• Title/Summary/Keyword: 참여기능

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Event Message Processing in Virtual Environment Using the Extended Area of Interest Model (확장 관심영역 모델을 이용한 가상공간 이벤트 메시지 처리기법)

  • Yu Seok-Jong
    • Journal of Korea Multimedia Society
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    • v.9 no.4
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    • pp.482-489
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    • 2006
  • How to process event message traffic efficiently is important to collaboration among multiple distributed users, and it is a key research issue in the virtual environment fields. AOI model is one of solutions for this problem; which reduces message traffic by restricting event propagation region into an area in which a user is interested. However, in previous systems, it is difficult to adapt to dynamic environment where changes in the number and movement of participants are frequent. This paper proposes a new event management model, called extended AOI model, which is helpful to improve flexibility and efficiency of traditional models, and is able to extend its functions by introducing multi-layered regions. The proposed model can be applied to DVE and MMORPG as an event filtering model.

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Design of a WiKi WEB-based Debate System for Sharing Knowledge (지식 공유를 위한 Wiki 웹토론시스템 설계)

  • Woo, Kyung-Hee;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
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    • 2006.08a
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    • pp.263-268
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    • 2006
  • 토론학습시 보다 자발적인 아동의 참여를 향상시킬 수 있는 웹토론시스템은 시간의 편의성을 제공하고 학습자간의 상호작용을 활발하게 한다. 그러나 기존 웹토론시스템은 능숙한 자판사용능력과 물리적인 교육적 환경을 요구한다. Wiki는 하와이어로 '빨리'라는 뜻으로 누구나 '자유롭게' 정보와 지식을 편집할 수 있는 동적 프로그래밍 도구이다. Wiki를 사용하여 기존의 웹토론시스템의 단점을 보안한 본 시스템의 목적은 학습자의 자발적인 토론참여와 토론학습에 대한 흥미를 유발하는 것이다. 본 시스템의 특징은 다음과 같다. 첫째, 본 시스템은 웹토론에 대한 학생들의 흥미를 높일수 있다. 즉 누구나 관리자가 될 수 있는 기능을 이용해서 학생들의 흥미를 유발하였기 때문이다. 둘째, Wiki 웹토론시스템은 기존의 웹토론시스템보다 사용이 편리하여 학생의 참여도를 향상시키고 토론학습에 대한 관심을 증대시킬 수 있다. 기존의 웹토론시스템은 회원가입을 해야하고 로그인을 해야만 토론학습에 참여할 수 있지만 본 시스템은 웹페이지접속만으로도 가능하게 하였다. 셋째, Wiki 웹토론시스템은 웹토론를 학습하는 과정을 공개하여 올려지는 자료나 다른 사람의 의견을 통해 지식공유를 가능하게 한다. 즉, 자신이 찾은 주장의 근거을 찾는 과정에서나 또 그 근거를 통해 새로운 지식을 알게 되고 본 시스템에서 의견을 개진하고 다른 사람의 의견의 근거를 살펴보면서 지식을 공유하게 한다.

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Scheme of Secure IoT based Group communication (확장성과 보안을 보장하는 IoT 디바이스 기반의 그룹통신 기법)

  • Kim, Ki-Young
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.1
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    • pp.98-103
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    • 2021
  • In this study, we propose a group communication technique that guarantees security and expandability by configuring a network consisting of IoT terminals equipped with security functions. As the number of devices participating in the network increases, network resources are proportionally reduced, and adding a security function to the IoT device increases the delay time due to encryption in the IoT device. If the error rate that occurs in the network increases, network resources are quickly consumed due to retransmission. Therefore, IoT terminals are grouped to ensure scalability while supporting security, reducing the consumption of network resources even when the number of participating nodes increases, thus ensuring scalability. For the future implementation, the encryption method used in IoT terminals considered the standard of IEEE802.5.4, and the standardization trend was investigated and classified. The proposed method applies IoT devices that provide security functions of the IEEE802.5.4 standard to the group communication base to ensure reliability and scalability. In the performance evaluation, the effectiveness of the proposed method was confirmed by comparing the delay times when grouping IoT devices with security functions through simulation.

User Centered Design and Development Strategies for Participatory Learning Media (사용자중심의 참여 미디어 교육시스템 프로토타입 개발 전략)

  • Ahn, Mi-Lee;Cho, Y.C.;Hwang, Y.J.;Cha, H.J.;Kim, H.J.
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.926-932
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    • 2009
  • Recently many research reports on effective use of mobile devices for museums to provide information on displayed artifacts providing individualized learning space, collaborative learning, and discovery learning, Such devices have many possibilities to support learning as a participatory media and social network. Mobile devices are used, however, limited for its usability and lack in providing expected learning experiences. It offers one-way interaction and they are often limited in providing customized services for different patrons to experience learning and entertainment. In this research, we have adopted user centered design approach to identify the needs and possible usage of PDA system in the museum. Research methods include contextual observation and inquiry with symbolic interactionism for qualitative research and its epistemology. We have developed conceptual model with scenario and storyboard method, and developed vertical prototype with Flash.

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Implementation of a citizen-driven smart city living lab community platform to improve pedestrian environment of school zone (스쿨존 보행환경 개선을 위한 시민참여형 스마트시티 리빙랩 커뮤니티 플랫폼 구현)

  • Jang, Sun-Young;Kim, Dusik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.415-423
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    • 2021
  • Citizen participation and Living Lab are attracting interest as one of the major strategies for the success of smart cities. In a Living Lab, citizens, who are the end-users of technology, participate in the search for alternatives to define and solve problems and repeat experiments to verify alternatives in a circular process. The purpose of this research was to present an operating model of a citizen-participating online community platform to improve urban problems, implement and test it, and show its applicability. To this end, an operation model of a citizen-participating online community platform was proposed to improve urban problems. An online platform was designed and implemented to reflect the functions pursued by the operation model. Finally, a pilot test for the function was performed using the Oma Elementary School case located in Ilsan, Goyang-si, Gyeonggi-do. The operating model was designed with the city's pedestrian environment and children. As a result, the sharing and communicating process of urban issues among community members worked appropriately according to the designed intention. The Living Lab coordinator could visualize and view urban issues posted by users on a map based on location information. Visualizing the urban problem as a heat map confirmed that urban problems were concentrated in a specific area.

A Study on Technology Acceptance Plans to Expand Direct Participation in the Sports Industry (스포츠 산업의 직접 참여 확대를 위한 기술수용 방안 연구)

  • Sangho Lee;Kwangmoon Cho
    • Journal of Internet of Things and Convergence
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    • v.9 no.1
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    • pp.105-115
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    • 2023
  • This study seeks to find a way to induce users to expand their direct participation in sports through the acceptance of digital technology. From July 1 to August 30, 2022, a survey was conducted targeting home training users who applied the Internet of Things (IoT). 129 people participated in the survey through non-face-to-face self-administration method. For data processing, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and 3-step mediation regression analysis were conducted using IBM's SPSS 21.0 program. The results of the study are as follows. First, in the relationship between the home training PPM model and direct participation in sports, ease appeared to have a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. In the mooring factors, individual innovativeness showed a complete mediating effect. Second, in the relationship between home training PPM model and direct participation in sports, usefulness showed a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. Among the mooring factors, individual innovativeness showed a partial mediating effect. Through this research, it is expected that the sports industry will contribute to the expansion of consumption expenditure and economic growth through the expansion of digital technologies such as NFT, Metaverse, and virtual/augmented reality.

Exploratory Study of the Cognitive Function of the Image: Focus on the Thought-Evoking Function (이미지의 인지적 기능에 대한 탐색적 고찰: 사고유발기능을 중심으로)

  • Lee, Mo-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.6
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    • pp.3599-3608
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    • 2014
  • This paper discusses the cognitive function of the image, focusing on the thought-evoking function of the image. Collages artworks were developed to determine how specifically the thought-evoking function of an image takes effect in actual cases. In addition, the cognitive responses of the research participants on the image were analyzed, centering on the thought-evoking function of the image, through an in-depth interview. The image performs the function to concentrate attention on a specific object and to process it more thoroughly. The image increases the immersion of the participants, evoked thought and activated conversation. This study probed the cognitive function of the image and is expected to greatly expand our understanding of human cognition. In particular, it is expected to provide useful insight into the integration of science and art.

The Test Questions Analysis of Animation Field in the National Skills Competition (국내기능경기대회 애니메이션직종 과제 분석)

  • Kim, Seo-Young
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.373-383
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    • 2012
  • World Skills Korea Committee for Industrial Policy in the 21st century to meet the needs of the historical profession in animation filed excellent acquisition and the need for human resources through research and public hearings beginning in 2009 a new animation filed in the National Skills Competition adopted the profession. Youth animator's features, technologies, and creativity to develop features that help the tournament by forming social relationships and participation. In this study, four years of the test questions analysis and making questions on animation field the way the game athletes and coaching staff interviews, surveys of major in animation through a detailed analysis of the challenges and constructive suggestions by the direction of the best animated field, excavation and occupations were aimed at improving levels of functionality.

STEP Rally

  • 유상봉
    • Proceedings of the CALSEC Conference
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    • 2000.08a
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    • pp.151-163
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    • 2000
  • ㆍ 참여 시스템 증가/STEP기능 홍보 ㆍ 일부 파일에서 error 발생 (특히, Surface) ㆍ 한글 지원 안됨 ㆍ 기술표준원, STEP 센터 등에서의 Authority를 갖는 테스트 필요 -국제 및 국내 인증 역할 병행 ㆍ 테스트 항목 상세화 필요 - color, 3D text annotation, drawing view, features - 변환 후 area, volume, centroid 등 확인

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현상설계 - 부천시 실내체육관

  • Korea Institute of Registered Architects
    • Korean Architects
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    • no.2 s.298
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    • pp.94-99
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    • 1994
  • 부천시에서는 범시민적 다양한 기능과 욕구를 충족시킴은 물론 시민체육문화 활성화로 국민체육문화 발전에 기여하고자 부천실내체육관 현상공모를 실시, 총 9개 사무소에서 참여한 결과, (주)동남아ㆍ태건축(전재우+나광용+박원태)안을 최우수작으로 선정, 발표하였다. 한편, 우수작으로는 (주)무이건축(조원민)안과 환경동인건축(전찬진)안이 각각 선정되었다.

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