• Title/Summary/Keyword: Meta-Objects

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An Effective Mobile Web Object Navigation Based on the Steiner Tree Approach (스타이너트리 기반의 효과적인 모바일 웹 오브젝트 네비게이션)

  • Lee, Woo-Key;Song, Justin Jong-Su;Lee, James J.H.
    • Korean Management Science Review
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    • v.28 no.1
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    • pp.1-10
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    • 2011
  • One of the fundamental roles of web object navigation is to support what the user wants precisely and efficiently from the enormous web database to the web browser. As long as the web search results are a set of individual lists, it is all right to display each and every web result for the web browser to display a web object one by one. However, in case the search results are a collection of multiple interrelated web objects, then there is a need to represent for a new mechanism for linked web objects at a time. We define a unit of web objects derived from a Steiner tree where the web objects include a set of specific keywords calculated by the weight from which the solutions are extracted. Even if a web object does not include all the keywords, then the related hypertext linked web objects are derived and displayed onto the mobile web browser with meta data in one shot. In this paper, it is applied for the mobile browser that the web contents can dynamically be displayed with Steiner trees until each renewal of the navigation request may be issued. In this paper, a new synchronized mobile browsing method is developed so that the navigating time can drastically be reduced and the web navigating efficiency can be dramatically enhanced without sacrificing memory consumption.

Design of Parallel Migration Method of Mobile Agents Using an Object Replication (객체 복제를 통한 이동 에이전트의 병렬 이주 방식 설계)

  • Kim, Kwang-Jong;Lee, Yon-Sik
    • The KIPS Transactions:PartD
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    • v.11D no.2
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    • pp.351-360
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    • 2004
  • Most mobile agents are migrated to many mobile agent systems by the sequential node migration method. However. in this case, if some problems such as host's fault or obstacle etc. happened, mobile agent falls infinity walt or orphan states. Therefore, it is difficult to get an expectation effect as use of other distribution technologies because the required time for networking between nodes increases. And so, many researches have been performed to solve this problems. However, most of methods decide node migration based on passive routing table or detour hosts which have some problems. Actually, the researches for reducing the total required time for networking are insufficient yet. In this paper, to reduce the required time for networking of mobile agent we design an active routing table based on the information of implemented objects which are registered in the meta-table of naming agent. And also, for user's keyword, we propose an replication model that replicates many agent object according to the information and number of object references corresponding to meta-table. Replicated objects are migrated to mobile agent systems in parallel and it provides minimized required time for networking.

A Convergence Study about Meta-Analysis on the Effects of ACT Intervention Program (수용전념치료(ACT)프로그램 효과의 메타분석에 대한 융합연구)

  • Kim, Kyung Hee
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.145-153
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    • 2016
  • The purpose of this study was using a meta-analysis to estimate effect size ACT intervention program. Using a statistical method, meta-analysis has advantages that prove intervention's amount and direction. Meta-analysis facilitates comprehensive analysis. Through the data collection, 43studies were selected and 183 effect size were calculated as analysis objects. Using a 183 effect size, the overall effect size, Effect Size of categorical Factor, meta-regression result were suggested. The overall effect size of ACT program was 0.704. In the effect area of ACT, the affective domain had the largest effect size. Next were the cognitive domain, the behavioral domain. Analysis on gender of participant, mixed group had the largest effect size. Next were the female grouop, male group. Analysis on age of participant, adult group had the largest effect size. Next were the undergraduate grouop, adolescent group. Based on the findings, implications for future study were discussed.

Location-based Space-Time Interlinked Extended Reality using HMD (HMD를 이용한 위치 기반 시공간 연동 확장현실)

  • Ahyeon Park;Sangjoon Bae;Mijin Kim;Woohyun Lee;Dongho Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.133-140
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    • 2024
  • Extended Reality (XR) is an immersive technology that combines the real and virtual worlds and is being actively researched across various industries. This study proposes a method for utilizing the Meta Quest 3, a head-mounted display (HMD) that provides mixed reality, outdoors for the first time by leveraging the GPS information from a smartphone. Augmented virtual objects are positioned using location information and the orientation. Additionally, by using the features of the Meta Quest 3, virtual objects are made to appear alongside the real world, allowing users to interact with virtual objects through hand gestures. This study aims to link present and past spaces by using location information and photographs on the HMD, providing a novel experience of freely traversing time and space.

Meta-Analysis on the Effect of School Violence Intervention Program (학교폭력 예방 프로그램의 효과에 대한 메타분석)

  • Kim, Kyung-Hee
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.33-43
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    • 2016
  • The purpose of this study was using a meta-analysis to estimate effect size of school violence prevention program. Using an objective and systematic method, meta-analysis has advantages that prove intervention's amount and direction. Meta-analysis facilitates comprehensive analysis. Through the data collection, 33studies were selected and 129 effect size were calculated as analysis objects. The overall effect size of school violence prevention program was 0.624. In the human characteristic, the affective domain had the largest effect size. Next were the physical domain, cognitive domain, the social domain and the complex domain. Analysis on age of participant, high grade elementary students group had the largest effect size. Next were the high school students, middle school students and the lower grade elementary students group. Analysis on intervention periods, tertiary prevention had a largest effect size. Next were secondary prevention and primary prevention. Based on the findings, implications for future study were discussed.

A Convergence Study about Effects of Emotional Intelligence Program - Meta analysis (정서지능 향상 프로그램에 대한 융합적 연구 -메타분석의 활용)

  • Kim, Kyung-Hee
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.25-33
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    • 2017
  • The purpose of this study was using a meta-analysis to estimate effect size of emotional intelligence program. Using a statistical method, meta-analysis has advantages that prove intervention's amount and direction. Meta-analysis facilitates comprehensive analysis. Through the data collection, 33studies were selected and 92 effect size were calculated as analysis objects. The overall effect size of emotional intelligence program was 0.839. Depend on subordinate scope, the emotional cognition had the largest effect size. Next were the understanding domain, application domain, the regulation domain and the expression domain. Analysis on age of participant, adult group had the largest effect size. Next were the elementary students group and the adolescent group. Based on the findings, implications for future study were discussed.

Design and Implementation of a MetaService for Improving Object Transfer among Applications on Android Platform (안드로이드 플랫폼에서 애플리케이션 간 객체 전송을 개선하기 위한 메타서비스의 설계 및 구현)

  • Choe, Hwa-Yeong;Park, Sang-Won
    • The KIPS Transactions:PartD
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    • v.18D no.5
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    • pp.403-414
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    • 2011
  • Recently, smart phones based on Android platform have been widely used, and lots of applications have been developed. Data generated from an application are frequently transferred to other applications. Therefore, a method that can easily transfer or share meta-data among applications is required. Generally meta-data created by android applications are java objects. The android platform uses clipboard, intent and content provider in order to transfer data among the applications. However, those ways are designed to transfer data as a record. So these methods have to marshall the object to a record and unmarshall the record to an object. In this paper, we designed and implemented the MetaService which can transfer any type of object made by applications. When the MetaService is used, we can reduce complex implementations such as clipboards and content providers and we can reduce many bugs. Therefore, we can make the applications simple and increase productivity.

A Proposal of Multimedia Retrieval System and XML Meta-data Modeling Techniques (XML 메타데이터 모델링기법과 멀티미디어 검색시스템의 제안)

  • 윤미희;조동욱
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.393-398
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    • 2003
  • Video which contains the multiple data such as text, images, audio and motion of objects is typical multimedia data. Multimedia retrieval system using XML is essential for efficient rep. of multimedia data. Therefore, multimedia retrieval system for retrieval and structural understanding is needed to retrieve the multimedia data. This Paper Proposes the multimedia retrieval system based on XML Meta-data modeling techniques.

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An approach to development of scientific thinking skills through science inquiry play of analogy (과학적 사고력의 신장을 위한 과학비유탐구놀이 학습방법의 구안)

  • 현동걸
    • Journal of Korean Elementary Science Education
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    • v.17 no.1
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    • pp.61-73
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    • 1998
  • This research suggests science inquiry play of analogy as a teaming method to help the students in concrete operational stage to develop scientific thinking skills and to understand abstract science conceptions. The research focuses on/considers the characteristics and merits of the science inquiry plays, and the learning method by analogical reasoning. This learning through the science inquiry play of analogy can be considered as a meta-model for scientific thinking skill. The learning has the following processes: 1) Students analogize the abstract science conceptions and facts into play-type activities including the concrete contents such as students themselves, their physical-sensory motions, concrete objects, play methods, and play rules. 2) Students as analogized objects play a role physically and sensuously according to the methods and rules analogized in the play. 3) Students find out the concrete contents included in the science inquiry play of analogy, draw the results, and deduce the new conceptions from the results by reflective thinking and analogical reasoning.

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Production of Virtual Electrical Circuit Practice Education Contents based on Mixed Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실 기반 가상 전기회로 실습교육 콘텐츠 제작)

  • Sumin Kong;Jongseon Kim;Goohyun Jeong;Gyeongbin Roh;Esther Park;Yunsik Cho;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.61-69
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    • 2024
  • Mixed reality(MR) technology combines the advantages of virtual reality(VR) and augmented reality(AR) technology, allowing MR users to interact with virtual objects against the background of the real world. In addition, since virtual objects interact with the real world, users can experience a higher immersion. This study proposes electric circuit practical training content using Meta Quest Pro to produce immersive MR content based on reality. To this end, first, the development process for producing MR content by linking Meta Quest Pro equipment with the Unity 3D engine is organized. Then, based on the traditional electric circuit practical training method used in elementary school science classes, virtual electric circuit practical training content with the same training method and operation process is produced based on MR. Finally, survey experiments are conducted to analyze the presence and experience of the MR-based educational environment provided using the produced content. Through this, the usability of the proposed practical training content is evaluated and future research directions are suggested.