• Title/Summary/Keyword: 기술콘텐츠

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An Embedded Watermark into Multiple Lower Bitplanes of Digital Image (디지털 영상의 다중 하위 비트플랜에 삽입되는 워터마크)

  • Rhee, Kang-Hyeon
    • 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.101-109
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    • 2006
  • Recently, according to the number of internet in widely use and the development of the related application program, the distribution and use of multimedia content(text, images, video, audio etc.) is very easy. Digital signal may be easily duplicated and the duplicated data can have same quality of original data so that it is difficult to warrant original owner. For the solution of this problem, the protection method of copyright which is encipher and watermarking. Digital watermarking is used to protect IP(Intellectual Property) and authenticate the owner of multimedia content. In this paper, the proposed watermarking algerian embeds watermark into multiple lower bitplanes of digital image. In the proposed algorithm, original and watermark images are decomposed to bitplanes each other and the watermarking operation is executed in the corresponded bitplane. The position of watermark image embedded in each bitplane is used to the watermarking key and executed in multiple lower bitplane which has no an influence on human visual recognition. Thus this algorithm can present watermark image to the multiple inherent patterns and needs small watermarking quantity. In the experiment, the author confirmed that it has high robustness against attacks of JPEG, MEDIAN and PSNR but it is weakness against attacks of NOISE, RNDDIST, ROT, SCALE, SS on spatial domain when a criterion PSNR of watermarked image is 40dB.

An User Experience Analysis of Virtual Assistant Using Grounded Theory - Focused on SKT Virtual Personal Assistant 'NUGU' - (근거 이론을 적용한 가상 비서의 사용자 경험 분석 - SKT 가상 비서 'NUGU'를 중심으로 -)

  • Hwang, Seung Hee;Yun, Ray Jaeyoung
    • Journal of the HCI Society of Korea
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    • v.12 no.2
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    • pp.31-40
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    • 2017
  • This a qualitative research about the virtual personal assistant, voice recognition device SKT 'NUGU' which was launched on September 1, 2016. For the study, an in-depth interview was committed with the 9 research participants who had used this device for more than a month. For the result of the interview, 362 concepts were discovered and through open coding, axis coding, selective coding the concepts got categorized in 16 sub-categories and 10 top categories. After recognizing 362 concepts from the interview sources, I proposed a paradigm model from the open coding. And from the selective coding, the main category of the study has been narrowed down to understand the 'Usage Patterns by Each Type'. As a result of the typification, it was confirmed that the usage pattern can be described in two different types of the dependent and inquiry type. From the result of the research, it provided the basic data about the user experience of virtual assistant which can be utilized when suggesting virtual personal assistant in the near future.

Comprehensive Measures the Elimination of Violence in Schools validated - Centered on the fundamental countermeasures - (학교폭력 근절 종합대책에 대한 유효성 검증 - 근본대책을 중심으로 -)

  • Jung, Sung Sook
    • Convergence Security Journal
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    • v.13 no.5
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    • pp.187-196
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    • 2013
  • Recently, school violence has come to the fore as a social phenomenon. "Comprehensive countermeasures for eradication of school violence" as a policy safety are created by Safety Administration bureau and Ministry of Education, Science and Technology under the chairmanship of the Office of Prime Minister on Feb,2012. This policy is supposed to be test-operated for a year from March, 2012. but voices of concern about effectiveness have been brought up by some critics greatly. So 172 teachers in high school in Seoul were surveyed in order to examine the effectiveness of "Comprehensive countermeasures for eradication of school violence" with a questionnaire composed of 5 point Likert-type. Among the fundamental measures, there were a total of 12 countermeasures about 'Practices for personality education' (with the exception of unrelated one question). 'Expanding opportunities of various art education and Supporting reading activities' of them ranked highest on average. Then, 'Reflecting results of special feature related to character develops to the Selection of Admission officers and Self-directed learning was the next. And among the three countermeasures about 'Reinforcement of roles of the family and society', 'Pan governmental conducting annual campaign related to broadcast, press, civic group to combat school violence was highest. Finally, among the 7 countermeasures about 'Countermeasure about harmful factors of games and internet addiction', 'Reinforcement of preventive discipline about game and internet addiction' was highest and 'Development and Promotion of various educational contents for preventive discipline about game and internet addiction' was the next.

A Study on Elementary and Middle School Teachers' Perception on the Application and Quality Management Plan of Science Curriculum according to the 2009 Revised Curriculum (2009 개정 교육과정에 따른 과학과 교육과정 적용과 질 관리 방안에 관한 초·중학교 교사의 인식)

  • Jeong, Eunyoung
    • Journal of Science Education
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    • v.36 no.2
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    • pp.354-368
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    • 2012
  • The purpose of this study was to explore the direction of application and quality management plan of science curriculum of elementary and middle school according to the 2009 revised curriculum. In order to do this, nationwide survey was administered. The subject was 126 elementary school teachers and 88 middle school science teachers. It was founded that teachers had negative opinion on the introduction of the grade cluster system. They considered that it was appropriate to link the contents of Science subject with Practical Arts(Technology Home Economics) subject by similar topic. Science classes were implemented without changing the number of class hours in most schools. They recognized the necessity of differentiated instruction in science classes, but they seldom applied the differentiated instruction. And they suggested that the teaching-learning materials, evaluation materials and contents be provided to apply the STEAM. This study designates the following strategic supports for the effective implementation of 2009 revised science curriculum; 1) the science teachers training program to provide useful information for understanding and teaching the 2009 revised science curriculum, 2) the teachers' community in the school, 3) the development and provision of the feasible STEAM plans.

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A Smart Mobile Mail System Based on MPEG21-DIDL for Any Mobile Device (모든 모바일 단말기에 서비스 가능한 MPEG21-DIDL 기반의 스마트 모바일 메일 시스템)

  • Zhao, Mei-Hua;Seo, Chang-Wo;Lim, Young-Hwan
    • Journal of Internet Computing and Services
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    • v.11 no.3
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    • pp.1-13
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    • 2010
  • As the computing power of the mobile devices is improving rapidly, many kinds of web services are also available in mobile devices just as Email service. Mobile Mail Service began early, but this service is mostly limited in some specified mobile devices such as Smart Phone. That is a limitation that users have to purchase specified phone to be benefited from Mobile Mail Service. In this thesis, it developed new kind of Mobile Mail System named Smart Mobile Mail System based MPEG21-DIDL Markup, and solved above problem. DIDL could be converted to other Markup types which are displayed in mobile devices by Mobile Gate Server. By transforming PC Web Mail contents including attachment document to DIDL Markup through Mobile Gate Server, the Mobile Mail Service could be available for all kinds of mobile device. The Smart Mobile Mail System also performs real time alarming service for new Email using Callback URL SMS. When there is new Email arriving, the Mail System sends a Call back URL SMS to user. User could directly check Email through Callback URL SMS in real time.

Implementation of Integrated Player System based on Free-Viewpoint Video Service according to User Selection (사용자 선택에 따른 자유 시점 비디오 서비스 기반의 통합 플레이어 시스템 구현)

  • Yang, Ji-hee;Song, Min-ki;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.265-274
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    • 2020
  • Free-viewpoint video service is a technology that allows users to watch at any angle, location and distance through interaction. In this paper, the free-viewpoint video services are defined in four viewing modes: Inward view, outward view, 3D object view and first person view. And we developed and implemented a new integrated program that plays all the suggested views. In the contents of girl band performances and basketball games, multi-view cameras suitable for each viewing mode are installed to acquire media, and data stored on the server is streamed over the network, making it available for viewing. Users can freely choose four viewing modes, space location, angle and so on, and the media data such as images and sounds are provided to them by rendering appropriately for the selected the viewpoint. Our system is expected to be a scalable free-viewpoint video service player as well as provide users with immersion and presence by combining various viewing modes.

Learning Diagnosis & Prescription Service in Cyber Home Learning System : Improvements on User Experience by doing Usability Evaluation (사이버가정학습 진단처방학습관리시스템 사용성 평가 및 학습 경험 개선 방향 도출)

  • Cha, Hyun-Jin;Ahn, Mi-Lee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.876-883
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    • 2009
  • Learning Diagnosis & Prescription Service(LDPS) in Cyber Home Learning System is a educational service which provides customized learning contents based on student's academic level and individualized counseling and comments after diagnosing learner's study habits beyond the past e-Learning systems which offer the same contents to different students. For a national point of view, it is a crucial project in public education to achieve the goals of the next-generation e-Learning service by making a lot efforts both in time and money. However, those efforts has been made, not in terms of providing a better quality of service and a better user experience in a effective and enjoyable way, but in terms of developing the technology-driven system. Therefore, in this study, two types of usability evaluations has been conducted in order to enhance a user experience on the LDPS. One is the expert reviews by utilizing the usability evaluation tools (heuristics) which was focused on educational contexts developed by Suh Young-suhk(2007). The other is the user testing with students who have done think-aloud during the evaluation, remembering their retrospective experience with LDPS, and the interview with teachers & service operators were conducted. As the implications on the research, this is an effort to provide an user-friendly educational system for the students nationwide.

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Effect of Entrepreneurial Competencies on Entrepreneurial Intention : IT Competency, Creativity Competency, Social Competency, Market Perception Competency (대학생의 창업역량과 창업의도의 관계: IT 역량, 창의성 역량, 사회적 역량, 시장인지 역량)

  • Choi, Dae Soo;Sung, Chang Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.1
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    • pp.101-109
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    • 2017
  • Needs for economic growth and employment creation has led to develop many policies for entrepreneurship in Korea, Which focused on entrepreneurial education. This study focuses on the relationship between entrepreneurial competencies and entrepreneurial intention. So we investigated the degree of competence and entrepreneurial intention in university students with a survey. The results are as follows: First, IT Planning Competencies (ITPC) influence self-efficacy & entrepreneurial intention. but IT Development Competencies (ITDC) do not influence directly on entrepreneurial intention. Second, Creativity Competencies (CC) and Market Perception Competencies (MPC) influence self-efficacy & entrepreneurial intention. but Social Competencies(SC) do not influence directly on entrepreneurial intention. Finally ITPC, CC, MPC affected entrepreneurial intention by mediating self-efficacy. As a result, It is important not to have IT Development Competencies but to hold IT Planning Competencies for the establishment of entrepreneurial intentions. IT Planning Competencies (ITPC) influence entrepreneurial attitude and intention. but IT Development Competencies (ITDC) do not influence directly on entrepreneurial intention. So, we need to develop good contents related to the IT Planning Capabilities, Creativity and Market Perception when organizing training programs in start-up course.

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A Study on the Interaction Factors Influencing Use Intention of Interactive Video Services: focusing on Timing Flexibility (인터랙티브 비디오 서비스 사용 의도에 영향을 미치는 상호 작용성 요인에 관한 연구: 시간 유연성 개념을 중심으로)

  • Yang, Seung-Hwa;Lim, Seong-Taek;Lee, Su-Jin;Lee, In-Seong;Kim, Jin-Woo
    • Information Systems Review
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    • v.10 no.2
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    • pp.71-96
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    • 2008
  • Interactive Video Service(IVS) is a new type of media service that enables users to interact with others in the process of casting and watching videos in a system. 'Timing flexibility', which divides IVS into real-time IVS and non-real-time IVS, is one of the significant factors of interactivity. The objective of this study is to identify critical factors of interactivity in IVS and to compare their effects in terms of timing flexibility. To achieve the objective, prior literature has been reviewed to establish a theoretical framework, and twelve active users of IVS have been interviewed to develop research model of IVS. Finally, an online survey has been conducted to verify the research model. The results indicate that Technical Factor, Communication Factor, and Contents Factor of IVS are found to be the important interaction factors in IVS; and their impacts on the intention to use IVS were found to be affected by timing flexibility. This paper ends with theoretical and practical implications of study results.

Consideration for difference of recognition between company and animation specialities : Mainly focused on attempting for indi-animation (애니메이션 전공자와 산업체간의 인식의 차이에 대한 고찰 : 창작 애니메이션 활성화 방안을 중심으로)

  • Choi, Ji-Won
    • Cartoon and Animation Studies
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    • s.14
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    • pp.115-128
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    • 2008
  • The animation is in a boom as the one of rising media content industry of 21st century. So it is very affective to education. For example, in primary or secondary schools, there are extra-animation class after school, and in universities, there are a lot of the department of animation nowadays. In every years, a number of high-educated professionals are coming to the manpower market. This was an affirmative phenomenon for many animation companies to upgrade from OEM(Original Equipment Manufacturing) system to very creative system. They might believed that young, well-educated animators have qualified skills, and creative mind. But, 10 years later, now, there is few professionals who was well-educated in system of Korean animation. Companies still can not hire enough animators. Even if they can find an high-educated person, this person do not have enough skills to do his or her works, so companies need to re-educate this animator for awhile. But, why is very hard to find a skillful new animator? From this question, we will talk about educational condition of animation departments, and condition of employment to markets. And then, we will find the causes of problems which give bad effect to lack of manpower. Finally, we will summarize about policies for supporting animation, so hope to contribute for making better atmosphere for creating animations.

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