• Title/Summary/Keyword: 온-오프라인

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Implementation of Multi Session PDF Converter Using Automated Scripts for Windows (윈도우즈 자동화 스크립트를 이용한 멀티 세션 PDF 변환기 구현)

  • Kang, Byeong-Jun;Kim, Hun-Hee;Joo, Sang-Woong;Shim, Kyou-Chul;Kang, Hyun-Jin;Kim, Kyung-Hwan;Jeong, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.643-645
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    • 2013
  • When you convert word processor files with large amounts of input data to PDF files in on/off line, current PDF conversion solutions do one of the source files to perform the conversion task in the Windows PDF virtual printer environment. Depending on the size of the original PDF file conversion speed to convert PDF to do a large amount of different and if you are performing a very slow speed. When you convert files to PDF in this sequence, depending on the capacity of the original file, PDF conversion rate is different, if automating a mass conversion to the PDF, the speed is very slow. In this paper, the PDF conversion which can use the Windows Terminal Server from one Windows Server when performing a PDF conversion processing of the source file, to create a multi-session Terminal, to perform the PDF conversion process at the same time was studied.

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Use of Music Technology in Music Therapy (음악치료에서의 음악테크놀로지 활용)

  • Park, Ye Seul
    • Journal of Music and Human Behavior
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    • v.12 no.2
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    • pp.61-77
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    • 2015
  • The purpose of this study was to investigate music therapists'use and perception of computer-based music technology. Questionnaires were distributed either electronically or in-person to 367 music therapists with credentials. Of the 367 initially distributed questionnaires, 101 were returned and 61 were analyzed after excluding 40 incomplete responses. The survey was comprised of two sections: the use of music technology and perceived importance of music technology in music therapy practice. The results showed that 65.6% of the respondents had used music technology in their clinical practice. The most frequently used type of music technology was Finale, followed by Garage band, and Cubase. With regard to the areas where music technology was used, it was implemented primarily for adolescents for musical or emotional goals, and was applied most frequently as a musical resource. In addition, most respondents showed a positive attitude toward music technology and added that they would need to be trained to use music technology for their clinical practice. These results provide practical information on how music therapists use and perceive computer-based music technology, and its implication for music therapy clinical practice.

A Study on Development of Fashion Sharing Platform for Shared Economy -Focusing on fashion rental service case- (공유경제를 위한 패션 공유플랫폼 활성화 방안 연구 -패션 대여서비스 사례를 중심으로-)

  • Yoon, Ji-Yeon;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.199-205
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    • 2017
  • Despite the economic downturn, the amount of clothing being discarded is increasing due to the fast fashion. The purpose of this study is to propose a fashion sharing service development to settle the rational consumption culture along with the abandoned clothes problem. Shared fashion rental service has attracted as a solution to environmental problems not only when clothes are incinerated but also in manufacturing process, but there is a lack of precedent research. Therefore, this study is meaningful in that it has developed two development plans based on the results of analysis of service case based on three factors by Rachel Botsman. First, active community development. Second, it is the creation of goods through activation of the shared economy. In this study, there are limitations that can't be proved through actual application, so more research is needed through empirical studies on actual users in the future.

A Study on Encouragement Strategy of Electronic Commerce planned Event to Young Class of People (젊은 계층을 대상으로 이벤트 기획을 통한 인터넷 거래 활성화 전략)

  • Park, Seong-Jin;Lee, Hyun-Chang;Shin, Seong-Yoon
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.11
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    • pp.77-83
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    • 2011
  • With the development of online shopping and the rapid growth of IT technology, among various forms of online shopping the intense competition also more deepen. So in online shopping and offline shopping can get differentiation characteristics of competitiveness, so our marketing target is the couples and planning to couples' activity is necessary. In this research, it is planning and implement an web site to design and implement sales strategies for the young people. For this, we analysis based on the existing commercial site's event planning of couples, design and suggest strategy for increasing sales, construct a web site with couples' birthday marketing strategy and various commemorative activities and customer visit web sites with activities more prominent as the goal, and with marketing planning and information configuration as the centre. This is expected to be through to increase effect of the part of the object by customer group activities to improve sales.

An Empirical Study for the Effects of Game Characteristics on Emotion and Customer Satisfaction in Game Portal Site (게임 특성이 게임포털 사이트에 대한 감정과 고객만족에 미치는 영향에 관한 연구)

  • Kim, Eun-Jung;Jang, Hyeong-Wook;Kim, Jong-Weon
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.5
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    • pp.23-38
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    • 2007
  • Since the players in online games seek fun, emotional aspects may be important factors in the pleasure-oriented information systems. This study attempted to verify the effects of characteristic factors of games (fun, challenge, compensation, and diversity) on emotion and customer satisfaction in game portal sites. The study established the research model on the foundation of precedent researches related to online games, emotion, and customer satisfaction. The study conducted online and offline survey on individuals with experiences in using online game portal sites. 206 samples were used to test the research hypotheses. By using Structural Equation Modeling, The study found the following results. First, it was revealed that characteristics of games had positive effects on emotion in game portal sites and indirect effects on user satisfaction. Second, the study analyzed the difference between low user group and high user group. It was revealed that the characteristics of games had positive effects on emotion in the low user group, but only challenge factor influenced on emotion in the high user group.

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A Study on Encouragement Strategy of Electronic Commerce (전자상거래 활성화 전략 방안 연구)

  • Park, Chul-Gyun;Wang, Ha-Yang;Lee, Hyun-Chang;Jin, Chan-Young;Shin, Sung-Yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.619-620
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    • 2011
  • Recently, the intense competition among various forms of online shopping also more deepen. So in online shopping and offline shopping can get differentiation characteristics of competitiveness, so our marketing target is the couples and planning to couples' activity is necessary. In this research, it is planning and implement an web site to design and implement sales strategies for the young people. For this, we analysis based on the existing commercial site's event planning of couples, design and suggest strategy for increasing sales, construct a web site with couples' birthday marketing strategy and various commemorative activities and customer visit web sites with activities more prominent as the goal, and with marketing planning and information configuration as the centre. This is expected to be through to increase effect of the part of the object by customer group activities to improve sales.

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A Case Study on Convergence-based Mobile English Curriculum (융합기반의 모바일영어커리큘럼에 관한 사례 연구)

  • Kim, Young-Hee;Oh, Seong-Rok
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.115-120
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    • 2019
  • This study aims to prove the value of convergence-based mobile English curriculum for English education prior to its practical use. This is deferent from the existing studies in developing and studying a curriculum using an English program loaded in mobile to make an effective English learning. In order to find out how well teachers are aware of this curriculum, we performed qualitative researches. Some English teachers asked for feedback about the curriculum gave us positive feedback in most areas such as learning authentic English, repetition effects, cooperative learning, self-efficacy experience, and so on. As a negative feedback, they were afraid of students' easy and free attitudes because of the new learning environments. This problem can be solved by the very close communications between teacher and student through on and off line. Next time applying this curriculum to the field and analyzing will be expected.

The Analysis of Reflect Level according to Reflect Journal in HW Design Learning based on Online Simulation (온라인 시뮬레이션 기반 HW설계 학습에서 성찰일지 내용에 따른 성찰수준 분석)

  • Kim, Jiseon;Ryu, Jiyoung
    • The Journal of Korean Association of Computer Education
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    • v.22 no.5
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    • pp.27-37
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    • 2019
  • In this study, for the purpose of reflection level analysis of high school students in HW design learning which is based on online simulation, we carried out 5 lessons of HW learning and analyzed there reflection levels for 5 individual time of reflection content. The reflection level analysis results for each time of learning shows that the reflection level of the $3^{rd}$ time learning of D-Flip Flop is the highest score with 1.23. The correlation analysis result between the reflection contents presents that high positive correlation between learning content and task resolving method(r=.781, p<.01), and negative design correlation between task resolving method and alternative resolving method. The HW learning satisfaction survey result shows 4.2, and most of the participant students provided opinions that the HW design learning is required and current learning contents is a bit difficult to follow. We could recognize HW design learning is required to have composition of curriculum with basic and advanced contents, and on-off lines combined.

Study of Integrated Brand Communication in Clean Beauty Cosmetics (클린뷰티 화장품에 나타난 통합 브랜드 커뮤니케이션 연구)

  • Lee, Young-Hwa
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.161-169
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    • 2021
  • 'Clean beauty' attracts attention with an increasing interest in cosmetics without harmful ingredients as people wear masks in the age of COVID-19. Thus, this study selected and analyzed clean beauty cosmetic brands circulated in Korea on/offline in 2020. This study extracted 36 clean beauty brands and selected 20 suitable brands through an experts' analysis. For an analysis of clean beauty cosmetic brand communication, components: naming, logo, color, package, and website were drawn to conduct a survey. Preferred were the words they come up with when they think of nature or health for naming; wordmarks in a simple form for logo; greenish or yellowish for color; the simple form aligned center on the container body for package; and the images of plants, animals, and humans for website. To sum up the components, utilizing natural, clean, and light images harmoniously, acted as a factor for preferring the clean beauty cosmetic brands.

The Beginning of Decentralization: Seongbuk Village Archive (자치분권의 시작, 성북마을아카이브)

  • Kang, Sungbong
    • Journal of Korean Society of Archives and Records Management
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    • v.22 no.1
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    • pp.237-243
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    • 2022
  • Seongbuk Village Archive is a village archive built by Seongbuk-gu Office and Seongbuk Cultural Center to contain the uniqueness and specificity of the region. It is a community archive that preserves the records of the community and a digital archive that builds a database through the digitalization of source data. The management system and home page were established through annual and step-by-step promotion through public-private governance. Seongbuk Village Archive's system is designed to facilitate data accumulation and connection between individual records based on the advanced village record standard classification system. Based on this, Seongbuk Cultural Center tried to produce convergence cultural content by linking records online and off-line. In addition, the composition of items displayed on the website has been diversified to not only preserve records but also produce and utilize content. It is a structure created after contemplating how to show the creation and existence of Seongbuk's historical and cultural resources to users in context. In addition, a richer archive platform was built through various curations and activities of the resident record group.