• Title/Summary/Keyword: 분산 콘텐츠 탐색

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An Efficient Data Centric Storage Scheme with Non-uniformed Density of Wireless Sensor Networks (센서의 불균일한 배포밀도를 고려한 효율적인 데이터 중심 저장기법)

  • Seong, dong-ook;Lee, seok-jae;Song, seok-il;Yoo, jae-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.135-139
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    • 2007
  • Recently Data Centric Storage (DCS) schemes are variously studied for several applications (e.g. natural environment investigation, military application systems and environmental changes monitoring). In DCS scheme, data is stored at nodes within the network by name. There are several drawbacks in the existing schemes. The first is the inefficiency of the range query processing on not considered the locality of store point. the second is the non-homogeneity of store load of each sensors in case of the sensor distribution density is non-uniformed. In this paper, we propose a novel data centric storage scheme with the sensor distribution density which satisfied with the locality of data store location. This scheme divides whole sensor network area using grid and distributes the density bit map witch consist of the sensor density information of each cell. sensors use the density bit map for storing and searching the data. We evaluate our scheme with existing schemes. As a result, we show improved load balancing and more efficient range query processing than existing schemes in environment which sensors are distributed non-uniform.

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For Talents Cultivation in the 4th Industrial Revolution Era, Servant Leadership Quotient (SLQ) Scale Development and Validity Study (4차 산업혁명시대 인재양성을 위한 서번트 리더십 지수(SLQ) 척도 개발 및 타당도 연구)

  • Park, Bradley B.;Kim, Hee Kyoung;Na, Mi-Hyeon;Kim, Bong Ju;Ryoo, CheolSik
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.127-141
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    • 2020
  • The purpose of this study is to develop and validate the measure of individual Servant Leadership Quotient (SLQ). For the purpose, a total of 100 questions were composed based on the relevant literature and previous studies. As a result of exploratory factor analysis, it was classified into five factors, and the final choice corresponds to 40 questions. The first factor comprises thirteen items reflecting listening (5 items), empathy (4 items), healing (4 items), and the second factor consists of nine items which are futuristic view (2 items), stewardship (3 items), commitment to the growth of others (4 items), community building (4 questions). The third factor is conceptualization (5 questions), the fourth factor is recognition (5 questions), and the fifth factor is persuasion (4 questions). The reliability of the final selected items was .97, and there was a statistically high correlation between the overall Servant Leadership Quotient and the subfactors within the range of r = .788 ~ .872. As a result of one-way ANOVA to find out the relationship between demographic variables, the overall Servant Leadership Quotient was not different according to gender, but it was significantly different among elementary, middle, high school students and adults. As a result of the post-test, there were no differences among the student groups (elementary and middle school) in the overall Servant Leadership Quotient, but there were differences between the early adult and middle adult groups. This study is meaningful because the questions are structured to measure individual Servant Leadership Quotient (SLQ), which goes beyond the scope of groups or organizations Servant Leadership Quotient.

The Effect of Factors on Aggression in Adolescents: Focusing on Individual, Parent, Friend Factors and SNS Usage (청소년의 공격성에 영향을 미치는 요인: 개인·부모·친구 요인과 소셜네트워크서비스(SNS) 이용 정도를 중심으로)

  • Lee, Yejin;Kim, Kyong-Beom;Heo, Min-Hee;Noh, Jin-Won;Im, Yu-Mi
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.699-706
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    • 2021
  • This study aims to identify the effects of factors on aggression in adolescents, focusing on the individual, parent, friend factors and SNS usage. In particular, this study is to provide a basis for easing aggression in adolescence by considering the emotional relationship of parents and friends. This study analyzed frequency, t-test, one-way batch distribution analysis(ANOVA), and multi-linear regression, using the data from the 7th year of the Korean Children and Youth Panel Survey. As a result, adolescents who frequently use SNS are more aggressive than adolescents who use less. Among the parental factors, the more abuse and excessive interference were found to be more aggressive, and the higher the coach, the lower the aggressiveness. Furthermore, among the friend factors, it has been shown that the higher the alienation, the more aggressive adolescents are. In order to reduce aggression among adolescents, it is necessary to prepare an integrated program considering the emotional relationship of parents and friends, who are the most influential neighbors, rather than simply restricting the use of SNS.

An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game (게임플레이 경험에 대한 게이머의 인지적 모형에 관한 실증적 접근 : World of Warcraft 게임에서 게이머의 전문성 차이를 중심으로)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.23-33
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    • 2009
  • This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.

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A Study on Visitor Motivation and Satisfaction of Urban Open Space - In the Case of Waterfront Open Space in Seoul - (도시 오픈스페이스 방문동기 및 만족도 연구 - 서울시 하천변 오픈스페이스를 중심으로 -)

  • Zoh, Kyung-Jin;Kim, Yong-Gook;Kim, Young-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.1
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    • pp.27-40
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    • 2014
  • The functions of urban open space, which embraces community revitalization, are diverse. It is the means of public healthcare, learning centers for children, hub of arts and cultural programs, as well as promoter of urban tourism. However, in-depth discourse and research on the topic of urban open spaces has been limited so far. Hence, this study aims to investigate the motivations and satisfaction of visitation based on four representative waterfront open space in Seoul; Cheongyecheon Waterfront, Seoul Forest Park, Seonyudo Park and Banpo Hangang Park. The methods of study are literature review, observation investigation, and questionnaire survey. The findings are analyzed through the Exploratory Factor Analysis, Reliability Analysis, ANOVA Analysis and Regression Analysis by SPSS 18.0. The results of the study are as follows. First, urban waterfront open spaces in Seoul has 5 factors of visitor motivation; community amenity, nature access, cultural and educational assets, aesthetic enjoyment, and lastly means of escape. Second, factors of recognizing urban waterfront open spaces as community amenity and nature access indicate meaningful differences in visitor's perception by spatial characteristics. Third, distances between the destination and the visitor's residence influence significantly their perceived motivation. Close-range visitors perceived nature access as a principal factor, whilst medium to long-range visitors perceived visitation for aesthetic purposes more importantly. Lastly, the will to escape was shown as the influential factor in visitor satisfaction. Visiting open spaces for the enjoyment of nature and aesthetic purposes were factors that also closely relate to visitor satisfaction. In addition, it was found that there are different visitor motivations that influence visitor satisfaction in accordance with the spatial characteristics of each open space. In summary, it can be said that urban waterfront open space is a hybrid space connected to various types of urban contents beyond daily experiences. It was found that several visitor motivations including community development, design aesthetics, education and culture, entertainment, enjoyment of natural landscape, and relaxation, affect the overall satisfaction of the visiting experience. It is anticipated that the results of the study will be used by the local government in setting up strategies for the creation and management of successful urban waterfront open space, and for those involved in planning and design act as a starting point for spatial programming and amenities arrangement in accordance to the city's tourism and urban marketing approach.