• 제목/요약/키워드: Technological characters

검색결과 33건 처리시간 0.027초

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

  • 이인태
    • 한국병원경영학회지
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    • 제19권3호
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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
    • 한국기술혁신학회:학술대회논문집
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    • 한국기술혁신학회 1999년도 추계학술대회
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    • pp.163-177
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    • 1999
  • 전통적 혁신 이론에서 과학과 기술은 공공재와 지식으로 다루어지며, 이러한 관점은 선형모델과 기술 결정론을 자연스럽게 도출시킨다. 그러나 과학과 기술을 새롭게 규정하는 신혁신 이론에서는 기술의 사회적 형성을 강조하며, 선형 모델에서 탈피하여 혁신과정의 상호작용, 네트워크, 시스템 측면을 포섭하고 있다.

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

  • ;;;변영철
    • 전기학회논문지
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    • 제66권12호
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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.

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

  • 신혜경
    • 복식문화연구
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    • 제28권6호
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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.

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

  • 서순근;박구현
    • 산업경영시스템학회지
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    • 제6권9호
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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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3D 해양 캐릭터의 모바일 서비스를 위한 시스템 설계 (A System Design for Mobile Service of a 3D Marine Characters)

  • 강경헌;김병훈;윤재홍;김은석;허기택
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 추계 종합학술대회 논문집
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    • pp.536-540
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    • 2006
  • 모바일 콘텐츠 제작 및 서비스 기술의 발달과 3D 게임전용 폰의 등장은 3D 모바일 콘텐츠 서비스에 대한 관심을 고조시키고 있다. 그러나 유선환경에 비해 낮은 대역폭과 연결 시간에 따른 데이터 요금의 부담을 갖는 모바일 환경에서, 대용량 콘텐츠인 모바일 3D 콘텐츠의 효율적인 서비스 기술에 대한 연구는 미비한 상태이다. 본 논문에서는 대용량의 3D 해양 캐릭터들을 효과적으로 검색하고 모바일 기기로 다운로드하기 위한 효과적인 캐슁 정책을 이용하여, DB로 구축되어 유선 인터넷으로 서비스되는 사이버 아쿠아리움의 해양객체 정보를 모바일 환경에서 제공할 수 있는 3D 해양 캐릭터의 모바일 서비스 모델을 제안하고자 한다

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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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    • 제47권1호
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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.

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

  • 장효진;김영재
    • 디지털산업정보학회논문지
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    • 제11권2호
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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.

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

  • 문재철;김유미
    • 만화애니메이션 연구
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    • 통권36호
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    • pp.147-165
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    • 2014
  • 2000년대 초를 거치면서 리얼리티 기반의 컴퓨터 그래픽스의 발달과 함께 서구를 중심으로 메인스트림 장편 애니메이션은 핸드 드로운(hand-drawn) 방식에서 점차 3D 컴퓨터 그래픽스 사용으로 변화됐다. 전통적으로 드로잉 방식의 애니메이션은 원, 삼각형 등 단순한 형태로 추상화 된 캐릭터들의 독특한 움직임에서 다른 예술장르와 차별화되는 미적 고유성을 찾았다면, 컴퓨터의 사용은 그 움직임의 자동화 방식과 리얼리티 지향의 그래픽으로 인해 그와 같은 애니메이션의 미적 특성을 저해한다는 논란이 있어왔다. 3D 컴퓨터 그래픽스의 제작방식의 도입은 애니메이션의 액팅 스타일에도 많은 변화를 가져왔다. 우선 실제 인간의 운동 메커니즘과 유사한 리깅(rigging)방식을 보면 3D 캐릭터의 액팅 스타일의 변화를 추적해 볼 수 있다. 핸드 드로운 애니메이션의 경우 캐릭터의 머리카락, 옷 등은 소품이 아닌 캐릭터의 일부로써 액팅을 했다면, 이제 머리카락, 옷 등은 시뮬레이션 되기 때문에 애니메이터에겐 오직 캐릭터의 몸만이 액팅 대리물이 됐다. 다음으로 애니메이션의 특징이라 할 '스트레치 앤 스쿼시(stretch and squash)'의 과장된 움직임을 매체의 특성과 관련해 생각해 보면, 한 프레임씩 수작업으로 그려지는 바, 미세하게 나타나는 선의 떨림은 피할 수 없다. 이 떨림은 묘한 미적효과로도 기능하지만 동시에 이를 감추기 위해 과장된 움직임은 필연적인 것일 수도 있다. 이와 다르게 수학적인 움직임 계산으로 매끄러운 움직임의 표현이 가능한 소프트웨어의 사용은 다소 이분화 된 액팅 방식을 보인다. 기본적으로 사람과 같은 움직임에서 과장 된 제스처로 액팅하거나 또는 정적이며 절제된 동작으로 감정을 연기한다. 또한 z축의 깊이 공간을 추가되고 캐릭터를 직관적으로 움직임일 수 있는 컴퓨터 그래픽의 편리성은, 뛰어난 드로잉 아티스트를 넘어 뛰어난 연기 지도자가 될 것을 애니메이터에게 요구 한다. 특히 캐릭터의 감정표현과 관련해 디지털 테크놀로지의 새로운 표현양식은 애니메이터에게 액팅의 유형과 관련 넓은 선택을 제공한다. 이는 애니메이션에 있어 동작 위주의 액팅 스타일에서 내면적 감정 표현으로의 연기 영역의 확장을 의미한다.

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

  • 김성희
    • 복식
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    • 제39권
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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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