• Title/Summary/Keyword: Mobile internet

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Media Literacy Education in the Australian Curriculum: Media Art (호주 국가교육과정 예술과목 'Media Art' 에 나타난 미디어 리터러시 교육)

  • Park, Yoo-Shin
    • Cartoon and Animation Studies
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    • s.48
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    • pp.271-310
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    • 2017
  • This paper examines the composition and the content of media art which is an art education subject in a national curriculum of Australia; and discusses implications for Korean education curriculums. Media covered by Media Art subject in Australia are the multi types of general media including TV, movie, video, newspaper, radio, video game, the internet, and mobile media; and their contents. The purpose of ACARA's media art education curriculum is to improve creative use, knowledge, understanding, and technology of communication techniques for multiple purposes and the audiences. Through the Media Art subject, both the students and the community are able to participate in the actual communications with the rich culture surrounding them and to develop the knowledge and understanding of the 5 core concepts of language, technology, system, audience and re-creation while testing the culture. The implication of this study is as the following. ACARA's media art education curriculum has been developed as an independent educational program and has a special significance within Australian education curriculums. Although ACARA's media art education curriculum is formed as an independent subject, it is suggested within the curriculum to instruct in close connection with other subjects upon execution. Its organization and elaborateness in curriculum composition are very effective in terms of the teacher's teaching-learning design and as well as the evaluation. This seems to show a good model of leading media literacy curriculum. ACARA's media art education curriculum can be a great reference in introducing media literacy to Korean national education curriculums.

A Specific Characters of Products In viewpoint of Inter-combination with Human -Concentrated on Inter-Combined Products′Type and Feather- (인간과 인터컴비네이션 관점에서의 제품특성연구 -상호결합제품의 유형과 특징을 중심으로-)

  • 진선태;박영목
    • Archives of design research
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    • v.14 no.3
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    • pp.145-154
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    • 2001
  • These days, the products like Walkman, mobile phone, notebook PC, PDA are moving together with our body, and in the imaginary world like internet, our other self, Avatar is moving in place of our body on the cyber world. These products are related with our human body, and when considering the ones, attached to the human body, and having the meaning of mental combination like these, as the combination of the human and the products, it is necessary to examine these products in approaching them with respect to the combination relation between the human and the products. As a result of examining we can understand that the products, said to combine with the human body, are coming oui steadily. and recently, the inclination on the combination and the movement appears strongly. As this background, there are a breakdown of dichotomy thought, mixed sexual imitation, cyber culture, techno culture. concept of informative nomands, phenomenon which the division of human and machine becomes vague. and the miniaturization of products. imitation of human, phenomenon that the Inclination on the combination with human is more accelerated by networking. These products combine with human body at each wearing type in the various forms. Its functions become multi-layered, and closer to the human body physically. or its communication becomes high·graded and, they have the recombined form through the existing products which the human has And, they communicate each other. have the strong fashionable property, and the characteristics like the imaginary product to imitate the human body and substitute for the human behave.

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Design and Implementation of the Extended SLDS for Real-time Location Based Services (실시간 위치 기반 서비스를 위한 확장 SLDS 설계 및 구현)

  • Lee, Seung-Won;Kang, Hong-Koo;Hong, Dong-Suk;Han, Ki-Joon
    • Journal of Korea Spatial Information System Society
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    • v.7 no.2 s.14
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    • pp.47-56
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    • 2005
  • Recently, with the rapid development of mobile computing, wireless positioning technologies, and the generalization of wireless internet, LBS (Location Based Service) which utilizes location information of moving objects is serving in many fields. In order to serve LBS efficiently, the location data server that periodically stores location data of moving objects is required. Formerly, GIS servers have been used to store location data of moving objects. However, GIS servers are not suitable to store location data of moving objects because it was designed to store static data. Therefore, in this paper, we designed and implemented an extended SLDS(Short-term Location Data Subsystem) for real-time Location Based Services. The extended SLDS is extended from the SLDS which is a subsystem of the GALIS(Gracefully Aging Location Information System) architecture that was proposed as a cluster-based distributed computing system architecture for managing location data of moving objects. The extended SLDS guarantees real-time service capabilities using the TMO(Time-triggered Message-triggered Object) programming scheme and efficiently manages large volume of location data through distributing moving object data over multiple nodes. The extended SLDS also has a little search and update overhead because of managing location data in main memory. In addition, we proved that the extended SLDS stores location data and performs load distribution more efficiently than the original SLDS through the performance evaluation.

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Construction of Test Collection for Automatically Extracting Technological Knowledge (기술 지식 자동 추출을 위한 테스트 컬렉션 구축)

  • Shin, Sung-Ho;Choi, Yun-Soo;Song, Sa-Kwang;Choi, Sung-Pil;Jung, Han-Min
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.463-472
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    • 2012
  • For last decade, the amount of information has been increased rapidly because of the internet and computing technology development, mobile devices and sensors, and social networks like facebook or twitter. People who want to gain important knowledge from database have been frustrated with large database. Many studies for automatic knowledge extracting meaningful knowledge from large database have been fulfilled. In that sense, automatic knowledge extracting with computing technology has been highly significant in information technology field, but still has many challenges to go further. In order to improve the effectives and efficiency of knowledge extracting system, test collection is strongly necessary. In this research, we introduce a test collection for automatic knwoledge extracting. We name the test collection KEEC/KREC(KISTI Entity Extraction Collection/KISTI Relation Extraction Collection) and present the process and guideline for building as well as the features of. The main feature is to tag by experts to guarantee the quality of collection. The experts read documents and tag entities and relation between entities with a tool for tagging. KEEC/KREC is being used for a research to evaluate system performance and will continue to contribute to next researches.

Seamless and Secure Service Framework using Multiple Network Interlaces Terminal in Heterogeneous Environment (이종 네트워크 환경에서 다중 인터페이스 단말을 활용한 끊김 없이 안전한 서비스 프레임워크)

  • Yoon, Sung-Hun;Lee, Soon-Seok;Kim, Sang-Ha
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.4
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    • pp.53-65
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    • 2011
  • As the Information and Communication Technologies continue to advance, some sensitive services (e.g. e-commerce, on-line financial service, and etc.) have spread rapidly. Accordingly, ensuring the safety of the sensitive service itself using personal Information as well as the protection of personal Information Is becoming very important. In addition, with the popularization of smart phone and the universalized use of wireless Internet, many services that have been provided on the basis of the conventional wired network are increasingly propagating to wired and wireless converged network environment. These changes in the network environment requires new paradigm for the pursuit of safe and stable communication. In this paper, we propose seamless and secure service framework that can facilitate a sustainable secure connection between the user terminal and the sensitive service system by using both the personal and network Information. The proposed service framework is capable of isolating the source of authorized use by a third party of the personal Information as far as the user terminal is not lost, although some personal Information is disclosed. Besides, it can provide a seamless and safe service environment even if the access network is changed by relocation of terminals in the heterogeneous mobile network environment.

Building an SNS Crawling System Using Python (Python을 이용한 SNS 크롤링 시스템 구축)

  • Lee, Jong-Hwa
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.5
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    • pp.61-76
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    • 2018
  • Everything is coming into the world of network where modern people are living. The Internet of Things that attach sensors to objects allows real-time data transfer to and from the network. Mobile devices, essential for modern humans, play an important role in keeping all traces of everyday life in real time. Through the social network services, information acquisition activities and communication activities are left in a huge network in real time. From the business point of view, customer needs analysis begins with SNS data. In this research, we want to build an automatic collection system of SNS contents of web environment in real time using Python. We want to help customers' needs analysis through the typical data collection system of Instagram, Twitter, and YouTube, which has a large number of users worldwide. It is stored in database through the exploitation process and NLP process by using the virtual web browser in the Python web server environment. According to the results of this study, we want to conduct service through the site, the desired data is automatically collected by the search function and the netizen's response can be confirmed in real time. Through time series data analysis. Also, since the search was performed within 5 seconds of the execution result, the advantage of the proposed algorithm is confirmed.

Dynamic Block Reassignment for Load Balancing of Block Centric Graph Processing Systems (블록 중심 그래프 처리 시스템의 부하 분산을 위한 동적 블록 재배치 기법)

  • Kim, Yewon;Bae, Minho;Oh, Sangyoon
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.5
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    • pp.177-188
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    • 2018
  • The scale of graph data has been increased rapidly because of the growth of mobile Internet applications and the proliferation of social network services. This brings upon the imminent necessity of efficient distributed and parallel graph processing approach since the size of these large-scale graphs are easily over a capacity of a single machine. Currently, there are two popular parallel graph processing approaches, vertex-centric graph processing and block centric processing. While a vertex-centric graph processing approach can easily be applied to the parallel processing system, a block-centric graph processing approach is proposed to compensate the drawbacks of the vertex-centric approach. In these systems, the initial quality of graph partition affects to the overall performance significantly. However, it is a very difficult problem to divide the graph into optimal states at the initial phase. Thus, several dynamic load balancing techniques have been studied that suggest the progressive partitioning during the graph processing time. In this paper, we present a load balancing algorithms for the block-centric graph processing approach where most of dynamic load balancing techniques are focused on vertex-centric systems. Our proposed algorithm focus on an improvement of the graph partition quality by dynamically reassigning blocks in runtime, and suggests block split strategy for escaping local optimum solution.

Classification of Environmental Industry and Technology Competitiveness Evaluation (환경산업기술 분류체계 및 기술 경쟁력 평가)

  • Han, Daegun;Bae, Young Hye;Kim, Tae-Yong;Jung, Jaewon;Lee, Choongke;Kim, Hung Soo
    • Journal of Wetlands Research
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    • v.22 no.4
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    • pp.245-256
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    • 2020
  • The purpose of this study is to evaluate the technological competitiveness of the environmental industry with developed countries in order to establish an international market expansion strategy of the Korean environmental industry and technology. In order to evaluate the competitiveness of the environmental industry and technology, core technologies were classified by the environmental industry sectors based on the classification system of the domestic and international environmental industry and technology. After developing the evaluation index data, the Delphi analysis, journal and patent analysis, as well as the export and import analysis were carried out and the standardization analysis was performed on the index data. Moreover, the weights of each evaluation index were calculated using the AHP(Analytic Hierarchy Process) method and the evaluation results of competitiveness of the environmental industry and technology in Korea, the United States, the United Kingdom, Germany, and France were derived. As a result of the evaluation, the United States was rated with the highest technological competitiveness in all the environmental industry sectors, while Korea got the lowest technological competitiveness rating compared to the 4 developed countries. In particular, Korea got the lowest level of technological competitiveness in the sector of multi-media environmental management and development for a sustainable social system. Therefore, in order for the Korean environmental industry and technology to enter the global advanced market, it is necessary to strengthen the competitiveness through the development of the fourth environmental industry based on IoT(Internet of Things), cloud, big data, mobile, and AI(Artificial Intelligence), which are currently the country's domestic strengths.

The Current Status and Development Direction of Mixed Reality Content (혼합현실 콘텐츠의 현황과 발전방향)

  • Kim, Hee-young
    • Cartoon and Animation Studies
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    • s.46
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    • pp.181-206
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    • 2017
  • In the near future, we are expected to live in a Mixed Reality environment where reality and virtuality coexist as today we live using the Internet and smartphones in our daily lives. The relevant content based on the idea of Mixed Reality crystallizing is currently expanding, and it is time for research on it. This study examines the current situation and the development direction of mixed reality contents. Typical mixed reality contents can be classify by wearability. We analyzed HoloLens, a mixed reality wearable device that is worn on a head, which is a example of wearable device. As an example of unwearable device, we also analyzed the Room2Room which is a communication system that combines video with augmented reality-based telepresence avatar. Mixed Reality content will develop in the direction of implementing expanded use of information and more natural realism through the interactive combination of Reality, Virtual Reality, and Augmented Reality. As head-mounted wearable technology develops, Mixed Reality content is expected to become popular by increasing the number of Mixed Reality device users if convenience and price competitiveness are secured. The way of unifying Mixed Reality wearable devices must be established in order to increase convenience, and the environment based on Mixed Reality will be created through diversifying leisure activity content. Telepresence Avatar is expected to develop into Mobile Hologram Avar as Mixed Reality content accessible anywhere and at anytime beyond space limits. Another potential for development of Telepresence Avatar is the combination of Avatar moving on user's thought, Augmented Human technology and Mixed Reality.

Effect of Psychological Variables on Decision-making Time in the Online Centipede Game (온라인 지네 게임으로 알아본 심리적 변인이 의사결정 시간에 미치는 영향)

  • Kim, Bora;Kwon, Young-Mi
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.169-185
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    • 2017
  • Given that nowadays things get very fast due to the pervasive use of the Internet and mobile devices, decision-making time can be an important variable in the online economic decisions. Although in experimental and behavioral economics, measures like scores or earnings are usually preferred, this study argues that the time variable can be dealt with as a new decision outcome. Thus, by selecting some psychological factors presumably impactful in the online context (i.e., incidental emotions, psychological distances, and individual's impulsivity), this study tested their effect on decision time in the online centipede game. As a result, the mean decision time in the game was longer (1) in the happiness condition than in the anger condition and (2) in the friend condition than in the stranger condition. The people with attention difficulties spent a short time in the decision and the people who dislike complex problems spent a short time in explaining their decision. This study can contribute to the field as it used the decision time as the dependent variable and it tested the effect of psychological factors in the context of online decision-making. Future studies can be conducted in other online decision situations or by considering other psychological variables.