• Title/Summary/Keyword: 기술콘텐츠

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A Study on the Development of a Sensory Gate-Ball Game for the Aged People (노인을 위한 체감형 게이트볼 게임 개발에 관한 연구)

  • Kim, Jung-A;Kang, Kyung-Kyu;Li, Xianji;Ming, Shi-Hua;Kim, Dong-Ho
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.13-21
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    • 2007
  • Recently, medical advances have been increasing the size of the aged population. With rapidly developing technology, computers are now essential parts in our daily life, and the number of the aged people using computers is also increasing continuously. But user interfaces and contents for the aged people have not yet been developed actively. In this paper, we present a 3D sensory gate-ball game which can be played by the aged people easily. This study is based on 3D graphics and uses a realistic gate-ball stick and balls as interfaces, so it can improve both physical and metal health of the aged people. Because our game is a sensory game, it is easy to play in house without an outdoor playground. In addition, the game provides many interesting situation so that it can raise the participation and interest of the aged people.

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사이버 아파트 네트워크 기본 설계에 관한 연구

  • Choe Chang-Geun
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.1 no.2
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    • pp.107-115
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    • 2002
  • 최근 정부(정보통신부)는 사이버 아파트를 포함하여 초고속 정보통신망을 2005년까지 구축하여 각 가정당 10Mbps의 고속 정보통신 서비스를 실현한다는 계획을 발표하고, 초고속 정보통신을 활성화하므로 정보통신 선진국 진입을 위하여 "초고속 정보통신 건물 인증제도"를 발표, 현재 시행하고 있다. (1999.7 제정발표) 그러나 시행 과정에서 아파트 중앙 관리실에 있는 MDF 이후의 광케이블과 기타 공사는 건설회사에서 시공하고 중앙 관리실 MDF 이전의 광케이블 공사와 중앙관리실 LAN시설 등의 공사는 통신 전문업체로 하여금, 입주자 별도 부담금으로 시공하고 있다. (컨소시엄 구성) 최근 아파트 분양열기 고조로 건설회사 마다 "초고속 정보통신 아파트"인증 1등급이라고 선전 및 분양광고 중인데 실제는 "1등급"이 아니고 "2등급" 또는 "3등급"인 경우가 있어, 정부가 목표하는 각 가정당 10Mbps, 개인당 2Mbps 고속정보통신 서비스는 실현성에 문제점이 있다. 정부의 인증심사 기준에 중앙관리실 장비 등에 대한 것은 심사기준에 누락되어 있고 또 사생활 정보보호를 위한 대응기술, 시스템 준비 정도까지 포함하여 종합적으로 평가한 뒤 인증을 부여하여야 한다는 것이 본인의 연구 초점이다. 사이버 아파트란 광통신을 주축으로 영상과 음성, 데이터를 자유자재로 전송 처리하는 초고속정보통신망을 이용하는 것으로 LAN 장비를 이용하여 각 세대간 통신은 물론 누구나 인터넷을 사용할 수 있는 기능이 있는 설계된 아파트를 말한다. 사이버 아파트의 네트워크에는 금융, 홈쇼핑, 예약, 지역정보, 관공서, 의료서비스, 레저 생활정보 등 차별화된 콘텐츠 확보가 필요하다. 본 연구의 핵심은 사이버 아파트의 현 실태와 문제점, 정부의 인증심사 기준의 미비점과 문제점, 사이버 아파트의 기능, 구성요소, 시스템 구축, 서버활용도, 장비들에 관한 것과 그리고 정부의 사이버 아파트 육성정책, 정보보호 대책과 관련업체들의 동향 등을 연구하여 요약 정리하였다.

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The construction strategy for the Smart Science Museum basis on the external environment (외적 환경 변화에 따른 과학관의 구축 방향 전략)

  • Choi, Hun;Song, Seung-Gun;Choi, Eun Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.11
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    • pp.2792-2798
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    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.

Virtual Reality Industry Analysis and How to Activate (가상현실 산업 분석 및 활성화 방안에 관한 연구)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.4
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    • pp.656-663
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    • 2018
  • As the virtual reality technology, which has been attracting attention recently in the era of the fourth industrial revolution, is spreading and spreading throughout the society, expectation about virtual reality is gradually increasing. The major big companies such as Samsung and LG in Korea are concentrating on R &D and early ecosystem composition of virtual reality field as well as large global corporations such as Google and Facebook. But in Korea, the environment is not well equipped to compete with the global market and although there are many SMEs and start-up companies related to virtual reality, there are few successful companies. In this study, we analyze the domestic and foreign virtual reality market and industry and present ways of activation on virtual reality industry. We analysis by PEST analysis, SWAT and competitive structure analysis.Based on the analyzed results, ways to revitalize the virtual reality industry are suggested in this paper.

Virtual Reality Program Model for Trauma Intervention in Multi-cultural Adolescents (다문화청소년의 트라우마 중재를 위한 가상현실 프로그램 모형)

  • Kim, Kyung-Sook;Song, Eun Jee;Kim, Min-Kyeong;Ju, Sejin;Kim, Min-Jung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.2
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    • pp.361-366
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    • 2017
  • As the technology of virtual reality has recently developed, virtual reality treatment programs for game addiction and alcoholism are being developed. The purpose of this study is to present a model of developmental process of virtual reality based cognitive behavior therapy program for trauma intervention in multicultural adolescents. The development of virtual reality program of cognitive behavior therapy consists of three stages. In the first step, In the first stage, the trauma characteristics including the main emotions and the expression problem due to the trauma experienced by the multicultural youth should be grasped. In the second stage, the contents of the development process and scope of the scenario for the cognitive behavior therapy for trauma should be presented. In the final stage 3, the study will examine the feasibility of implementing the scenario contents in the virtual reality program. Through this process, the intervention program development model that can lead the positive change of the multicultural youth was presented.

A Study on a Decision Making Model for the Internet Avatar User -With Particular Emphasis on Developing Prototypes for Purpose of Users- (인터넷 아바타 사용자의 의사결정 모델에 관한 연구 -사용 목적 별 프로토타입 제작을 중심으로 -)

  • 김영미;정경운
    • Archives of design research
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    • v.17 no.3
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    • pp.263-272
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    • 2004
  • As the evolution of information and communication technologies alters the communication environment at an alarming rate, the avatar has presented itself as one of new means of communication in recent years. The Internet avatar has increasingly placed as an important profit making source of the digital contents. However, studies on how users make decision for choosing the avatar are very seldom. The aim of this study is to understand user's behaviors in the decision making process for selecting the most appropriate avatar among various choices. It also aims to identify major factors and elements for developing an avatar depending on the users purposes. A set of decision-making models, accordingly purpose model and cognitive model, as well as prototype of each model have been developed. Finally, it suggested practical guidelines for designing the avatar in conjunction with purposes of use.

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The Development of Multimedia Player Platform for Terrestrial Digital Multimedia Broadcasting (DMB) (지상파 이동 멀티미디어방송용 멀티미디어 재생기 개발)

  • 기명석;서정일;강경옥
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.465-472
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    • 2003
  • In this paper we propose the structure of MPEG-4 multimedia player platform for Terrestrial Digital Multimedia Broadcasting (DMB) Service. Korea will launch DMB service at next 2004 you based on Eureka-147 Digital Audio Broadcasting (DAB) Service System. This new mobile multimedia broadcasting services provide not only high quality digital audio broadcasting services, but also various multimedia data broadcasting services including high quality video. For the sake of MPEG-4 Systems technologies, it will provide an interactive service to users in the near future. Therefore it terminal shall have various functionalities as well as playing audio-visual contents. However there is no precedence standard for such mobile interactive multimedia broadcasting system. Therefore it is very import to provide the multimedia player platform of DMB service for accelerating the development process of commercial terminal and providing a direction of next DMB terminal structure.

A Study on Image Restoration Filter in Mixed Noise Environments (복합잡음 환경에서 영상복원 필터에 관한 연구)

  • Long, Xu;Kim, Nam-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.8
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    • pp.2001-2007
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    • 2014
  • Image signal related technology has been developing via various display equipment development and popularization of contents. However, errors occur in these image contents due to addition of excess noise from several cause during the process of general image signal data processing, transmission and storage. In terms of noise added to the image content, there are various types in accordance with cause of occurrence and form, and it is typically impulse noise, gaussian noise and complex noise which is composed of two types of overlapping noise. In this paper, complex algorithm is suggested in order to lessen the effect of mixed noise added to the image content by putting it through noise judgement process and categorizing each into impulse and gaussian noise and processing them separately. And in order to demonstrate the superiority of the suggested algorithm, PSIN(peak signal to noise ratio) was used as the standard of judgement.

A Study on Enhancing Web Accessibility for Visually Impaired People in Public Libraries (시각장애인을 위한 공공도서관의 웹 접근성 제고 방안)

  • Cho, Yoon-Hee
    • Journal of the Korean Society for Library and Information Science
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    • v.43 no.3
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    • pp.335-354
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    • 2009
  • In the knowledge and information society, there is an increasing importance of information, being unable to access this information becomes a huge disadvantage. Blind and visually impaired users who are using assistant equipment such as screen readers are the very class that is having trouble accessing the web content that public libraries provide. In this research 10% of each region's libraries were picked as a research sample. Most of the web content that the public libraries provided did not meet the Internet web content accessibility guidelines as a Korean standard. Also evaluation into web accessibility by the visually impaired was also low. This research suggests some solutions for libraries to reduce the disadvantages that are put upon visually impaired people from various views such as perceivable, operable, understandable, and robust.

POCS Based Digital Watermarking in Buyer-Seller Watermarking Protocal (Buyer-Seller 워터마킹 프로토콜 상에서 POCS 기반의 디지털 워터마킹)

  • Kwon, Seong-Geun;Lee, Ji-Hye;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.10 no.5
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    • pp.569-582
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    • 2007
  • Digital watermarking technique for copyright protection and prevention of illegal copy and distribution can provide the reliable transaction to both buyer and seller in e-commerce through the cryptographic protocol such as 'Buyer-seller watermarking protocol'. Recently there has been researched about some cryptographic protocols for watermarking system but there has no yet mentioned about the implementation of practical watermarking technique in protocol. This paper presents the watermark embedding technique based on POCS in buyer-seller watermarking protocol. The proposed method designs the robust convex set based on EZW and the invisible convex set using PSNR and then projects into two sets until the convergence condition is satisfied. Experimental results verified that BER of watermark that is embedded by the proposed method has lower 0.02-0.10 than BER of the conventional method.

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