• Title/Summary/Keyword: 메타표현

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The Development of a Game Contents Metadata Model (게임콘텐츠 메타데이터 모델 개발)

  • Yoon, Sun-Jung;Yoon, Tae-Su
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.73-82
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    • 2009
  • Many organizations at home and abroad have been developing Metadata for reservation and administration of resources in every field. So we developed a game contents Metadata model for the purpose of reusing game contents, reserving copyrights, managing its life cycle, supporting efficiency of searches, and so on. We proceeded with this study by mapping, re-defining, and adding through the analysis of international Metadata standards and the survey of characteristics of game. Developed model is composed of 13 essential elements, 15 selective elements, and expressed by XML. Then we verified the effectiveness of this model's through expert groups' questionnaires, and showed the significance of the development through comparative analysis with the standard models. Accordingly we guess this study will be helpful to stable growth in rapidly growing game industry.

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Distributed and Heterogeneous GIS Database Search using Metadata Interchange Standard(XMI) (메타데이터 교환표준(XMI)을 이용한 분산 이종 GIS 데이터베이스 검색)

  • Park, Sang-Woo;Yoo, Sang-Bong
    • Journal of Korea Spatial Information System Society
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    • v.2 no.1 s.3
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    • pp.29-41
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    • 2000
  • As the networks proliferate all over the world and the application of the geographical information increase recently, the importance of effective access and exchange of GIS data is recognized. However, existing GIS data are generated by many different organizations without proper standard methodologies and data exchange facilities such as clearing houses are being operated on different DBMS with their own schemata. It makes difficult for users to access and utilize the GIS data even the data are open to public. In this research, we provide the users a search system that interfaces heterogeneous repository systems. In order to interact heterogeneous DBMS we utilize the metadata interchange standard (XMI) from OMG.

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Control of metadata schema conflicts for internet datawarehouse (인터넷 데이터웨어하우스 구축을 위한 메타데이터 스키마 충돌 제어)

  • Kim, Byung-Gon
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.499-507
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    • 2007
  • With the increasing of users' request about internet web service, importance of Internet datawarehouse to support decision making of users is increasing now. Early Internet datawarehouse was studied in the form of using existent database and XML. However, because of limitation of information expression ability, it is gradually changed to system that use metadata schema like RDFS. Because of distributed environment of the Internet, integration and saving of each metadata schemas into one global schema is important. However, between each different schema, semantic and structural conflicts can be happen in such situation and they must be controlled. In this paper, we analyze occasions of conflict when integrate distributed metadata schemas and propose conflict resolution technique for efficient internet datawarehouse query processing.

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전자문헌의 작성과 교환을 위한 메타 데이터

  • An, Gye-Seong
    • Digital Contents
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    • no.5 s.72
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    • pp.38-41
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    • 1999
  • TEI는 학술 연구에 이용되는 전자문헌을 작성하고 상호 교환하기 위한 지침을 개발하여 더욱 보편적인 언어로 광범위하게 이용할 수 있도록 추진된 프로젝트로서 전문데이터베이스 구축에 있어서 현재 수행되고 있는 인코딩 업무의 복잡성을 줄이면서 전자문헌의 공유를 촉진하고 복잡한 문헌구조를 표현할 수 있는 범용 인코딩 기법을 개발하기 위한 것이다.

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Study on the Application for Christian Education by Metaverse (메타버스의 기독교교육 적용방안)

  • OK, Jang Heum
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.37-74
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    • 2022
  • COVID-19, which occurred in Wuhan, China, made it difficult for Korean churches to face to face worship, therefore metaverse emerged as an alternative to solving these problems. metaverse is forming various platforms through technology expressed in 3I(Immersion, Interactive, virtual Image). The purpose of this study is to analyze the application plan of Christian education by applying metaverse technologies to Christian education. In order to achieve the purpose of this study, first, the definition, type, platform, and technology of the metaverse are presented to examine the key of the metaverse, second, in order to analyze the church from the theological educational aspect, the essence of the church, the mission of the church, and the metaverse church are examined, third in order to apply the metaverse to Christian education, it is classified into worship through the metaverse, education through the metaverse, service through the metaverse, the christian relationship through the metaverse, and missions through the metaverse. The application plan of the metaverse for Christian education is that first, worship can be held through metaverse. Second, education can be performed through the metaverse. Third, the metaverse can be used to fulfill the mission of service. Fourth, through the metaverse, christian can fellowship through the metaverse. Fifth, the missionary mission can be carried out through the metaverse. In conclusion, metaverse is still in the development stage, but various programs should be developed to achieve the purpose of Christian education by utilizing various platforms developed so far and utilizing the advantages of the platform. In particular, the Korean church will be able to utilize various programs such as Sunday worship, Sunday school, youth retreat, QT, Bible school, and pilgrimage through the metaverse to make good use of the characteristics of the metaverse. In addition, metaverse is an extended reality(XR) that integrates VR, AR, and MR, and its strength is an engagement in creative Christian educational activities out of the original Christian education. In the future, metaverse technology can be applied to Christian education in various ways as the fourth industrial technology is developing.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1009-1014
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    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

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Education On Demand System Based on e-Learning Standards (e-Learning 표준에 기반한 주문형 교육 시스템)

  • Hong, Gun Ho;Song, Ha Yoon
    • The Journal of Korean Association of Computer Education
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    • v.6 no.3
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    • pp.99-108
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    • 2003
  • This paper indicates limitations of the existing VOD(Video on Demand)-based on-line education systems and presents the design and implementation of Education on Demand (EOD) system as an alternative. EOD system is based on meta information expressed in XML and component technology. Overall system consists of authoring tool. contents server, learning policy system and contents viewer. which are utilized throughout the learning contents life-cycle. EOD system enables automated contents management using meta information exchange methodology that is conformant to the SCORM meta data presentation scheme. In addition, integrated management of interaction and feedback information along with the learning policy system provides customized learning guide for each individual learner. With the development of EOD system, this paper discusses about advanced on-line education system which surpasses existing content-providing-only systems.

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Improvement of Consistency for UML Diagrams with Cross Checking Rules (상호점검규칙에 의한 UML 다이어그램의 일관성 개선)

  • Ha, Il-Kyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.6
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    • pp.1291-1299
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    • 2012
  • UML is a semantically rich language, but it is difficult to ensure consistency of the diagrams you have written. Therefore, in this paper, we propose cross checking rules to improve consistency between UML diagrams, especially between UML static diagram and dynamic diagram. We use metamodels in order to more clearly reflect interactions of UML elements in the checking rules and use OCL(Object Constraint Language) to accurately represent the checking rules. By comparing with the well-formedness rules of UML specification, we focus on consistency of UML diagrams. And we derive metamodels of static diagram and dynamic diagram, analysis the relationships of UML diagrams and finally, we test the usability of derived rules through a case study.

Time Consistency Checking on UML 2.0 Behavioral Models Using OCL (OCL을 이용한 UML 2.0 행위 모델의 시간 일관성 검사)

  • Han Ah-Rim;Jeon Sang-Uk;Hong Jang-Eui;Bae Doo-Hwan
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06c
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    • pp.181-183
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    • 2006
  • UML 2.0의 시퀀스 다이어그램은 실시간 특성을 표기할 수 있는 표기법이 추가됨으로써 시간의 엄격성이 중요하게 여겨지는 임베디드 소프트웨어의 행위를 보다 정확하고 상세하게 모델링 할 수 있게 되었다. 시퀀스 다이어그램은 전체 시스템의 부분적인 행위를 기술하여 같은 행위가 여러 다이어그램에 걸쳐서 기술되어지므로 이들 다이어그램들은 서로 일관성을 가져야 하는데 복잡한 시스템에서 일관성을 검사하는 것은 어려운 일이다. 본 논문에서는 행위 모델을 표현하는 시퀀스 다이어그램과 다른 다이어그램에 기술된 실시간 특성들의 일관성을 자동으로 검사할 수 있는 방법을 제안한다. 먼저 서로 다른(inter) 다이어그램들 사이의 시간적인 일관성을 유지하기 위한 제약사항을 파악하여 정의한다. 그리고 모델을 구성하는 인스턴스들에 대한 제약사항을 OCL로 기술하는데 이는 UML 2.0이 발표되면서 모델의 의미를 정확하고 상세하게 표현할 수 있는 메타 모델과 그들의 연관관계가 추가되고 명확하게 정의됨에 따라 가능하게 된 것이다. 이렇게 OCL로 정형화되어 기술된 식은 UML 2.0 메타 모델을 이용한 어느 모델에나 적용 가능하며 모델의 문제점을 발견하고 정확한 모델을 구축하도록 도와준다.

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