Recently a mobile service is changing into a system environment that offers the customer various contents service. Representative example of service is a Calling Identity Del ivory Service(CID). Such service has the problem in the case which the receiver cannot remember the phone number of the sender; it has a difficult problem that cannot easily confirm whose the phone number it is. Therefore, it is desirable to design and implement visual services that can enhance the recognition of users. In this paper, we propose the architecture that is similar to a Calling Identity Delivery Service. We propose the architecture for communication service and system that is able to visually display the information of the sender using 2D image data in mobile environment. After that we set the image information to represent the user and this method is able to visually display the information of the sender by transmitting an image data through channels from switch station or base station using the server. When the receiver receives a phone call from the sender, this method provides an efficient service by transmitting visual data with bell sound. That is, the image information of sender is appeared on liquid crystal display(LCD) of the receiver at the same time. We investigate the concepts for processing real-time transmission of image data and describe an example of the implementation result that is based on system. This technology has a potential influence on the marketing and presents an efficiency of this method.
Pak, Sungsine;Lee, Minah;Shin, Younghwa;Park, Youngrye
Korean Journal of Family Social Work
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no.55
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pp.265-297
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2017
This study aims to provide basic information about the policy and system improvements relevant to single elderly men, through an investigation concerning the use and needs of activity spaces near their housing environments. Eighteen single elderly men over 60-years-old living in Gunsan city of Jeonbuk province in Korea participated in in-depth interview, and the data were qualitatively analyzed. The results of the study are as follows: The social networks of the participants were focused on friends or colleagues, while mutual exchanges with their children were intermittently undertaken. Natural networks of the elderly were formed mainly in third places, such as parks, restaurants, or community facilities, and about a half of the elderly participants had no spatial needs, and the rest required spaces for meal services, the elderly living community, jobs, leisure/hobby activities, or facility improvements. The elements influencing use of activity spaces were access from the residence, health, social networks, and economic conditions. The results suggest the following: Exercise or leisure facilities supporting elderly mobility should be set up close to their residential environments. Senior facilities centered on systematic supports and shuttle buses circulating around the places that the elderly visit frequently should be considered. On the other hand, regular maintenance and education on residents' proper use of the facilities, and sufficient information and fee discounts for the general programs are needed so that the elderly could interact with the younger generation. From a public perspective, a rational system and policy based on understanding single elderly men's needs should be prepared for provision and management of the activity space.
Journal of Korean Home Economics Education Association
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v.19
no.4
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pp.75-89
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2007
This study has its aim at suggesting new direction of our education to search different ways in housing contents by comparing the necessity perception and demands between teachers and students for housing contents in Technology Home Economics curriculum of middle school. To achieve this aim, I chose middle school teachers in charge of Technology Home Economics and male and female students who are in the first grade in high school in Ulsan. I sent e-mail, mail, and visited researcher to gather the data. I used SPSS +12 statistical package for frequency, percentage, mean, standard deviation, and t-test to analyze the data. Here is the result. First, In the part of application of living place, teachers had necessity perception in use and placement of furniture, and arrangement of objects. Students had necessity perception in the use and placement of furniture, the kind and choice of furniture. Also in the indoor environment and equipment part, both teachers and students had necessity perception in controlling of ventilation, temperature, and humidity. In the part of maintenance repair of housing, teachers had necessity perception in the need for maintenance management but students had necessity perception in house equipments and repair had high necessity perception Second, In housing-related general part, teachers demanded housing for elderly, disabled people, information about future housing and students demanded environmentally friendly living environment, housing for elderly, disabled people. In interior design part, teachers demanded in the expression of interior places through computer, the kind and characteristic of housing material and students demanded the way to reuse old furniture, kind and characteristic of housing material. In the part of housing preparation and occupation, teachers demanded the kind of housing-related occupation and students demanded the housing tax and the process of house purchase or concerned matter. Third, there were some difference of necessity perception and degree of demand between teachers and students. Teachers had higher necessity perception and demand in all part except in demand for housing equipment, maintenance, and environmentally friendly living environment.
An investigation by KRNIC (Korea Network Information Center) on the real state of usage of internet has shown that 96.9% of children investigated had experiences of using internet. Especially the firstly ranked item that had been answered by children as a necessity of internet was 'Studying to solve tasks' rated by 83.9%. As seen from the research result, the need as a homework sonics is actually so dominant that it cannot be ignored when considering the profitability at the area of education contents, but any profound research has not been accomplished yet. Internet has been positioned as a more effective and fruitful learning tool, and also all activities done by users for exploring informations and choosing learning items under the on-line circumstances are based on the successive mutual reactions between users and computers. Up to now much of the web based learning circumstances has been introducing the User Interface using metaphor, and the same is found dominantly from the sites for children. But in spite of the availability of metaphor mentioned above the current status is much lack of profound researches about metaphor interface; and what is more, in the case of the site for elementary school students the gap of the ability recognizing metaphor is very large between lower classes and higher classes according to the degree of mental growth but that is used to be simply ignored, then a common concept is adapted to interface for all grades of classes and moreover for infant and kindergarten without any objections. Based on foregoing problems this research has put the main focus on the groping and presenting desirable directions on the prospect design of interface for children-oriented sites by analyzing the status of practical usage of metaphor interface in the field of the sites for children-oriented learning sites with concentration upon homework supporting domains.
According to the latest report by the Customer Protection Board, those who moved into newly constructed buildings are complaining about unidentified pains, asking for more careful selection of constructive materials for prevention of such potential problems. It is internationally recognized today that ecological materials can serve a significant factor for users' health, environmental protection and better industrial competitiveness. This study examined eco-design aspects of each interior material through web site search, in order to help customers learn about and capitalize on eco materials in a proper manner. As a result, 1. It turned out that the domestic industry are giving an impetus to releasing new eco items focusing on lower VOCs emission or addition of functional components as part of the marketing strategy. However, it is recommended that company understand significance of life cycle, and produce eco-concept materials. 2. The reliable standard for choosing the domestic material is EL, HB, GR marks. It is desirable to enhance recycling technologies and expand the sustainable consumption. customer class, since many recycled items are not developed. 3. The sourcing is a vulnerable part in terms of the concept of being environment-friendly material. Therefore, many manufacturers should design the easy knock-down products and produce the good items using recycled materials instead of new raw materials. Also solutions for making the energy from burning material should be studied. 4. The guidebook or manual with correct information about eco-materials is required to promote production and consumption with sustainable concept. 5. Many manufacturers are emphasizing ecological materials for customers, but some of them intended to disrupt customers' proper selection by promoting even unverified items to be environment-friendly.
Park, Sung-Chul;Ahn, Yoo-Jeong;Song, Byung-Joon;Cho, Jin-ll
The Journal of Sustainable Design and Educational Environment Research
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v.16
no.2
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pp.19-33
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2017
The purpose of this study is to derive education programs for safety training class, create unit spaces and present components and methods of utilizing the spaces for the development of facilities models closely related to various policy, operation plan and facility construction projects promoted by related institutions such as the Ministry of Education, schools, architects and companies. This study is divided into five steps. First, we reviewed the literature related basic directions for safety education and facility plan, second, field survey included both field conditions such as spatial size and facility configuration and analysis of operating conditions like hours of operation and personnel. Base on literature review and field survey, it were used to analyze strengths and weaknesses of existing safety training classes, and five facility models was developed based on the Delphi method and expert participatory design. The result show that the facility models (drafts) of safety training class were developed as follows: (1)the facility model for traffic safety(pedestrian safety, vehicle safety, subway safety) (2)the facility model for first aid(emergency rescue, how to report) (3)the facility model for disaster safety(fire evacuation safety, life earthquake safety) (4)the facility model for elevator safety(elevator safety, escalator safety) (5)the facility model for drugs and violence safety (smoking drinking, sexual harassment safety, food safety) The safety training class can be composed by combining or separating each module according to affordable space size of each school.
Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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v.33
no.2
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pp.95-101
/
2015
The study planned to suggest the efficient methods of system calibration between the range and optical sensors. The simulation was performed by considering i) design of test-bed, ii) mathematical methods of system calibration and iii) locations of the sensors. The test-bed was designed by considering specifications of the range and optical sensors. Also, the error levels of each sensor were considered in the process of simulation with dataset, which was generated under these predetermined conditions. The system calibration was carried out by using the simulated dataset in two different approaches, which are single photo resection and bundle adjustment. The results from the simulation determined that the bundle adjustment method is more efficient than the single photo resection in the system calibration between range and optical sensors. For the better results, we have used the data, obtained in various locations. In a conclusion, the most efficient case was in sequence of i) the bundle adjustment with ii) the simulated dataset, which were obtained between 2m to 4m away from the test-bed.
Journal of the Korean Institute of Landscape Architecture
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v.46
no.5
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pp.93-107
/
2018
The concepts of geotourism and geoparks have emerged due to the paradigm shift in tourism and the increased recognition of geosites and geoheritage as legacies that must be protected and preserved. The number of geoparks designated by UNESCO and national governments is increasing globally. The purpose of this paper is to propose directions for enhancing Jeju Geopark to perform as a geological educational venue. This study reviewed the present conditions of the education and communication, the media, and the facilities of the geopark with respect to the required conditions to be effective for geological education. Data surveys, field surveys, visitor questionnaires, and interviews were conducted to examine the educational and guidance system of the geopark, the physical space configuration, and the operation and management methods. The research process is as follows. First, the study analyzed the status of the education and communication in Jeju Geopark, according to the criteria of the UNESCO GGN, using data acquired from the survey. Second, the study analyzed and evaluated the educational and communication facilities, and media, focusing on four aspects of the geopark: the geo-trail, spatial composition and layout, communicational and educational facilities, and the system and design of signboards. Third, the study assessed the perception and satisfaction of visitors to the geopark. Fourth, the study summarized the potential and limitations of the Jeju Geopark through in-depth interviews. The four analyses showed that enhancements in the exploration environment, communication, media, and operation and management system are all necessary for effective geological education. Based on these results, this study suggests directions for enhancing the geopark in the four following aspects. Management and maintenance must be improved to meet UNESCO criteria, while the improvements in the visiting environment quality, the supplementing of communication and facilities, and enhancements in the organization and system of operation and management also must be taken on.
Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.
Similar to the other cultural contents, the character industry is based on the media which acts as the technological background. In fact, the character industry is the process of that a created character accesses to the consumers via media, builds its value and becomes licensed as a brand in the market. Therefore, it is crucial to select the most effective media for the consistence of a character in the market, as well as for construction of a higher brand quality of the character. Today, "Webtoon" might be considered as one of the marketing means which utilizes the Internet media for raising the character as a brand. Webtoon has apparent strength because it can be produced in shorter period and with less expense than through other media. Furthermore, Webtoon can be simply featured by the easiness of two-way communication and transference to another media through it. For these reasons, and according to the result of analyzing some Korean Webtoons, it seems obvious that the most effective media in character marketing is the Internet. In addition to the Internet, the strategic development in the media-mix is also important for establishing a brand of a character. However, the effective media-mix is available only when the character's external identity meets with the trait of its media. For the purpose of learning how the media-mix works when a character reaches for the consumers, a character "Hamataeng" was born and used in the experiment. This study will explain the marketing process through the use of own-created Webtoon and other contents, and suggest the ways to build a brand of a character. In addition, it is also indicated that a media-mixing strategy for transformation and expansion of the character to other media.
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