• Title/Summary/Keyword: 션

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A Study on Mobile Syndication (모바일 신디케이션)

  • Wang jie;Sang Min Choi;Min Cheul Shin;Jin Won Park;Kitae Hwang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.1254-1257
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    • 2008
  • 새로운 웹 정보를 얻기 위해 웹 사이트에 빈번히 방문하는 것은 시간 낭비이며 비효율적이다. 이러한 문제를 해결하기 위해 사용자가 웹 사이트의 정보를 인터넷으로 정기 구독하는 웹 신디케이션 기술이 최근에 도입되었다. 이를 통해 사용자는 웹 사이트에 대한 낭비적인 네비게이션을 하지 않고도 비교적 빠른 시간 내에 최신 정보를 획득할 수 있다. 그러나 현재 웹 신디케이션 기술은 주로 PC 환경에서 구현 활용되고 있기 때문에 이동성에 대한 고려가 되어 있지 않다. 본 논문에서는 웹 신디케이션 기술을 모바일 단말기와 모바일 인터넷으로 확장하는 시스템을 제안한다.

Design of Efficient Inspection Scope in e-banking System (e-뱅킹 시스템의 효율적인 인스펙션 범위 설계)

  • Park, Hae Yoon;Yoo, Hae Young
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.12
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    • pp.841-848
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    • 2013
  • Nowadays, the finance changes so rapidly that the time period of developing a e-banking system has been shorter. As a result, the risk of developing in the new e-banking system has increased. Therefore financial institutions constantly ask to review the quality test of their system during the project development. However, from the developer's point of view, additional system quality inspection will delay the development time for a new project, so financial investors and developers, because this problem will cause conflict. In order to solve this problem, in this paper define priority that considered characteristics of e-banking system and thereby design range priority decision criteria for efficient code inspection. Even in the e-banking system development, it is expected that using newly designed range of code inspection will allow high efficient quality performance.

Experimental Validation of Butler's MBTI-based Gamification Framework (버틀러의 MBTI기반 게이미피케이션 프레임워크에 대한 실험적 검증)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.17-26
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    • 2016
  • Various tools and studies improving quality of gamification systems have been suggested. Among those tools and studies, Butler suggested the gamification framework, which shows the preference of different game mechanics, applying particular motivational and behavioral tendencies in the Myers-Briggs Type Indicator(MBTI). The purpose of this paper is to validate if the preference of different game mechanics by MBTI personality types proposed by Butler would be existing. This study pointed out the problem of suggested gamification framework from butler through literature survey. Also, this study conducted statistical analyzation and survey to prove correlation between MBTI personality types and game mechanics. Through an experiment and analysis, this study proved that there is no correlation between MBTI personality types and preference of different game mechanics. The designer of gamification systems should consider that it is not effective to apply differential game mechanics by MBTI personality types. If need to design a gamification system, designer must consider game mechanics's characteristics in applied environmental condition.

A Case Study of Museum Gamification in Korea and abroad (국내외 박물관의 게이미피케이션 사례 연구)

  • Son, So-Hee;Min, Seo-Yun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.109-120
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    • 2018
  • Gamification is an important technology for the museum experience in the future, but there is a lack in both its application and academic studies in Korea. Therefore this study targets the technical strategies of museum gamification by studying domestic and international cases. For this purpose, this study analyzes and compares the cases as personalization, and audience interaction of museum experience and sees how the structure of the digital program affects the museum experience in detail by applying MDA framework to the comparisons. For visitors' active interaction with the museums, gamification should be designed in a way to contribute to visual expression of self identity, utilization of the museum space, constructivist learning free from limit on space and time, and interaction with other people.

Application and Effect of Remediation in Web Design (웹 디자인에서의 리미디에이션의 활용과 효용)

  • 서현석;서종환
    • Archives of design research
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    • v.17 no.2
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    • pp.113-122
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    • 2004
  • Modern society came to enjoy dramatically advanced information technologies by the digitalization of New Media with the improvement of communication technologies and interaction between various information system and technologies. New service by web, not only text but image, audio and moving image have opened new experience possible for us. The development was possible because the web has characteristics of media making Remediation of various media possible. The web has remediated newspaper, magazines, TV, audio, movie by taking them, competing with them, attacking them and absorbing them. As a result, now we can enjoy various characteristics of different media at the Web. This study is to look into the effectiveness of Remediation at web design through various case studies. This study also is to seek more effective methods of expressions in the web and future improvement direction.

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A Study on Content Classification for Developing Virtual Reality-based Attraction Contents (가상현실 기반의 어트랙션 콘텐츠 개발을 위한 콘텐츠 분류법 연구)

  • Eom, Ire
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.499-506
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    • 2019
  • Virtual reality, which is attracting attention due to the 4th Industrial Revolution and commercialization of 5G technology, is expanding its scope from gaming to tourism, leisure, and education, and the VR market is expected to expand continuously. As the VR market scales up in Korea, theme parks combining virtual reality contents are spreading around the city center. Unlike the existing theme parks, VR Theme Park is a small amusement culture space that is organized indoors, and you can enjoy attractions (ride) that can be enjoyed in an amusement park with virtual reality contents. Virtual reality content, which has the same characteristics as a theme park whose purpose is to experience extraordinary experiences, provides high immersion and presence in combination with the physical stimulus of attraction. The virtual reality content combined with the attraction cannot be classified accurately with the existing classification method, so a new classification method is proposed according to the experience type and the installation type. The contents were categorized through the case of the domestic VR theme park, and the planning direction for the creation of the virtual reality attraction contents that was going on was sought.

Gamification in Smart Learning Design to Enhance Speaking Skills for EFL Young Learners (초등 학습자의 영어 말하기 능력 향상을 위한 교육 게이미피케이션 접목 스마트 러닝 설계)

  • Choi, Junghye Fran
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.7-16
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    • 2016
  • This research aims to suggest a gamified smart learning design for Korean EFL young learners' speaking proficiency. Gamification is the use of game-thinking and game mechanics in non-game contexts to engage users in solving problems. Thus, the gamified smart learning as gamification in education is designed not only to elicit students' participation but also to enhance speaking skills. Especially, this research based on the results of a pilot study is focused on easing the burden of homework as well as engaging the speaking English game for the primary students with a relatively short attention span. The game elements utilized in this study are competition, rewards, customized characterization and so on. Kakao Talk is selected for this gamified smart learning research because of its ease of accessibility, and multiple applicable functions for language learning such as voice recording, text messaging and sharing videos or photos. Gamification in smart learning can be a means of productive approach to contemporary EFL teaching and learning.

Study of Theme Park Attractions using Virtual Reality and Augmented Reality Technologies (가상현실 및 증강현실의 기술을 활용한 테마파크 어트랙션의 연구)

  • Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.443-452
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    • 2017
  • VR and AR technologies are recognized as one of important technologies during 4th Industrial Revolution Era. Also, the market size of VR/AR are anticipated to grow up to $150 billion by 2020. These technologies are used in theme parks as well as in other industries including games and films. The purpose of this study is to recognize the trend of VR/AR application in theme park attractions and recommend optimal ways for the future applications. The trends were studied from number of publications while future model was developed after visiting theme parks and interviewing the industry experts. As a result, number of theme parks and LBCs(Location Based Center) are using VR/AR in many of their attractions already, but still holds a number of issues. These issues could be overcome if Fun, Efficiency and Technology are considered holistic ways in the future. Further, conformity of the technologies and theme park concept should also be examined.

Development of Functional Auxiliary Device to Improve Induction Safety (인덕션 안전성 향상을 위한 기능보조 디바이스 개발)

  • Kim, Min-Kyoung;Seo, Dong-Min;Yoo, Dong-Hun;Yoo, Jin-Young;Jeong, Seong-Ho;Choi, Heon-Soo;Baek, Soo-Whang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1263-1270
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    • 2021
  • Recently, in the food culture life, the trend of consumers cooking is changing, and the use rate of induction cookware is increasing. Therefore, in this study, we propose the development of a functional auxiliary device to improve the safety of induction cookware to improve the convenience of cooking according to the increase in the cooking population. The proposed device is linked with IoT through the app. Through the app, the device can control the induction heating power adjustment and time reservation. In addition, an ultrasonic sensor is used to prevent the container from overflowing during cooking, and the user can safely use induction through the fine dust sensor. The implemented device conducts research assuming the actual cooking situation. Finally, it was confirmed that the user's fatigue was reduced during cooking through the device and the user's safety was improved in emergency situations such as overcooking or overflowing of water.

A Study on the Electromigration Characteristics in Ag, Cu, Au, Al Thin Films (Ag, Cu, Au, Al 박막에서 엘렉트로마이그레이션 특성에 관한 연구)

  • Kim, Jin-Young
    • Journal of the Korean Vacuum Society
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    • v.15 no.1
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    • pp.89-96
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    • 2006
  • Recent ULSI and multilevel structure trends in microelectronic devices minimize the line width down to less than $0.25{\mu}m$, which results in high current densities in thin film interconnections. Under high current densities, an EM(electromigration) induced failure becomes one of the critical problems in a microelectronic device. This study is to improve thin film interconnection materials by investigating the EM characteristics in Ag, Cu, Au, and Al thin films, etc. EM resistance characteristics of Ag, Cu, Au, and Al thin films with high electrical conductivities were investigated by measuring the activation energies from the TTF (Time-to-Failure) analysis. Optical microscope and XPS (X-ray photoelectron spectroscopy) analysis were used for the failure analysis in thin films. Cu thin films showed relatively high activation energy for the electromigration. Thus Cu thin films may be potentially good candidate for the next choice of advanced thin film interconnection materials where high current density and good EM resitance are required. Passivated Al thin films showed the increased MTF(Mean-time-to-Failure) values, that is, the increased EM resistance characteristics due to the dielectric passivation effects at the interface between the dielectric overlayer and the thin film interconnection materials.