• Title/Summary/Keyword: Digital Media City

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A Study on the Waste Volume Calculation for Efficient Volume Monitoring in a Landfill Facility (매립장의 효율적인 체적 모니터링을 위한 체적 계산 방법에 대한 연구)

  • Lee, Young Dae;Cho, Sung Youn
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.5
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    • pp.153-159
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    • 2012
  • For the enhancement of civilization of a city, the standard landfill facility is needed for the efficient, and computerized management. In this paper, we proposed the waste volume calculation method using the point cloud of the surface of three dimensional object based on stereo camera measurement. This computes the quantity of waste volume for continuos monitoring. It helps not only to predict the evaluation factor of the usable age of a landfill. facility. Furthermore, it can be used for the basis of general algorithm of three dimensional object.

Predictors of Multitasking and Learning Flow on Self-Regulated Learning Strategies in Nursing University Students of Non-face-to-face Learning Environment (비대면학습 환경에서 간호대학생의 미디어멀티태스킹과 학습몰입이 자기조절 학습전략에 미치는 예측 요인)

  • Ja-Ok Kim;A-Young Park;Ja-Sook Kim;Jong-Hyuck Kim
    • Journal of Digital Policy
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    • v.3 no.1
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    • pp.1-10
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    • 2024
  • The purpose of this study was to identify the predictors of self-regulated learning strategies among nursing university students. Data were collected from 212 nursing university students in G metropolitan city and K city. The SPSS WIN 23.0 version program was used for data analysis. The data were analyzed using Pearson's correlation coefficient and multiple regression. There were significant correlations between media multitasking and self-regulated learning strategies(r=.45, p<.001), learning flow and self-regulated learning strategies(r=.59, p<.001), and media multitasking and learning flow(r=.32, p<.001). Friendship satisfaction, media multitasking and learning flow explained 45% of the variance for self-regulated learning strategies. To increase the self-regulated learning strategies among nursing university students, it is necessary to develop multiple interventions that enhance friendship satisfaction, media multitasking and learning flow.

A Study on the Direction of Public Bicycle Development in Korea - Focused on Ttareungyi and Nuviza - (국내 공공자전거 발전 방향에 관한 연구 - 따릉이(Ttareungyi)와 누비자(Nuviza)를 중심으로 -)

  • Kim, Ha-Gyeong;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.263-267
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    • 2018
  • In this study, it is aimed to solve the problems of energy depletion, environmental pollution, climate change and traffic congestion in the coming generations. In Korea, the usage of public bicycle, which is a short-distance transportation system, is continuously increasing. Therefore, we analyzed the public bicycles of 'Taungryei' in Seoul and 'Nubiza' in Changwon City. We also conducted in-depth interviews with Stephen Anderson based on six principles of Creating Pleasurable Interfaces. As a result, users' discomfort was found in the functional part and the usability part of the public bicycle. Also, it was confirmed that the users were satisfied with the public bicycle in the meaningful part. Therefore, public bicycles should consider the user experience aspects to complement functional and usability parts for users.

Proposal of Bus-stop Information Design Guideline Based on User Experience Design -The Case of Seoul Metropolitan City- (사용자 경험 디자인을 기반으로 한 버스정류장 정보 디자인 가이드라인 제안 연구 -서울시를 중심으로-)

  • Kim, Tae-Hee;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.351-356
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    • 2018
  • The aim of this study is to propose guidelines for bus-stop information design that is more congested with the advent of U-Shelter, via case studies and focus group interviews. First, the literature research explored the concept of information design and correlation of information design and route map. Second, raising problems and consider improvement plans through case study in korea, overseas. Finally, current information design was evaluated and user's requests were derived through focus group interview. The current information design had problems with lack of priority, information overlaying, and hard recognition. Priority shall be selected by bus route, direction of bus, arrival time, interval, and operating time, and information overlay can be reduced into one. Also visualize the connection and direction between the lines using schematic and two-dimensional lines and shapes for recognition. Through this study, it will be used as a reference material to help improve and develop the bus-stop information design.

A Study on the User Experience of the Mobile Application of Cultural Contents in Seoul (서울시 문화콘텐츠 모바일 애플리케이션 사용자 경험 연구)

  • Shim, Hyo-Bin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.357-362
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    • 2020
  • The purpose of this study is to propose an efficient user experience of integrated applications by comparing and analyzing the usability of existing cultural content applications in Seoul. The study method was based on seven components of the honeycom model to conduct an interview and analyze for user experience measurements of existing applications. The results of the study summarized them in three ways. First, we need to organize a wide variety of information into categories in an easy-to-understand way. Second, making it easy to purchase tickets within the application. Finally, it is necessary to recommend cultural content that is suitable for me. This research is expected to be used as a basis for the user experience of the Seoul City Cultural Content Integration application.

Suggestion of Guidelines for Separation System According to Recycling Separate Discharge (재활용 분리배출에 따른 분리 체계 가이드라인 제안)

  • Moon, Seon-Young;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.399-405
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    • 2022
  • This study suggests focused in user-centered design which are new separate discharge system that must recycle in paper materials. I searched cases in Korea's current law and regulation in recycling disposal guidelines and already succeed cases in each city that are Asia, Europe, and North America. Suggesting focused in user-centered design of ID(Identification) separate discharge system due to user's good participations, feedbacks of participation's results, and well-organized in awarding. This system consists of visual individual's ID(Identification) that are stickered in only used bag. User must recycle in separate discharge system only used bags, and results must visualized in each user and rewards to user. This separate discharge system is meaning to stimulate user's good participations.

Analysis of the different of Interest words between Korea and Vietnam using network theory - Focusing on smart city (네트워크 이론을 이용한 한국과 베트남의 관심어 차이 분석 - 스마트시티를 중심으로)

  • Jeong, Seong Yun;Kim, Nam Gon
    • Smart Media Journal
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    • v.11 no.8
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    • pp.73-83
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    • 2022
  • In order to support new construction engineering companies with weak information power to successfully advance into the overseas construction market, this study tried to analyze what are the keywords of interest in the overseas construction market and how they differ from Korea. For this purpose, we recently collected 2,473 news article titles and major articles targeting smart cities that are of high interest in Korea and Vietnam. Through network configuration and topic modeling, we examined the connection relationship between the word of interest and the word of interest. In addition, the influence of the word of interest in the network was measured using PageRank centrality. Through this analysis, it was found that there is a high interest in smart city-related construction, cities, and digital in both countries, and the difference in terms of interest between Korea and Vietnam was inferred. Finally, the limitations of this study and additional research directions to complement them are presented.

Utilization of a Ubiquitous Environmental Sculptures Analysis (유비쿼터스 환경 조형물의 이용의식 실태 분석)

  • Kim, Dong-Chan;Cho, Hwee-In
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.3
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    • pp.15-22
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    • 2010
  • Today's rapid shifts toward a new paradigm are combining city spaces with reality and technology, which is known as a ubiquitous environment. An ubiquitous environment means that 'whenever' and 'wherever' become connected. It is a great possibility that this will change our future lifestyle. Korea has the biggest advantage in the implementation of this new environment, such as having an excellent network infrastructure. Using these attributes of a ubiquitous environment, changes are being made toward ubiquitous cities within developing fields of construction, landscaping, streets, art, and the environment. This research is based on background of research that activated media pole in public city space has been done research about reality of digital skill, fusion, and sense of ubitizen, and Kang-Nam U-street applied by ubiquitous technique. While reflecting an environment that can be utilized in a modern digital society, the application of ubiquitous technology to media pole can be a space for the two-way communication of the current paradigm. It would also be meaningful to create a new cultural space through media pole. Through evaluation, citizens of the ubiquitous age are going to interact to raise the satisfaction that media pole in city space can prevent giving direction to develop and trial and error about service ability, identity, and publicity. Finally, the media pole can be used as a fundamental element to suggest directions for change when viewed as future development.

A Study of User Satisfaction with Ubiquitous Environmental Sculptures - Focusing on the Gangnam U-STREET Media Pole - (유비쿼터스 환경조형물에 대한 이용 만족도 평가 - 강남 U-STREET 미디어폴을 대상으로 -)

  • Kim, Dong-Chan;Cho, Hwee-In
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.4
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    • pp.45-53
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    • 2010
  • This paper has attempted to propose a more progressive direction for U-environmental sculptures in a ubiquitous urban space in terms of usability, service, function and formative characteristics that enhance user satisfaction with these sculptures. For this, Media Pole, a U-environmental sculpture on Gangnam U-Street, has been examined. The results of this study are as follows: First, a study of user satisfaction was planned after establishing levels of satisfaction in terms of service, function and formative characteristics. In terms of satisfaction by the section of Media Pole, the public transportation map was the most influential in service while street culture and beauty of shape were critical in function and formative characteristics, respectively. In the relationship between satisfaction by section and overall satisfaction, furthermore, functional satisfaction had the biggest influence. Therefore, the development of human-centered functional factors which have pleasant and touching stories to facilitate communication with citizens are important in order to develop various Media Pole contents to enhance user satisfaction with the U-environmental sculpture and allow it evolve into a Gangnam landmark Since we are in the initial stage of a U-city, there are many problems that need to be addressed such as a lack of natural beauty, poor material quality of environmental sculptures, absence of storytelling, poor technology, lack of content, poor profitability and lack of means of social communication. In the end, the development of a comfortable, people-friendly space and U-environmental sculptures are needed in consideration of economic, social and cultural aspects instead of focusing on advanced technology only.

메타버스 미디어 공간으로서 스마트시티 그리고 디지털 사이니지 테코레이션

  • Yu, Seung-Cheol
    • Broadcasting and Media Magazine
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    • v.27 no.4
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    • pp.79-90
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    • 2022
  • '스마트 기술(smart tech)'과 '도시화(urbanization)'라는 두 메가트렌드(megatrends)를 융합해 탄생한 스마트시티(smart city)가 전 세계적인 화두다. 스마트시티의 성장 가운데서 핵심적인 요소가 바로 '도시의 다양한 요소가 미디어(媒體, media)의 기능을 하는 커뮤니케이션이 중심이 된 도시'라는 점이다. 특히 메타버스 기술이 스마트시티에 접목되고 있음에 주목해야 한다. '초월'이라는 의미의 '메타(meta)'와 우주를 뜻하는 '유니버스(universe)'의 합성어인 메타버스(Metaverse)는 1992년 닐 스티븐슨(Neal Stephenson)의 소설 《스노우 크래쉬》에서 유래한 개념이라고 알려져 있다[1]. 메타버스는 정의하는 연구자에 따라서 크게 다르지만 흔히 '가상의 것(virtual thing)'으로 한정하는 경향이 있다. 하지만 최근에는 메타버스가 정치·경제·사회·문화 전반적 측면에서 오프라인의 현실과 온라인의 비현실 모두 공존할 수 있는 생활형·게임형 가상 융합 세계라는 의미로 보다 광의적으로 사용되고 있다. 최근 스마트시티의 변화를 보면 도시 운영이 고도로 지능화되고 다양한 콘텐츠가 증강되면서 <<도시 공간에서의 온라인과 오프라인의 경계 구분>>을 파괴하고 있음을 발견할 수 있다. 우리는 과거와 다름없이 물리적 도시 공간을 걷고 있지만 이제는 지형지물과 연결된 공간정보를 스마트폰으로 확인하고 또 도심의 디지털 사이니지(digital signage)를 통해 실시간 공공 및 상업 정보에 항시적으로 접하고 있다. 도시의 지향점으로 간주되는 스마트시티는 이제 일종의 '도시민 생활 플랫폼'으로 메타버스 기술과 융합 콘텐츠를 통해 도시민의 생활을 촘촘하게 연결한다. 본고에서는 '스마트시티가 메타버스 미디어 공간으로 기능하는 현상'을 '테코레이션(Tecoration: Technology + Decoration: 디지털 미디어 기술을 통한 도시 공간구축)'이라고 명명하려고 한다. 본고는 '메타버스 미디어 공간으로서 스마트시티 그리고 디지털 사이니지 테코레이션'을 주제로 '디지털 사이니지가 만들어 가는 스마트시티의 소통'과 관련된 주요 이슈를 다루려고 한다.