• Title/Summary/Keyword: Interactive Communication

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The bidirectional DC module type PCS design for the System Inter Connection PV-ESS of Secure to Expandability (계통 연계 PV-ESS 확장성 확보를 위한 병렬 DC-모듈형 PCS 설계)

  • Hwang, Lark-Hoon;Na, Seung-Kwon;Choi, Byung-Sang
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.1
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    • pp.56-69
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    • 2021
  • In this paper, the PV system with a link to the commercial system needs some advantages like small capacity, high power factor, high reliability, low harmonic output, maximum power operation of solar cell, and low cost, etc. as well as the properties of inverter. To transfer the PV energy of photovoltaic power generation system to the system and load, it requires PCS in both directions. The purpose of this paper is to confirm the stable power supply through the load leveling by presenting the PCS considering ESS of photovoltaic power generation. In order to achieve these purpose, 5 step process of operation mode algorithm were used according to the solar insolation amount and load capacity and the controller for charging/ discharging control was designed. For bidirectional and effective energy transfer, the bidirectional converter and battery at DC-link stage were connected and the DC-link voltage and inverter output voltage through the interactive inverter were controlled. In order to prove the validity of the suggested system, the simulation using PSIM was performed and were reviewed for its validity and stability. The 3[kW] PCS was manufactured and its test was conducted in order to check this situation. In addition, the system characteristics suggested through the test results was verified and the PCS system presented in this study was excellent and stronger than that of before system.

Formation of a Person's Value Attitude to the Worldview Using Information Technologies

  • Yakymenko, Svitlana;Drobin, Andrii;Fatych, Mariia;Dira, Nadiia;Terenko, Olena;Zakharevych, Mykola;Chychuk, Antonina
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.183-190
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    • 2022
  • The article analyzes the features of the formation of a person's value attitude to the worldview by means of information technologies. The present considers it necessary to form a person's value attitude to the perception of the world by means of information technologies. The explosive development of information and telecommunications technologies has become a determining factor in the development of modern society, which is called the information or Global Information Society. It is not yet fully formed, and we are all participants in the development of the Global Information Society. The article considers the basics of a harmonious worldview of a person, which is the basis for the formation of outlook ideas, views, knowledge, beliefs about the surrounding world, which determine the place and role and motivate actions in relation to the surrounding reality through the prism of value orientations. Worldview is considered as an integrity of relatively stable schemes, behaviors, feelings, thinking, vision of the surrounding world, inherent in an individual child, ethno-cultural and socio-cultural groups. The concept of "worldview" as a component of the multi-level structure of the individual's outlook is defined. The features that characterize a person's perception of the world are revealed. The main educational value of information technologies in the formation of a person's value attitude to the perception of the world is highlighted, which consists in the fact that they allow you to create an immeasurable brighter multi-sensory interactive learning environment with almost unlimited potential opportunities that fall at the disposal of both the teacher and the student. The trend of forming a person's value attitude to the perception of the world is clearly developing in the direction of mixed learning as a process that creates a comfortable information educational environment, communication systems that provide all the necessary educational information. The approach to student development by means of the educational environment and the formation, while in the person of a value attitude to the perception of the world by means of Information Technologies, has many pedagogical advantages, which is considered in the article.

The Influence of Competitive Psychological Climate and IS Related Anxiety: The Role of IS Related Value Dissimilarity (경쟁적 심리 분위기와 정보보안 걱정의 영향: 정보보안 가치 차이의 역할)

  • In-Ho Hwang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.4
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    • pp.649-660
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    • 2023
  • The study aims to identify the complex effects of information security (IS) environments and individuals' IS-related perceptions and value dissimilarity that negatively affect insiders' IS compliance activities. In detail, the study aimed to confirm the roles of prospective and inhibitory anxiety, and value dissimilarity in the process in which a competitive psychological climate negatively affects IS compliance intentions. The study obtained 387 samples from the firm's workers with IS-related regulations and verified the research hypotheses established using the AMOS 22.0 and Process 3.1 tools. As a result, the competitive psychological climate negatively affected IS compliance intention by increasing individual's IS-related prospective and inhibitory anxiety. In addition, IS-related value dissimilarity had an interactive effect with prospective and inhibitory anxiety and had a negative effect on IS compliance intention. This study has practical implications in terms of presenting information and values to be provided to employees to achieve internal IS goals and has academic implications in terms of applying the complex effects of IS-related anxiety and value dissimilarity.

Toward a Social Sciences Methodology for Electronic Survey Research on the Internet or Personal Computer check (사회과학 연구에 있어 인터넷 및 상업용 통신망을 이용한 전자설문 조사방법의 활용)

  • Hong Yong-Gee;Lee Hong-Gee;Chae Su-Kyung
    • Management & Information Systems Review
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    • v.3
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    • pp.287-316
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    • 1999
  • Cyberspace permits us to more beyond traditional face-to-face, mail and telephone surveys, yet still to examine basic issues regarding the quality of data collection: sampling, questionnaire design, survey distribution, means of response, and database creation. This article address each of these issues by contrasting and comparing traditional survey methods(Paper-and-Pencil) with Internet or Personal Computer networks-mediated (Screen-and-Keyboard) survey methods also introduces researchers to this revolutionary and innovative tool and outlines a variety of practical methods for using the Internet or Personal Computer Networks. The revolution in telecommunications technology has fostered the rapid growth of the Internet all over the world. The Internet is a massive global network and comprising many national and international networks of interconnected computers. The Internet or Personal Computer Networks could be the comprehensive interactive tool that will facilitate the development of the skills. The Internet or Personal Computer Networks provides a virtual frontier to expand our access to information and to increase our knowledge and understanding of public opinion, political behavior, social trends and lifestyles through survey research. Comparable to other technological advancements, the Internet or Personal Computer Networks presents opportunities that will impact significantly on the process and quality of survey research now and in the twenty-first century. There are trade-offs between traditional and the Internet or Personal Computer Networks survey. The Internet or Personal Computer Networks is an important channel for obtaining information for target participants. The cost savings in time, efforts, and material were substantial. The use of the Internet or Personal Computer Networks survey tool will increase the quality of research environment. There are several limitations to the Internet or Personal Computer Network survey approach. It requires the researcher to be familiar with Internet navigation and E-mail, it is essential for this process. The use of Listserv and Newsgroup result in a biased sample of the population of corporate trainers. However, it is this group that participates in technology and is in the fore front of shaping the new organizations of interest, and therefore it consists of appropriate participants. If this survey method becomes popular and is too frequently used, potential respondents may become as annoyed with E-mail as the sometimes are with mail survey and junk mail. Being a member of the Listserv of Newsgroup may moderate that reaction. There is a need to determine efficient, effective ways for the researcher to strip identifiers from E-mail, so that respondents remain anonymous, while simultaneously blocking a respondent from responding to a particular survey instrument more than once. The optimum process would be on that is initiated by the researcher : simple, fast and inexpensive to administer and has credibility with respondents. This would protect the legitimacy of the sample and anonymity. Creating attractive Internet or Personal Computer Networks survey formats that build on the strengths of standardized structures but also capitalize on the dynamic and interactive capability of the medium. Without such innovations in survey design, it is difficult to imagine why potential survey respondents would use their time to answer questions. More must be done to create diverse and exciting ways of building an credibility between respondents and researchers on the Internet or Personal Computer Networks. We believe that the future of much exciting research is based in the Electronic survey research. The ability to communicate across distance, time, and national boundaries offers great possibilities for studying the ways in which technology and technological discourse are shaped. used, and disseminated ; the many recent doctoral dissertations that treat some aspect of electronic survey research testify to the increase focus on the Internet or Personal Computer Networks. Thus, scholars should begin a serious conversation about the methodological issues of conducting research In cyberspace. Of all the disciplines, Internet or Personal Computer Networks, emphasis on the relationship between technology and human communication, should take the lead in considering research in the cyberspace.

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The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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A Study on Deliberative type of citizen participation: The case of The case of A Food Waste Recycling Facility in Ulsan City, Korea (숙의적 시민참여 모델 연구: 울산시 북구 음식물자원화시설 건립 사례)

  • Cho, Hyun-Suk
    • Journal of Science and Technology Studies
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    • v.6 no.1 s.11
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    • pp.1-30
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    • 2006
  • This paper is to analyse the case of citizen participation employed in the local government, Buk-gu (Northern District) in the city of Ulsan, Korea. A kind of deliberative type of citizen participation named' citizen jury' was exercised to resolve an environmental conflict between Buk-gu government and its residents. The conflict was caused by the construction of a food waste recycling facility near by some residential areas in Buk-gu. Theoretically this paper makes a typology of citizen participation methods. Two criteria are employed. First of all, lay citizens are the primary participant or not? Secondly, interactive communication is feasible or not among participants in the process of citizen participation. Four generic types of citizen participation are sorted out: technocratic, pluralist, direct/participatory, and deliberative type. Especially deliberative type of citizen participation is based on an idea of deliberative democracy. This paper argues that the case of citizen participation employed in Buk-gu belongs to deliberative type of citizen participation. The argument is based on the following reasons. Firstly, primary participants in deliberation process can be considered as lay citizens though they are selected form local NGOs and religious groups. According to a survey, most of participants said that they would participate in the process of deliberation in the capacity of lay citizens though they were selected by their own groups. Secondly, the citizen participation process was deliberately designed and implemented to facilitate competence of primary participants and fairness in the deliberation. Viewed from this analysis, this Buk-gu case can be safely considered an innovative method of citizen participation which is also very successful in resolving intractable environmental conflict in the local government.

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An Intelligent Land Vehicle Information System for CDMA-based Wireless Remote Diagnosis and Management (CDMA기반 무선 원격진단 및 관리를 위한 지능형 차량 정보 시스템)

  • Kim, Tae-Hwan;Lee, Seung-Il;Hong, Won-Kee
    • Journal of KIISE:Computing Practices and Letters
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    • v.12 no.2
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    • pp.91-101
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    • 2006
  • Researches on services of vehicles have been mainly focused on how to provide useful information and entertainment for an in-vehicle driver. However, the needs are appreciably increased for more advanced services that help drivers to check and manage their vehicles conveniently, without requiring drivers to attach to their vehicles. It is a sort of ubiquitous computing, providing an intelligent interactive services for human at any time and any where. In this paper, we present an intelligent vehicle information system to enable a driver to remotely diagnose and control a vehicle via CDMA communication network connected to the Internet. The system improves mobility for diagnosis and control of vehicle by implementing a cut and call back mechanism, which allows the vehicle terminal to have access to the information server on the Internet via CDMA call. No matter where the driver is, he can obtain the remote diagnosis and control services on the web browser without any additional application installation. Design methodology is introduced and evaluation results are analyzed for the CDMA-based intelligent vehicle information system. The experimental results show that the response time of the vehicle terminal to a web client request is 10.302 seconds at the beginning and 646.44ms thereafter. The average response time of CAN sensor node to a vehicle terminal request is 6.669ms.

Design of a Web-based Java Applet for Conceptual Learning in Digital Logic Circuits and its Student Satisfaction Survey (디지털 논리회로의 개념학습을 위한 웹기반 교육용 자바 애플릿의 설계와 만족도 조사)

  • Kim, Dong-Sik;Choi, Kwan-Sun;Lee, Sun-Heum;Chung, Hye-Kyung
    • Journal of Internet Computing and Services
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    • v.16 no.4
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    • pp.61-70
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    • 2015
  • This paper presents a web-based Java applet for understanding the concepts in digital logic circuits and student satisfaction survey was carried out in order to show its educational validity. Through our educational Java applet, the learners will be capable of learning the concepts and principles related to digital logic circuit experiments and how to operate virtual experimental equipments and virtual bread board. The proposed educational Java applet is composed of five important components: Principle Classroom to explain the concepts and principles for digital logic circuit operations, Simulation Classroom to provide a web-based simulator to the learners, Virtual Experiment Classroom to provide interactive Java applet about the syllabus of off-line laboratory class, Assessment Classroom, and Management System. With the aid of the Management System every classroom is organically tied together collaborating to achieve maximum learning efficiency. Finally, we have obtained several affirmative effects such as high learning standard, reducing the total experimental hours and the damage rate for experimental equipments.

Development of Education Programs Academia-Industry Collaboration for Undergraduate Students Majoring in Digital Contents Design (디지털 콘텐츠 디자인 전공 학부생을 대상으로 한 산학협력 수업에 관한 사례 연구)

  • Yi, Sang-Sun
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.151-162
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    • 2006
  • Nowadays most business organizations wish to hire competent people who can do their own jobs efficiently right after their employment. The primary goal of this study is to focus on how we can train undergraduate students in academia-industry collaboration to satisfy this requirement. By making use of the funding from the Ministry of Education & Human Resources Development to support academia-industry collaboration program, we established an intramural company, Hankyong Design Company, and set up several studio courses for junior and senior students. To develop these courses efficiently for the first semester of 2005, studied both intramural and extramural environments of academia-industry collaboration and searched for good examples of them. Based on this investigation, I made some assumptions that how we can perform the academia-industry collaboration program for undergraduate students successfully. I chose several design tasks related to digital communications, and appointed WisePost Inc., an Internet communication service company for MSN Messenger, to be a collaborator. We made the 'Interactive Design' studio courses together and applied the courses to 20 juniors. At the end of the semester, we evaluated the works of the students, and selected and commercialized some excellent items among them. During the course work, I realized the fact that education programs in academia-industry collaboration is feasible for undergraduate students majoring in design. I understanded the overall merits and demerits of conventional studio and academia-industry collaboration courses. In addition, the results from the present study suggest that the role of professor in academia-industry collaboration program would be quite different from conventional studio courses.

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The Study on the Education System of Digital Film design in New Media Environment - Focusing on Graduate Courses in film and Digital Media - (뉴미디어 환경에서의 디지털 영상디자인 교육시스템 연구 - 영상ㆍ디지털미디어 대학원교육을 중심으로-)

  • 정봉금;김종덕
    • Archives of design research
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    • v.17 no.2
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    • pp.451-462
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    • 2004
  • The range of graphic design has expanded very widely as the digital era emerged, and many new areas of film design, including film, DVD, interactive TV, mobile and DMB, began to require the work of designers. This could be considered as an application as well as a case of digital film design as it has more developed new media environment as basis. The change in the expression techniques of film language is inevitable since major consumers of new media are the younger generation. The method of creating and distributing visual communication work is not standing still anymore. It has been diversified through dynamic movements and changes resulting from interaction. The major objective of this study is to find out and suggest the directions that film and digital media graduate school education of future by researching and analyzing how the nature of design, as an academic subject that keeps on changing and developing, is evolving in the new media environment. For this purpose, the methods of appropriate education system in higher design education, which are derived from case studies and previous studies on education system, are evaluated by examining the consumers. This study aims at finding the most effective training method in film and digital media design, and by integrating current design education with digital film design education establish a better fit education system that complies with the demands of today's society. It will suggest how an educational institute should see ahead of the time and provide what the society will demand in the future.

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