• Title/Summary/Keyword: 애교

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휴대폰 노리는 바이러스- 휴대폰 바이러스 안전지대 아니다

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.9 s.136
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    • pp.26-29
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    • 2004
  • 세계적인 바이러스 백신업체 트렌드마이크로의 스티브창 CEO는 올해 초“앞으로 어떤 형태의 웜이 대형 사고를 칠 것 같으냐”라는질문에“모바일 분야에서 대형 사고가 있을 것이다”고 말한 바 있다. 그는“휴대폰이 PC처럼 바뀌고 있고 또 네트워크로 연결돼 있기 때문에 이곳을 겨냥한 웜이 등장할 가능성은 매우 높다”고 경고했다. 스티브창의 경고는 최근 현실로 나타났다. 심비안OS를 탑재한 휴대폰을 노린‘카비르’웜이 모습을 드러낸 것이다. 다행히 이번 웜은‘애교성’에 그쳤지만‘휴대폰 대국’인 우리나라에는‘적색경보’로 다가온다. 앞으로 좀더‘강한 놈’의 등장은 이제 시간문제로 부상했기 때문이다. 이에 앞으로 결코 바이러스로부터 안전하지 못한 휴대폰을 방어하기 위해 각계가 안전대책 현황을 점검한다.

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A Study of the Forms and Decorative Functions of Beauty Spots (뷰티 스폿(Beauty Spots)의 형태와 장식적 기능에 관한 연구)

  • Moon, Jeong-Eun;Kim, Sook-Jin
    • Journal of the Korean Society of Costume
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    • v.59 no.9
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    • pp.131-145
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    • 2009
  • Literature in beauty art is insufficient regarding beauty spot, though it has played an important role in beauty art history. This study aims at analyzing various patterns and decorative functions of beauty spots and examining their remarkable differences by place and time. It attempts to find the symbolistic characteristics of beauty patch which influenced European countries socially and culturally in the 17th and 18th centuries, findings are as follows: first, beauty spots are extremely various by patch patterns and by forms, e.g. Wha-Jeon(花鈿), Bindi and artificial points. In the view of cosmetic purpose, they have been used to beautify appearances, reveal social positions and express the desires like blessing or protection from evil. In the times of Baroque and Rococo, though temporarily, people with beauty spots and their belonged societies used them as communicative tools: obviously, they functioned symbolistically. This study surveyed 156 persons to find what cosmetic messages and images beauty spots present in the contemporary world. Using SPSS 13.0, the study analyzed the responses and found that beauty spots are still functioning and welcomed to let women look more beautiful and more attractive, though their cosmetic messages and sizes have been simplified and scaled down.

A Case Study of Python Programming Error in an Online Learning Environment (온라인 학습 환경에서 발생하는 파이썬 프로그래밍 오류 사례 분석)

  • Jung, Hye-Wuk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.247-253
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    • 2021
  • There are various programming errors that occur in the course of programming practice for beginners in computer programming. At this time, since it is difficult for learners to recognize errors by themselves, they correct program errors through the instructor's feedback. However, as students learn programming techniques in an online learning environment due to the COVID-19 pandemic, there is a limit to interaction between the students and the instructor in comparison with offline classes, so it is necessary for learners to develop their own ability to solve programming errors by themselves. Therefore, in this study, error cases in online programming classes using the Python language are analyzed and an online programming education method that can improve learners' ability to correct programming errors is proposed based on the analysis results.

Research Trends in CNN-based Fingerprint Classification (CNN 기반 지문분류 연구 동향)

  • Jung, Hye-Wuk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.653-662
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    • 2022
  • Recently, various researches have been made on a fingerprint classification method using Convolutional Neural Networks (CNN), which is widely used for multidimensional and complex pattern recognition such as images. The CNN-based fingerprint classification method can be executed by integrating the two-step process, which is generally divided into feature extraction and classification steps. Therefore, since the CNN-based methods can automatically extract features of fingerprint images, they have an advantage of shortening the process. In addition, since they can learn various features of incomplete or low-quality fingerprints, they have flexibility for feature extraction in exceptional situations. In this paper, we intend to identify the research trends of CNN-based fingerprint classification and discuss future direction of research through the analysis of experimental methods and results.

The Transfer Effect of Media Image presented Graduate Reflex (졸업영상에 나타난 영상의미 전달 효과)

  • Lee, Sung-Bok;Jung, Sun-Young;Jeon, Byeong-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.251-254
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    • 2006
  • The application of reflex media in education has been widely used in the aspects of teaching & learning method, humanitarian education and the culture of school lives. It has been resulted from the generality of the applicable scope within conveying the information, propagation velocity, and the efficiency of the amount of conveyable information through the reflex. To utilize this kind of efficiency of reflex media in producing new graduation culture, I intend to show students the graduate reflex including their 3years' school lives and try to find out its effect from them. And then with this result I have studied the changes of the students behavior in the graduation ceremony. As a result I can notice that the intent of graduation reflex which aims to look back into their past and keep in mind it has been reflected to students. In addition I can ascertain their friendship and love for their school have been lifted while watching the reflex with laugh and cry.

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An Ethnographic Study on CosPlay Group in Korea I - Analysis on CosPlay Groups in Korea - (한국 코스프레 집단의 문화기술지적 연구 I -한국의 코스프레 집단의 분석 -)

  • Koh Ae-Ran;Shin Mi-Ran
    • The Research Journal of the Costume Culture
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    • v.13 no.6 s.59
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    • pp.919-933
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    • 2005
  • This study goes into the field of CosPlay that takes place in Korea, and directly observes the people who engage in CosPlays. Based on in-depth interviews, this research identified the reasons why the CosPlay aficionados participate in this practice and their cultural preferences. Ethnography methodology was used to understand the behavior of the cultural entities of CosPlays. Moreover, this research attempted to understand their daily formalities through their own perspective and language instead of superficial language. In general, CosPlay form that they manifest is classified into two main categories: those who enjoy posing by becoming their favorite characters and those like to wear the clothes of their favorite characters and go up on the stage to perform an act of animation or game where the applicable character appears. Some of these groups are: 1) 'Bishojo CosPlay' that CosPlays mostly Bishojo cartoon characters and wants to just stand out, 2) 'Aekyo' group that CosPlays merely for the sake of the enjoyment of wearing costumes instead of having the mania-like characteristics, 3) 'CosPlayer Group' who enjoy doing organized team CosPlay in order to present a performance, 4) 'J-Rock CosPlay' group that CosPlay Japanese visual rock groups and prepare to be among a professional CosPlay team, and 5) 'People related to Cospre.com' who try to make CosPlay rooted in as one of new cultures.

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Research on Character Merchandising for Advertising Universities - Focusing on Kirin, symbolic animal of UOU (대학홍보를 위한 캐릭터 상품화 연구 - 울산대학교의 상징동물 기린을 중심으로)

  • Jang, Weon-Chul;Park, Noh-Seok
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.21-26
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    • 2006
  • This paper suggests our own new brand, Kirin. Not only we are able to design the symbolic animal of UOU, but also we are able to use the character to advertize UOU and merchandize it. These days many men between teens and 30s contact with the various characters through internet games, also they purchase goods related with the characters. For women between elementary students and workers, they purchase the various character goods such as stationery, clothes, and dolls. However, there are not many universities that produce their own characters to advertize their schools and to merchandize them. From this point of view, developing new brand would be the medium of transmitting joy to attract excellent students and to elevate the love of school. Originating the distinctive character in UOU can be used as various merchandising through licensing. Moreover, this friendly brand using character would be produced as skin image of fun and stories and spread through internet homepage. Finally, it would accord with the brand needs of consumer and contribute to advertize UOU.

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The Transfer Effect of Media Image Meaning presented Graduate Reflex (졸업영상에 나타난 영상의미 전달 효과)

  • Lee Sung-Bok;Jeon Byeong-Ho
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.30-37
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    • 2006
  • The application of reflex media in education has been widely used in the aspects of teaching & learning method, humanitarian education and the culture of school lives. It has been resulted from the generality of the applicable scope within conveying the information, propagation velocity, and the efficiency of the amount of conveyable information through the reflex. To utilize this kind of efficiency of reflex media in producing new graduation culture, I intend to show students the graduate reflex including their 3years' school lives and try to find out its effect from them. And then with this result I have studied the changes of the students' behavior in the graduation ceremony. As a result It is shown that the intent of graduation reflex which aims to look back into their past and keep in mind it has been reflected to students. In addition it is prove ascertain their friendship and love for their school have been lifted while watching the reflex with transferring the media image message.

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The Effects of Subjective Happiness and Status and Growth in the Virtual World on Changes in Their Subjective Happiness (주관적 행복과 가상 세계에서의 지위 및 성장이 주관적 행복 변화에 미치는 효과)

  • Lee, Guk-Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.403-416
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    • 2022
  • This study was conducted to explore the relationship between social status and happiness in the virtual world, which was not dealt with in previous studies. In addition, this study checked whether people were interested in social status itself or social status growth according to their level of happiness. To this end, the researcher composed conditions of high and low social status, and conditions of large and small growth in social status in online games, and presented them differently depending on the participant. Next, the researcher measured how much happiness level changed before and after exposure to each condition. As a result, happy participants had less of an effect of status on happiness in online games. However, unhappy participants were found to be happy when their status in online games was high and unhappy when they were low. Happy participants also paid attention to whether their status in online game had grown. However, unhappy participants paid attention to their high and low status in online games. This study has implications in that it is a rare study on the effect of happiness on the judgment of social status in the virtual world.