• 제목/요약/키워드: 온라인 화상회의

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A Study on Problem Analysis for Safe onLine Video Platform Use

  • Choi, Hee-Sik;Cho, Yang-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.10
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    • pp.269-277
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    • 2020
  • In this paper, we propose an efficient dynamic workload balancing strategy which improves the performance of high-performance computing system. The key idea of this dynamic workload balancing strategy is to minimize execution time of each job and to maximize the system throughput by effectively using system resource such as CPU, memory. Also, this strategy dynamically allocates job by considering demanded memory size of executing job and workload status of each node. If an overload node occurs due to allocated job, the proposed scheme migrates job, executing in overload nodes, to another free nodes and reduces the waiting time and execution time of job by balancing workload of each node. Through simulation, we show that the proposed dynamic workload balancing strategy based on CPU, memory improves the performance of high-performance computing system compared to previous strategies.

Metaverse Platform to Improve Immersion of Online Video Conferencing System (온라인 화상 회의 시스템의 몰입 개선을 위한 메타버스 플랫폼)

  • Yoon, Dong-eon;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.35-37
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    • 2022
  • Online video conferencing systems such as Zoom and Discord are mainly used for non-face-to-face work due to their good accessibility and lack restriction of space. However, most online video conferencing systems are difficult to interact in both directions, and problems such as difficulty in communication and lack of immersion are emerging in participants who use them. On the other hand, Metaverse, which has attracted attention with the development of spatial computing, enables smooth interaction like the real world in the three-dimensional virtual world by utilizing hearing, visual, and touch information. In this paper, we propose a method of utilizing the metaverse platform to improve the problem of lack of immersion in the existing online video conferencing system. Through the proposal method, platform users can share and check each other's work screens in a virtual space and exchange various data. In order to improve participants' of immersion, the environment and improvement plan of the metaverse platform were constructed and compared with the existing online video conferencing platform.

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A Calculation of CO2 Reduction from International Virtual Video-conference (온라인 국제 화상회의 개최에 의한 CO2 저감량 산출)

  • Rhee, Jong-Myung;Lim, Dong-Seok;Lee, Young-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.2 no.4
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    • pp.81-87
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    • 2009
  • In this paper, the reduction amount of CO2 due to the virtual international video-conference organized by ITU in order to reduce the greenhouse gas (GHG) is calculated. The comparison is made with the case of off-line conference. In the symposium organized by ITU, "The power of ICTs to save The planet", held on September 2009 the participants were highly encouraged to attend the symposium through video-conferencing for the reduction of GHG. As a result, 46 foreign participants and 16 among 170 domestic participants have attended at virtual video-conference, which resulted in about 94.7 ton of CO2 emission reduction. This international symposium firstly tried in conjunction with online and off-line has drawn a big attention in the aspect of global warming. Definitely such ITU's trial will make significant impacts on the holding of other international symposiums and forums.

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Video-conference fatigue of college students (MZ세대의 화상회의 피로감)

  • Lee, Eunji
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.589-594
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    • 2022
  • In an acceleration of 'untact' society during the COVID-19 pandemic, video conferencing platforms have been provided to connect the isolated and to overcome the limit of having interpersonal relationships. While these services brought a great deal of benefits, they also increased the number of people who suffer from additional fatigue from video conferencing. This study, thus, aimed to identify the factors of using video conferencing services and further to examine the relationship between the factors and the users' overall fatigue. Through focus-group interviews and survey, four main factors of fatigue (restriction from untact communication, difficulty of use, background set-ups, discomfort from excessive attention) were identified. This study also found the positive relationships of restriction from untact communication and background set-ups on the users' overall fatigue. The results does not only provide implication on defining new fatigue factors from young generations but also help practitioners and service providers to improve the deficits of services that the real users currently experience.

The Design of an Attendance System using the Facial Recognition scheme (안면인식기법을 이용한 출석 시스템의 설계)

  • Cho, Seon-Jin;Kim, Dong Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.49-50
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    • 2021
  • 최근 얼굴인식 시장의 규모가 증가하고 있으며 모바일 결제, 디바이스 본인인증, 신분확인 및 출입 통제, 치안 등의 다양한 분야에 적용 되고 있다. 온라인 화상회의에서 출석하는데 번거로운 방식들이 사용되고 있으며 대규모 회의일 경우 인원파악에 어려움을 겪고 있다. 본 논문에서는 온라인 회의를 할 때 머신러닝을 이용하여 여러 수강자의 얼굴을 자동으로 인식하여 출석을 확인하는 출석시스템을 제안한다. 이후 사용자는 출석 시스템을 사용해 객관적인 데이터를 확보하게 된다.

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The Influence of Task Orientation and Preferred Self-View Size on Self-View Preference: Testing the Moderated Mediating Effect of Social Anxiety (과업지향정도 및 선호하는 화면크기가 비디오 피드백 기능 선호도에 미치는 영향: 사회불안의 조절된 매개효과 검증)

  • Peck, Soojin;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.3-14
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    • 2022
  • With the increase of video conferencing users and the development of technology, the situations where video conferencing is used and the layout of video conferencing interfaces are diversifying. Social anxiety affects video conferencing communication and is closely related to the self-view function, which is characteristic of video conferencing. The self-view function is part of the video conferencing interface that provides a small preview of one's own camera feed. Self-view is known to degrade work performance and cause fatigue; however, it is set as the default function on video conferencing software in a way that users generally prefer. This study used an online survey to study the effect of task orientation, preferred self-view size, and social anxiety on video feedback preference. Participants responded to questions assessing work orientation, social anxiety level, preferred self-view size, and self-view preference. The results showed that preferred self-view size mediates task orientation and video feedback preference. There was no significant difference in the mediating effect of the preferred self-view size according to the degree of social anxiety. These results offer insights into the interactions between users and video conferencing software and provide information that can be useful for designing video conferencing interfaces.

기술개발성공사례 - 청미디어

  • Korean Federation of Science and Technology Societies
    • The Science & Technology
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    • v.30 no.9 s.340
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    • pp.90-91
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    • 1997
  • 94년 여성으로 온라인게임 개발기업 "청미디어"를 창업해 SW시장서 남성 창업자들과 어깨를 나란히하고 있는 김양신사장, 창업 3년. 그동안 청미디어에서 개발한 제품은 온라인게임인 '워바이블'과 다른 PC에서 작업하는 내용을 자신의 PC로 확인할 수 있는 화상회의 등에 활용할 수 있는 시스템 등으로 기대를 모으고 있다.

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Video communicating application for education (온라인(비대면) 교육 전문 플랫폼 설계 및 구현)

  • Kang, Hanhee;Kim, Hyeyoung;Kim, Hyejeong;Seong, Bongjae;Yang, Ahrim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.1108-1111
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    • 2020
  • 최근 코로나19 발생으로 산업 및 교육의 형태가 변화하였다. 많은 교육 기관에서 갑작스러운 비대면 수업이 진행됨에 따라 교수자와 교육생 모두에게 온라인 수업 환경에 대한 불편이 존재하고 있다. 기존 원격 회의 플랫폼의 경우 화상회의를 주 목적으로 개발된 기업용 플랫폼이기에 수업 환경에 적합하지 않다. 이에 본 논문에서는 해당 질병이 안정화 된 이후에도 이와 같이 집합 교육이 불가능한 상황에 대비하여 수업은 교육자 중심의 발언으로 진행되며 교육자는 교육생의 상태를 확인하거나 교육생과 교육자로 그 역할이 완전히 구분되고, 클라우드 PC를 통해 고사양 PC를 가지고 있지 않은 교육생도 고화질 영상 전송 및 프로젝트 실습이 가능하기를 희망한다.

The Effects of Video and Online Discussion Activities based on Havruta Style in Social Studies Communication Skills (화상·온라인 하브루타 토론활동이 사회과 의사소통능력에 미치는 영향)

  • Shin, Ho-Jin;Kim, Dae-Myung
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.25-32
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    • 2016
  • The current research was to investigate the effects of discussion activities based on Havruta style on elementary school students' social studies communication skills. For this purpose, we examined a comparative study between 5th grade students and other students of partner schools. As research results, first, online classes using video conference equipment and smart devices will enhance the students' interest and participation in class. Second, the Havruta style helps students not only acquire and internalize knowledge by themselves through the course of reciprocal questions and discussions but also improve presentations and participations. Third, it is necessary not only to draft a new lesson plan and to reconstruct the education process for video and online classes but also to develop the classes with a lesson plan after preparations and discussions with colleague teachers; the process of reflection, such as writing a lesson research journal, has a positive effect to improve the quality of cooperative classes. Fourth, using SNS discussion activities to serve as a complementary activity is good, and two teachers can evaluate each of the students' achievement. It is necessary to have a sufficient number of schools where video and online cooperative learning is possible with video equipment provided. To maximize the effect of video and online classes, various studies and teacher trainings are needed. Education office needs to provide a server that enables students in small and large classes to freely engage in cooperative learning.

회원사동정

  • Korea Radioisotope Association
    • 동위원소뉴스
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    • no.12 s.108
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    • pp.6-9
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    • 2005
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