• Title/Summary/Keyword: Digital Publication

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A Study on the Method and System for Organization's Name Authorization of Korean Science and Technology Contents (국내 과학기술콘텐츠 전거데이터 구축을 위한 소속기관명 식별 방법과 시스템에 관한 연구)

  • Kim, Jinyoung;Lee, Seok-Hyong;Suh, Dongjun;Kim, Kwang-Young
    • Journal of Digital Contents Society
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    • v.17 no.6
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    • pp.555-563
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    • 2016
  • Science and technology contents (research papers, patents, reports) are the most common reference material for researchers involved in research and development in the fields of science and technology. Based on various search elements (title, abstract, keyword, year of publication, name of journal, name of author, publisher, etc.), many services are available for users to search science and technology contents and bibliographic information owned by libraries. Authority data on organization name can be useful as an element for author identification and as an element to search for results produced by specific organizations. However, organization name is not taken into account by current search services for domestic academic information and bibliographic records. This study analyzes organization name data contained in the metadata of science and technology contents, which are the basis of the establishment of authority data, and proposes a method and system based on string containment and exact string matching.

A Study Funology for Reformatting to App Book: Focused on 'Moo, Baa, La La La!' of App Book (앱북(App Book)으로의 매체 전환을 위한 퍼놀로지(Funology)에 관한 연구: '무, 바, 라라라!(Moo, Baa, La La La!)' 앱북(App Book)을 중심으로)

  • Kwon, Jieun;Kim, Boyoung
    • Cartoon and Animation Studies
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    • s.30
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    • pp.221-243
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    • 2013
  • Recently, traditional books based on printing on the paper have expanded to e-book media in smart device because of developing digital technology. Especially, app book applied application makes users' experience increase and provides immersion to them, because it allows them basically delivering information, educational effect and fun elements with multimedia technology. There are various experimental trials to make enhance effect of reformatting for application media. The purpose of this study is to analyze reformatting effect for app book with funology which is convergence of digital technology and a fun. Then this article would provide design guide and be applied to new application contents. For this research, the first of all, we would discuss concept and elements of funology by publication including thesis, articles, and books. Secondly, this article will be focused on 'Moo, Baa, La La La!' which is reformatting application for iPad to analyze type of funology. Thirdly, we would make sure that app book makes users get emotional effect comparing original book by FGI(Focus Group Interview). In conclusion, sensitive funology used the sound allows user emotional effect and they prefer to intuitive and immediate motion and response of interactive funology. In other way, funology of fun in itself which is strong concept in original book diminishes in app book. Then users concentrate interactive factors like game structure. This results make that app books could be created by strength of original contents and advantage of funology. Therefore this makes us expect the possibility of reformatting effect with funology and we need to discuss the points of issue that there are considerations and limitations to successful app book for users.

A Narrative Review of Home Modification Using Virtual Reality (가상현실 기반 가정환경 수정에 관한 내러티브 문헌 고찰)

  • Hwang, Na-Kyoung;Shim, Sun-Hwa
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.495-504
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    • 2021
  • This review aims to identify the virtual reality (VR)-based home modification programs and provide basic data for the future development and application of domestic VR-based home modification programs. We collected the studies of academic publication or conference, symposium addressed VR-based home modification from January 2011 to June 2021 using hand searching and databases such as Medline, Embase, and Scopus. A total of 7 studies were selected through selection criteria, and the studies were quantitative and qualitative studies on the development of VR prototype for home modification and the acceptability and usability of the programs. VR-based home modification have been developed and applied for various purposes for stakeholders involved in home modification. It can be used as the tools for fostering experts in home modification, evaluating the home environment remotely, and facilitating communication and collaboration with the stakeholders in the modification process. In the future, studies on development and feasibility of VR-based home modification program reflecting the characteristics of domestic housing should be conducted, and it is expected to be utilized as a tool to support the home modification process.

Study on the creative development of China Cartoon & Animation - Focusing on changes in a production environment with supporting the policy of the State Administration of Press, Publication, Radio, Film and Television of China - (중국 만화 애니메이션 창작과 발전 방향에 관한 연구 -국가광전총국(國家廣電總局) 지원정책에 따른 제작환경 변화를 중심으로-)

  • Xie, Shu-Fu;Kim, Jong-Du
    • Cartoon and Animation Studies
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    • s.35
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    • pp.209-226
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    • 2014
  • Chinese cartoon industry lately was able to see a rapid development which changed cartoon creative personnel associated with increased production technology development, new technologies, government support policy and a variety of environments. It was likely to have high expectations for changes in the policy environment of the country supported the comic creators and authors to develop its own comic industry. The State Administration of Press, Publication, Radio, Film and Television of China promoted the production for the development of Chinese animation with "domestic little video about the development of the animation industry's opinion", and "documents Documents". Animation industrial base and animation education was established in institutions such as the organization one after another. In the meantime, the spread of Japanese comics picture on the creative activation admitted but their comic creation and activation was slump. It would produce that the creation of its traditional culture based activation strategy to built comics. Since 2004, It was well represented for the creators of the cartoon creation of the tradition and uniqueness of Chinese history. In the prior to 2004, comics and strategies was to be differentiated. Today, China is an important source of comic marked the fact that the tradition was recognized and it was further developed with combining creativity of the past and the present production system. Comic creators comic story of traditional culture were excavated in order to have a sense of awareness and modern. The difference between China Cartoon and comics in other Asian countries is true that cartoon story came out naturally in a traditional culture. In this study, It would lead in the future to allow directional presented for the digital cartoon making development policy awareness through the comic creation and production of new media content industry enabled to China. Now, in the new media industry for the development of China's neighboring countries coped with climate change for the active exchange of information. It poured out ceaseless technical development and a range of policies to support business expansion. New China Cartoon was leaped to re-fit the industry.

The Effect of Virtual Reality Programs on Upper Extremity Function in Stroke Patients : A Meta-Analysis (뇌졸중 환자의 가상현실 프로그램이 상지기능에 미치는 영향 : 메타분석)

  • Cho, Sung-Hyoun;Choi, Ki-Bok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.429-439
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    • 2020
  • This study examined the effect size of virtual reality programs on the upper extremity function of stroke patients through a meta-analysis. Databases, such as the Research Information Sharing Service, the Korean Studies Information Service System, the National Library of Korea, the Korean Citation Index, and the National Digital Science Library, were used. Previous articles were surveyed for virtual reality programs between January 2010 and June 2019. A meta-analysis was performed by selecting the final 14 studies based on the PICO standard. The RoB and RoBANS tools were used as quality assessment tools for randomized and non-randomized control trials, respectively. The CMA 3.0 program was used to calculate the effect size of each study. Sub-group analysis, meta-regression analysis, and publication bias were performed. The total effect size of the virtual reality programs on the upper extremity function was Hedges's g=0.390 (95% CI: 0.192~0.587) (p<.05). The virtual reality program positively affects the upper extremity function of stroke patients. Therefore, the development of various virtual reality programs and industry-academia cooperation technology for stroke patients is required in accordance with the fourth industry. Randomized control trials and detailed upper extremity function studies for virtual reality programs will be needed in follow-up studies.

In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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Post-Medium and Postproduction: Contemporaneity of Contemporary Art (포스트-미디엄과 포스트프로덕션 : 포스트모더니즘 이후 현대미술의 '동시대성(contemporaneity)')

  • Chung, Yeon Shim
    • The Journal of Art Theory & Practice
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    • no.14
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    • pp.187-215
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    • 2012
  • In recent studies of art historical methodology, such as Critical Terms for Art History and The Art of Art History, subjectivity, identity, abjection, and other terms have been placed safely in the genealogy of contemporary art history. This paper questions the contemporaneity in the story of contemporary art in our time in relation to two other critical terms that have been regularly cited by contemporary critics, not only in Euro-American fields but also in Korea. The terms are postmedium and postproduction, respectively, as used by Rosalind Krauss and Nicolas Bourriaud. This paper stems from the critical condition in which art criticism and theory have their power in the rise of neo-liberalism. But this paper does not deal with the contemporary as a chronological term for art history but rather examines the three critical terms-contemporaneity, post-medium, and postproduction-that have garnered scholarly attention. I would like to put aside postmodernism for the moment; I don't disregard the postmodern condition although the death of postmodern critical terms has resulted in the loss of its polemical power in art worlds such as in exhibitions, etc. To look at "the postproduction in the age of post-medium age after postmodernism," I first explore Krauss's notion of post-medium because, unlike media artists like Lev Manovich and Peter Weibel, Krauss's post-medium condition is different and insists on medium specificity. In this sense, Krauss has turned out to be another Greenberg in disguise. For her, photography and video are expanded mediums after Greenberg, because Krauss has spent her life explicating those mediums. Under the Cup, her recent publication, came out in 2011, and discusses her desire to defend medium-specificity against the intermedia of installation art found ubiquitously in international exhibitions and biennales. Her usage of post-medium has been taken up by Weibel as postmedia in a broader sense. But whether the post-medium condition or the postmedia age, we nonetheless enter the new age of the contemporary. Consequently, this paper questions what constitutes contemporaneity in our times. It is said that there is nothing new on earth, yet I find original artistic strategies among the younger generation in the postmedia age. The contemporary justifies its place in art fields and criticism by keeping its distance from postmodernism although we still find the remnants of postmodern artistic practices and theoretical foundations. By looking at materials written by Terry Smith, I would like to examine contemporaneity as a rhetoric where artists, critics, and curators endeavor to set up a new spirit of criticism, distant from the past of modernism and postmodernism. In discussions, modernism and postmodernism act as catalysts interacting with each other while justifying their own place. In conclusion, my paper reaches to delineate where the contemporary finds its place among artists' responses and working methods. It explores the postproduction of the Internet and the World Wide Web generations, where images become data rather than representation (of modernism) and appropriation (of postmodernism). This paper analyzes Bourriaud's text, as well as relevant artists like Pierre Huyghe, Liam Gillick, and others. By examining the aforementioned critical terms, I would like to reconsider our own contemporary art in Korea, especially among young artists influenced by digital media and the World Wide Web in the 1990s.

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Application and Policy Direction of Blockchain in Logistics and Distribution Industry (물류 및 유통산업의 블록체인 활용과 정책 방향)

  • Kim, Ki-Heung;Shim, Jae-Hyun
    • The Journal of Industrial Distribution & Business
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    • v.9 no.6
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    • pp.77-85
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    • 2018
  • Purpose - The purpose of this study is to subdivide trade transaction-centered structure in a logistics/distribution industry system to apply blockchain, to establish and resolve with which types of technology, and to provide policy direction of government institution and technology to apply blockchain in this kind of industry. Research design, data, and methodology - This study was conducted with previous researches centered on cases applied in various industry sectors on the basis of blockchain technology. Results - General fields of blockchain application include digital contents distribution, IoT platform, e-Commerce, real-estate transaction, decentralized app. development(storage), certification service, smart contract, P2P network infrastructure, publication/storage of public documents, smart voting, money exchange, payment/settlement, banking security platform, actual asset storage, stock transaction and crowd funding. Blockchain is being applied in various fields home and abroad and its application cases can be explained in the banking industry, public sector, e-Commerce, medical industry, distribution and supply chain management, copyright protection. As examined in the blockchain application cases, it is expected to establish blockchain that can secure safety through distributed ledger in trade transaction because blockchain is established and applied in various sectors of industries home and abroad. Parties concerned of trade transaction can secure visibility even in interrupted specific section when they provide it as a base for distributed ledger application in trade and establish trade transaction model by applying blockchain. In case of interrupted specific section by using distributed ledger, blockchain model of trade transaction needs to be formed to make it possible for parties concerned involved in trade transaction to secure visibility and real-time tracking. Additionally, management should be possible from the time of contract until payment, freight transfer to buyers through land, air and maritime transportation. Conclusions - In order to boost blockchain-based logistics/distribution industry, the government, institutionally, needs to back up adding legal plan of shipping, logistics and distribution, reviewing standardization of electronic switching system and coming up with blockchain-based industrial road maps. In addition, the government, technologically, has to support R&D for integration with other high technology, standardization of distribution industry's blockchain technology and manpower training to expand technology development.

A Research on the Implementation and Estimation of an Integrated System for Information Management in the Field of Nuclear Science and Engineering (원자력분야 학술정보 통합정보관리시스템 구현에 관한 연구)

  • Chun, Young-Choon
    • Journal of Information Management
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    • v.34 no.4
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    • pp.63-84
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    • 2003
  • This research is a case study that describes the NUCLIS21(Nuclear Information System 21), an integrated web-based information management system of KAERI(Korea Atomic Energy Research Institute), implemented to carry out the role of a national nuclear information center with government support as an information infra implementation programme. Through its user-centered single interface, the system aims at building an infrastructure for the national nuclear information center, as well as improving the information management system of the TID(Technical Information Department) within the institute. The system consists of two major parts which are an integrated module of the MIS and six different kinds of system. These include the Integral search system with OPAC, My Library, the Acquisition system, the Catalogue system, the Information Supply system, and the Serial Publication system. The DB is composed of Bibliographical DB, Original text DB and Abstract DB. A special feature of this system was designed as a unified network system through connection to MIS(Management Integration System) of the institute, so users can get research information for projects. Therefore, they have access to available information easily and access to the ongoing service of this system. Furthermore, users can share information by using our system. The survey has it that 75.7%(200 persons), 62.1%(164 persons) and 78.4%(207 persons) of the respondents are satisfied with the fidelity, speediness, and convenience of the system respectively, and the overall satisfaction of the respondents is comparably high.

Design and Implementation of Dynamic Form-based Editor for Writing Electronic Books (전자책 저작을 위한 동적 폼 기반 편집기의 설계 및 구현)

  • Koo, Eun-Young;Choy, Yoon-Chul
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.5
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    • pp.540-550
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    • 2002
  • Electronic Book(eBook) is a publication that stored and processed the contents of a book using digital mechanisms and has advantages such as easiness in saving and searching and the possibility of carrying. To activate Electronic Book which has the advantages mentioned above, studies on related techniques are required and a development of an editor exclusive for eBooks which is appropriate for eBook structure is still not adequate. In this paper, we design and implement Electronic Book editor providing form-based interface for eBook genre-based structure so that it would be easier for users to write. Especially because Electronic Book has genre-based structure due to the characteristic of literature, it is necessary to provide forms for each different genres. Therefore, compared to the problem of having to study XML grammar when writing Electronic Book using the existing XML editor, the proposed system can solve this problem by providing form-based interface. Additionally, with regard to the characteristic of eBook which have structures according to the intention of users, we provided the flexibility of adding dynamic forms to the form provided in default so that it will be more effective in writing Electronic Books. Therefore by providing form-based interface according to the genre and dynamic structure according to the intention of users, Electronic Book can be wrote more easily.