TPS(transaction per second), and as a result of applying the acceleration function a high-performance network of 1,000 TPS or more was implemented.

A Study on Success Factors of Global Strategy of Cultural Content Company: Focusing on Iconix (문화콘텐츠기업 글로벌전략의 성공 요인에 관한 연구: 아이코닉스를 중심으로)

  • Han, JooHee;Choi, MyeongCheol;Zhang, MengTian
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.337-342
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    • 2021
  • The purpose of this study is to analyze the environment and strategic behaviors of cultural contents companies with a focus on Iconix, and to derive strategic recommendations for Iconix to pursue in order to create a sustainable competitive advantage. As a result of the analysis, Iconix is a vertically integrated development-business system from content planning to business in line with their mission to develop into an all-weather entertainment content provider that can confidently compete with the major players in the US and Europe that are already leading the global market. It is building a strong global business network covering both domestic and overseas markets in stages, taking a high-level global strategy. However, depending on Pororo's success or due to various problems within the organizational structure, it is facing limitations. Therefore, if the various strategic suggestions presented in this study are implemented based on the One Source Multi Channel/Multi Use strategy that can maximize the added value of contents through the participation and business linkage of leading companies in each sector of the entertainment industry, the total entertainment will be stabilized. It will establish itself as a leader in the contents industry.

A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

A Design and Application of a Web-Based Counseling system (웹 기반 상담시스템의 설계와 적용)

  • Bae, Eun-Hee;Moon, Gyo-Sik
    • Journal of The Korean Association of Information Education
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    • v.5 no.3
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    • pp.329-336
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    • 2001
  • This paper addresses the issue of design and application of a Web-based counseling system of which purpose is to facilitate counseling so that students can freely express their personal problems and get professional helps through the system. The prominent features of the counseling system are that the system encourages students to involve actively in interactive process, and it helps them to create genuine interests out of disbelief or uneasiness towards counseling, and it helps them to create positive attitude towards counseling. To do that, counseling process should meet the requirement of confidentiality in order to build trust between counselor and counselee. Many counseling sites operated by various organizations utilize E-mail as a communication channel for confidentiality purpose, which is likely to end up with single occasions in which desirable relationships for counseling can hardly be established. To solve the above-mentioned problem, a closed, confidential, Web-based counseling system was built on a Web server so that trustful relationship can be accomplished through a confidential, Web-based counseling system. Also, the result of applying it to a local elementary school is stated. Thanks to the merits of personalized, confidential counseling system compared to the face-to-face counseling, surpassing the limitation of time and space and overcoming the fearfulness, it was well observed that students showed great interests in participation of conseling.

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Impact of Ordinal Rank on Career Choice (상대 순위가 진로 결정에 미치는 영향)

  • Lim, Seulgi;Lee, Soohyung
    • Journal of Labour Economics
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    • v.40 no.2
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    • pp.1-29
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    • 2017
  • We examine the extent to which students' performance relative to peers affects their career choice. Specifically, we analyze the relationship between a student's mathematics ranking in his/her school and the likelihood of choosing Mathematics and Science track in high school. Using a panel dataset of students in Seoul, we measure a student's performance using two variables: absolute performance and relative performance. The former measures a student's performance relative to the entire sample, while the latter measures performance relative to the student's peers in the same school. After controlling for test scores and other characteristics, we find that the students with a poor relative ranking are 11 percentage points less likely to choose the Mathematics and Science track. Relative performance affects girls more greatly than boys. Although relative performance affects a student's self-efficacy and class participation, our accounting exercise suggests that this channel accounts for only 12 percent of the impact, implying that students may respond to the relative ranking mostly due to other factors, such as strategic consideration to perform well in college applications.

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