• Title/Summary/Keyword: 매체적 특성

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Wirelss ATM 에서의 매체 접근 제어

  • 강충구
    • Information and Communications Magazine
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    • v.15 no.2
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    • pp.61-82
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    • 1998
  • 무선 ATM의 MAC 프로토콜은 독립적으로 분산되어 있는 이동 단말기들을 대상으로 ATM이 추구하는 진정한 의미의 통계적 다중화 기능을 무선 매체를 통해 확장하는 역할을 한다. 이와 같은 매체 접근 제어 프로토콜을 통해서만 멀티미디어 서비스 특성에 따라 동적으로 변하는 대역 요구 사항과 지연 시간 및 셀 손실 등의 서비스 품질을 동시에 만족시킬 수 있으며, 이동 단말기들이 채널을 공평하면서도 효율적으로 사용할 수 있는 접속 환경을 제공할 수 있다. 따라서, 이와 관련한 유럽의 ACTS 프로젝트 및 제외국에서의 기술 개발 사례와 ATM Forum WATM-WG에서의 표준화 동향을 분석하여 향후 무선 ATM 구현에 필요한 요소 기술로서의 매체 접근 제어 방식의 설계 및 구현 방안에 대해서 고찰함으로써 향후 연구 방향을 제시하고자 한다.

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Mixed sense of the media installation work (미디어 인스톨레이션에서 나타나는 혼성적 감각에 대한 연구)

  • Bang, Eun-Jung;Choi, Young-Sun;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1156-1159
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    • 2009
  • Since the middle of the 1960's, revitalization of the media art has showed a new paradigm shift as a alternative to existing art genre. According to advances in technology the form of art becomes various. Nowdays, art work which is mixed with media and other genre is popular because of hybrid culture. The image medium has flexibilty to incorporate with other genre because of medium character. The media installation that applied the image medium means to mixed work of sculpture and media. The sculpture and media has been broadened the field through the media installation. this study discuss art works projected image on sculpture among various media installation works. The materiality of the sculpture and the vision of the image mix up each other. It is associated with M. Merleau-Ponty's sens theory.

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Error Probability of an FHSS System in Impulsive Nonselective Fading Channels (충격성잡음과 비선택적 페이딩 매체에서 한 주파수 도약 확산 대역 계통의 오류확률)

  • 박성일;송익호;윤진선
    • The Journal of the Acoustical Society of Korea
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    • v.12 no.5
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    • pp.14-20
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    • 1993
  • 이 논문에서는 충격성 잡음과 비선택적 다중경로 페이딩 특성이 있는 매체에서 주파수 도약대역 확산 통신 계통의 성능을 살펴보았다. 충격성 잡음을 나타내는 데에는 ε 혼합모델을 썼고, 통신 매체와 계통의 여러 가지 매개 변수를 바꾸어 가며 이 통신 계통의 오류확률을 수치 계산 방식으로 얻었다.

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Study on the Accomplishment and Satisfaction of Middle School and High School Students for Online Learning (온라인 학습에 대한 중${\cdot}$고등학생들의 성취도 및 만족도에 관한 연구)

  • Son, Jung-Eun;Moon, Sang-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.1089-1093
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    • 2005
  • 인터넷의 발전과 PC의 빠른 보급, 초고속 통신망의 급속한 확산 등에 따라 산업과 마찬가지로 전통적인 교육산업도 큰 변화를 격고 있다. 새로운 개념의 학습 방법인 인터넷이나 매체를 통한 온라인 학습이 오프라인 교육으로 대변되는 기존의 전통적인 교육 매체를 대체할 가능성과 상호보완적인 역할 가능성을 살펴보기 위하여 기존의 전통적인 교육 매체 수용자의 특성과는 다른 양상을 나타낼 온라인 학습 매체 이용자의 만족도와 충족도에 관하여 설문 조사하였다. SPSS 통계 프로그램으로 조사 결과를 분석하였고, 전체적인 신뢰계수는 0.89로 설문 결과의 신뢰성은 높게 나타났다.

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A Study on the Multi-Dimensional Interactivity in IP-Based Interactive Media: e-Learning Service Case (IP기반 양방향 매체에서의 다차원적 상호작용에 관한 연구: e-러닝 서비스를 중심으로)

  • Lee, Ji-Eun;Shin, Min-Soo
    • Information Systems Review
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    • v.10 no.3
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    • pp.39-64
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    • 2008
  • As digital convergence evolves, it is expected that the market of IP-based services like VoIP and IPTV will be expanded. In particular, IPTV market is expected to attract consumers' attention through various interactive services offering a variety of experiences to consumers. Interactivity sets apart old media from new one in terms of how to mediate effects of user satisfaction. The object of this study is to investigate (1) multi-dimensional Interactivities in an interactive medium based on IP and relationship among them, and (2) significant factors affecting cognitive absorption of interactive media users. This study aims to provide implications on how to develop strategies for IP-based media including e-learning system.

Reading Speed Comparison: Paragraphs in Digital and Print Media (디지털 매체와 인쇄 매체에서의 문단 읽기 속도 비교)

  • Ko Eun Lee
    • Korean Journal of Cognitive Science
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    • v.34 no.4
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    • pp.299-314
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    • 2023
  • This study aimed to examine whether there are differences in reading performance between digital and print media by measuring reading speed of paragraphs on print materials and tablet PC. To investigate whether the physical characteristics of the media influence reading performance, the format of text was kept as similar as possible between print and digital media. We also compared conditions in which paragraphs consisted of either long or short sentences to explore if there were differential effects on reading performance based on sentence length across different media. Additionally, reading speed was analyzed based on reading span to investigate whether there were differences in reading performance according to participants' working memory capacity. As a result, reading speed was faster when reading print media compared to digital media. However, there was no difference in reading speed based on the length of sentences composing the paragraphs. Participants with a higher reading span exhibited faster reading speed compared to participants with a lower reading span. Moreover, participants with a higher reading span read paragraphs composed of long sentences faster on print media than on digital media. The findings of this study suggest that visual fatigue induced by tablet PCs and participants' working memory capacity may impact reading speed.

Comparison of the Cartoon "Tajja" and Movie (The War of Flower): With a Focus on Narrative Structure (Plot) (만화 <타짜>와 영화 <타짜>의 비교: 서사구조를 중심으로)

  • Choi, Sung-Kyu;Lee, Hwa-Ja
    • Cartoon and Animation Studies
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    • s.19
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    • pp.89-112
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    • 2010
  • Today many countries consider the culture and technology industry as a high value-added industry, and make intensive investments into cultural content for its growth. In the culture and technology industry, the OSMU (One Source Multi Use) business structure, which creates content using diverse media based on one original work and thus generates a high added value, has received much attention. Recently Korea has also witnessed an increase in the cases in which the cartoon medium is converted into movies or drama. Cartoons are now put to the most use as an original source, in which the process of active secondary reproduction and recreation are taking place. In the process of recreating original works, media characteristics function as an important variable. Stories are newly reproduced by the detailed information (form) characteristics of each medium. Despite those developments, however, there are not as many active comparative studies on media-converted works as there are actual productions of them, which calls for a need to more fully activate specific comparisons of cases. By comparing and investigating original works and secondarily recreated ones through media conversion, the study made comparisons between the cartoon and movie medium and described the common and different features of the two media in terms of detailed information characteristics. In order to provide a specific case, it also analyzed the cartoon Tajja and movie Tajja through media conversion, focusing on 'conversion of narrative structure.'

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Management of the Preservation Media for Electronic Records (전자기록물을 위한 보존매체의 관리)

  • Song, Byoung-Ho
    • Journal of the Korean Society for Library and Information Science
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    • v.39 no.4
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    • pp.177-192
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    • 2005
  • Traditional paper records have two aspects such that the paper records are information, and are information media itself. The preservation media for the paper records seems to be another forms for original ones including microfilm and optical disks. On the other hand, new-coming electronic records lack the aspect of information media. To guarantee the existency of the original electronic records we need the preservation media for the electronic records, different from the media for the traditional paper records. The preservation media helps the Authenticity, integrity, and usability as well. This paper describes the need for the preservation media, identifies problems on the existing concept for them, derives the principles to resolve the problems, and suggests the management policy based on the principles.

A Study on the Model of Electronic Payment Selection Methods by User Recognition and Acceptance (사용자 인식 및 수용 특성에 따른 전자지불 매체 선택 모형 연구 - 소액 지불 수단을 중심으로)

  • Jeong, Jin-Gwan;Kim, Min-Su
    • 한국디지털정책학회:학술대회논문집
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    • 2004.05a
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    • pp.617-626
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    • 2004
  • 본 연구는 정보통신기술 (ICT)의 발달과 컴퓨터의 대중화 인터넷 보급의 확산 및 상거래의 온라인화 등으로 전자상거래가 확산되고 이와 더불어 급격한 규모로 성장되고 있는 전자지불 시스템을 분석하고자 한다. 과거 전자지불시스템 자체에 대한 기술적인 연구나 전자화폐 등 세부매체에 대한 연구는 상당히 많이 진행되어 왔으나 본 연구에서는 특히 소액 전자지불시스템을 세분하여 비교연구하기 위한 체계를 제시한다. 전자지불시스템을 자체의 특성에 따라 분류한 기존의 연구에 근거하여 사용자들이 각각의 지불매체에 대해 얼마나 다르게 인식하여 어떠한 태도를 가지고 있는지에 대한 연구체계를 제시한다. 특히 최근 이슈가 되고 있는 모바일 지불시스템 등 소액 중심의 결제시스템을 사용자가 선택하는 이유와 방식에 대해 결제매체의 특성을 중심으로 기존의 결제시스템과 비교하여 분석하기 위한 연구모형을 제시하였다. 본 연구에서 제시된 연구모델을 통해 향후 지불서비스 이용자들이 결제시스템을 이용하는 이유에 대해 이론적으로 체계적인 분석을 함으로써 은행 및 결제대행사 등 기존의 지불서비스 제공기관외에 이동통신사나 컨텐츠 제공업체, 포털서비스 업체 등 관련 기업과 전자지불관련 정책을 수립 집행하는 정부기관에 참고할 수 있는 연구 분석 결과 도출될 수 있을 것으로 예상한다.

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Self-reflexivity in Animation Media -focusing on exposure of production process and intertexuality- (애니메이션의 매체적 자기반영성 -생산과정의 노출과 상호텍스트성을 중심으로-)

  • Suh., Yong
    • Cartoon and Animation Studies
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    • s.34
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    • pp.81-104
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    • 2014
  • Self-reflexivity means consciousness turning back on itself and breaks with art as illusionism and exposes their own factitiousness as textual construct. Self-reflexivity in media deals with the media's condition and process itself and tends to pull viewers out of the reality represented on screen by reminding them that is a media's construction or illusion on the screen. Representation aesthetics has been recognized with an essential theory of the art since Ancient Greek, but it has encountered crisis with the invention of the photography and the cinema in the early 1900s. The supreme transparency of the new media induced a new perspective for the representation aesthetics, which had dominated the art world. The art derived from the representation stood on the crossroad of changing direction. Modernism aesthetics wanted to search for the self-referentiality in order to the replace the past principal. This essay focuses on self-reflexivity in animation and their methodology. First, the change of representation aesthetics in visual arts will be discussed. Second, animations exposing their process of production and components will be analyzed, and lastly, intertextuality in animation will be dealt. I hope to provide the vision of the expanded animation media with this study.