• Title/Summary/Keyword: Hyper World

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A Study on the Direction of Christian education in the Age of hyper connectivity Society (초연결성 사회에서의 기독교교육 방향 모색)

  • Chung, Ha Eun
    • Journal of Christian Education in Korea
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    • v.71
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    • pp.371-399
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    • 2022
  • The era we are living in is an era of hyperconnectivity where boundaries and limitations of each field and domain disappear and organically converge and share with each other. Christians living in the age of hyperconnectivity are losing their direction of life due to various divisions and severances, such as holiness and secularity, church and world, soul and body, faith and life, and humans and nature. However, in a hyperconnected society, it is necessary to break free from division and conflict caused by disconnection, and realize the kingdom of God through connection and solidarity between humans, nature, and the world. In order to explore the direction of Christian education for this purpose, this study examined the characteristics of the era of hyperconnectivity and the principle of solidarity, which is the core of hyperconnectivity. The theological meaning of solidarity was examined in terms of humans, nature, and the world, and based on this understanding, the direction of Christian education in the era of hyperconnectivity was sought. It can be summarized as having a religious understanding of human beings of Homoconnectus with a pericoretic mode of existence. Third, education on the kingdom of justice and peace where we can live together in a solidarity relationship can be summarized.

A Phenomenological Study on Reading Therapy through After-school Picturebook Making Activity Program for Adolescents (청소년의 방과후학교 그림책 창작 프로그램을 매개로 한 그림책 치료에 대한 현상학적 연구)

  • Ji, Sangsun;Hyun, Eunja
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.369-385
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    • 2022
  • This thesis was a phenomenological study of an after-school picture book making program for middle school students. This study attempted to establish a theoretical system for picture book making activity by analyzing the process of self-discovery and healing through the picture book making activity. The participants were six middle school students, the picture book making activity program was organized into five stages, and in-depth interviews of the study participants and their interpretation of picture books were described. According to the research results, first, the making activity of picturebooks can construct one's own world through hyper-reality that is more excessive than the original. Second, it can be said that the fearful existence of a monster has developed awareness and insight to view its own problems from various angles through defamiliarization. These results might be that the making activity of picturebooks is a way of revealing one's existence to the world, and through this, the process of exploring and constructing the meaning of oneself and daily life. Discussion was made based on this about the creation of another world where the picturebook making activity is different from the original, the stimulating effect of the subconscious mind through the defamiliarization device, and the establishment of self-existence in picturebook creation.

Integration of SQL based Databases into World Wide Web (Web을 이용한 SQL 데이터베이스 통합 기술)

  • Kim, Mi-Hui;Im, Yeon-Ho;Park, Chan-Beom
    • Electronics and Telecommunications Trends
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    • v.11 no.1 s.39
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    • pp.1-8
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    • 1996
  • 웹 서비스가 인터넷을 주도하면서 Hyper Text Markup Language(HTML) 문서 위주의 정보검색 서비스에서 한 발 더 나아가 SQL 데이터베이스와 웹을 통합하여 이를 비즈니스 분야로 확대 발전시키기 위한 연구가 진행되고 있다. 실제로 많은 웹 서버에서 Common Gateway Interface(CGI) 기능을 데이터베이스 검색에 활용하고 있다. 이와 함께 GCI를 사용자 입장에서 한 단계 발전시킨 WWW interface to DataBase(WDB), Gateway Structure Query Language(GSQL) 등이 인터넷에서 소개되고 있다. 본 고에서는 현재 다각도로 진행중인 웹과 데이터베이스 통합기술 동향을 CGI와 WDB를 통해 살펴보았다.

Implementation of an USB Camera Interface Based on Embedded Linux System (임베디드 LINUX 시스템 기반 USB 카메라 인터페이스 구현)

  • Song Sung-Hee;Kim Jeong-Hyeon;Kim Tae-Hyo
    • Journal of the Institute of Convergence Signal Processing
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    • v.6 no.4
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    • pp.169-175
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    • 2005
  • In recent, implementation of the embedded system is gradually in the spotlight of world-wide by information technology(IT) engineers. By this time, an implementation of real time system is limited on image acquisition and processing system in practical. In this paper, the USB camera interface system based on the embedded linux OS is implemented using USB 2.0 camera with low cost. This system can obtain image signals into the memory via X-hyper255B processor from USB camera. It is need to initialize USB camera by the Video4Linux for the kernel device driver. From the system image capturing and image processing can be performed. It is confirmed that the image data can be transformed to packet of Network File System(NFS) and connected to the internetwork, then the data can be monitored from the client computer connected to the internetwork.

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Youth Subcultural Styles in Britain Since World War II -the symbolical meanings of Teds, Mods, Skinheads, Hippies, and Punks- (2차대전 후 영국 청소년 하위문화 스타일 -Teddy Boys, Mods, Hippies, Skinheads 와 Punks 스타일의 상징성에 대하여-)

  • Kim Min Ja
    • Journal of the Korean Society of Clothing and Textiles
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    • v.11 no.2 s.24
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    • pp.69-89
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    • 1987
  • The objective of this paper was to identify the general concept of subculture; to assess the symbolism of youth subculture style, such as Teds in the 40's, Mods in the 50's, Skinheads and Hippies in the 60's, and Punks in the 80's, giving an inspiration to many high fashion designers. The data were collected from eye-wittness reports, interviews, magazines such as Vogue, The Face, and The Sunday Times, postcards, and photos taken by authors. Youth subcultures were symbolized as 1) a social protest and disaffection against social class and racism, 2) an expression of shock value for nihilism, anarchism, and vandalism, 3) a meaningful sexual fetishism concerning gender confusion, and 4) an emotion of rage, fear, and alienation among working class youth. One cultural form in a subculture is its 'style.' Costumes, appearances, and accessories such as hair style, make-up, and jewellery were playing an important role in forming a subcultural style. The symbolism of youth subculture was well depicted on their clothing styles, which had influences on Zandra Rhodes's, Body Maps', and Hyper and Hyper's fashion design.

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A Study of Cyberfeminism in fashion in the digital era (Part II) - Focused on aesthetic values - (디지털시대 패션에 나타난 사이버페미니즘 연구 (제2보) -미적가치를 중심으로-)

  • 김현수;양숙희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.2
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    • pp.200-211
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    • 2004
  • The Purpose of this study was to review the effects of the cyberspace mentality on fashion as a visible symbol of feminity and to analyze terms of its aesthetic values. As for the research methodology, relevant theories across cultures and disciplines are reviewed and an experimental study is conducted to explore spiritual objectives in cyberspace. Then, major issues facing the digital society. symbolized in the computer networks, are reviewed in terms of feminine identity and physical beauty from a feminist's viewpoint. Lastly, the aesthetic values found in the spatial meditation of a new dimension (reality versus virtuality) is comparatively analyzed. The virual reality technology and bio-medical technology are combined to be represented in fashion to create a more realistic virtual world than the real one. Such a world may well be characterized by virtuality, artificiality, masquerade, and fantasy. The intrinsic values which are revealed as psychiatrical or psychological implicated values featuring virtual or artificial implications may well be characterized by distopia, hyper, hybridity and Sur Reality.

Improving Device-to-Device Connectivity with Responsive Web Technology

  • Park, Minsoo
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.25-30
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    • 2022
  • Since Tim Berners-Lee introduced the idea of the web to the world in the late 1980s, the way information is produced, accessed and used has been constantly changing. This was once again an era of upheaval after Apple's Steve Jobs introduced the smartphone to the world in the mid-2000s. Before the advent of smart devices, web browsing was mainly done using desktops. After the advent of this device, the era of solving almost all human needs with a small PC in the palm of your hand has arrived. The necessity of seamless connectivity between devices, which are constantly emerging and evolving, asks our attention more than ever. In this study, we will discuss a case of design and development of a national open access website, which is optimized for dynamic online user behaviors with diverse devices. Our goal is to provide one true web for people to use in their environment. Device makers need to provide products identical to the desktop environment as much as possible. Service providers should also provide services optimized for each device in hyper-connected environments. Providing a web, optimized for user's online context, will eventually result in a sustainable user experience.

The Design of Compact and wideband antenna for wireless LAN at 5GHz band (5GHz대역 무선랜용 소형 광대역 안테나 설계)

  • Park Kyoung-Su;Choi Sung-Youl;Shin Phil-Soo;Ko Young-Ho
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.41 no.6 s.324
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    • pp.93-99
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    • 2004
  • According to rapid increment of demand for wireless Local Area Network (LAN), the HyperLAN of 5.1-533GHz and 5.725-5.825GHz is newly allocated for wireless LAM in many regions over the world. Also, because most of mobile communication equipments are small, the size of antenna is important factor of effective design. In this paper, the compacted and wide bandwidth antenna is designed for wireless LAN at 5GHz band. Although the structure of U-shaped slot antenna is simple, It has large bandwidth of $10-40\%$. Also, the U-slot antenna has good radiation pattern. However, in general, the size of U-slot antenna is large. Therefore, it is difficult to apply to wireless equipment such as PDA and Notebook. This proposed antenna has a wide bandwidth by U-shaped slot in rectangular patch and is compacted by using two layered dielectric substrates and foam. For the design of U-slot antenna, the Finite Difference Time Domain method is applied. Also, the method of MPI parallel program is used for the enhancement of the analyzing speed of the FDTD method.

Analysis of Average Waiting Time and Average Turnaround Time in Web Environment (웹 환경에서의 평균 대기 시간 및 평균 반환 시간의 분석)

  • Lee, Yong-Jin
    • The KIPS Transactions:PartC
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    • v.9C no.6
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    • pp.865-874
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    • 2002
  • HTTP (HyperText Transfer Protocol) is a transfer protocol used by the World Wide Web distributed hypermedia system to retrieve the objects. Because HTTP is a connection oriented protocol, it uses TCP (Transmission control Protocol) as a transport layer. But it is known that HTTP interacts with TCP badly. it is discussed about factors affecting the performance or HTTP over TCP, the transaction time obtained by the per-transaction TCP connections for HTTP access and the TCP slow-start overheads, and the transaction time for T-TCP (Transaction TCP) which is one or methods improving the performance or HTTP over TCP. Average waiting time and average turnaround time are important parameters to satisfy QoS (Quality of Service) of end users. Formulas for calculating two parameters are derived. Such formulas can be used for the environment in which each TCP or T-TCP transaction time is same or different. Some experiments and computational experiences indicate that the proposed formulas are well acted, can be applied to the environment which the extension of bandwidth is necessary, and time characteristics of T-TCP are superior to that of TCP. Also, the load distribution method of web server based on the combination of bandwidths is discussed to reduce average waiting time and average turnaround time.

The effect of emotional experience on customer response in the Metaverse: Focusing on medical tourism services (메타버스에서의 정서적 경험이 고객반응에 미치는 효과: 의료관광서비스를 중심으로)

  • Yoon Yong Hwang;Mi Ra Kim
    • Smart Media Journal
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    • v.13 no.2
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    • pp.156-164
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    • 2024
  • The Metaverse as a combination of physical and digital space, provides many consumers with a different process of search, evaluation, consumption, and disposal than before, based on hyper-connected and hyper-realistic services. Therefore, it is necessary to examine what kind of sensory experiences customers feel when performing various activities in the Metaverse and how these experiences affect customers' behavioral responses. This study measured the temporal and emotional experience of the Metaverse service environment felt during the Metaverse experience journey of customers experiencing medical tourism services. The results of the study showed that the emotional experience through Metaverse had a more positive impact on customer satisfaction and customer loyalty as the intensity of the Metaverse experience deepened. In particular, it was confirmed that the emotional experience at the end of the Metaverse service had a positive influence on repurchase behavior. These results show that, just as in the real world, customer experience in the Metaverse can provide important insight into understanding customers' post purchase behavior and how service providers can develop and implement effective customer experience strategies in the Metaverse environment.