• 제목/요약/키워드: Digital Charts

검색결과 68건 처리시간 0.026초

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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국적선의 각 선박별 현황과 변동률 : 여객선, 화물선, 유조선, 예선, 부선을 중심으로 (Current Status and Rate of Change of National Ships by each Ship : Focusing on Passenger ships, Cargo ships, Oil Tankers, Towing and Barges)

  • 최수호;김신중
    • 디지털융복합연구
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    • 제19권10호
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    • pp.195-202
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    • 2021
  • 본 연구의 목적은 국적선을 용도별로 여객선, 화물선, 유조선, 예선, 부선, 기타선으로 구분하여 각각 변동률을 살펴보고 방향성을 상호 비교 분석하는데 있다. 본 연구는 통계청 KOSIS "교통물류 => 운항선박통계 => 국적선 보유현황"에서 2011년 1월부터 2021년 3월까지 총 123개 월간자료를 검색하였다. 이를 위해 각 선박별로 전월대비 증감률을 산출하여 상승률과 변동률을 분석하였다. 상관관계분석에서 총합은 예선, 부선, 유조선, 화물선, 여객선 순으로 높은 관계를 보여 주었다. 회귀분석에서 각 선박들은 모두 통계적으로 유의하게 도출되었으며 상호 독립적으로 변동하는 것으로 나타났다. 상승률은 지난 분석기간 동안 여객선, 유조선, 예선, 부선, 화물선 순으로 높게 증가하였다. Scatter Charts 분석에서 총합에 대해 보선과 예선은 일정 수준 이상의 동조화현상을 보여주었다. 각 선박별 동조화현상은 다소 낮게 산출되어 각 선박별 연관성은 낮은 것으로 나타났다. 그러나 유조선과 예선, 유조선과 보선, 예선과 보선은 상대적으로 동조화현상이 높아 상대적으로 연관성이 크게 나타나 있다.

수학교과에서 자동문항생성 기반의 디지털 평가 활용 방안: CAFA 시스템을 중심으로 (The utility of digital evaluation based on automatic item generation in mathematics: Focusing on the CAFA system)

  • 김성연
    • 한국수학교육학회지시리즈A:수학교육
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    • 제61권4호
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    • pp.581-595
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    • 2022
  • 본 연구의 목적은 수학 교과에서 자동문항생성을 활용하여 지식의 핵심 구조인 온톨로지모형 기반의 문항모형을 CAFA 시스템을 통해 제작하는 절차를 명세하고, 생성된 문항 사례들을 탐색하는 데 있다. 이를 위한 사례로 수학 3의 대푯값과 산포도 단원의 평가준거 성취기준을 바탕으로 개념과 계산을 포함한 내용적 특성과 적용을 포함한 과정적 특성을 바탕으로 형성평가에 적합한 문항모형을 제작하였다. 하나의 문항모형에서 생성된 문항 유형은 최선답형, 정답형, 합답형, 미완성문장형, 부정형, 진위형, 배합형 등이었으며, 매체로는 Google Chart, HTML, TTS, 그림, 비디오 등을 활용할 수 있는 것으로 나타났다. 이를 바탕으로 자동문항생성 기반의 디지털 평가 활용방안에 대한 시사점을 학생, 예비교사, 일반교사 그리고 특수교육 측면에서 논의하고, 본 연구의 한계점과 향후 연구방향을 제시하였다.

클래식 음원의 흥행요인에 관한 실증적 연구 (An Empirical Study on the Success Factors of Digital Classical Music)

  • 김혜수;장유진;임성준
    • 한국콘텐츠학회논문지
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    • 제22권7호
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    • pp.227-239
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    • 2022
  • 본 연구는 신호이론을 기반으로 디지털 클래식 음원의 흥행 성과에 영향을 미치는 요인에 관한 탐색적 실증분석을 진행하였다. 이를 위해 국내 음원 플랫폼 '지니'가 제공하는 클래식 주간차트를 활용하여 2020년 3월~2020년 10월까지(35주)의 기간 동안 차트 100위 내에 진입한 297개의 음원을 표본으로 설정하였다. 본 연구에서는 소비자들의 클래식 청취 선택에 영향을 줄 수 있는 신호로 아티스트의 수상 경력, 아티스트의 방송콘텐츠 연계, 클래식 음원차트 첫 주 상위권 진입, 기획사의 역량, 클래식 음악 레퍼토리의 대중성을 설정하여 이들이 해당 클래식 음원의 차트 상주기간에 미치는 영향을 통계적으로 검증하였다. 검증 결과, 아티스트의 방송콘텐츠 연계 여부와 클래식 음원차트 첫 주 상위권 진입 그리고 클래식 레퍼토리의 대중성이 클래식 음원의 차트 흥행에 긍정적인 영향을 미친 것으로 나타났다. 반면에 아티스트의 수상 경력과 기획사의 역량은 클래식 음원의 차트 흥행에 유의한 영향을 미치지 못했다. 본 연구는 경영학적 관점으로 수행된 클래식 음원의 흥행요인에 관한 최초의 실증적 연구로서 이후 클래식 관련 후속 연구에 기여할 수 있을 것으로 기대된다

전자항해서지 개발 연구 (A Study on Development of Digital Nautical Publication)

  • 오세웅;박종민
    • 한국항해항만학회지
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    • 제34권1호
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    • pp.9-14
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    • 2010
  • 항해서지란 수로정보를 담당하는 공인기관에서 제작한 항해 목적의 책자 혹은 정보로서, IMO의 해상인명안전협약(SOLAS)나 항만국통제(PSC) 등 항해 요구사항을 만족하며, 등대표, 전파 신호, 항행통보, 항로지 등의 정보를 포함한다. 국제수로기구의 항해서지 실무 그룹은 수로 및 항해 관련 요구사항을 전자적으로 표현하기 위해 표준을 수립하고 있으며, 항해서지를 책자 유형의 NP1, 전자 유형의 NP2, ECDIS 사용목적의 NP3로 구분하고 있다. 항해서지는 해도와 함께 중요한 정보로서 해도제작 체계와 연계, 최신성, 서비스 향상을 위해 전자적인 항해서지 개발이 요구되고 있으나 우리나라의 경우 책자 유형의 NP1의 수준에 있다. 이를 위해 본 연구에서는 국내 전자항해서지 현황과 국제 동향을 분석하여 우리나라 전자항해서지 개발방안을 제시하고, 전자항해서지 시범개발 내용으로서, 남해안 항로지 데이터베이스를 구축, 항로지 편집 프로그램 개발, 항로지 정보의 KML 변환, 항로지 사용자 프로그램 개발을 수행 하였다.

Design and Research for Intelligent Typhoon Evasion System for Ships

  • Wang, Jing-Quan;He, Yi;Shi, Ping-An;Peng, Xiao-Hong;Xu, Zu-Yuan;Qin, Shan-Ci;Li, Qing-Lie;Ding, Bing-Lin
    • 한국항해항만학회:학술대회논문집
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    • 한국항해항만학회 2001년도 Proceeding of KIN-CIN Joint Symposium 2001 on Satellite Navigation/AIS, lntelligence , Computer Based Marine Simulation System and VDR
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    • pp.177-186
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    • 2001
  • Based upon the previous experiences and typical oases of typhoon evasion fur ships as well as tile achievement in scientific research in this detrain, we developed the Intelligent Typhoon Evasion System for Ships. It consists of five subsystems, including electronic charts, ship movement management, typhoon information query and automatic plotting, real-time calculation of ship-typhoon situation, intelligent typhoon evasion decision making. With the synthetical application of analogy theory, synoptic chart, satellite cloud picture analysis, typhoon digital forecast and other relevant technologies, we leave established the typhoon evasion data bases. model bases and knowledge bases, which make it possible to automatically track the ships and typhoon paths. The system can realize ship-typhoon situation analysis, risk levee assessment, typhoon paths correction and course synoptic forecast, and intelligent typhoon evasion decision making.

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Detection of low salinity water in the northern East China Sea in summer using ocean color remote sensing

  • Suh, Young-Sang;Jang, Lee-Hyun;Lee, Na-Kyung;Kim, Bok-Kee
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2002년도 Proceedings of International Symposium on Remote Sensing
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    • pp.649-654
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    • 2002
  • In summer season of 1998, a huge flood occurred around the Yangtze River in the eastern China. The low salinity water less than 28 psu from the river was detected around the southeastern part of the Jeju Island which is located in the southern part of the Korean peninsula. We studied how to detect low salinity water from the Yangtze River, which gives terrible damages to the Korean fisheries. We got the relationships between low surface salinity, turbid water from the Yangtze River and digital ocean color using remote sensing of SeaWiFS satellite in the northern East China Sea in summer seanson of 1998, 1999, 2000 and 2001. The charts of salinity in the northern East China Sea were made by the regenerating of the satellite ocean color data with the formula from the relationships between low salinity, in situ turbid water (transparency) and satellite ocean color.

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ICC 기반의 컬러 매니지먼트 시스템을 사용한 별색 교정에 관한 연구 (A Study on Spot Color Proofing using ICC-based Color Management System)

  • 정청숙;강상훈
    • 한국인쇄학회지
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    • 제25권1호
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    • pp.81-94
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    • 2007
  • Recently, the trend in the printing industry includes shorter run lengths and with fast turnaround times. As new markets have made it possible to produce small quantities of high-quality color products at affordable price, the general commercial printing meets the customer's diverse demand by using spot color besides process four colors. Especially, by using spot color for printing the enterprise's logo or specific color, we can see the effect of printing is getting better. With the combination of the right software, ink, media, and device can be treated as a digital proofer for spot color printing, providing significant time and cost savings compared to conventional procedures. The objective of this study is to investigate the quality of spot color proofs printed by ink-jet and dye sublimation proofer using ICC-based color management system. An Epson Stylus Color 3000 ink-jet proofer combined with Best Color Proof XXL RIP was tested for glossy and matte paper. 3M Rainbow dye sublimation proofer was examined using 3M Rainbow controller ver. 4.1 RIP on the manufacturer recommended proofing paper. ICC profiles were generated for each device using ECI 2002 visual target and evaluated for the accuracy of process 4 color reproduction. The test charts consisting of Pantone color 1140 was selected to test the quality of spot color reproduction.

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Detection of low Salinity Water in the Northern East China Sea During Summer using Ocean Color Remote Sensing

  • Suh, Young-Sang;Jang, Lee-Hyun;Lee, Na-Kyung
    • 대한원격탐사학회지
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    • 제20권3호
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    • pp.153-162
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    • 2004
  • In the summer of 1998-2001, a huge flood occurred in the Yangtze River in the eastern China. Low salinity water less than 28 psu from the river was detected around the southwestern part of the Jeju Island, which is located in the southern part of the Korean Peninsula. We studied how to detect low salinity water from the Yangtze River, that cause a terrible damage to the Korean fisheries. We established a relationships between low salinity at surface, turbid water from the Yangtze River and digital ocean color remotely sensed data of SeaWiFS sensor in the northern East China Sea, in the summer of 1998, 1999, 2000 and 2001. The salinity charts of the northern East China Sea were created by regeneration of the satellite ocean color data using the empirical formula from the relationships between in situ low salinity, in situ measured turbid water with transparency and SeaWiFS ocean color data (normalized water leaving radiance of 490 nm/555 nm).

GIS 웹사이트 기반 실시간 X-band 레이더 응용연구 (Application Study on Real-time X-band Radar based on GIS Web-site)

  • 양영준;이유경
    • 한국항해항만학회:학술대회논문집
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    • 한국항해항만학회 2022년도 추계학술대회
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    • pp.321-322
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    • 2022
  • 본 연구에서는 속초해수욕장 행정복지센터 옥상, 울릉도에 설치된 X-band 레이더를 통해 실시간으로 해양환경을 계측, 해석한다. 이후 해석결과를 Client PC로 전송하는 것을 목표로 한다. 계측결과를 전자지도, 전자해도를 활용하여, GIS(공간정보시스템)에 오버레이하고, 웹사이트를 통해 실시간 자료를 공유하고 웹서버를 통해 정보를 표출한다. 현재 웹사이트 상에는 CCTV정보 및 해양환경정보가 표출되지만, 향후 Open API활용 등 다양한 응용연구를 수행할 예정이다.

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