• Title/Summary/Keyword: 하이테크놀로지

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A Research Review of High-technology AAC Intervention for Individuals with Disabilities (장애인을 위한 하이-테크놀로지 보완·대체의사소통체계 실험 연구 동향 분석)

  • Song, Jaeok;Jeon, Byung-un
    • 재활복지
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    • v.20 no.4
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    • pp.203-228
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    • 2016
  • The purpose of this study was to find out the recent trend of high-tech AAC intervention studies for individuals with disabilities. Electronic database searches were completed to identify studies published between 2009 and 2016. 46 studies were identified for inclusion in this review. The studies were classified as participants, research design, intervention settings, independent variables, dependent variables, communication skills by High-tech device, type of high-tech AAC device. Across these studies, intervention was provided to total of 126 participants. Most participants are aged 6-11 and the most common diagnosis was autistic spectrum disorder. Most common study designs were multiple probe design and multiple treatment design. The majority of studies implemented interventions in a special education school(classroom) setting. The majority of studies implemented interventions to compare the effect of high-tech and low-tech AAC device interventions. The majority of targeted behavioral outcomes were communication skills. Tablet PC was the most frequently used for intervention in both domestic and foreign studies. The most common softwares were 'My talky' in domestic studies and 'Proloquo2Go' in foreign studies. The synthesis of evidence describing views of users and providers and the implementation of high-tech AAC device can provide valuable data to inform intervention studies and functional outcome measures. Suggestions for the future research are discussed.

해외안테나 / 세이즈 메이커의 포탈

  • BilKeu, Ro-Ul
    • Digital Contents
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    • no.8 s.87
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    • pp.94-96
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    • 2000
  • 세이즈메이커의 사람들은 정보 과잉에 대해 한가지 해결책을 가지고 있다. 로이터 통신의 두가지 연구(1996년의 "정보에 대한 굶주림"과 1997년 "스크린 응시")는 정보과잉이 점점 악화되고 있는 심각한 문제임을 확인시켜준다. 이 문제를 해결하기 위해 사내 소스들로부터의 4,000개가 넘는 기업 소스들을 재구분하고 있는 기업정보포탈(Enterprise Information Potal EIP)인 세이즈메이커는 사내 소스들로부터 나오는 정보를 외부적으로 온라인상에서 이용 가능한 것들과 함께 결합시키고 있다. 그의 분류와 구성, 하이퍼텍스트연결, 콘텐츠 능력의 개인화는 오토노미(자치)의 테크놀로지로부터 나온다.

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Transformation of the Music Market brought about by Technology (테크놀로지가 가져온 음악 시장의 변혁)

  • kim, Joy
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.537-541
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    • 2022
  • As technology advances, various applications linked to the music industry are becoming popular through new media. There have been many changes in the music market. Beyond the existing music market, where music copyright and performance rights were the center of the music business, we are unifying and operating communication channels that connect artists and fans, such as investment products derived from music copyrights. The technology that connects the fandom with additional business digital content has transformed into global platforms such as HYBE Entertainment's and YG Entertainment's Weverse, as well as SM Entertainment's Bubble. In addition, various national support projects to build a 5G MEC (MobileEdge Computing) environment to quickly respond to the rapidly changing 5G industry ecosystem are supporting for the immersive content demonstration, immersive content testing, and technical analysis, we are laying the groundwork to efficiently respond to the ever-expanding metaverse content market. Technology is changing dramatically. Therefore, we would like to study to changes in the music market brought about by technology and suggest strategies for a new era in the music business.

A Study on the Variation in Meaning of Architectural Light since Modern Architecture (근대건축 이후 건축적 빛의 의미변화에 관한 연구)

  • 김경재
    • Korean Institute of Interior Design Journal
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    • no.25
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    • pp.213-220
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    • 2000
  • The meaning of light is not always developed aspect in process of architecture history as essence worth of the architecture. It means that architectural light is not affected simple development of civilization, but it has more complex aspect. The technology of applying architecture has continuous development of society that light is possible to extend quantity by development of technology because light is component not simple material or tools but strong worthy aspect, quality development of architecture comes true by exact understanding and application. Conversion from medieval society to modern society begins at the Industrial Revolution has new skills and materials, the architectural conform general space filled with non-characteristic light, and it gives rising to pursuit Utopia is not exist frequently. In result, light of metaphysical meaning is diminished and exterminated. In other hand light seems to be tools by development of technology in modern society, recovering its own meaning in other aspect. That light makes perfect image of architecture not by finite meaning only for simple space but by expressing strongly point that unify the whole architectural composition. Light is free from partial material of architecture. Light activates major composition through high-technology, and has possibility to carry out the essential worth animate architecture. The light expresses relative speciality for sense of place recognizes major component which the human being lives in and conform the real meaning of architecture.

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Aesthetic Approach of Digital Images - Focus on Realism - (디지털 이미지의 미학적 수용에 대한 연구 - 사실주의를 중심으로 -)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.146-154
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    • 2010
  • Argument on the postmodernism of philosophy and history, epic and effect, and culture and art is becoming more ambiguous in scope due to digital technology development. Digital technology makes to change of aesthetic approach over the length and breadth of art and culture including medium art. Analysis of Digital images is changed from presence of images to feature analysis of images which is made by digital technology, and raise the question of how to analyze the images of reproducing digital technology focused on realism. Digital image, focused on hyper reality, should be approached not by film aesthetic approach but by shot unit. Due to emphasizes image reality reproduction by frame unit and not the short unit of the narrative approach, the artistic approach should differ from previous realism practice. Particularly, when considering movies which is focused on illusion, the realistic approach should be realized not in the of realistic approach in narrative aspect but in the aspect of realistic approach in painting aspect.

An analysis of determinants for artificial intelligence industry competitiveness (인공지능 산업의 국가 경쟁력 결정요인 분석)

  • Hong, Jae-Pyo;Kim, Eun-Jung;Park, Ho-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.4
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    • pp.663-671
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    • 2017
  • This study analyzed the determinants influencing competitiveness of artificial intelligence industry of Korea. Analysis showed that the factors having the greatest influence on the national competitiveness of the artificial intelligence industry were, in decreasing order of importance, R&D, capital, and ICT competitiveness. Given the capital-intensive characteristic of the artificial intelligence technology, it is important to enhance the national R&D capacity in artificial intelligence technology and ICT, and to make substantial investments in the establishment of related infrastructure. Considering that the development and utilization of ICT infrastructure serves as the basis for artificial intelligence technology, the high standards of Korean consumers are expected to have a positive catalytic effect on the acquisition of national competitiveness for the artificial intelligence industry. For companies to respond in a timely manner to the rapid dissemination and high impact of artificial intelligence technology, they must prepare for such advancements by improving their competencies.

Remediation of 3D Movie on < Priest > (<프리스트>를 통해 본 3D 영화의 재매개)

  • Chung, Il-Hyoung
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.225-233
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    • 2012
  • This study is focused on the relationship of old and new media with the concept of cultural interface. This study try to find out their similarities and differences of media contents and interface through contents analysis of text. As a results, there are competible coexistance of transparent immediacy and hypermediacy as a double logic of remediation. And the features of remediation that borrowing, aggressive, and absorb are showed cross each other. A related studies are focused on the narrative structure of story and on analysis of character, events, and background. And the other studies are focused on the policy of new media distribution. But, recent new media emphasizes the visualization of 3D technology and that strategy. Also they tries to convert a various media contents. Therefore, it is important to check and prepare those environmental changes of media. Then, more researches will be applied to remediation and cultural interface of this study. And I hope that they will be find an alternative strategy of contents and interface on media.

The design of Open IoT Platform based on oneM2M Standard Protocol (oneM2M 표준 프로토콜 기반의 개방형 IoT 플랫폼 설계)

  • Myung, Sang-Il;Kim, Sung-Dae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.10
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    • pp.1943-1949
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    • 2017
  • In recent years, the maker culture has realized the concept of 'making' itself through the latest technology of high technology. It is rapidly spreading as a maker's movement by sharing the production methods and information of individuals through the Internet. Countries that are leading the makers' movement expect the maker's movement to be the driving force for new value creation and economic growth from the point of view of things and the Internet. We are developing various types of open IoT platforms that can register various Internet devices and services manufactured and developed through DIY and realize interoperable services. Typical open IoT platforms require specialized API analysis capabilities and difficult access to general users due to difficult platform registration conditions and procedures. In this paper, we try to construct an open IoT platform that can be operated as a real service by creating a simple Internet application device and service application from a general manufacturer's point of view.