• Title/Summary/Keyword: Interactive Communication

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Research on the Interactive Experience Design of Museum Cultural Product Customization Platform -Focusing on Shenyang Palace Museum (박물관 문화상품을 위한 플랫폼의 상호경험디자인에 대한연구 -선양고궁박물관을 중심으로)

  • Ren, Shilei;Pan, Younghwan
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.185-200
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    • 2022
  • The innovative development of museum cultural products is an important way for museums to play the function of cultural communication with their collections. In the context of consumer upgrading, traditional cultural product design and sales methods gradually fail to meet the diverse needs of consumers. This study aims to propose the construction of a customized interactive experience platform for museum cultural products, promote the development of museum cultural products, and facilitate the inheritance and preservation of museum culture. The research methodology analyzes the model and characteristics of existing cultural product customization platforms by collating existing literature studies, and distributes 159 questionnaires to investigate the needs of cultural product consumers, and finally combines the customization experience with existing e-tailing platform systems according to user needs, proposes a theoretical framework and conducts design practice and usability testing using the Shenyang Palace Museum as an example. The findings show that users have a high acceptance of the customized platform for cultural products and that the design of the customized platform can be used to promote the dissemination of the cultural connotations of museums, optimize the personalized user experience of cultural products, and provide new ideas for the development, design, and retailing of museum cultural products. Based on the above findings, this paper suggests that museums' cultural product development can utilize the design model of customized platforms to further enhance consumers' personalized service experience.

Innovative Technologies in Higher School Practice

  • Popovych, Oksana;Makhynia, Nataliia;Pavlyuk, Bohdan;Vytrykhovska, Oksana;Miroshnichenko, Valentina;Veremijenko, Vadym;Horvat, Marianna
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.248-254
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    • 2022
  • Educational innovations are first created, improved or applied educational, didactic, educative, and managerial systems and their components that significantly improve the results of educational activities. The development of pedagogical technology in the global educational space is conventionally divided into three stages. The role of innovative technologies in Higher School practice is substantiated. Factors of effectiveness of the educational process are highlighted. Technology is defined as a phenomenon and its importance is emphasized, it is indicated that it is a component of human history, a form of expression of intelligence focused on solving important problems of being, a synthesis of the mind and human abilities. The most frequently used technologies in practice are classified. Among the priority educational innovations in higher education institutions, the following are highlighted. Introduction of modular training and a rating system for knowledge control (credit-modular system) into the educational process; distance learning system; computerization of libraries using electronic catalog programs and the creation of a fund of electronic educational and methodological materials; electronic system for managing the activities of an educational institution and the educational process. In the educational process, various innovative pedagogical methods are successfully used, the basis of which is interactivity and maximum proximity to the real professional activity of the future specialist. There are simulation technologies (game and discussion forms of organization); technology "case method" (maximum proximity to reality); video training methodology (maximum proximity to reality); computer modeling; interactive technologies; technologies of collective and group training; situational modeling technologies; technologies for working out discussion issues; project technology; Information Technologies; technologies of differentiated training; text-centric training technology and others.

A Practical Approach to Implement QoS in Broadband Access Networks (광대역 접속망에서 QoS 구현을 위한 현실적 접근법)

  • Park Seung-Chul
    • Journal of KIISE:Information Networking
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    • v.33 no.3
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    • pp.277-287
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    • 2006
  • Most of the existing broadband access networks based on DSL, cable modem, and Ethernet support the best-effort internet access service, and adopt the flat rate pricing mechanism. It is almost impossible to provide the differentiated communication services, in current broadband access networks, for the different users and/or the different application services. Currently, however, the advances in multimedia, communication, and security technologies push the interactive and/or streaming multimedia services and VPN services to be widely deployed over Internet, and they require more QoS-sensitive services than the best-effort service. Though various QoS technologies such as RSVP-based IntServ and DiffSern were already developed and under standardization in Internet world, it is impractical to replace the existing QoS-unaware access networks with the QoS-enabled ones at a time to deploy QoS-sensitive services. In this paper, after analyzing current broadband access network architectures and the status of QoS support, we propose a practical approach to support multimedia QoS in the broadband access networks. The approach will be based on the integration of the differentiated pricing and the DiffServ technology. And it will be a step-wise approach to support backward compatibility with the legacy broadband access networks as much as possible.

A Study on Real-time Tracking Method of Horizontal Face Position for Optimal 3D T-DMB Content Service (지상파 DMB 단말에서의 3D 컨텐츠 최적 서비스를 위한 경계 정보 기반 실시간 얼굴 수평 위치 추적 방법에 관한 연구)

  • Kang, Seong-Goo;Lee, Sang-Seop;Yi, June-Ho;Kim, Jung-Kyu
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.6
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    • pp.88-95
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    • 2011
  • An embedded mobile device mostly has lower computation power than a general purpose computer because of its relatively lower system specifications. Consequently, conventional face tracking and face detection methods, requiring complex algorithms for higher recognition rates, are unsuitable in a mobile environment aiming for real time detection. On the other hand, by applying a real-time tracking and detecting algorithm, we would be able to provide a two-way interactive multimedia service between an user and a mobile device thus providing a far better quality of service in comparison to a one-way service. Therefore it is necessary to develop a real-time face and eye tracking technique optimized to a mobile environment. For this reason, in this paper, we proposes a method of tracking horizontal face position of a user on a T-DMB device for enhancing the quality of 3D DMB content. The proposed method uses the orientation of edges to estimate the left and right boundary of the face, and by the color edge information, the horizontal position and size of face is determined finally to decide the horizontal face. The sobel gradient vector is projected vertically and candidates of face boundaries are selected, and we proposed a smoothing method and a peak-detection method for the precise decision. Because general face detection algorithms use multi-scale feature vectors, the detection time is too long on a mobile environment. However the proposed algorithm which uses the single-scale detection method can detect the face more faster than conventional face detection methods.

Implementation of a Web-based Hybrid Engineering Experiment System for Enhancing Learning Efficiency (학습효율 향상을 위한 웹기반 하이브리드 공학실험시스템 구현)

  • Kim, Dong-Sik;Choi, Kwan-Sun;Lee, Sun-Heum
    • Journal of Engineering Education Research
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    • v.10 no.3
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    • pp.79-92
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    • 2007
  • To enhance the excellence, effectiveness and economical efficiency in the learning process, we implement a hybrid educational system for engineering experiments where web-based virtual laboratory systems and distance education systems are properly integrated. In the first stage, we designed client/server distributed environment and developed web-based virtual laboratory systems for digital systems and electrical/electronic circuit experiments. The proposed virtual laboratory systems are composed of four important sessions and their management system: concept learning session, virtual experiment session, assessment session. With the aid of the management system every session is organically tied up together to achieve maximum learning efficiency. In the second stage, we have implemented efficient and cost-effective distant laboratory systems for practicing electric/electronic circuits, which can be used to eliminate the lack of reality occurred during virtual laboratory session. The use of simple and user-friendly design allows a large number of people to access our distant laboratory systems easily. Thus, self-guided advanced training is available even if a lot of expensive equipment will not be provided in the on-campus laboratories. The proposed virtual/distant laboratory systems can be used in stand-alone fashion, but to enhance learning efficiency we integrated them and developed a hybrid educational system for engineering experiments. Our hybrid education system provides the learners with interactive learning environment and a new approach for the delivery of engineering experiments.

The Change of Media and Emerging Journalistic Norm and Value: An exploration Based on the Young-hee Rhee's Idea (뉴미디어 환경과 언론인 직업 규범의 변화: 리영희 언론정신을 통한 탐색연구)

  • Lee, Bong-Hyun
    • Korean journal of communication and information
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    • v.59
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    • pp.31-49
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    • 2012
  • This study investigates normative role model of the journalists under the changing environment. Firstly, this article explores what pressure the new media environment gives to the journalists in their routine of news production and distribution. These are stated from the angle of epistemological, professional and interactive pressure. Next, as a reference for the standard journalism in the age of mass media, the idea of Rhee Young-hee, a late journalist who won respects from many Korean journalists, is studied. His firm belief in the pursuit of hard facts, rigorous investigative writing and expertism are spelt out. Then, this study explores how, in real term, this pressure changes the journalistic value, norm and practices in the newsroom. Ten of Koran journalists are interviewed in order to get their idea about the emerging journalistic standards under the digital environment. From this in-depth interviews, it is conclued that the pursuit of hard fact, investigative writing, expertism of Rhee Young-hee are, nonetheless the change of the media technology, still effective and provide good reference points for the enhancement of the standard of journalism in Korea. However, it is also suggested that the methods to fulfil desirable journalism in the digital age should be different from that of the mass communication age. The interviewees make propose that the journalist, as a network node, news curator or coordinator, should actively interact with the audiences facilitating their enhanced potential as a news 'prosumer'(producer and consumer).

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Development of Smartphone Application for Cognitive Behavioral Therapy-Based Case Management in Patients with Schizophrenia (조현병 환자의 인지행동치료 기반 사례관리를 위한 스마트폰 애플리케이션 개발)

  • Kim, Sung-Wan;Lee, Ga-Young;Yu, Hye-Young;Park, Ji-Hyun;Lee, Yong-Sung;Kim, Ju-Wan;Park, Cheol;Lee, Ju-Yeon;Lee, Yo-Han;Kim, Jae-Min;Yoon, Jin-Sang
    • Korean Journal of Schizophrenia Research
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    • v.19 no.1
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    • pp.10-16
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    • 2016
  • Objectives : This article aims to describe the development of smartphone application for the case management of patients with schizophrenia. Methods : Gwangju Bukgu-Community Mental Health Center developed and launched a smartphone application (HYM) for cognitive-behavioral case management and symptom monitoring. The development of the application involved psychiatrists, nurses, social workers, psychologists, and software technicians from a software development company (Goosl Corp.). Results : The HYM application for clients includes six main modules including Thought record, Symptom record, Daily life record, Official notices, Communication, and Scales. The key module is the 'Thought Record' for self-directed cognitive-behavioral treatment (CBT). When the client writes and sends the self-CBT sheet to the case manager, the latter receives a notification and can provide feedback in real time. 'Communication' and 'Official notices' are useful for promoting communication between case managers and clients with schizophrenia. Ratings in 'Symptom record', 'Daily life record', and 'Scales' modules are stored in graphic or table form representing changes in them and shared with case managers. Conclusion : The interactive function of this application is the key characteristics that distinguishes it from other mobile self-treatment tools. This smartphone application may contribute to the development of a youth- and customer-friendly case management system for individuals with early psychosis.

A Study on the Cyber Museum Organization System for Intangible Cultural Properties II Focused on the Information system and classification code anger - Focusing on the Exhibition Space, Exhibition Method and Expression Specialty - (무형문화재를 위한 사이버뮤지엄 구성체계에 관한 연구 II - 전시방법 및 표현특성을 중심으로 -)

  • 한영호;장중식;정용섭
    • Korean Institute of Interior Design Journal
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    • no.40
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    • pp.165-171
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    • 2003
  • The findings of this study indicate that intangible cultural properties are worth preservation and transmission and should be considered as very important as tangible cultural properties. If the studies of intangible cultural properties are continued focusing on their characteristics and formational system, they can be expressed more properly by adding new interactive elements to database and expressive requisites. New techniques introduced in this study are believed to provide people with most reasonable and developmental motives for expression of the existing intangible cultural properties. Concerning Korea's cultural properties centered on intangible cultural properties, information construction should be made with a new idea of information based on database from the previous studies. The result will be able to set an important factor to give wide publicity to our cultural identity, which is currently shown in the process of background communication, and serve as a foothold to deliver exact information to our descendants. The intangible cultural properties are our people's mental cultural heritage resources. If museums or initiator groups, which are organized to spread cultural heritages, can use them as the subjects of exhibition through information construction and visualization, it will function to maximize the educational effect of transmitting our national mental world. The development of digital environment will provide the optimum conditions and tools making it possible to visualize intangible forms and ideas in a virtual cyber space. Given these viewpoints, steady studies and efforts for the improvement of Korea's cultural image should be made in the way of intangible cultural properties as well as tangible ones. They start from the country's accurate appreciation of cultural properties and are embodied in systematic adjustment and relationship between interdependent elements.

A Study on the Effect Factor of End User's Satisfaction for Smart Work System's Success : Focused on P Corporation (스마트워크 시스템 성공을 위한 사용자 만족의 영향요인에 대한 연구 : P그룹사를 중심으로)

  • Jung, Chang Hyun;Hwang, Chan-Gyu;Hong, Soon-Geun
    • Journal of Information Technology Applications and Management
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    • v.20 no.3_spc
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    • pp.259-278
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    • 2013
  • At the center of the repeating evolution of IT industry, there is mobile computing in the ubiquitous environment, and the increasing usage of smart phones contribute more to its growth. P corporation co-developed with Google and implemented smart work system called SWP for the purpose of 'communication and collaboration with co-workers' beyond the general goal of increasing productivity and comfort of employees. The primary objective of this study is to objectively analyze the influence of the effect factor from end user's perspective and user satisfaction on SWP usage, intention for continuous usage and individual performance. To accomplish this research purpose, this study established research models and hypothesis by collective review about information system success models, and tested the research hypotheses using the structural equation modeling technique by data collected from 320 SWP system users of P corporation. Variations for system satisfaction evaluation standard are 1)SW system usage 2) intention for continuous usage 3) individual performance, effect variations are 1) social factors 2) technical factors 3) combination of social and technical factors. Therefore, this study is about influence factors on success of SWP system and how the factors impact the outcome. The test results of this research model is summarized as follows. Firstly, system user's satisfaction had positive impact on all three; SWP system usage, intention for continuous usage and individual performance. Secondly, social factor 'SWP control system' and technical factor 'information quality' and 'system quality' had positive impact on SWP system user satisfaction, while social factor 'shared value' and technical factor 'service quality' did not have significant effect on user satisfaction. Shared value however, had interactive effect with 'information quality' and 'service quality'. This study is expected to contribute to spread of academic research on smart work system by suggesting a model that can show important factors for corporation while explaining the successful implementation of SWP and its continuous usage.

Internet Network Pricing under the Change of Internet Traffic Patterns (인터넷 트래픽변화에 따른 인터넷망 이용대가 산정방안)

  • Jung, Song-Min;Jung, Choong-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.1
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    • pp.1-10
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    • 2014
  • The characteristics of internet traffic was dramatically changed recently. Especially, the ratio of video traffic in internet network is highly increased. Because the video traffic changes the traditional interactive traffic transport into one way contents delivery, internet network pricing structure is not efficient to reflect this changes. The fundamental reason for these is the discontinuity between the cost and revenue of the internet traffic. Although the internet traffic is forecasted to grow highly, the revenue of network provider is not expected to increase as such. The present paper investigates various alternatives to improve the present business model and to accommodate traffic growth. Then, the desirable options is proposed to invoke the innovation and to reflect the price signal according to some criteria.