• 제목/요약/키워드: 웹 2.0 환경

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Design and Implementation of Web Environmental Sensor Data System based on Flex (Flex기반 웹 환경 센서 데이터 시스템 설계 및 구현)

  • Han, JaeJeong;Ryu, NamHoon;Oh, KyeongSug;Kim, EungKon;Jang, MoonSuk
    • Proceedings of the Korea Contents Association Conference
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    • 한국콘텐츠학회 2008년도 춘계 종합학술대회 논문집
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    • pp.560-563
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    • 2008
  • The early web technology was 2D type and exchange of information was passive generally. AS the time had passed, users wanted to participate in the 3D environment which is similar to real world actively. However VRML which is expected to bring big changes of the web environment has not been expanded owing to various circumstances. At a recent Web 2.0 is the most popular topic in the Internet business. Basic concept of Web 2.0 is implementation of comfortable UI(User Interface) and implementation of more active web than previous web. Concept of RIA(Rich Internet Application) is one of the Web 2.0 important technologies. In this paper, we designed and implemented Web Environmental Sensor Data System which has fantastic UI and various functions by using Flex.

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A Study on N-Screen Convergence Application with Mobile WebApp Environment (모바일 웹앱 환경에서의 N-스크린 융합 활용에 관한 연구)

  • Lee, Myeong-Ho
    • Journal of the Korea Convergence Society
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    • 제6권2호
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    • pp.43-48
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    • 2015
  • Web 2.0/3.0 in accordance with the evolution of information technology environment to meet the expansion needs to order, a wide range of mobile internet devices spread in mobile app, mobile web, mobile webapp and hybrid app environment that is based on all the information technology industry in the mobile painter been progressing rapidly. However, the need to gradually ensure compatibility of mobile services in the life cycle of the appearance and reality of these devices is becoming increasingly diverse mobile devices has emerged shortened. Therefore, in this study to suggest the best infographics design the structure and framework of the future mobile environment through a study of the use of the N-Screen convergence in mobile wepapp environment.

Open API service platform designed for embedded (웹 2.0을 위한 임베디드 Open API 서비스 플랫폼 설계)

  • Yang, Moon-seok;No, Young-sik;Byun, Ji-Yoong;Cha, ji-yun;Park, Sang-Yeol;Byun, Yung-cheol
    • Proceedings of the Korea Contents Association Conference
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    • 한국콘텐츠학회 2008년도 춘계 종합학술대회 논문집
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    • pp.587-590
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    • 2008
  • The Web 2.0 is mean to Web as Platform, as the platform provided various service using a data on webs by opening information. That is, it leads to the sharing and participation of information among internet users. In this paper, we research web technology for embedded computers which be supplied data and services to implement Ubiquitous computing. Therefore, we designed Open API service platform used the embedded system for the sharing and opening of web 2.0 trends. This designed platform is provided to internet users with various services and information in real-time.

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Research trend of Web 2.0 use in education (웹 2.0의 교육적 활용에 대한 연구 동향 분석: 블로그와 위키를 중심으로)

  • Heo, Hee-Ok;Kang, Eui-Sung
    • The Journal of Korean Association of Computer Education
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    • 제13권2호
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    • pp.59-70
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    • 2010
  • This study aims to analyze research trend of Web 2.0 use in education and to suggest directions for further studies. Sixty representative studies were selected and analyzed in terms of a developed framework of Web 2.0 based learning environments and an analysis scheme. This scheme is divided into five dimensions: research targets, research themes, types of Web 2.0 tools, learning theories and research methodology. The findings indicate that a majority of the previous studies aimed to share information and reflect thoughts in collaborative contexts through blogs and wikis at universities. Some implications were discussed for further studies.

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The Effect of Users' Individual characteristics and Social Influence on Cyber Ethics and Usage in Web 2.0 (웹 2.0 환경에서 사용자의 개인특성과 사회적 영향이 사이버 윤리성과 사용성에 미치는 영향)

  • Moon, Yun Ji
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2013년도 추계학술대회
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    • pp.563-565
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    • 2013
  • The issue on cyber ethics cannot be solved within technical and legal boundaries. Therefore, this study intends to consider the antecedents affecting cyber ethics from the perspectives of individual characteristics and social influences. Specifically, the current research aims to investigate (1) the effect of individual characteristics(self-efficacy, locus of control) on cyber ethics in web 2.0 environment, (2) the impact of social influences(subjective norm, image, visibility) on cyber ethics, (3) the moderation effect of a user's personality(extroversion, introversion) between individual characteristics and social influences, finally (4) the interrelationship between cyber ethics and the type of web 2.0 service participation of users(consumption, production).

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The Study of UCC Participation Spectrum for Web 2.0 Environment (웹 2.0 환경에서 UCC의 참여 스펙트럼에 관한 소고 (사례를 중심으로))

  • Kang, Jang-Mook;Lim, Jin-Sook;Moon, Song-Chel
    • 한국IT서비스학회:학술대회논문집
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    • 한국IT서비스학회 2007년도 추계학술대회
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    • pp.126-131
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    • 2007
  • 최근 웹 2.0, 유비쿼터스 컴퓨팅, UCC가 화두이다. 특히 UCC는 유비쿼터스 컴퓨팅 환경, 웹 2,0 환경의 '콘텐츠 제공'이란 측면에서 중요한 키워드가 된다. 본 소고에서는 UCC의 소비자와 생산자가 어떤 동기로 참여하게 되는지를 원인을 중심으로 고찰한다. 특히 UCC의 참여를 유도하여 성공한 기업의 사례를 살펴본다. 본 소고를 통하여 UCC의 참여를 활성화하기 위한 전략을 기술적 관리적으로 준비하는 기업에게는 실증적인 도움이 된다. 또한 학문적으로도 UCC의 참여를 유도하는 현황과 사례를 통한 귀납법적인 원칙을 얻는데 통찰력을 준다.

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A Study for Personalized Multimedia Information Services (멀티미디어 콘텐츠의 맞춤형 정보 제공 연구)

  • Park, Jisoo;Kim, Mucheol;Rho, Seungmin
    • The Journal of Society for e-Business Studies
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    • 제20권3호
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    • pp.79-87
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    • 2015
  • With recent emergence of Web 2.0 technology, many services are encouraging the user participation. Then, many approaches dealing with multimedia contents focused on the personalized information provisioning. The proposed approach analyzes the user requirements and previous methodology for personalized information provisioning. Furthermore, we propose the user participation based multimedia services with collaborative tagging.

Tag Information Search based on Ontoloty (온톨로지 기반의 태그 정보 검색)

  • Ki-Dong Han;Chang-Hun Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 한국정보처리학회 2008년도 추계학술발표대회
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    • pp.757-759
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    • 2008
  • 기존의 웹 서비스가 수동적이고, 단방향 통신을 축으로 뒀다면 현재의 웹 서비스는 점차 능동적이고 변화되었으며, 양방향 통신 환경을 지향하게 되었다. 이러한 웹 서비스 변화의 흐름을 일컬어 웹 2.0이라 한다. 웹 2.0 세대를 살아가는 사용자들은 기존과 다른 다양한 정보의 홍수에 노출되게 되었다. 이들은 일방적이고, 제한적인 정보를 얻는 기존 환경에서 탈피, 스스로 가치 있는 정보를 생산해 내기 시작했고, 이렇게 생산된 정보는 인터넷을 통해 다른 사용자와 교류하며 더욱 가치 있는 정보를 창출해 나가고 있다. 이런 발전 과정에서 지속적으로 더욱 더 커져가는 정보를 더 빠르고 정확하게 공유하는 기술이 필요하게 되었고, 현재 이런 필요성을 충족시키는데 유용한 기술의 한 갈래로 나온 것이 태그와 시맨틱 웹으로 대표되는 온톨로지 이다. 태그는 정보의 주제나 표제를 나타내는 단어를 해당 컨텐츠 정보를 제공하는 사이트에서 정보 분류 단위로 사용, 이를 통한 더 빠른 정보 공유를 할 수 있게 되었다. 시맨틱 웹은 현재의 인터넷과 같은 다양한 리소스에 대한 정보와 자원 사이의 관계-의미 정보를 기계(컴퓨터)가 처리할 수 있는 온톨로지 형태로 표현하고, 이를 자동화된 기계(컴퓨터)가 처리하도록 하는 기술이다. 이 논문에서는 웹 2.0의 대표기술이라 할 수 있는 온톨로지 기법을 이용, 기존 태그의 정보 분류 효율을 높이기 위한 태그와 태그의 의미관계 형성을 제안하였다.

Web 2.0 and Web novels -Focusing on Web-based Romance Novels (웹 2.0 시대와 웹소설 -웹 로맨스 서사를 중심으로)

  • Ryu, Su-Yun
    • Journal of Popular Narrative
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    • 제25권4호
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    • pp.9-43
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    • 2019
  • Web novels are one of the most actively adapted genre novels under a new medium called the Internet. Research on cultural content implemented on top of digital media is naturally closely related to environmental changes in digital media. The same goes for Web novels sparked by the identity of Web platforms. Especially in the case of web novels, the platform itself that provides them has triggered direct changes in genre code and reading patterns. From this perspective, this thesis wanted to examine the formation process and strategic features of web novels, which became content and products on the web platform environment. First of all, through the formation process ranging from communication novels to Internet novels and web novels, I arranged the transition to digital media and the change of genre novel market. This was an attempt to extract that Web novels not only have continuity as genre novels, but also have a turning point as digital content. Web novels are digital content that internalizes the values of the Web 2.0 era. It should also be a core product that grows the pie in the market in its own right. This paper noted that web novels are content that embodies these consumption values. So this thesis considered about what is the visualization and commercialization strategy of the web-based novels that is currently formed, and what is the current status of the web-based romance novels as the content and the product that is driving OSMU most actively in the process of commercialization. Through this process, I found that the greatest characteristic of web novels as genre novels that have evolved into digital content is their division and crack of genre.

Review on the Educational Possibilities of The Virtual Museum as Online Learning Environments (온라인 학습환경으로서 가상박물관(Virtual Museum)의 가능성에 대한 탐구)

  • Kang, In-Ae;Seol, Yeon-Kyung
    • The Journal of the Korea Contents Association
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    • 제10권4호
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    • pp.458-470
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    • 2010
  • As digital technologies have strongly impacted the whole social aspects, so museum recently emerging as an alternative or supplementary learning environment to school, after active adoption to the technologies, gave birth to museum websites called 'Virtual Museums' which, then, result in enhancing the educational roles and functions of physical museum. In this context, this study aimed to review the process of how virtual museum has been developed in terms of its educational roles and characteristics in accordance with the evolutionary development of web. Especially, the analysis of the status quo of the current virtual museums in both Korea and overseas presented specific aspects of the educational elements and roles embedded in virtual museum which have been emphasized in many related research and studies. The categories of the roles of the virtual museum, as a result, were classified into 'digital archive,' 'learning resources,' and 'communigy,' each of which were, then, further elaborated for its individual educational uses. Eventually this study purposed to expand the public awareness and knowledge of virtual museum as the alternative online learning environments needed in the 21st century.