• Title/Summary/Keyword: Digital charts

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

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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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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Current Status and Rate of Change of National Ships by each Ship : Focusing on Passenger ships, Cargo ships, Oil Tankers, Towing and Barges (국적선의 각 선박별 현황과 변동률 : 여객선, 화물선, 유조선, 예선, 부선을 중심으로)

  • Choi, Soo-Ho;Kim, Shin-Joong
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.195-202
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    • 2021
  • The purpose of this study is to classify national ships into passenger ships, cargo ships, oil tankers, tugboats, barges, and other ships by use, and compare the rate of change and direction respectively. In this study, a total of 123 monthly data were searched from January 2011 to March 2021 in Statistics Korea's KOSIS "Traffic Logistics => Operating Vessel Statistics => Possesion State of National Vessels". To this end, we calculated the rate of change from the previous month for each ship and performed numerical analysis and model analysis. In the correlation analysis, the Total showed a high relationship in the order of Towing, Barge, Oil, Cargo and Ferry. In the regression analysis, each ship was found to be statistically significant and varied independently of each other. The increase rate was highest in the order of Ferry, Oil, Towing, Barge and Cargo during the last analysis period. In the analysis of Scatter Charts, Towing and Barge showed more than a certain level of synchronization with respect to the Total. The synchronization phenomenon for each ships was calculated to be rather low, indicating that the correlation between each ships was low. However, the correlation between Oil and Towing, Oil and Barge and Towing and Barge is relatively high, indicating a relatively large correlation.

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

  • Kim, Sungyeun
    • The Mathematical Education
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    • v.61 no.4
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    • pp.581-595
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    • 2022
  • The purpose of this study is to specify the procedure for making item models based on ontology models using automatic item generation in the mathematics subject through the CAFA system, and to explore the generated item instances. As an illustration for this, an item model was designed as a part of formative assessment based on the content characteristics, including concepts and calculations, and process characteristics, including application, using the representative values and the measures of dispersion in Mathematics of the 9th grade based on the evaluation criteria achievement standards. The item types generated in one item model were a best answer type, a correct answer type, a combined-response type, an incomplete statement type, a negative type, a true-false type, and a matching type. It was found that HTML, Google Charts, TTS, figures, videos and so on can be used as media. The implications of the use of digital evaluation based on automatic item generation were suggested in the aspects of students, pre-service teachers, general teachers, and special education, and the limitations of this study and future research directions were presented.

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

  • Kim, Hye-Su;Jang, Yu-Jin;Limb, Seong-Joon
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.227-239
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    • 2022
  • This study conducted an exploratory empirical analysis on the factors affecting the performance of digital classical music based on signaling theory. For this purpose, using the classical weekly chart provided by the music platform Genie, 297 digital music sources that entered the top 100 chart from March 2020 to October 2020 (35 weeks). In this study, as signals that can influence consumers' choice to listen to classical nusic, we set an the artist's award history, artist's broadcast content linkage, taking the top spot in the first classical music chart entry, producing companies' competency, and the popularity of classical music repertoire. The effect of these signals on the chart success of digital classical music was verified subsequently. As a result of the verification, it was found that the artist's broadcast content linkage, taking the top spot in the first classical music chart entry, and the popularity of the classical music repertoire indeed had a positive effect on the chart success of a classical music. On the other hand, the artist's award history and the producing companies' competence did not significantly affect the chart success of digital classical music. This study is the first empirical study on the success factors of digital classical music performed from a business perspective, and is expected to contribute to subsequent studies related to classical music.

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

  • Oh, Se-Woong;Park, Jong-Min
    • Journal of Navigation and Port Research
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    • v.34 no.1
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    • pp.9-14
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    • 2010
  • Nautical Publications is a special purpose book, or a specially compiled database, that is issued officially by or on the authority of a Government, authorized Hydrographic Office and is designed to meet the requirements of marine navigation such as SOLAS and PSC. Nautical publications include List of Lights, Sailing directions. The SNPWG(Standardization Nautical Publications Working Group) from the IHO is working to implement in computer systems all those elements of interest for Hydrography and Navigation Concerning nautical publications' digitization process, the SNPWG has defined three types of nautical publications: Type 1 : Hard copy(NP1), Type 2 : Digital version, A slight modification of type 1(NP2), Type 3 : Digital version for ECDIS(NP3). Nautical Publications is essential with nautical charts as reference information to navigate. Development of digital nautical publications is needed for liaison with the chart production system, up-to-dateness of hydrographic information, improvement of service. But, Korean status is positioned in NP1. In our study, we surveyed the present status of nautical publications for development strategy of digital nautical publications. We build database of south coast of sailing direction, develop a manager program, convert the contents to KML( Keyhole Markup Language), develop a user program.

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
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2001.10a
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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
    • Proceedings of the KSRS Conference
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    • 2002.10a
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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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A Study on Spot Color Proofing using ICC-based Color Management System (ICC 기반의 컬러 매니지먼트 시스템을 사용한 별색 교정에 관한 연구)

  • Jung, Chung-Suk;Kang, Sang-Hoon
    • Journal of the Korean Graphic Arts Communication Society
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    • v.25 no.1
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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
    • Korean Journal of Remote Sensing
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    • v.20 no.3
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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).

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

  • Youngjun Yang;Yukyung Lee
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2022.11a
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    • pp.321-322
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    • 2022
  • In this study, the marine environment is measured and analyzed in real time through the X-band radar installed on the rooftop of the Sokcho Beach administrative Welfare Center and Ulleungdo. Afterwards, the goal is to transmit the analysis results to the client PC. Using electronic maps and electronic navigational charts, the measurement results are overlaid on GIS (spatial information system), real-time data are shared through a website, and information is displayed through a web server. Currently, CCTV information and marine environment information are displayed on the website, but various application studies such as the use of Open AP I will be conducted in the future.

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