• Title/Summary/Keyword: Interactive Communication

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A Study on Preference Attribute of Smart Learning for SMEs Work-Place Learning Innovation (중소기업의 직무교육 혁신을 위한 스마트러닝 선호 속성에 관한 연구)

  • Lee, Jung-Hwan;Chang, Hyun-Joon;Han, Yeong-Do
    • Journal of Korea Technology Innovation Society
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    • v.14 no.3
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    • pp.647-663
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    • 2011
  • Company's interest in the work place training and investment has been growing continuously because the talent of human resource is the competitiveness itself in the knowledge based society. However, corporate training programs mainly have focused on large companies and SMEs despite the economic business volume have been treated too lightly so far. This paper regards corporate training programs with one of the methods for SMEs innovation and proposes the smart learning in the smart device diffusion. Concretely, this paper analyzes the utilization intention, each attribute and level in smart learning characteristics using conjoint analysis. The result shows that SMEs have positive response for smart learning acceptance and SMEs consider significantly the usage fee type and location with the difference between regular employee and administrator. Specially, interactive communication and customized contents are preferred in the training type. Smart learning can be used as strategic means in supporting the value innovation and enhancing the absorptive capacity in SMEs innovation process.

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Design and Implementation of FPGA-based High Speed Multimedia Data Reassembly Processor (FPGA 기반의 고속 멀티미디어 데이터 재조합 프로세서 설계 및 구현)

  • Kim, Won-Ho
    • Journal of the Institute of Convergence Signal Processing
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    • v.9 no.3
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    • pp.213-218
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    • 2008
  • This paper describes hardware-based high speed multimedia data reassembly processor for remote multimedia Set-Top-Box(MSTB) of interactive satellite multimedia communication system. The conventional multimedia data reassembly scheme is based on software processing of MSTB. As increasing of transmission rate for multimedia data services, the CPU load of remote MSTB is increased and reassembly performance of MSTB is limited. To provide high speed multimedia data service to end user, we proposed hardware based high speed multimedia data reassembly processor. It is implemented by using an FPGA, a PCI interface chip, and RAMs. And it is integrated in MSTB and tested. It has been confirmed to meet required all functions and processing rate up to 116Mbps.

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A Study on the Effect of Web-based Research Ethics Education (웹기반 연구윤리교육의 유효성에 대한 실증적 연구)

  • Kwak, Jinsun;Yan, Jinhua;Han, Insoo
    • The Journal of Korean Association of Computer Education
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    • v.19 no.1
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    • pp.1-10
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    • 2016
  • This study empirically investigates the effect of web-based research ethics education to principal investigator who conduct national research project. The web-based research ethics education program was devised and operate for each research field. After education educational satisfaction, understanding and moral judgement were investigated. The research results revealed that education was improving educational satisfaction and but also understanding whereas moral judgement was not. These findings imply that moral judgement was not enhancing though short-term research ethics education as preceding research. Moreover, this paper speaks to a supplemented program with methods of ethics education which needs more interactive communication within long-term education for enhancing effectiveness of instruction.

A Study on Digital Storytelling of Digital Experiential Space (디지털 체험 공간의 디지털 스토리텔링에 관한 연구)

  • Baik, Seung-Kook;Kwon, Ji-Hyuk;Lee, Ju-Hee;Son, Ki-Dong
    • Journal of Information Technology and Architecture
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    • v.10 no.3
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    • pp.361-370
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    • 2013
  • Digital Storytelling, one of the most efficient way of delivering contents and messages, is also being used at a digital experiential space as a communication strategy to lead interactions between digital contents and humans, also between a space and humans. This study aims to examine Digital storytelling which is used in digital experiential spaces and to discuss the interactivity of it. To go on this study, firstly, digital contents and digital storytelling of digital experiential space were analysed at an epistemology level. Secondly, it was discussed about space storytelling at a digital experiential space. Also, it was argued about interactivity and sensible experiences of a user, who is an active subject of digital experiential space. Lastly, digital storytelling, space storytelling and interactive elements of a specific digital experiential space, 'Pangyo iQarium', were examined in this study.

Korean V-Commerce 2.0 Content and MCN Connected Strategy (국내 V커머스 2.0 콘텐츠와 MCN 연계 전략)

  • Jung, Won-sik
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.599-606
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    • 2017
  • 'Video Commerce' has grown significantly, and is in the era of so-called V-commerce 2.0. Based on this background, this study focused on the link and the possibility of creating synergy between V-commerce 2.0 content and MCN, and examined the linkage strategy considering its characteristics. In conclusion, first, V-Commerce has evolved into the age of 2.0, centered on the characteristics of content that are oriented towards fun and sympathy, beyond the 1.0 era. Second, V-commerce 2.0 content has the characteristic of replacing the sharing and recommendation based on the nature of SNS networks as promotion and purchase enhancement. Therefore, competitiveness as 'content' is relatively important before 'commerce'. Third, V-commerce 2.0 and MCN industry have a strong connection with each other in terms of securing core competitiveness and creating a new profit model. In order to create the synergy between V-Commerce 2.0 and MCN, we proposed the use of big data to reinforce V-Commerce 2.0 customized content competitiveness, building of storytelling marketing and branding, and enhancement of live performance and interactive communication.

A Development of Multi-Emotional Signal Receiving Modules for Ubiquitous RCP Interaction (유비쿼터스 RCP 상호작용을 위한 다감각 착신기능모듈의 개발)

  • Jang Kyung-Jun;Jung Yong-Rae;Kim Dong-Wook;Kim Seung-Woo
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.1
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    • pp.33-40
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    • 2006
  • We present a new technological concept named RCP (Robotic Cellular Phone), which combines RT and CP. That is an ubiquitous robot. RCP consists of 3 sub-modules, RCP Mobility, RCP interaction, and RCP Integration. RCP Interaction is the main focus of this paper. It is an interactive emotion system which provides CP with multi-emotional signal receiving functionalities. RCP Interaction is linked with communication functions of CP in order to interface between CP and user through a variety of emotional models. It is divided into a tactile, an olfactory and a visual mode. The tactile signal receiving module is designed by patterns and beat frequencies which are made by mechanical-vibration conversion of the musical melody, rhythm and harmony. The olfactory signal receiving module is designed by switching control of perfume-injection nozzles which are able to give the signal receiving to the CP-called user through a special kind of smell according to the CP-calling user. The visual signal receiving module is made by motion control of DC-motored wheel-based system which can inform the CP-called user of the signal receiving through a desired motion according to the CP-calling user. In this paper, a prototype system is developed far multi-emotional signal receiving modes of CP. We describe an overall structure of the system and provide experimental results of the functional modules.

Internet ID Management System based on ID Federation: e-IDMS (ID 연계 기반의 인터넷 ID Management System: e-IDMS)

  • Cho Yeong-Sub;Jin Seung-Hun;Moon Phil-Joo;Chung Kyo-Il
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.43 no.7 s.349
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    • pp.104-114
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    • 2006
  • In order to use an Internet service, it is a general procedure that user subscribes to the service and then registers her or his id(identifier). As Internet has been more widely used, however, user has more and more ids than ever before. In this environments, whenever user uses an Internet service, she or he must authenticate to the service provider, which makes her or him inconvenient. As user's data is scattered and unmanaged on various web sites, user privacy has been revealed more often. This paper specifies e-IDMS which ETRI has been developing to solve such problems. e-IDMS is an Internet ID(IDentity) management system based on ID Federation Mechanism e-IDMS provides ID Federation-based facilities such as composite authentication, Internet SSG, ID information management, privacy protection and interactive query. e-IDMS is used in establishing integrated ill management system for public institutions.

Excessive Food Restriction in Children with Atopic Dermititis (아토피피부염 영유아의 식품섭취 제한에 관한 실태조사)

  • Lee, Seok-Hwa;Lee, Hee-Jin;Han, Young-Shin;Ahn, Kang-Mo;Lee, Sang-Il;Chung, Sang-Jin
    • Korean Journal of Community Nutrition
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    • v.16 no.6
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    • pp.627-635
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    • 2011
  • The prevalence of Atopic Dermatitis (AD), a non-infective chronic inflammatory skin disease, is increasing worldwide. Avoiding the allergen is the basic principle in the treatment of AD. However, when the allergen is food, excessive restriction can lead to nutrition deficiency. The objective of the study was to examine the status of the dietary restriction and compare the caregiver's restriction practice with doctor's recommendation in Korean children with AD. A total of 158 children diagnosed with Atopic Dermatitis were recruited for this study. Information about foods that aggravate AD symptoms and food restriction were collected from the mothers of 158 children aged 6 month-5 year with AD using questionnaires. Food restriction recommendation by doctor was collected through medical chart. McNemar and Margianl homogeneity tests were used to detect a relationship between food restriction recommended by doctor and current practice by mother. There were significant proportion differences of food restriction for each food between by doctor and mother. We found 75.9% of children were avoiding eggs although only 61.4% were recommended for egg restriction by a doctor. Children with restriction of more than 4 kinds of food were 53.2% compared to 13.3% by doctor. Excessive restrictors tended to be younger and diagnosed at younger age. The caregivers of excessive restrictors had trends of "being older" and "having higher income". Avoidance of common foods in children without food allergy could result in malnutrition or impaired growth. Nutrition education is needed for sound practice and nutrition care in children with Atopic Dermatitis as well as interactive communication between caregivers and experts.

THE STATUS AND IMPROVEMENT PLAN OF 1.8 m TELESCOPE CONTROL SYSTEM AT BOAO (보현산천문대 1.8 m 망원경 제어시스템 현황 및 개선방안)

  • Sung, Hyun-Il;Park, Yoon-Ho;Lee, Sang-Min;Lee, Byeong-Cheol;Seong, Hyeon-Cheol;Oh, Hyung-Il
    • Publications of The Korean Astronomical Society
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    • v.27 no.3
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    • pp.95-103
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    • 2012
  • We analyzed the current status of the telescope control system (TCS2) of the 1.8 m telescope in Bohyunsan Optical Astronomy Observatory (BOAO), and suggest a new TCS (TCS3) for the long term development of BOAO. The TCS2 was constructed in 1998 to replace the TCS1 which was installed with the telescope itself at the commencement of BOAO. One of the important parts of TCS is PMAC (Programmable Multi-Axis Controller), which is a general-purpose multi-axis motion controller. PMAC provides the direct interactive communication environment permitting users to command the controller directly with simple operations. This makes the setup, debugging, and diagnostics very easy. The TCS2 was operated stable for a long time, but the hardware and TCS computers have been deteriorated and are out of date now. The new TCS3 needs to be constructed based on a modern computer system. And functions such as pre-calculations of telescope limiting position, interworking with virtual observatory tools, and using GUI, etc should be added. Construction of the TCS3 will be a step creating a better observation environment for the Korean astronomical society.

Exploring Application Ways of Virtual Reality Technology in Science Education (과학교육에서 가상현실 기법의 활용 모색)

  • Shim, Kew-Cheol;Park, Jong-Seok;Kim, Hyun-Sup;Kim, Jae-Hyun;Park, Young-Chul;Ryu, Hai-Il
    • Journal of The Korean Association For Science Education
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    • v.21 no.4
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    • pp.725-737
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    • 2001
  • Virtual reality technology is very useful for the 21C science education, and is able to contribute to the development of new teaching and learning methods in science education. One of these computer-based technologies, virtual reality, is possible to use in many directions. It is a new communication medium that is receiving a lot of attention, and is usually identified by a collection of technological hardware. Virtual reality is defined as a highly interactive, computer-based, multimedia environment in which the user becomes the participant, with the computer in a virtual real world. A key feature of virtual reality is real-time interactivity, in that the computer is able to detect user inputs and instantaneously modify the virtual world. It is being used in a wide variety of fields including physics, chemistry, human biology, biomedical sciences, military, architecture, industry and the entertainment. In classroom, using science educational program developed by virtual reality technology can increase the interests of students, promote understanding of basic science concepts, help laboratory skills, and encourage creative learning for them.

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