• Title/Summary/Keyword: Technological characters

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The Effect of Mobile EMR's Technological Characters on System Qualities and User Satisfaction (모바일 전자의무기록(EMR)의 기술적 특성이 시스템 품질과 사용자 만족에 미치는 영향)

  • Lee, In Tae
    • Korea Journal of Hospital Management
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    • v.19 no.3
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    • pp.43-52
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    • 2014
  • We empirically show that the effect of mobile EMR's technological characters on system qualities and user satisfaction. For the study, the relationship among technological characters of mobile, EMR's system quality, EMR's information quality, and user satisfaction were modelled and validated with hypotheses. An empirical test was performed for a path model using structural equation modeling on samples of 148 nurses in hospitals from various size and region. This study find that, for the overall sample, there are positive relationships among the technological characters of mobile, EMR's system quality, EMR's information quality, and user satisfaction. And the results support that mobile is an effective method for EMR. Findings of this study have several theoretical and practical implications as follows : First, this study empirically tested the relationship among technological characters of mobile, EMR's system quality, EMR's information quality. Second, the study shows that the technological characters of mobile should be considered for advance of EMR system's quality in mobile environment. And lastly, this study can practically suggest mobile healthcare information system for process effectiveness.

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과학기술지식의 속성과 기술혁신

  • 홍정진
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 1999.11c
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    • pp.163-177
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    • 1999
  • Science and technology are regarded as public goods and knowledge in traditional innovation theory. Also, linear innovation model and technological determinism are derived from its theory. This is changed, however, in new innovation theory. Social shaping of technology is emphasized and interaction, network, system characters of innovation process are involved in its theory.

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New OTP Authentication Approach based on Table Pattern Schedule (테이블 패턴 스케줄 기반 OTP 인증)

  • Balilo, Benedicto B. Jr.;Gerardo, Bobby D.;Medina, Ruji P.;Byun, Yung-Cheol
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.66 no.12
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    • pp.1899-1904
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    • 2017
  • This paper presents a new one-time password approach generated based on $4{\times}4$ pattern schedule. It demonstrates generation of passkey from initial seed of random codes and mapping out in table pattern schedule which will produce a new form of OTP scheme in protecting information or data. The OTP-2FA has been recognized by many organizations as a landmark to authentication techniques. OTP is the solution to the shortcomings of the traditional user name/password authentication. With the application of OTP, some have benefited already while others have had second thoughts because of some considerations like cryptographic issue. This paper presents a new method of algorithmic approach based on table schedule (grid authentication). The generation of OTP will be based on the random parameters that will be mapped out in rows and columns allowing the user to form the XY values to get the appropriate values. The algorithm will capture the values and extract the predefined characters that produce the OTP codes. This scheme can work in any information verification system to enhance the security, trust and confidence of the user.

A case study on value creation of fashion brands using content collaboration targeting MZ generation (MZ세대의 콘텐츠 콜라보레이션을 활용한 패션브랜드의 가치창출 사례연구)

  • Shin, Haekyung
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.830-844
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    • 2020
  • The fourth Industrial Revolution, known as digital transformation, has made MZ generation to be the focus of the new consumer market, brought about the use of technological platforms a new consumption method. Currently, as various types of content collaboration are emerging that specifically targeting at the MZ generation. Content collaboration are considered an integration of content to create new values through co-existence and co-prosperity. This study identified the characteristics of collaboration of fashion brands from 2018 using literature and online news articles, and identified and classified through case studies of it determined movie content, game and virtual characters. By this research, it shown that collaboration with movie contents have increased the collaborative synergy by using the story in global media content. Collaboration with mobile games was generally used by young casual and sportswear brands. These brands which utilized characters from mobile games popular with to attract more teen consumers and strengthen brand awareness by adding values of high-technology and scarcity to the familiar images. In addition, collaboration with virtual characters has expanded value of the collaborative approach on expanding the range of advanced digital technology, from a promotional strategy during the distribution process through to the use of virtual models. As such, collaboration using the various types of content has developed beyond simple integration of identities among various areas, integrated products or brands that as a new value.

A Technological Economic Model with the Technology Transfer and Values (기술이전 및 가치에 관련된 기술경제 모형)

  • 서순근;박구현
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.6 no.9
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    • pp.61-65
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    • 1983
  • The contents of this paper can be divided into three parts. First assert is that the attributes of technology determine the characters of the technology transfer and such technology transfer is an unequal exchange. Second, the progresses of the states of development countries and under-development countries made the technology transfer into the technology dependency, that is, from the dependency of consumption to the dependency of Production. Final1y, we analyzed the problems of technology self-reliance and presented the Polices overcoming the technology dependency.

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A System Design for Mobile Service of a 3D Marine Characters (3D 해양 캐릭터의 모바일 서비스를 위한 시스템 설계)

  • Gang, Gyeong-Heon;Kim, Byoung-Hun;Youn, Jae-Hong;Kim, Eun-Seok;Hur, Gi-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.536-540
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    • 2006
  • The interest in the service of 3D mobile contents becomes larger due to the technological advance of production and services of mobile contents and the appearance of the exclusive mobile phone for 3D game. Therefore, the researches about the efficient mobile services of large 3D contents are wanted in the circumstances of the narrow bandwidth and the burden of the connection charge of wireless mobile communications. In this paper, we suggest a strategy of caching for looking up and downloading the 3D marine characters efficiently and a system model for mobile service of 3D marine characters. The suggested system is designed for serving efficiently the high-quality 3D characters through the wireless mobile communications using the database on the 3D marine objects of cyber aquarium constructed for the services through the wired internet.

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Distinctive response of maize (Zea mays L.) genotypes in vitro with the acceleration of phytohormones

  • Muppala, Sridevi;Gudlavalleti, Pavan Kumar;Pagidoju, Sreenu;Malireddy, Kodandarami Reddy;Puligandla, Sateesh Kumar;Dasari, Premalatha
    • Journal of Plant Biotechnology
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    • v.47 no.1
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    • pp.26-39
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    • 2020
  • In maize, immature embryos (IEs) are highly regenerative explants most suitable for producing high frequencies of plantlet regeneration in vitro. Apart from media, explants, and hormones, genotypic variation also influences in vitro characters to a great extent. In the present study, IEs were used to study the distinctive effect of variation of size/stage and hormones in different genotypes on five in vitro characters viz., frequency of callus induction, growth rate of total callus, frequency of E. callus induction, and volume and number of regenerated plantlets. LS medium with different concentrations of 2,4-D (0.5, 1.5, 2.5, 4.0 and 5.0 mg/L) were used to study the former four in vitro characters, and medium with 6-benzylaminopurine and kinetin (0.5 mg/L, each) was used for plantlet regeneration. IEs of 1.0, 1.5, 2.0, 2.5 and 3.0 mm in size were isolated from four inbred lines viz., NM74C, NM81A, NM5883 and NM5884. Two-way ANOVA revealed that explant size and genotypes, as well as hormonal concentrations showed significant effects on in vitro characters. Two millimeter IEs were found to be suitable for in vitro cultures. LS medium with 1.5 mg/L 2,4-D and LS with BAP and Kn (0.5 mg/L, each) were found to be the best hormonal concentrations for callus induction, maintenance, and regeneration, respectively. Among the four genotypes, NM81A and NM5883 yielded more non-embryogenic and Type I E. calli. In contrast, NM74C and NM5884 yielded more highly regenerative Type II calli. Inbred line NM5884 was found to be the best among these four genotypes.

A Case Study of Line Friends Character TransMedia Branding ('라인 프렌즈' 캐릭터의 트랜스미디어 브랜딩 사례연구)

  • Chang, Hyo Jin;Kim, Young Jae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.153-166
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    • 2015
  • This paper proposes a trans-media branding for the trans-media-based cultural content marketing strategy. Trans-media brand analytical framework is proposed with previous studies. And mobile messenger Character 'Line Friends' is analyzed for the text. Trans-media branding is accessible through a multi-platform in the technological environment. Consumer culture, as well as participate include business models to generate revenue also as brand equity. While the character elements that make up the story from the perspective of cultural content storytelling act as an independent cultural goods. Character is segmented elements. Therefore, trans- media branding of the characters are more meaningful. 'Line Friends' trans-media branding can be summarized as follows: First, it takes advantage of the characteristics of the existing Information-Technology-based mobile. Second, it puts consistently found the content of the attributes of Mobile Messenger 'communication' and 'friendship'. And third, while the content of each platform is constantly linked with other platforms, the brand is positioned inside the window effect.

Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.

A Study on the Traditional Sash of‘She’Ethnic Group in China (중국 소수민족 이족의 채대)

  • 김성희
    • Journal of the Korean Society of Costume
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    • v.39
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    • pp.59-77
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    • 1998
  • This paper is focused on the traditional sash weaving handicraft of‘She’ethnic group, which is located in Fujian, Zhejiang, Jiangxi, Guangdong province of China. This research is main-ly based on the field work, analyzed and inter-preted the traditional sash in systematic and reasoned way. The summary of this study are as follows : 1. On its technological aspect, weaving structure of the traditional sash is made of warp rod backed weaving. The used tool is primitive one but the weaving process includes scientific method. 2. From the social-cultural point of view, the sash ha been the symbol of love towards her lover. Every woman of this group had taken training for this sash weaving from a child. 3. On its ethnological aspect, it has been long history and has interchanged with other ethnic group like Miao, Han and also Okinawa country of Japan. The pattern inside this sash are almost looks like characters, but they are not Chinese characters whereas are the inde-pendent code of‘She’ group and have been inherent from ancestors and which will be tran-smitted to their posterity. These independent code of‘She’group are the traditional message to their later generation implicating their natural circumstances, human relationship, ethnic myth, spirit etc. 4. I recognize that the pattern inside the sash is defined as the communicative code and in comparison to language, it is more repetition and less apparent as close code. Nowadays China has been developed es-pecially in the economical fields rapidly. Under the circumstances traditional weaving culture of ethnic groups has been facing a crisis of disappearance, which will be a great loss for the country as well as the human beings. For this reason, I emphasize that it is very immediate to make co-researches into the material culture of Chinese ethnic groups.

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