• Title/Summary/Keyword: 기술콘텐츠

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Virtual Reality Using X3DOM (X3DOM을 이용한 가상현실)

  • Chheang, Vuthea;Ryu, Ga-Ae;Jeong, Sangkwon;Lee, Gookhwan;Yoo, Kwan-Hee
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.1
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    • pp.165-170
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    • 2017
  • Web 3D technology can be used to simulate the experiments of scientific, medical, engineering and multimedia visualization. On the web environment, 3D virtual reality can be accessed well without strictly on operating system, location and time. Virtual Reality (VR) is used to depict a three-dimensional, computer generated realistic images, sound and other sensations to replicated a real environment or an imaginary setting which can be explored and interacted with by a person. That person is immersed within virtual environment and is able to manipulate objects or perform a series of action. Virtual environment can be created with X3D which is the ISO standard for defining 3D interactive, web-based 3D content and integrating with multimedia. In this paper, we discuss about X3D VR stereo rendering scene and propose new X3D nodes for the HMD VR (head mounted display virtual reality). The proposed nodes are visualized by the web browser X3DOM of X3D.

Development of an Efficient Media Streaming Relay Engine Using Buffer Control in Wireless Networks (미디어 버퍼 제어를 이용한 효율적인 무선 네트워크 스트리밍 중계 엔진 개발)

  • Je, Huigwang;Kwon, Dongwoo;Kim, Hyeonwoo;An, Donghyeok;Ju, Hongtaek
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.11
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    • pp.1580-1588
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    • 2016
  • Recently, as the proliferation of mobile smart devices, multimedia content sharing technologies between mobile smart devices have provided. For efficient content sharing in wireless networks, the hierarchical streaming network has been proposed. However, member devices in a network group experience frequent delay while playing multimedia content files because of excessive network resource occupation between a relay and member devices. In this paper, we propose an efficient multimedia streaming relay method using media buffer control to reduce network congestion during streaming from the relay device to the member devices. We also measured the number of buffering and buffering time of the proposed relay engine and compared them with the performance of the existing relay engine.

RSS Channel Recommendation System using Focused Crawler (주제 중심 수집기를 이용한 RSS 채널 추천 시스템)

  • Lee, Young-Seok;Cho, Jung-Woo;Kim, Jun-Il;Choi, Byung-Uk
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.6 s.312
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    • pp.52-59
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    • 2006
  • Recently, the internet has seen tremendous growth with plenty of enriched information due to an increasing number of specialized personal interests and popularizations of private cyber space called, blog. Many of today's blog provide internet users, RSS, which is also hewn as the syndication technology. It enables blog users to receive update automatically by registering their RSS channel address with RSS aggregator. In other words, it keeps internet users wasting their time checking back the web site for update. This paper propose the ways to manage RSS Channel Searching Crawler and collected RSS Channels for internet users to search for a specific RSS channel of their want without any obstacles. At the same time. This paper proposes RSS channel ranking based on user popularity. So, we focus on an idea of adding index to information and web update for users to receive appropriate information according to user property.

The effect of the entry programming course on the flow of elementary pre-service teacher (엔트리 프로그래밍 교육이 초등예비교원의 몰입에 미치는 영향)

  • Han, Kyujung
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.403-413
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    • 2017
  • The purpose of this paper is to verify whether the entry programming course applied with the flow based learning type is to affect the flow of students' learning. The subjects of the study were the students in the 3rd grade of the National University of education who had not experienced the coding before, and conducted two hours of programming lessons per week for three months. Learning contents and learning materials of beginner course in Entry Homepage were used as learning materials. The teaching and learning process consisted of clear goals setting, motivation, follow-up and immediate feedback, providing application problems, and providing reflection time for students. As a result of the study, the nine factors of flow were compared before and after the experiment. The seven factors - A balance between challenges and skills, Immediate feedback, Action and awareness are merged, Distractions are excluded from consciousness, No worry of failure. Self-consciousness disappears, The activity becomes autotelic-were obtained.

Design of Mixed Reality based Convergence Edutainment System using Cloud Service (클라우드 서비스를 이용한 복합현실 기반의 융합형 에듀테인먼트 시스템 설계)

  • Kim, Donghyun;Kim, Minho
    • Journal of the Korea Convergence Society
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    • v.6 no.3
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    • pp.103-109
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    • 2015
  • TOLED(Transparent, Organic Light Emitting Diodes) based edutainment system has been studied to solve the actual feeling training and educational experience problem of e-learning. However, edutainment system using TOLED has a problem for the non-detection of multi marker array and rotate marker array, and it has problem for the dissonance phenomena caused by Illumination Environment between real world and virtual object. It also has a do not provide services through a variety of devices problem. Therefore, in this paper, we designed a system that provides a realistic actual feeling edutainment contents by recognizes the marker array rotation and a plurality of marker arrangement via an improved marker detection technique. And to unify the real space and virtual space of the lighting environment through a nested block layer.

A Comparative Study on the MICE Industries of Korea and America for Development of Strategic Policies of Korean MICE Industry (한국과 미국 MICE산업 비교 분석을 통한 우리나라 MICE산업의 융합적 정책 및 전략 개발 연구)

  • Park, Yong-Hee
    • Journal of the Korea Convergence Society
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    • v.9 no.8
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    • pp.355-363
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    • 2018
  • This study is to provide insights for developing strategies and policy of MICE industry in Korea. Identifying current global statuses, trends, characteristics and analysing the strategic opinions of MICE experts', some strategies and policies were driven, which to activate MICE industry. Compared to Korea, America has comparative advantages in the size and configurations of MICE infrastructure. In order to get competitive edge, Korea needs to utilize various fused contents and stories of K-Series in MICE industry. Unique Venue and MICE destination development, which provide special experiences during the MICE participation, family friendly and children education oriented MICE environment policies are needed. Also, providing fun and Entertainment for MICE participants, demand for 'Green MICE' and medical tourism for the participants should be counted in developing strategic MICE policies.

Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.27-36
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    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

Mathematics education game based on augmented reality (증강현실을 기반으로 한 수학교육 게임)

  • Lee, Hye-Sun;Lee, Jong-Weon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.817-822
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    • 2008
  • The computer game industry has been developed gradually because of development of graphics and communication industry, Games have an important role to peoples in various ages in their leisure life. Game has been changed into various forms with its development. With this movement, it is not only for simple amusement, but starts trying to use them for educational object. It is called Serious Game that intends to particular object and effect. Serious game has the important meaning to get some new useful things through its enjoyment which is the essence of games. Many people in various field have tried many categories of contents. Especially, education stands out among the other fields. Fields related with education have been studied extensively. This paper would suggest mathematics education game based on Augmented Reality. It is a board game for infants and young students. Augmented Reality is used to extend user's experience and multiplicity of the game. We also offer users a tool that helps them to create their own board for their active game participation.

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A Study on the Suitability for Acceptance of Tablet Media in the u-Learning Environment: Based on Kano's Model and IPA Methodology (u-러닝 환경에서 태블릿 미디어의 수용적합성에 관한 연구: Kano 모델 및 IPA 방법론을 중심으로)

  • Seo, Hyun-Sik;Song, In-Kuk
    • Journal of Internet Computing and Services
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    • v.12 no.4
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    • pp.73-91
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    • 2011
  • This research aims to compare the features and environments for media acceptance of tablet against laptop computer in the u-Learning environment. While it is need to accept suitable media for u-Learning learner, most of existing research has focused on finding factors which can affect perceived usefulness and perceived ease of use on extended technology acceptance model and how to fulfill those factors. Thus this research drew four categories need to use media in the u-Learning environment, then adopts Kano's model and IPA methodology. The results by Kano's model identify exciting and basic attributes which do not match overall satisfaction of learners. Moreover the research analyses by IPA methodology illustrate whether the factors considered important by learners are fulfilled. The research also emphasis the significance of enhancing relative importance as well as satisfaction of the properties for media acceptance in the u-Learning environment.

Implementation of Advertising System for N-Screen Live Streaming Service (N-스크린 실시간 방송 서비스를 위한 광고 제공 시스템 구현)

  • Choi, Yunjin;Lee, Sanggil;Jung, Byunghee
    • Journal of Broadcast Engineering
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    • v.19 no.6
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    • pp.957-966
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    • 2014
  • N-Screen service has experienced rapid business expansion recently, since consumers' watching patterns have been diversified; also business stakeholders including broadcasting companies, internet service providers, and device manufacturers have joined this field. In order to operate N-Screen service in a stable manner, development of advertisement system where it generates continuous advertisement profit is needed. Especially for a streaming service that delivers live TV programs, the new advertising system has to deliver ads in conjunction with the live streaming system that is in use. In this paper, video advertising system that is congenial to N-Screen is proposed. Both real time video/ad converting scheme and direct video ads delivery function were developed and tested. In addition, ad contents management and statistics management functions have been developed for advertisement managers. This system was implemented in a commercial N-Screen service and it is currently being used for delivering video advertisements.