• Title/Summary/Keyword: Multimedia Services

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A Qualitative Case Study on the Child-rearing Experiences of a Couple who was Raised in a Child Care Institution (아동양육시설에서 성장한 부부의 자녀양육 경험에 관한 질적 사례연구)

  • Park, Shinae
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.519-527
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    • 2017
  • The purpose of this study is to take a closer look at the child-rearing experiences of a two married individuals who were both raised in a child care institution after they had been separated from their parents. Data was collected from a husband and wife who had grown up together in the same child care institution, and in-depth interviews were conducted on them. The research method was analyzed by a qualitative case study. According to the results, the following main themes were extracted from the experiences of the child-rearing couple : 'A family made to escape loneliness', 'Childbirth that started without preparation and fell into the swamp of child rearing', 'Faced reality, regret, and reflection', and 'Finally regaining strength because of the responsibility to be a parent'. The couple married with vague fantasies and without any preparation to escape from the terrible loneliness. Like the marriage, the couple subsequently did not have a specific plan for childbirth. Later, it proved difficult to raise children who did not receive enough information or education, and the couple became exhausted. After the child entered the day care center, the couple experienced a sense of regret and was forced to reflect as they faced a child who resembled their negative appearance. The couple also reported that they felt deeply responsible for their parents even though they did not grow up with any form of parental care. Based on these findings, this study suggested a social welfare intervention plan which could have helped the married couple grow up in the child care institution.

Education program development for early childhood character through Nuri curriculum (누리과정 중심의 그림책 활용 유아인성교육 프로그램 개발)

  • Bae, Soo-Min;Youn, Jeong-Jin
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.55-62
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    • 2017
  • This research analyzes the character factor in picture book, so the purpose is to develop the early childhood character program through Nuri curriculum. Picture book is the most familiar media for childhoods, and we are available it naturally in our lives. For this first, we analyze 6 elements(consideration, respect, cooperation, sharing, order, filial duty) in teacher's guide of the Nuri curriculum. Next, consulting the analyzed factors, the 12 picture books which will be utilized this program are chosen by the standard like literary, artistic, educational value. The chosen picture book devised total 12 times education plan to design each 2 times education plan in the factors for teacher's guide of Nuri curriculum. Lastly, it was finally developed through validation process by 2 teachers and 2 the professors of early childhood education. The developed program is needed later field application and It is required of the effectiveness verification after we apply 12 times activities on each age of childhoods for 3 to 5 years od in education field, so it may improve elements like consideration, respect, cooperaion, sharing, order, filial duty as childhoods experience this program personally. Also, this can provide it to teachers in childhood eucation field as study guidance plan.

A Study on Improvement of Satellite Surveying Infrastructure through Analysis of Operation Status of GNSS CORS (GNSS 상시관측소 운영 현황 분석을 통한 위성측량 인프라 개선방안 연구)

  • Park, Joon Kyu;Um, Dae Yong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.11
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    • pp.933-940
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    • 2017
  • The modern society is changing paradigm by the 4th industrial revolution. In these changes, the importance of geospatial information leading to the fusion and connection of persons and objects is increasing day by day. GNSS CORS(Continuously Operating Reference Station) plays a pivotal role in the geospatial information by providing basic data for surveying control points, mapping, navigation, geophysical research, and so on. On the other hand, the satellite surveying technologies are developing rapidly and it is necessary to investigate the status of the satellite surveying environment and search for future directions. In this study, the environment related to satellite survey by operation status of domestic and overseas CORS(Continuously Operating Reference Station) was tried to analyze. Through the research, The operation status of NGII and IGS CORS were presented. It was found that the availability ratio of multiple satellites to the CORS of NGII are lower than that of IGS CORS. Considering the improvement of positioning performance by using multiple GNSS, it is necessary to use multi-satellites in the future.

The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.83-92
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    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.

The Method of User Experience Evaluation for Virtual Living Space (가상현실 주거공간을 위한 사용자경험 평가 방법)

  • Kim, Mi-Sun;Paek, Hee-Won;Seo, Hye-Ran;Ko, Il-Ju
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.795-806
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    • 2017
  • In this paper, we propose a user experience evaluation method for virtual reality living space contents and apply it to prototype simulations to measure user experience. The user evaluation method proposed in this paper is based on the existing user evaluation methodology, but it is established by changing the experience and evaluation factors to match the characteristics of the virtual reality living space. The generated virtual reality living space simulation is configured similar to real space and is placed real objects that the user actually uses in each space, so that users can feel reality. The subjects performed the tasks according to the given scenarios and then evaluated the simulation. As a result of the evaluation, the main goal of the simulation, the items that make the users feel realistic, were lower than our expectations. This means that future simulations need to be modified in a way that adds or expands elements that enhance the realism. In this way, the UX evaluation method proposed in this paper is expected to provide a more objective indicator to the content developer or designer in order to grasp the user's demand in the virtual reality living space.

Method for Cultivating the Technology Transfer Based on Extracting the Technology Transfer Broker -Case Study of Global MVP (기술이전중개자 도출을 통한 기술이전 활성화 방법론 -Global MVP 연구단 사례)

  • Chun, Ha Sung;Kim, Sang Duck;Hong, Jong-yi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.7
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    • pp.361-370
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    • 2016
  • Effective acquisition technology is an important factor determining the competitiveness of companies(Roxas et al., 2011). Since the importance of technology transfer has been increased, there has been a growing interest in company, government, university and research institutes (Bozeman et al., 2015). Despite the national efforts for activating technology transfer, a lot of technology is still in universities and R&D center(Ockwell et al., 2009). The barriers of technology transfer are a main reason to inhibit the technology transfer. In order to be lower technology transfer barriers, it is necessary to derive the technology transfer broker based on social network analysis. However, most studies related to technology transfer broker had been focused on empirical study(Bozeman et al., 2015). Therefore, it is needed to suggest the method to grasp the opportunity that can lead to technology innovation based on analyzing and visualizing the network of technology transfer. The method in this study provides the company with the connectable path, technology transfer broker and strategy to classify the technology actor within the network. Finally, the method is applied to Global MVP for verifying the feasibility of method.

Information Security Model in the Smart Military Environment (스마트 밀리터리 환경의 정보보안 모델에 관한 연구)

  • Jung, Seunghoon;An, Jae-Choon;Kim, Jae-Hong;Hwang, Seong-Weon;Shin, Yongtae
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.2
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    • pp.199-208
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    • 2017
  • IoT, Cloud, Bigdata, Mobile, AI, and 3D print, which are called as the main axis of the 4th Industrial Revolution, can be predicted to be changed when the technology is applied to the military. Especially, when I think about the purpose of battle, I think that IoT, Cloud, Bigdata, Mobile, and AI will play many role. Therefore, in this paper, Smart Military is defined as the future military that incorporates these five technologies, and the architecture is established and the appropriate information security model is studied. For this purpose, we studied the existing literature related to IoT, Cloud, Bigdata, Mobile, and AI and found common elements and presented the architecture accordingly. The proposed architecture is divided into strategic information security and tactical information security in the Smart Military environment. In the case of vulnerability, the information security is divided into strategic information security and tactical information security. If a protection system is established, it is expected that the optimum information protection can be constructed within an effective budget range.

Design and Implementation of Mediterranean Electronic Cultural Atlas(MECA) for Researchers (연구자 중심의 지중해전자문화지도(MECA) 설계 및 구현)

  • Kang, Ji-Hoon;Lee, Dong-Yul;Yu, Young-Jung;Moon, Sang-Ho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.1
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    • pp.57-66
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    • 2016
  • Electronics cultural atlas is a typical methodology for the Digital Humanities. Since electronic cultural atlas could visualize various cultural information based on electronic atlas, that is an information visualization, users are able to make intuitive understanding on specific areas. Therefore, it can be effectively utilized in Area Studies and also helps users to understand comprehensively information on historic event in particular area with time information, because electronic cultural atlas represents a particular subject and time information with geographical information based on map. In other words, electronic cultural atlas may be considered as a specialized system of Digital Humanities for studying the Humanities and Area Studies. In this paper, we design and implement mediterranean electronic cultural atlas(MECA) for researchers of the Mediterranean area that has cultural hybridity formed the exchange of various aspects such as civilization, religion, race and language. In detail, a 'Digital Humanities Research Support System' is constructed to visualize research outcomes related to the Mediterranean area on Electronic Cultural Atlas and to use for researches.

A Study on China's SNS Opinion Leader through Social Data (소셜 데이터를 통한 중국의 여론 주도층에 관한 연구)

  • Zheng, Xuan;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.9
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    • pp.59-70
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    • 2016
  • The rapid development of the Chinese version of Twitter, the groom Weibo has become an important communication means for Chinese SNS users to obtain and share information. As a result, in China, the phenomenon of the power shift has emerged from the traditional opinion leaders to SNS opinion leasers. The relationship analysis of demographic variables of the Chinese SNS users and their Information on the relationship between keywords was made by utilizing the centrality analysis using Social Network Program NetMiner. China's SNS opinion leaders have general interest in daily activities with their families or friends rather than in social issues. And in case of SNS opinion leaders of high betweenness centrality, it was analyzed that general users was a key mediator role that organically out lead to the adjacent information. These properties are not independent of demographic variables, such as professional, therefore, the demographic characteristics of SNS opinion leaders showed a significant effect on the parameters of betweenness centrality. This study analyzed the characteristics of SNS users, especially opinion leaders in China by looking at the aspects of Chinese social phenomenon in terms of information. Through this study, we expect to provide basic information about the social characteristics of China through collective communication.

A Study on the Abstraction of Movements Based on Laban's Space Theory "Choreutics" (라반의 공간조화이론 "코레우틱스(Choreutics)"를 활용한 움직임의 추상적 시각화 연구)

  • Kim, Hyeran;Lee, Sang Wook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.371-381
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    • 2017
  • This paper presents a methodology for creating abstract animation based on the human movement theories originating from the work of dance theorist Rudolf von Laban. Laban Movement Analysis is a method and language for describing, visualizing, interpreting and documenting all varieties of human movement, and Choreutics is based on universal patterns of nature and of human as part of a universal design. Laban defines the space of movements in a profoundly dualistic way. Outwardly, his objective and scientific definitions provide a concrete base for generating human movements in computer graphics in terms of geometric and motion primitives such as points, lines, planes, polygons, linear and nonlinear movements. On the other hand, he also offers a system for understanding the subtle characteristics about the way a movement is dynamically done with respect to inner intention. Laban's interpretations of human motion can be utilized potentially in plastic arts and computer arts. Our work was inspired by those physical and psychological analyses and computer algorithms have been developed for creating abstract animation. We presented our computer animation works entitled "Choreography" in the exhibitions: a special section in "2015 Craft Trend Fair" and "Make Your Movement" held in the Korean Cultural Centre in UK, 2016. In this paper, we describe our ideas and methods for creating abstract object movements based on the Laban's motion representations.