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Formation of a Professional Communication Culture Among the Students Using Information Technologies

  • Vakulyk, Iryna;Koval, Valentyna;Lukiianchuk, Inna;Romanenko, Nataliia;Grygorenko, Tetyana;Balalaieva, Olena;Oros, Ildiko
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.75-82
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    • 2022
  • Analyzing the psychological and pedagogical literature, we found the researchers' interest in the problem posed. The concept of "culture of professional communication» is considered, which is interpreted as the level of realization of creative abilities, exchange of messages, organization of mutual understanding, mutual knowledge in the process of professionally directed interaction between subjects, in which interpersonal relationships arise, manifest and form. The concept of "professional culture of communication of a teacher" is interpreted. The motives that are socially significant in the professional communication of the teacher are highlighted. The necessity of forming a culture of professional communication among students, in particular by means of information technologies in the present, is clarified. The interactive component of professional communication is considered. The types of interactions between people in everyday life (ritual and entertainment interaction, joint purposeful activity, no interaction, game and interpersonal interaction) are identified. Traditional and specific forms and methods of teaching are written out. All interactive technologies carried out by means of information technologies are conventionally divided into four groups, depending on the form of educational activity appropriate for their use (pair (work of the subject with the teacher or peers one on one by means of Information Technologies); frontal (the teacher simultaneously teaches a group of subjects by means of Information Technologies); group or cooperative (all subjects teach each other by means of Information Technologies); individual (independent work of the subject using Information Technologies)). In the higher education institution, future specialists should learn knowledge, acquire skills on the basic rules of the culture of professional communication and methods of interaction and their effective use, which is possible with the use of Information Technologies. Recommendations for optimal professional communication have been developed that help you express your thoughts easily and beautifully, and conduct a dialogue in a relaxed and harmonious way.

Research on How to Develop the Character Naming in Cultural Contents (문화콘텐츠 캐릭터의 네이밍 개발을 위한 방법 연구)

  • Park, Keong-Cheol
    • Cartoon and Animation Studies
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    • s.15
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    • pp.193-206
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    • 2009
  • This thesis is on the character naming which plays much of a role in the cultural contents, but it is beyond the research of character naming itself and is based on the needs of research for character naming in game, fairy tale, comic and animation. In fact, there are some books and theses showing us the way to create names of products and this area is known as brand naming. But it is not easy for people to find books on character naming which is only focused on the characters in all fictions. While a brand name is made to secure a brand identity which is fundamental to consumer recognition and symbolizes the brand's differentiation from competitors, a character name is the name of living thing in the fiction. So, people say that these two areas are similar to each other or not. This these is the consequence of the research on the character naming, especially how to figure it out and how to use it. I hope that my paper would be a little help for those who work for the creating of the characters involved in shape, personality, role and storytelling in the field of fictions through the interest and understanding of Character Naming.

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Cable/Wireless Integrated Server for WiBro Contents (와이브로 컨텐츠를 위한 유/무선 통합 서버)

  • Kim, Bae-Hyun;Heo, Jin-Kyoung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.5
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    • pp.73-78
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    • 2009
  • We researched economic efficiency and possibility of game portal service based PDA/Smart phone by popularize of next generation portable internet WiBro. PDA/Smart phone are difficult to equal level content service with PC, because of it has low CPU and memory than PC. This paper are implemented paper of integrated server of Cable or Wireless for WiBro contents. In this research, we implemented and show test result of CP killer contents in PDA. It can apply to WiBro portable internet and has required many functions in integrated server for cable or wireless. CP Killer contents for WiBro portable internet is developed by PC server base on Window XP. It can accept next generation wireless LAN, portable internet and ubiquitous issues. We expect activation of commercial use that WiBro contents and server trading.

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The Development and Application of Education Program for Smart Educational App Production Using Authoring Tool for the Elementary School Student (저작도구를 활용한 초등학생의 스마트교육용 앱 제작 교육프로그램 개발 및 적용)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.225-232
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    • 2013
  • The smart education is performed in the education field, but the contents related to the subject class performed in the various smart devices are insufficient and it is necessary to continue training teacher and learner for the app development education. Therefore this study developed and applied the contents production education program of the game type web app around elementary science 6 grade 1 term utilizing Storyline authoring tools, similar to PowerPoint and be executable in the various devices. After educating students, we investigate the convenience of the use of Storyline, satisfaction level of learning contents work activity, and the continued availability, and etc,. They are interested in the activity of the smart educational contents development and they wished to participate in the continued app development education and activity in spite of it make difficulty for using English menu.

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Automatic Generation of Character-Specific Roadmaps for Path Planning in Computer Games (컴퓨터 게임에서의 경로 계획을 위한 캐릭터별 로드맵의 자동 생성)

  • Yu, Kyeon-Ah
    • Journal of Korea Multimedia Society
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    • v.11 no.5
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    • pp.692-702
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    • 2008
  • Path planning is gaining more weight in computer games and virtual reality as the number of self-moving characters increases. In the roadmap approach, the map of possible paths is built in advance to plan paths for a character, whose advantage is to provide high-quality paths. On the other hand, a disadvantage is that the road map doesn't reflect properties of characters such as their sizes because they move on the same map once the road map is constructed. In this paper we propose an efficient method to build a different road map for each character so that it can use its own map for path-planning. This method is efficient because the whole map is built once by applying the Visibility Graph regardless of the number of characters and walkable paths are incrementally inserted according to the sizes of characters. The effects of using separate roadmaps are demonstrated through simulations and the trade-offs accompanied with these effects are analyzed.

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Design of a Message Protocol for The Convergence of a URC-Robot and Information Technologies (URC 로봇과 IT 기술의 컨버전스를 위한 메시지 프로토콜 설계)

  • Lim, Yong-Muk;Kim, Woo-Sung;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.822-827
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    • 2009
  • As research for URC robot to advance the robot system dissemination and pracical use becomes active, also interest for robot platform and standardization is increasing. However, URC robot middleware does not involve a convergence with IT. Although it seems to be a high connection between robots and IT, the existing middleware has not considered different environments, thus making convergence efforts difficult. The middleware should improve their functions in order to synchronize with IT and to interact through formatted messages. In this paper, we present the necessity of the formatted message in the development of URC platform. In addition, design of the message protocol for the convergence based on the analysis of RUPI, OPC and SECS-II.

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A study on production of Interaction Digital Poster (상호작용성(Interaction) 디지털포스터 제작에 관한 연구)

  • Yun Hwang-Rok;Kyung Byung-Pyo;Ryu Seuc-Ho;Lee Dong-Lyeor
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.24-29
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    • 2006
  • Nowadays, 'Interaction' is discussed not only in the multimedia field but also as a topic of daily life at the various viewpoints. And as the permmited limit of Interaction by Mutimedia Technology and audiovisual function is getting more activated, It is the time for us to have new understanding of a 'POSTER'. The Poster, as a one-sided information transmission media till now, is faced with its limitation in transmitting messages due to its unconformity between satisfaction of receiver' sdesire for information and installation space. This fact speaks for need of study about Digital Poster as an alternative communication method, and activation of Digital Poster Design Field. Therefore, I would like to present Design process and Examples by using Digital Poster for Maximizing the Communication Effect. And I expect the activation of Digital Poster Field by studying the possibility of development and various method of practical use of digital posters through presenting the examples.

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A Study of the Next Generation Ubiquitous Flight Information System and a Design (차세대 유비쿼터스 비행정보 시스템의 연구와 설계)

  • Park, Wan-Soon;Yang, Hae-Sool
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.4
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    • pp.221-230
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    • 2008
  • We Studied current Flight Information System everyone employing, and this paper designed a next generation Ubiquitous Flight Information System. Studied a Ubiquitous Flight Information System regarding AVOD, game TV, cellular phone, cabin Internet use for a customer, and airline and control of Air Traffic Service, Air Traffic Control, in seat reservation, transportation, ticketing and luggage back-tracking and airplanes in earthly service. We Designed for a Next Generation Ubiquitous Flight Information System and for necessary for network security, system security of information security system, and derived from comparative analysis of improvement point and difference to existing Ubiquitous Flight Information System and Next Generation Ubiquitous Flight Information as was based on result of research. Present vision to aerial the result of research world of this paper related industry, and ensure safety and communication efficiency and a customer and flight satisfaction, efficiency, and will reclaim the new horizon to the Flight Information Industry.

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Analysis of the Technology Gap and Identification of R&D Priorities of Sports Industry in Korea (우리나라 스포츠산업의 기술수준 격차 분석 및 R&D 투자 우선순위 도출)

  • Rim, Myung Hwan
    • Journal of Information Technology Applications and Management
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    • v.24 no.2
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    • pp.97-112
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    • 2017
  • This paper aims to research the technology level of sports industry, through analyzing the technology gap between Korea and other major countries (USA, Europe, Japan, and China), and provide a list of technologies to be prioritized for R&D investment by conducting an analysis of the strategic importance of various element technologies. The results of the analysis showed that the technology level of Korean sports industry currently stands at 70.5% of the country with the most advanced technology (the USA), and that the technology gap amounts to 4.8 years. It was also found that the USA is the country with the most advanced technology (100%) at present, followed by Europe (91.1%), Japan (88.3%), Korea (70.5%), and China (61.2%). To reduce the technology gap, we established a Strategic Zone (SZ) and derived three element technologies including 'design and production technologies for sports and game equipment' in the $1^{st}$ tier, nine element technologies including '3D motion analysis and simulation technology' in the $2^{nd}$ tier, and four element technologies including 'fitness/health promotion and management technology' in the $3^{rd}$ tier. The significance of this research is that it included five major technology categories of the sports industry in its analysis, selected an expert on sports industry technologies using the delphi method. Therefore, the results of this study may be suitable for use as basic data in establishing the R&D strategy for the future development of the sports industry.

An Analysis of Cyber Attacks and Response Cases Related to COVID-19 (코로나19 관련 사이버 공격 및 대응현황 분석)

  • Lee, Yongpil;Lee, Dong-Geun
    • Journal of Information Technology Services
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    • v.20 no.5
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    • pp.119-136
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    • 2021
  • Since the global spread of COVID-19, social distancing and untact service implementation have spread rapidly. With the transition to a non-face-to-face environment such as telework and remote classes, cyber security threats have increased, and a lot of cyber compromises have also occurred. In this study, cyber-attacks and response cases related to COVID-19 are summarized in four aspects: cyber fraud, cyber-attacks on companies related to COVID-19 and healthcare sector, cyber-attacks on untact services such as telework, and preparation of untact services security for post-covid 19. After the outbreak of the COVID-19 pandemic, related events such as vaccination information and payment of national disaster aid continued to be used as bait for smishing and phishing. In the aspect of cyber-attacks on companies related to COVID-19 and healthcare sector, we can see that the damage was rapidly increasing as state-supported hackers attack those companies to obtain research results related to the COVID-19, and hackers chose medical institutions as targets with an efficient ransomware attack approach by changing 'spray and pray' strategy to 'big-game hunting'. Companies using untact services such as telework are experiencing cyber breaches due to insufficient security settings, non-installation of security patches, and vulnerabilities in systems constituting untact services such as VPN. In response to these cyber incidents, as a case of cyber fraud countermeasures, security notices to preventing cyber fraud damage to the public was announced, and security guidelines and ransomware countermeasures were provided to organizations related to COVID-19 and medical institutions. In addition, for companies that use and provide untact services, security vulnerability finding and system development environment security inspection service were provided by Government funding programs. We also looked at the differences in the role of the government and the target of security notices between domestic and overseas response cases. Lastly, considering the development of untact services by industry in preparation for post-COVID-19, supply chain security, cloud security, development security, and IoT security were suggested as common security reinforcement measures.