• Title/Summary/Keyword: Reality Convergence

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Dismantling and Reconstruction of Family Relationship as Revealed in "My Golden Life" (<황금빛 내 인생>에서 나타난 가족관계 해체와 재구성)

  • Kim, Joon
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.471-476
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    • 2018
  • The purpose of this article is to understand the causes and consequences of the formation and division process of the family relationship and the meaning of the restoration of the family relationship that appeared for the baby-boomer generation, the eco-boomer generation, and the subsequent generation which represent the reality of the time involved. The research method is based on a family that reflects the current age in the drama "My Golden Life" which showed the highest audience rating in the first half of 2018. As a result, the burdens, conflicts, and responsibility of the generations about family relations appeared as unilateral relations. It cut off the entangled relationship and dismantled it. However, the disconnection of the relationship played a role in recovering the subjectivity of the individual from the bridle of the family. As it turned out, the restoration of the family relationship was possible in the bi-directional relationship after the self-esteem and identity of the individual was established first.

An Exploratory Study on Group Bullying of Labor Union Members in Labor-Management Disputes (노사분규 사업장 내 노동조합 조합원의 집단따돌림에 관한 탐색적 연구)

  • An, Sung-Eun;Lee, Dong-Yeon;Chae, Jun-Ho
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.31-37
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    • 2019
  • The results of this study showed that victim's job motivation, organizational distrust, nervousness, turnover intention, frustration, stress and resistance, powerlessness and alienation were similar to previous studies. I was overwhelmed by the negative force of the collective union and experienced anger in the reality that one individual could not resist or find a solution. In addition, psychological factors such as union members' fear of union bullying were found to have a positive effect on the union members who did not join the strike and those who did not join the strike. It is necessary to consider the question of whether the group bullying behavior is valid in that the union bullying behavior of the union is effective in achieving the purpose of the group.

Evaluation of User Experience in AR-based shopping Applications -Focused on Ikea Place and Amazon AR View- (AR 기반의 쇼핑 애플리케이션에서의 사용자 경험 평가 -IKEA Place와 Amazon AR View를 중심으로-)

  • Lee, Jun-hyuk;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.411-416
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    • 2019
  • This study focused on IKEA Place in IKEA and Amazon AR View in Amazon to study the differences between AR shopping applications. The first literature study examined the status and prospects of the AR market and conducted a case study on AR shopping applications. In the second phase, 'Honeycomb Model' of Peter mobile was reorganized into six usability principles, focusing on the major functions of AR shopping mall application, to conduct surveys and in-depth interviews based on the task. Based on this study, it is expected to help increase AR-based application user experience, concentrating on the actual experience of the user and finding out the major experience factors.

On derivation the System Analysis and Evaluation Indicators of Blockchain-based Smart Electronic Transport Waybill Platform for Improvement of Logistics Service Operation Efficiency and Personal Information Security (물류 서비스 운영 효율과 개인정보 보안 향상을 위한 블록체인 기반 스마트 전자 운송장 플랫폼 시스템 분석 및 평가지표 도출에 관한 연구)

  • Park, Jae-Min;Won, JoNg-Woon;Seong, Ki-Deok;Kim, Young-Min
    • Journal of the Korea Safety Management & Science
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    • v.22 no.4
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    • pp.75-86
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    • 2020
  • With the advent of the 4.0 era of logistics due to the Fourth Industrial Revolution, infrastructures have been built to receive the same services online and offline. Logistics services affected by logistics 4.0 and IT technology are rapidly changing. Logistics services are developing using technologies such as big data, artificial intelligence, blockchain, Internet of things, and augmented reality. The convergence of logistics services and various IT new technologies is accelerating, and the development of data management solution technology has led to the emergence of electronic cargo waybill to replace paper cargo waybill. The electronic waybill was developed to supplement paper waybill that lack economical and safety. However, the electronic waybill that appeared to complement the paper waybill are also in need of complementation in terms of efficiency and reliability. New research is needed to ensure that electronic cargo waybill gain the trust of users and are actively utilized. To solve this problem, electronic cargo waybill that combine blockchain technology are being developed. This study aims to improve the reliability, operational efficiency and safety of blockchain electronic cargo waybill. The purpose of this study is to analyze the blockchain-based electronic cargo waybill system and to derive evaluation indicators for system supplementation.

A Study to Set up Guideline for Public Facilities as Infrastructure of Low-rise Residential Community in Seoul (서울 저층주거 밀집지역 공공생활지원시설 설정방향에 관한 연구)

  • Shin, Jee-Hun;Lee, Na-Rae;Kim, Jong-Pil;Kim, Donyun
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.2
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    • pp.127-137
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    • 2019
  • Low-rise residential community is the most popular type (51%) of residential neighborhoods in Seoul. Currently, there is a shortage of public facilities needed for living conditions and the quality of life in low-rise residential areas. This study defines 'public facility' as infrastructure to improve the living environment and used by residents jointly in low-rise residential areas. In this regard, this study analyzes current legal and institutional standards, latest trends in public facility of apartments, and residents' demand and satisfaction level in order to find out the criteria for installation of priority public facilities. As a result, the essential facility basically conforms to the number of household which is the standard of the facility supply in apartment. However, considering the limitations on the accessibility due to low density, it should consider two standards at the same time: the number of household and distance (radius of neighborhood). In conclusion, it is necessary to install legally prescribed facilities according to the number of household and distance: 500 households facilities in 250m radius neighborhood and 1,000 households facilities in 400m radius neighborhood. Also, considering the reality of low-rise residential area, it is necessary to integrate some facilities that can be functionally linked to improve level of utility and efficiency of operation and management. It is expected that the output of this study can be applied to institutionalize of the legal basis for the public facility of low-rise residential community.

A Case Study on the Practice of Health Domain in Physical Education Classes for Female Students during COVID-19 (코로나 시기의 여학생 건강영역 체육수업 실천에 관한 사례연구)

  • Han, Dong-Soo;Kim, Yun-Sang;Yi, Joo-Wook
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.489-500
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    • 2021
  • The purpose of this study is to explore the experience and meaning of health domain in physical education practice process for female students, which can be used online. This study would like to provide physical education teachers with implications to revitalize female students' physical education. The research method used case study. Data composition and analysis used group interviews, in-depth interviews and field data. The results of study was first, the changes in classes and school sports after COVID-19 were divided into self-portraits of reality and school sports in COVID-19. Second, the new challenge was categorized into the practice process of the new online class in physical education and the change of movement for oneself. The discussion suggested the need for sympathetic consideration and communication in Corona-19, a path from crisis to opportunity. Follow-up studies should continue to study about girls' various experience participated in physical education classes, collaboration of the teacher learning community that teaches girls' classes and utilizing method of platforms and ICT that can motivate girls' physical education classes.

Analysis of RPG Characters' Personality Performance (RPG게임 캐릭터에서 개성 표현 요소에 관한 연구)

  • Shang, Jiong-Li;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.403-408
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    • 2021
  • From the perspective that RPG games give players a sense of reality, the characterization of game characters can be said to be at the heart of design behavior. The personality of a unique character enhances the player's concern and commitment, allowing players to experience a variety of experiences. Through theoretical research and case analysis, this paper analyzes the expression of individuality in RPG game character design. In the RPG game, the way to express the character's individuality is first based on the game's time-space background, plot, task, etc. to inform the character's general gender, race, occupation, and skills. In line with the application and use of the characters, the roles will be developed in a concrete and rich way, and the shapes, movements, colors, costumes and weapons will be more refined. The purpose of this study is to obtain the main factors that influence RPG character's personality design from the viewpoint of perceptual design theory. In addition, it is proposed that the RPG game character personality design method should be adopted.

Selection and research of physical computing game elements through case analysis (사례 분석을 통한 피지컬 컴퓨팅 게임 요소 선별 및 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.5
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    • pp.659-666
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    • 2021
  • This research will apply the environmental characteristics of physical computing to game development, which has the concept of giving substantial materiality to digital media that do not exist in reality. The processing process of physical computing is digital input and digital output, and analog input and analog output, which mainly uses Malik controllers. Therefore, we select development elements by analyzing research cases in the field of digital art and information education where physical computing is studied a lot, and by analyzing games that borrowed some physical computing elements. The derived elements are verified by the Delphi's research methodology through agreement with experts. 12 elements are selected in this study, and the importance is shown in order of the physical properties in the virtual world, the suitability of the implementation technology, and the conformity between real and virtual players.

Monetary Unification in North East Asian Economies and Setting an Anchor Currency by CNY and JPY (한중일 3개국의 화폐통합과 기축통화 설정에 관한 연구)

  • Rhee, Hyun-Jae
    • International Area Studies Review
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    • v.14 no.2
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    • pp.61-78
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    • 2010
  • The paper is basically attempted to reveal a possibility of monetary unification and setting an anchor currency in North East Asian economies such as South Korea, China, and Japan. The Cobb-Douglas utility function is tentatively built by a Walrasian economic framework. Korean Won(KRW) is represented for a numeraire in a structural model, and the estimation of a parameter is performed by 2SLS and GARCH-M models. Empirical evidence is found that not only monetary unification itself in this regime seems not to be practicable, but also setting an anchor currency by Chinese Yuan(CNY) or Japanese Yen(JPY) is also inappropriated due to the fact that the estimated parameter is not converged to a unity. Walrasian equilibria are enhanced by the convergence to a unity in the model. It also has to be mentioned that a number of necessary and sufficient conditions should be fulfilled prior to discuss a monetary unification in North East Asian economies. Instead, Asia currency unit(ACU) is more feasible in reality.

Research on the Visual Elements of VR game (VR 게임 <엘더 스크롤 V : 스카이 림 VR>의 시각 요소 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.507-512
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    • 2020
  • In recent years, various virtual reality games are becoming commercialized. A variety of large 3D online games popular with users has begun to transform into VR games. < the Elder Scrolls V: skyrim VR > as a derivative of large-scale 3D online games < the Elder Scrolls V: skyrim special edition >, Since its launch on the steam game platform in April 2018, because of its original UI design, maximizes the user's immersive experience and firmly maintains the leading position of VR games. Although the visual similarities between < the Elder Scrolls V: Skylim VR > and < the Elder Scrolls V: Skylim Special Edition > are high, but the visual elements in the UI are quite different. This paper studies characters, scenes, operating interfaces, colors and fonts five visual UI elements that enhance the immersion in game. It provided a unique interface design reference to immersive experience of new VR games in the future.