• Title/Summary/Keyword: 사용자인지도

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An Animated Documentary Study of Korean Youth Culture and Identity (한국 청소년들의 온라인 게임문화와 정체성에 관한 애니메이션 다큐멘터리 연구)

  • Park, Man
    • Cartoon and Animation Studies
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    • s.45
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    • pp.397-415
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    • 2016
  • This paper will investigate how animated practice can be a research form as practice-led research in an ethnography approach. This practice-led research will explore the issue of the construction of contemporary identities (based on the strange case of Dr. Jekyll and Mr. Hyde) and in particular, the Korean youth culture and identity, exemplified, for example, creation of 'avatars' in the virtual characters of animated online games such as Massively Multiplayer Online Role-playing Games (MMORPGs). In this proposed discussion, I will argue that the sudden period of change in contemporary Korea bears some resemblance to the Victorian era as explored in gothic fiction (e.g. Jekyll and Hyde). In this sense, my animation investigates the connection between the fictional Jekyll and Hyde and a real murder incident by a young Korean boy, which actually happened on the 16th November 2010, in SouthKorea.I will, therefore, construct this practice-led research to obtain the primary data consisted of online and offline practices in 'social ethnography'. These practices engage with specific Korean youth identity, comparing the 'avatar' with the real lives of participants. However, this paper will only focus on the (ethnographic) research process and strategy, using animated (visual) practices, rather than giving the meaning of the specific case of 'Korean-ness'. Eventually, I will explore the four different animated representations as it presents the distinctive animated realties or documentaries by online and offline practices. My intention is to visually interpret the issue of 'Korean-ness' within its socio-cultural context, adapting the convention and code of Jekyll and Hyde concept into an animated documentary in the 'virtual' world (auto-animated documentary by recording avatar interviews and online game footages) and the 'real' world (self-created animated documentary, based on real people and events).

Establishment of Database System for Radiation Oncology (방사선 종양 자료관리 시스템 구축)

  • Kim, Dae-Sup;Lee, Chang-Ju;Yoo, Soon-Mi;Kim, Jong-Min;Lee, Woo-Seok;Kang, Tae-Young;Back, Geum-Mun;Hong, Dong-Ki;Kwon, Kyung-Tae
    • The Journal of Korean Society for Radiation Therapy
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    • v.20 no.2
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    • pp.91-102
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    • 2008
  • Purpose: To enlarge the efficiency of operation and establish a constituency for development of new radiotherapy treatment through database which is established by arranging and indexing radiotherapy related affairs in well organized manner to have easy access by the user. Materials and Methods: In this study, Access program provided by Microsoft (MS Office Access) was used to operate the data base. The data of radiation oncology was distinguished by a business logs and maintenance expenditure in addition to stock management of accessories with respect to affairs and machinery management. Data for education and research was distinguished by education material for department duties, user manual and related thesis depending upon its property. Registration of data was designed to have input form according to its subject and the information of data was designed to be inspected by making a report. Number of machine failure in addition to its respective repairing hours from machine maintenance expenditure in a period of January 2008 to April 2009 was analyzed with the result of initial system usage and one year after the usage. Results: Radiation oncology database system was accomplished by distinguishing work related and research related criteria. The data are arranged and collected according to its subjects and classes, and can be accessed by searching the required data through referring the descriptions from each criteria. 32.3% of total average time was reduced on analyzing repairing hours by acquiring number of machine failure in addition to its type in a period of January 2008 to April 2009 through machine maintenance expenditure. Conclusion: On distinguishing and indexing present and past data upon its subjective criteria through the database system for radiation oncology, the use of information can be easily accessed to enlarge the efficiency of operation, and in further, can be a constituency for improvement of work process by acquiring various information required for new radiotherapy treatment in real time.

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Usability Evaluation and Development of Design Prototyping for MP3 Smart Clothing Product (MP3 스마트웨어 제품 상용화를 위한 디자인 프로토타입 개발 및 사용성 평가 연구)

  • Chea, Heang-Suk;Hong, Ji-Young;Kim, Jun-Hee;Kim, Jin-Hyung;Han, Kwang-Hee;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.331-342
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    • 2007
  • This study focused on developing MP3 smart clothing products and usability evaluation. MP3 smart clothing which was developed in this study contains e-textile keypad and a kit. The kit consists of MP3 Player, remote controller module and ear phone, and are easy to assemble and dismantle. And usability evaluation about MP3 smart Clothing which was developed in this study contains e-textile keypad and a kit. For making the MP3 Smart clothing, e-textile signal line and keypad was developed and a metal connection ring also was manufactured to adhere closely e-textile signal line to keypad. The last products are two kinds of MP3 smart clothing, jacket style of MP3-YSJ(Yonsei Smart Jacket) and safari style of MP3-YSS(Yonsei Smart Safari). Then usability evaluation conducted two times about MP3 smart clothing developed. Usability evaluation is classified by a module evaluation and an item evaluation. The module evaluation measured external appearance, material, a music controller, an ear phone(or a mini speaker) and connector. The item evaluation measured social acceptance, feeling of wearing, utility, easiness of maintenance and safety. The module evaluation described totally positive results in the first usability evaluation about MP3-YSJ 1.0 and MP3-YSS 1.0. The item evaluation shows a lower score in the social acceptance, especially the easiness of connector maintenance and the social acceptance of music-controller in MP3-YSJ 1.0 and MP3-YSS 1.0. The second usability evaluation conducted with improved products by the first usability test results. Results from second item evaluation indicated needs to improve the easiness of connector & music-controller maintenance and the social acceptance of music-controller in MP3-YSJ 2.0. In MP3-YSS 2.0, the easiness of material management and the social acceptance of music controller & connector needed to improvement. In particular, users felt inconvenience in the social acceptance because of e-textile keypad arrangement. To outweigh this disadvantage, further study is needed about keypad interface of the music controller.

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The Case Study of Emotional Marketing by Visual Design (감성디자인을 통한 감성마케팅의 실증적 사례 연구 - 마블 프라이팬 사례 조사를 통한 -)

  • Kang, Bum-Kyu;Go, Jung-Wook;Ye, Min-Ju
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.355-366
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    • 2007
  • The human's emotion has been used as a key factor in the design area and a marketing technique in a company. Therefore, a company is very interesting in human' emotional factor for the marketing and the design development recently. There have been very few studies carried out on enhancing how to use the emotional design and the emotional marketing in the kitchenware industry. Besides, almost all of the research works, which attempted to encourage how to use emotional factor for the design and the marketing, was carried out in the theory research level rather than a practical research. This research has been conducted both a qualitative research and a quantitative research in the field. The research methods were as follows; first, this research studied what is the emotional design and the emotional marketing through the previous literature research works. second, the researchers set up the hypothesis and research aims through the previous empirical research works from the researchers who are doing this research. Third, as the main body of this research, this research was conducted through the analysis of companies' data, the data come from the interviews by managers, and the data from questionnaire by the users. The results was produced after analyses of the above all the data. As a results, this research has introduced the successful case study which used the emotional design concept and the emotional marketing as a strategic level in the kitchenware industry. This research results would be able to help some one who wants to use the emotional design as a strategic level in order to increase their market share.

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A Study on the RFID's Application Environment and Application Measure for Security (RFID의 보안업무 적용환경과 적용방안에 관한 연구)

  • Chung, Tae-Hwang
    • Korean Security Journal
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    • no.21
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    • pp.155-175
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    • 2009
  • RFID that provide automatic identification by reading a tag attached to material through radio frequency without direct touch has some specification, such as rapid identification, long distance identification and penetration, so it is being used for distribution, transportation and safety by using the frequency of 125KHz, 134KHz, 13.56MHz, 433.92MHz, 900MHz, and 2.45GHz. Also it is one of main part of Ubiquitous that means connecting to net-work any time and any place they want. RFID is expected to be new growth industry worldwide, so Korean government think it as prospective field and promote research project and exhibition business program to linked with industry effectively. RFID could be used for access control of person and vehicle according to section and for personal certify with password. RFID can provide more confident security than magnetic card, so it could be used to prevent forgery of register card, passport and the others. Active RFID could be used for protecting operation service using it's long distance date transmission by application with positioning system. And RFID's identification and tracking function can provide effective visitor management through visitor's register, personal identification, position check and can control visitor's movement in the secure area without their approval. Also RFID can make possible of the efficient management and prevention of loss of carrying equipments and others. RFID could be applied to copying machine to manager and control it's user, copying quantity and It could provide some function such as observation of copy content, access control of user. RFID tag adhered to small storage device prevent carrying out of item using the position tracking function and control carrying-in and carrying-out of material efficiently. magnetic card and smart card have been doing good job in identification and control of person, but RFID can do above functions. RFID is very useful device but we should consider the prevention of privacy during its application.

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Assessment of Renal Function in Silicobis with Urinary N-acetyl-$\beta$-D-glucosaminidase Activity (규폐증환자의 신기능 평가를 위한 요중 N-acetyl-$\beta$-D-glucosaminidase활성치 측정의 의의)

  • Lee, Hoo-Rak;Kim, Don-Kyoun;Lee, Su-Il;Cho, Byung-Mann;Kim, Wha-Jo
    • Journal of Preventive Medicine and Public Health
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    • v.26 no.1 s.41
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    • pp.49-64
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    • 1993
  • To provide the basic data for assessment of renal dysfunction related to silicosis, urinary N-acetyl-$\beta$-D-giucobarninidase(NAG) activity known as a sensitive markers for early renal damage were measured in 58 silicosis patients, and control subjects of 40 pulmonary tuberculosis Patients and 51 official workers. The results were summarized as fellows. 1. The values of blood urea nitrogen and serum creatinine in all subjects were within reference limits. But the mean value of urinary NAG activity($7.25{\pm}7.31U/g\;creatinine$) was beyond reference value and more sensitive test than others. 2. The mean value of urinary NAG activity in silicosis group was $11.98{\pm}9.05U/g\;creatinine$ and significantly higher than in tuberculosis and healthy group(p<0.01), but the mean values of NAG activity in tuberculosis and healthy group were not different(p>0.05). 3. The value of NAG activity in tuberculosis had a tendency to be increased according to severity of disease, but that was not significant(p>0.05). The value of NAG activity was increased significantly by use of nephrotoxic antituberculosis drugs(p<0.05). 4. The value of NAG activity in silicosis had a tendecy to be increased according to the size of nodule, use of nephrotoxic antituberculosis drugs and shortness of onset duration, but the increase was not significant(p>0.05). 5. After excluding the users of nephrotoxic antituberculosis drugs, the mean values of NAG activity in healthy control and in tuberculosis control were same as 3.63 U/g creatinine and 3.60 U/g creatinine, respectively. But the mean value of NAG activity in silicosis group was remarkably increased as 10.90 U/g creatinine(p<0.01). As above results, even though there are no abnormal finding in screening renal function test, silicosis can be related with renal dysfunction. And it will be very useful to apply urinary NAG activity in health management of workers exposed to dust.

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A Spatio-Temporal Clustering Technique for the Moving Object Path Search (이동 객체 경로 탐색을 위한 시공간 클러스터링 기법)

  • Lee, Ki-Young;Kang, Hong-Koo;Yun, Jae-Kwan;Han, Ki-Joon
    • Journal of Korea Spatial Information System Society
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    • v.7 no.3 s.15
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    • pp.67-81
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    • 2005
  • Recently, the interest and research on the development of new application services such as the Location Based Service and Telemetics providing the emergency service, neighbor information search, and route search according to the development of the Geographic Information System have been increasing. User's search in the spatio-temporal database which is used in the field of Location Based Service or Telemetics usually fixes the current time on the time axis and queries the spatial and aspatial attributes. Thus, if the range of query on the time axis is extensive, it is difficult to efficiently deal with the search operation. For solving this problem, the snapshot, a method to summarize the location data of moving objects, was introduced. However, if the range to store data is wide, more space for storing data is required. And, the snapshot is created even for unnecessary space that is not frequently used for search. Thus, non storage space and memory are generally used in the snapshot method. Therefore, in this paper, we suggests the Hash-based Spatio-Temporal Clustering Algorithm(H-STCA) that extends the two-dimensional spatial hash algorithm used for the spatial clustering in the past to the three-dimensional spatial hash algorithm for overcoming the disadvantages of the snapshot method. And, this paper also suggests the knowledge extraction algorithm to extract the knowledge for the path search of moving objects from the past location data based on the suggested H-STCA algorithm. Moreover, as the results of the performance evaluation, the snapshot clustering method using H-STCA, in the search time, storage structure construction time, optimal path search time, related to the huge amount of moving object data demonstrated the higher performance than the spatio-temporal index methods and the original snapshot method. Especially, for the snapshot clustering method using H-STCA, the more the number of moving objects was increased, the more the performance was improved, as compared to the existing spatio-temporal index methods and the original snapshot method.

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An Analysis of Soil Pressure Gauge Result from KHC Test Road (시험도로 토압계 계측결과 분석)

  • In Byeong-Eock;Kim Ji-Won;Kim Kyong-Ha;Lee Kwang-Ho
    • International Journal of Highway Engineering
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    • v.8 no.3 s.29
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    • pp.129-141
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    • 2006
  • The vertical soil pressure developed in the granular layer of asphalt pavement system is influenced by various factors, including the wheel load magnitude, the loading speed, and asphalt pavement temperature. This research observed the distribution of vertical soil pressure in pavement supporting layer by investigating measured data from soil pressure gage in the KHC Test Road. The existing specification of subbase and subgrade compaction was also evaluated with measured vertical pressure. The finite element analysis was conducted to verify the accuracy of results with measured data because it can maximize research capacity without significant field test. The test data was collected from A5, A7, A14, and A15 test sections at August, September, and November 2004 and August 2005. Those test sections and test data were selected because they had best quality. The size of influence area was evaluated and the vertical pressure variation was investigated with respect to load level, load speed, and pavement temperature. The lower speed, higher load level, and higher pavement temperature increased the vertical pressure and reduced the area of influence. The finite element result showed the similar trend of vertical pressure variation in comparison with measured data. The specification of compaction quality for subbase and subgrade is higher than the level of vertical pressure measured with truck load so that it should be lurker investigated.

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Assessment of Quantitative Analysis Methods for Lung F-18-Fluorodeoxyglucose PET (폐 종양 FDG PET 영상의 다양한 추적자 역학 분석 방법 개발과 유용성 고찰)

  • Kim, Joon-Young;Choi, Yong;Choi, Joon-Young;Lee, Kyung-Han;Kim, Sang-Eun;Choe, Yearn-Seong;Kim, Yong-Jin;Kim, Byung-Tae
    • The Korean Journal of Nuclear Medicine
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    • v.32 no.4
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    • pp.332-343
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    • 1998
  • Purpose: The purpose of this study was to assess the diagnostic accuracy of various quantitation methods using F-18-fluorodeoxyglucose (FDG) in patients with malignant or benign lung lesion. Materials and Methods: 22 patients (13 malignant including 5 bronchoalverolar cell cancer; 9 benign lesions including 1 hamartoma and 8 active inflammation) were studied after overnight fasting. We performed dynamic PET imaging for 56 min after injection of 370 MBq (10 mCi) of FDG. Standardized uptake values normalized to patient's body weight and plasma glucose concentration (SUVglu) were calculated. The uptake rate constant of FDG and glucose metabolic rate were quantified using Patlak graphical analysis (Kpat and MRpat), three compartment-five parameter model (K5p, MR5p), and six parameter model taking into account heterogeneity of tumor tissue (K6p, MR6p). Areas under receiver operating characteristic curves (ROC) were calculated for each method. Results: There was no significant difference of rate constant or glucose metabolic rate measured by various quantitation methods between malignant and benign lesions. The area under ROC curve were 0.73 for SUVglu, 0.66 for Kpat, 0.77 for MRpat, 0.71 for K5p, 0.73 for MR5p, 0.70 for K6p, and 0.78 for MR6p. No significant difference of area under the ROC curve between these methods was observed except the area between Kpat vs. MRpat (p<0.05). Conclusion: Quantitative methods did not improve diagnostic accuracy in comparison with nonkinetic methods. However, the clinical utility of these methods needs to be evaluated further in patients with low pretest likelihood of active inflammation or bronchoalveolar cell carcinoma.

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A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.