• 제목/요약/키워드: Science and Media

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개인간 신뢰형성 과정에서 미디어의 역할에 관한 연구 (Study on the Role of Media in the Building of Interpersonal Trust)

  • 오진욱;조남재
    • 경영과학
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    • 제33권2호
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    • pp.29-47
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    • 2016
  • Trust is formed from the day-to-day and persistent interaction relationship. The trust demands more and more at the age of uncertainty. Human beings are using media interaction. The area of communication with media is extended to virtual space. The purpose of this study is to qualitatively explain trust building process in virtual team by media using. In the pursuit of this purpose, we executed in-depth interview with the person who have experience communicating by media with a man of a complete stranger. They experienced the trust building process. Interview data were analyzed by a Structured Coding Techniques. The derived seven categories were reconstructed in consideration of the cause-and-effect relationship and the flow of events. We have discovered a new trust model that was the result from communication by a media using. The model presented is very useful to Individuals who need a new trust building relationship with stranger or virtual team member.

BI-DIRECTIONAL TRANSPORT AND NETWORKED DISPLAY INTERFACE OF UNCOMPRESSED HD VIDEO

  • Park, Jong-Churl;Jo, Jin-Yong;Goo, Bon-Cheol;Kim, Jong-Won
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.184-188
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    • 2009
  • To interactively share High Definition (HD)-quality visualization over emerging ultra-high-speed network infrastructure, several lossless and low-delay real-time media (i.e., uncompressed HD video and audio) transport systems are being designed and prototyped. However, most of them still rely on expensive hardware components. As an effort to reduce the building cost of system, in this paper, we propose the integration of both transmitter and receiver machines into a single bi-directional transport system. After detailed bottleneck analysis and subsequent refinements of embedded software components, the proposed integration can provide Real-time Transport Protocol (RTP)-based bi-directional transport of uncompressed HD video and audio from a single machine. We also explain how to interface the Gbps-bandwidth display output of uncompressed HD media system to the networked tiled display of 10240 $\times$ 3200 super-high-resolution. Finally, to verify the feasibility of proposed integration, several prototype systems are built and evaluated by operating them in several different experiment scenarios.

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학교도서관 사서교사의 저작권 인식에 관한 연구 (A Study on Copyright Recognition of School Library Media Specialist in School Library)

  • 홍재현
    • 한국도서관정보학회지
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    • 제38권1호
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    • pp.397-421
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    • 2007
  • 사서교사는 수업을 담당하는 교사로서 뿐만 아니라 학교도서관의 정보관리자로서 학생, 교사 및 직원에게 안전한 서비스를 제공하기 위하여 저작권법에 관한 지식을 두루 갖추어야 한다. 사서교사들이 저작권 지식을 갖추도록 하기 위해서는 사서교사들이 저작권에 대하여 어느 정도의 인식을 가지고 있는가에 대한 실증연구가 필요하다. 이에 본 연구는 2006년 사서교사 1급 자격연수 과정에 참여한 사서교사들을 대상으로 저작권에 대한 인식도를 측정하였다. 본 설문분석 결과에 기초해서, 학교도서관 사서교사의 저작권 인식을 제고시키기 위한 개선방안을 구체적으로 제시하였다.

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미디어 다양성의 문화정치학: 측정의 자유시장, 그 울타리를 넘어서 (The Cultural Politics of Media Diversity: Moving Beyond the Marketplace of Measurements)

  • 남시호
    • 한국언론정보학보
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    • 제51권
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    • pp.136-155
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    • 2010
  • 미디어 다양성은 글로벌 시장에서의 경쟁이라는 '환상의 짝꿍'과 더불어 한국 미디어 정책을 규정하는 화두로 등장했다. 미국식 기능 행태주의가 주도하는 미디어 정책은 다양성을 시장경쟁, 소비주체의 자유로운 선택이라는 좁은 울타리에 가둔다. 이에 본 논문은 다양성 그 자체를 하나의 완결한 정책목표로 보는 시각에 근본적인 문제제기를 하고자 한다. 다양성이 미디어 정책 담론의 전면에 등장하는 계기를 한국의 중첩적 정치 경제 맥락 속에서 파악하면서, 본 논문은 기존 계량주의 다양성 연구를 비판적으로 분석한다. 나아가 미디어 다양성이 '측정의 과학'에 과도하게 집착해 탈정치화하는 경향을 주목하며 문화연구자들이 미디어 다양성을 보다 진보적으로 전취하기 위한 몇 가지 제안을 하고자 한다. 핵심적인 주장은 미디어 다양성은 시장의 경쟁과 미디어 상품의 다양화라는 신자유주의의 경제논리를 넘어서야 한다는 것이다. 비판적 문화연구자들은 미디어 다양성을 한국 민주주의의 심화라는 보다 큰 정치 프로젝트 속에서 미디어 공공성의 강화, 독립 대안 미디어에 대한 실질적 지원, 급진적 정체성의 정치학 등의 전략과 함께 고려해야 한다.

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Optimization of in Vitro Cultivation of Inonotus Obliquus

  • Cho, Nam-Seok;Shin, Yu-Soo
    • Journal of the Korean Wood Science and Technology
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    • 제33권5호통권133호
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    • pp.92-98
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    • 2005
  • This study was performed to get the basic information concerned to the optimum culture condition of Inonotus obliquus. Several solid media, PDA, MEA and Czapek-Dox, and three liquid media were adopted for the in vitro cultivation. Some main features of the fungal morphological characteristics under cultivation conditions were observed and described. Preliminary results showed that appearance of the mycelial mat, hyphal size and substrate pigmentation differed according to the media. The PDA medium was the most favorable substrate for the growth on solid culture, followed by MEA and Czapek-Dox media. Concerned to the addition of amino acids, 5 amino acids, such as alanine, alginine, isoleucine, leucine and threonine, enhanced to the mycelial growth. Isoleucine was shown the best fungal growth. An important morphological hyphal structure for the fungus, the setae, was found in abundance and diverse its shape and size. In liquid culture, fresh potato broth was the best growth stimulant of the fungus, followed by Malt extract and potato broth. Addition of yeast extract to the liquid media had improved the biomass, but not laccase production.

Investigation on Media Literacy of China Government Officials: Under the View of Public Opinion Guidance

  • Yang, Ting;Seo, Sangho
    • International Journal of Contents
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    • 제14권4호
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    • pp.10-17
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    • 2018
  • China media environment has drastically changed leading to the an inevitable change of public opinion ecology. Empirical studies have focused less on public opinion guidance, which forms an important component of the government officials' media literacy. This study applied quantitative method in the investigation of media literacy in China. Ideally, media literacy is measured from media cognition, media contact, media usage under the view of public opinion guidance. The findings reveal that the existing problem on 1) incorrect media cognition and public opinion guidance; 2) insufficient contact of personal social media 3) improper tendencies in the use of media to guide the public opinion, especially, on confidential information. Consequently, in order to improve media literacy in China government officials, enhancement of their basic knowledge on news diffusion and public opinion is necessary. Secondly, to effectively deal with "agenda settings", it is important for the government to consider the provision of valuable information and platforms to effectively spread information. So they need to learn how to personally and officially use social media platforms such as Weiboa and Wechat. This ensures they have maximized their potential to acquire valuable information and spread them on valuable platforms. Thirdly, government officials should be able to analyze and understand public opinion trends for official and personal use. Finally, they should understand the development of public opinion and the how online public opinion laws are formed and the target group.

스마트미디어 기반의 '닭의 한살이' 융합인재교육(STEAM) 수업이 초등학생의 학업성취도, 과학 탐구 능력 및 정의적 영역에 미치는 영향 (The Effects of Smart Media Based STEAM Program of 'Chicken Life Cycle' on Academic Achievement, Scientific Process Skills and Affective Domain of Elementary School Students)

  • 최영미;양지혜;홍승호
    • 한국초등과학교육학회지:초등과학교육
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    • 제35권2호
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    • pp.166-180
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    • 2016
  • This paper examines the effects on academic achievement, scientific process skills and affective domain for elementary students learning the 'Chicken life cycle' through traditional science class versus a smart media based STEAM approach. Students designed and built a hatching jar and created a smart media content for chickens using time-lapse technology. This STEAM program was developed to improve their scientific concepts of animals over nine periods of classes using integrated education methods. The experimental study took place in the third grade of public schools in a province, with the STEAM approach applied in 2 classes (44 students) and the traditional discipline approach implemented in 2 classes (46 students). The STEAM education significantly influenced the improvement of academic achievements, basic scientific process skills and affective domain. The results suggest that this STEAM approach for teaching scientific concepts of animal life cycles has the performance in terms of knowledge, skills and affect gain achievements in elementary school students' learning when compared to a traditional approach. Moreover, the smart media based STEAM program is helpful to lead students to engage in integrated problem-solving designs and learning science and technology.

키넥트 카메라를 이용한 관절 가동 범위 측정과 보정 (Joint Range Measurement and Correction using Kinect Camera)

  • 정주헌;윤명석;김상준;박구만
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송∙미디어공학회 2019년도 추계학술대회
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    • pp.63-66
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    • 2019
  • 가상현실과 증강현실의 대중화로 사람의 동작을 실시간 3D 애니메이션으로 구현하는 연구가 활발히 진행 중이다. 특히 Microsoft에서 키넥트 (Kinect)를 개발함에 따라 저렴한 가격에 부가적인 장치 필요 없이 간단한 조작만으로도 3D 모션 정보 취득이 가능해졌다. 하지만 키넥트 카메라는 마커 기반 모션 캡쳐 시스템에 비해 관절 정보의 추정 성능이 뒤떨어져 낮은 정확도를 보이는 단점을 지니고 있다. 이에 본 논문에서는 키넥트 카메라를 이용해 사람의 관절 정보를 취득하고 이것에 관절 가동 범위 (Range of Motion, ROM)를 적용하여 비정상적인 동작을 보정하는 시스템을 제안한다. ROM을 구하는 방법으로는 수행자가 모든 관절에 대해 회전 운동을 수행한 뒤 관절들의 회전 운동 정보를 취득, 분석하여 정상적인 ROM을 설정하고 실험으로부터 사람의 동작이 개선되는 것을 확인하였다.

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Developing Experiential Exhibitions Based on Conservation Science Content of Bronze Mirror

  • Jo, Young Hoon;Kim, Jikio;Yun, Yong Hyun;Cho, Nam Chul;Lee, Chan Hee
    • 보존과학회지
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    • 제37권4호
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    • pp.362-369
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    • 2021
  • In museums, exhibition content focuses mostly on cultural heritage's historical values and functions, but doing so tends to limit visitors' interest and immersion. To counter this limitation, the study developed an experiential media art exhibition fusing bronze mirrors' traditional production technology and modern conservation science. First, for the exhibition system, scientific cultural heritage contents were projected on the three-dimensional (3D) printed bronze mirror through interactions between motion recognition digital information display (DID) and the projector. Then, a scenario of 17 missions in four stages (production process, corrosion mechanism, scientific analysis and diagnosis, and conservation treatment and restoration) was prepared according to the temporal spectrum. Additionally, various media art effects and interaction technologies were developed, so visitors could understand and become immersed in bronze mirrors' scientific content. A user test was evaluated through the living lab, reflecting generally high levels of satisfaction (90.2 points). Qualitative evaluation was generally positive, with comments such as "easy to understand and useful as the esoteric science exhibition was combined with media art" (16.7%), "wonderful and interesting" (11.7%), and "firsthand experience was good" (9.2%). By combining an esoteric science exhibition centered on principles and theories with visual media art and by developing an immersive directing method to provide high-level exhibition technology, the exhibition induced visitors' active participation. This exhibition's content can become an important platform for expanding universal museum exhibitions on archaeology, history, and art into conservation science.

Kinect v2를 이용한 인물 위치 및 행동 인식 (Person Location and Behavior Recognition Using the Kinect v2)

  • 박경무;김상준;이유진;박구만
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송∙미디어공학회 2020년도 추계학술대회
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    • pp.312-314
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    • 2020
  • 인물의 위치와 행동을 인식하는 것은 여러 분야의 서비스에서 활용할 수 있는 기술이다. 그렇기에 다양한 방식으로 연구되어 왔다. 기존의 방식은 일반 RGB 카메라의 영상에 영상처리 기법과 딥러닝을 사용하여 3차원 공간상의 인물 위치를 인식하는 방식과 라이다와 같이 깊이를 인식 할 수 있는 장치를 활용하여 3차원 공간상 인물의 위치를 인식하는 방식이 있다. 각각의 방식은 RGB 카메라를 이용할 수 있다는 장점, 인식률이 우수하다는 장점을 가지고 있다. 하지만 영상처리 방식은 연산량이 많아 실시간 서비스에 불리하다는 한계점이 있다. 라이다 방식은 기기의 부피가 커 공간제약이 있다는 점과 이동이 불편하다 있다는 한계점이 있다. 본 연구에서는 Kinect와 openFrameworks를 활용하여 공간이 효율적이고 연산량이 적은 방식의 3차원 공간에서 인물 위치 인식과 실시간 이동에 대한 방향 인식을 다룬다.

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