• Title/Summary/Keyword: 온라인/오프라인 공간

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A Study on Methods for Utilizing Digital Room in Public Library (공공도서관 디지털자료실 활성화 방안 연구)

  • Moon, Sung-Been;Kim, Pan-Jun;Lee, Mi-Kyeung
    • Journal of the Korean Society for information Management
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    • v.26 no.1
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    • pp.321-350
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    • 2009
  • The purpose of this study is to find methods for utilizing digital room in public library and its efficient operation by analyzing the status quo of the digital rooms in public libraries, which had been built nation-widely about 5 years ago. It is found that it is urgent to supplement and improve the infrastructure of them. It is also required to build multi-functional digital rooms and an integrated operational system for digital rooms. Implementation of an integrated operational system, first of all, for applicable sections of digital room may be the best alternative. The multi-functional digital rooms can be built, which, in addition to its traditional function, can include a variety of original information resources and function of information creation using application programs, as well as functions such as education, information services, online/offline community creation, and activating information sharing. In the future, the digital rooms in public libraries must play a significant role as online/offline spaces, which are not the places for use and access to internet information resource, but for information/knowledge sharing and collaborative activities. It also must provide a communication channel between librarians and users as well as among users themselves.

A Comparison of Children's behavior patterns between in Real World and in On-line Game World - Focused on Users of the Online Game "Lineage" - (초등학생의 온라인게임 라이프스타일과 오프라인에서의 교우관계의 연관성 분석 - '리니지' 이용자를 중심으로 -)

  • Choe, Eun-Jeong;Chang, Geun-Young;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.387-396
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    • 2005
  • The purpose of this research was to find differences of children's behavioral pattern between players and non players of the online game "Lineage" in on-line and off line space. As a result, social behaviors of children who play online games were less active than who don't. Based on their motive and behavior pattern in online world, four behavior patterns in online world were identified; "Single-Oriented", "Community-Oriented", "Off-Real World" and "Discriminative." Off-Real World and Discriminative players were more sociable than Single-Oriented and Community-Oriented players. And Discriminative player has more self assertive attitude than others. This study may serve as a model to understand how players will respond to the various game features and how they adopt the virtual world for their interpersonal relationships.

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International Scientific and Scholarly Communication Networks on World Wide Web (월드와이드웹에 나타난 국제 학술 커뮤니케이션 네트워크에 대한 탐사적 연구)

  • Park, Han-Woo
    • Journal of the Korean Society for Library and Information Science
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    • v.37 no.2
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    • pp.153-168
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    • 2003
  • A hyperlink on academic World Wide Web has started to be recognized as a form of collaborative communication network connecting individual researchers and research groups and expanding their collaboration relations by making possible easy and direct online contact among people or groups anywhere in the world. This paper describes the structure of academic hyperlinks embedded in universities' Web sites hosted at the 10 Asian countries and further, examines the association between the structure of the hyperlink network and collaborative communication pattern among those countries based on their frequency of co-authoring articles. This research found that the number of inter-hyperlinks among universities' Web sites was significantly correlated with the frequency of co-authored articles across the 10 countries.

The Importance and function of Cyber Psychology (사이버 심리의 중요성과 역할)

  • Choi Moon-Hee
    • Science of Emotion and Sensibility
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    • v.8 no.1
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    • pp.75-83
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    • 2005
  • Cyberspace is on its way to experience dynamic change, hereby encompassing technical and social diversities and multiplicities. The internet, with a history of no more than 10 years, has drastically changed the way, meaning and conduct of our lives, the structure and function of society and communication. Even in psychology, in which the purpose is to scientifically look into the human mind and explore its behavior, the in-depth inquiry into the human behavior and psychological features of the cyberspace have become an increasingly important issue. Research suggests that psychological features and concepts brought about during the process of communication in cyberspace have been influenced by the digital mode following the analogue one, and by the online mode following the off line one. It also suggests that, with new issues peculiar to information society, cultural structures should be re-conceptualized, reconstructed and reevaluated in various fields. This approach to the changing role, meaning and style within society should be rearranged and referred to as cyber psychology.

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A Study for Electronic Surveillance (REID, CCTV, Electronic Resident Card) in Augmented Reality Environment (증강현실 환경 하에서 전자감시(REID, 감시카메라, 전자주민카드)에 관한 소고)

  • Kang, Jang-Mook;Jung, Jo-Nam;Bang, Kee-Chun
    • Journal of Digital Contents Society
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    • v.7 no.2
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    • pp.75-82
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    • 2006
  • Ubiquitous Computing is an agriculture revolution, the Industrial Revolution, the fourth revolution to equal an information revolution are Ubiquitous Computing. Historic agriculture was revolutionary, but the Industrial Revolution was a revolution of the physics space that was a base of a mankind civilization, and the information revolution that Cyber Space saw a prime while world wide web service was expanded was a revolution of cyber space. Be charmed with this, and, as for the Ubiquitous Computing revolution, it is achieved a physics space and an intelligent union of cyber space in the space where an off-line space was integrated with compunction on-line. It is combined with a life space naturally, and Ubiquitous creates a new integrated space. The space is the opportunity space that is limitless as soon as it is the unknown world that mankind was not able to experience yet. This paper checks the present situation of currently proceeding Ubiquitous computing technology(RFID, CCTV) in augmented reality environment. Also, The main purpose of this paper is to analyze the concepts analysis of privacy, personal information, and electronic surveillance in augmented reality environment. Thus this paper treated the analysis of case, technological issue, problem and solution and so on.

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A Study about problem and a correspondence strategy along a beauty culture-Ubiquitous implementation (미용 부분의 유비쿼터스 구현에 따른 문제점과 대응전략에 관한 연구)

  • Lim Jin-Sook;Kang Jang-Mook
    • Journal of Digital Contents Society
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    • v.5 no.3
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    • pp.163-170
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    • 2004
  • Ubiquitous is an agriculture revolution, the Industrial Revolution, the fourth revolution to equal an information revolution are Ubiquitous. Historic agriculture was revolutionary, but the Industrial Revolution was a revolution of the physics space that was a base of a mankind civilization, and the informatization revolution that Cyber Space saw a prime while world wide web service was expended was a revolution of cyber space. Be charmed with this, and, as for the Ubiquitous revolution, it is achieved a physics space and an intelligent union of cyber space in the space where an off-line space was integrated with compunction on-line. It is combined with a life space naturally, and Ubiquitous technology. Also, I presented the plan that derivation tried a problem about Ubiquitous, and can solve an each problem. Specially, infringement about personal privacy very has a lot of possession to occur in the world that radio communication between all appliances is possible. It is Ubiquitous by becoming the data which is useful to thorough preparation about the Ubiquitous world to come with presenting policy a little technical solution plan about this to the future Republic of Korea. many company has been cracked by crackers information security and everyday new computer virus come out.

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An Exploratory Study of Psychological Characteristics of Metaverse Users (메타버스 이용자의 심리 특성 탐색 연구)

  • Hyeonjeong Kim;HyunJung Kim;Beomsoo Kim;Hwan-Ho Noh
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.63-85
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    • 2023
  • This study aims to identify the primary user group in the growing metaverse space based on the increased interest during the COVID-19 era. It also aims to explore the predictive factors for metaverse adoption. To predict online activities, the study examined user purposes, motivations, and relevant demographic factors as predictive variables through model analysis. The data from the Korean Media Panel Survey were used, and a two-stage analysis with the Heckman two-stage sample selection model was conducted to predict metaverse users. The analysis revealed that the key factors influencing metaverse adoption were offline activities, openness, OTT usage, and purchasing of paid content. Moreover, in the second stage model, openness, gender, and paid content purchases were identified as significant variables for increasing metaverse usage time. These results indicate that understanding metaverse users is essential in the context of the rising interest in online activities during the COVID-19 era and can provide valuable insights for metaverse platform-related companies and developers.

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).

Case Study on AR Technology Use in the Fashion Industry: Focusing on Classification of Use Types (패션산업에서의 AR기술 활용 사례 연구: 활용 유형을 중심으로 )

  • Mi Young Son
    • Science of Emotion and Sensibility
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    • v.27 no.1
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    • pp.81-92
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    • 2024
  • This study analyzed augmented reality (AR) technology use in the fashion industry by classifying them based on product, wearer, space, purpose, and use. In this study, 76 cases of AR technology use in the fashion industry that were analyzed in domestic and foreign portals (Google, Naver, etc.) and research articles were collected and analyzed. The study found that in AR technology cases, the dimensions of the product, wearer, and space were utilized in various ways, including real, virtual, and their combination. AR technology was used diversely and creatively in design and product development, marketing and publicity, fashion shows, try-ons, online and offline sales and distribution, etc. Through AR technology, the categories of fashion products, concept of fashion shows, try-on methods, marketing and promotional tools, and sales tools are expanded more creatively from the existing framework. For inclusive growth within the fashion industry in the future, the national government, local governments, and large corporations should develop measures in bridging the digital gap, such as the use of AR technology according to technological readiness, capital, and age.

Development of Consumer Education Teaching-Learning Process for SMART Learning-Based Middle School Home Economics Education (스마트러닝 기반 중학교 가정교과 소비생활 교수-학습안 개발)

  • Seo, Yu Ri;Chae, Jung Hyun
    • Journal of Korean Home Economics Education Association
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    • v.32 no.4
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    • pp.149-170
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    • 2020
  • The purpose of this study was to develop and evaluate a Smart learning-based middle school home economics education plan to improve the online home economics education classes. The educational plan in this study was completed through the process of analysis, design, development, and evaluation. The results of this study are as follows. First, as a result of analyzing consumer life units in the middle school textbooks based on 2015-revised curriculum, Smart learning activities were presented in only two out of the 12 textbooks analyxed. Second, a Smart learning-based middle school home economics education plan was developed in this study with the following characteristics: the topics and contents are structured so that to help learners actively engage in the teaching and learning activities; the education plan to reflects various media and current issues that learners may be interested in; the lesson plans were structured with the premise of online classes; softwares that enable real-time discussion and collaboration are used; and the evaluation method are composed of online activities. Third, the expert evaluation scores for the educational plan and activity materials developed were 4.52 (5-point Likert scale), when averaged across subject, goal, content, teaching/learning activity, and evaluation, and the overall content validity index(CVI) was 0.95. The adequacy of execution, benefit, attractiveness, usefulness, and feasibility were highly with an average of 4.62. Based on the experts' comments, the education plan and activity materials were revised and completed. This study is meaningful in that it developed teaching and learning activities based on online classes after the COVID-19 outbreak, overcoming the limitations of offline classes. It has implications for face-to-face home economics classes due to COVID-19, as it suggests ways to blend online and offline teaching/learning activities depending on the situation.