• Title/Summary/Keyword: Ubiquitous Theory

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A Study on U-Drawing Information System Based on Risk Assessment (위험성 평가 기반의 U-도면정보 시스템에 관한 연구)

  • Ko, Jae-Wook;Yoo, Jin-Hwan;Lee, Heon-Seok
    • Journal of the Korean Institute of Gas
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    • v.11 no.2 s.35
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    • pp.71-77
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    • 2007
  • This research proposes the U-drawing information system (U-DIS) based on risk assessment. One of the most outstanding features of U-DIS is to perform the Quantitative Risk Assessment directly on the screen utilizing the Process Information. U-DIS revolutionizes the existing way to do a risk assessment and helps finding information more efficiently and simply. It is designed to open all CAD drawing files on the web-based environment without having the CAD S/W installed on the PC. The U terminal platform in U-DIS supports IPv6 and wireless broadband network and U-DIS can be accessible through a sensor or personal authorization. This results in providing a systematic safety enhancement tool considering not only the operation of the process but also its risk level in the equipment industry. Additionally to aid the decision making process it offers comprehensive and thorough information based on engineering technical theory.

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Policing the Border: Is Kitsch Still the Antagonist of Art? (예술과 문화의 영역에 대한 재고 - 문화의 타자 키치, 아직도 예술의 적인가?)

  • Kim, Hee-Young
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.25-41
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    • 2007
  • Despite continuous efforts to redraw the boundaries between art and culture, the conventional concept of originality has persisted in approaches to the practice of contemporary art. In the discourse of originality, various forms of lesser arts that employ the method of replication have been referred to as kitsch, or "rear-guard," the opposite of avant-garde. This categorization points to the contested issue regarding the oppositional relation between modernism and mass culture. With its easily accessible content and financial affordability, mass culture has become both an irresistible attraction and a most powerful threat to modernism. This threat has instigated a discursive system that has situated mass culture as a cultural other of modernism. Taking the marginalized category of kitsch as the area of contention, this paper examines a discursive repression of kitsch. It analyzes the conceptual framework that defends originality and autonomy in art and, conversely, degrades kitsch as an inferior and dangerous cultural category. Greenberg'S concept of kitsch as a by-product of industrialization evolved into the criticism that advocates the autonomy of art. The Frankfurt School scholars, particularly Theodor Adorno and Max Horkheimer, practiced comparable cultural critiques. Focusing on mass culture such as film, radio, and television, instead of art works, they critically analyzed the system of mass culture and theorized the negative implications of the ubiquitous presence of kitsch. Some critics, on the other hand, perceived the growth of mass culture as opening possibilities in cultural development. Walter Benjamin and Harold Rosenberg asserted the socio-cultural dynamics of mass culture underlining the potential for continual transformation in reality and in the subject. They acknowledged that technological advances changed the condition of creation and enabled unmediated interactions between media. By scrutinizing conflicting views on kitsch, this paper intends to reassess arts that draw "the forces of the outside."

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The Adoption of New Service-Deliverly Channel under the Multi-channel Usage (다채널 이용 상황에서 신규 서비스채널의 수용에 관한 연구)

  • Kim, Hyun-Cheol;Han, Jang-Hui;Choi, Ji-Ho
    • Journal of Distribution Research
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    • v.12 no.2
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    • pp.23-49
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    • 2007
  • Recently, mobile marketing is becoming one of the major topics of interest to the marketing discipline. Emerging from rapid developments in mobile technology, it has created opportunities for new and innovative mobile services. Also, it is enabling to conduct always-on connections that consumers can interact anytime and anywhere. Especially, mobile devices place themselves to the core means of mobile-commerce which to execute a function as a distribution channel in mobile environments. Although the adoption researches about innovative services or technologies had executed in marketing areas over the past decades, most researches just expanded or modified existing theories and explanation models. There has been little study on the comprehensive and systematic review of adoption process. Therefore, it deserves to be considered prior usage experiences of the existing channels(CL) and attractiveness of the new channel(CLalt) based on social exchange theory. In order to address this void, this study unifies components of perceived attributes in the each dimensions (ie. benefit, cost, and risk dimensions) and explores prior usage experiences of the existing channels on adoption intention in electronic financial service channels through developing comprehensive model and employing empirical test for the hierarchy of effects model. Based on these empirical results, this study suggests managerial implications for new channel management in electronic financial service areas by focusing on the prior usage experiences of the existing objects on adoption intention and perceived attributes of ubiquitous-based mobile service channel.

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Development of U-Service Priority Model Based on Customer and Provider's View (수요·공급자를 통합한 u-서비스 우선순위 평가모형 개발)

  • Jang, Jae-Ho;Um, Jung-Sup
    • Journal of the Korean Association of Geographic Information Studies
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    • v.11 no.2
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    • pp.132-147
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    • 2008
  • So far ubiquitous service (u-service) priority has seldom been empirically examined based on the customer's view. It is usual to prioritize the relative importance of u-service variables by the supplier's intuition and a few specialist's experienced knowledge. Such approaches have the disadvantage that they provide only limited empirical information on the field practices in relation to u-service since customer demand of u-service is poorly defined despite abundant interest in this problem. Therefore, the aim of this research was to develop u-service priority model in the context of multi-criteria framework integrating customer and supplier's view, using high technology acceptance theory as major controlling factors. An important question was how to measure or represent criteria that is important to u-service and should be included in a priority model. The selection criteria for the model variables were derived from high technology acceptance theory and AHP approach through the analysis of frequency count, elimination of overlapping factors and brainstorming with specialists. Daegu showed top-rankings in transportation-aid service, guidance service for the eyesight disabled and u-telematics service. In contrast, disaster prevention service and industrial specialized town service ranked highly in the typical supplier's approach were not a dominant determining factor in the u-service priority. The model identified the fact that typical high priority service in terms of supplier's view did not necessarily accompany the important predictor for the u-service priority.

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Development Plan of Guard Service According to the LBS Introduction (경호경비 발전전략에 따른 위치기반서비스(LBS) 도입)

  • Kim, Chang-Ho;Chang, Ye-Chin
    • Korean Security Journal
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    • no.13
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    • pp.145-168
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    • 2007
  • Like to change to the information-oriented society, the guard service needs to be changed. The communication and hardware technology develop rapidly and according to the internet environment change from cable to wireless, modern person can approach every kinds of information service using wireless communication machinery which can be moved such as laptop, computer, PDA, mobile phone and so on, LBS field which presents the needing information and service at anytime, anywhere, and which kinds of device expands it's territory all the more together with the appearance of ubiquitous concept. LBS use the chip in the mobile phone and make to confirm the position of the joining member anytime within several tens centimeters to hundreds meters. LBS can be divided by the service method which use mobile communication base station and apply satellite. Also each service type can be divided by location chase service, public safe service, location based information service and so on, and it is the part which will plan with guard service development. It will be prospected 8.460 hundred million in 2005 years and 16.561 hundred million in 2007 years scale of market. Like this situation, it can be guessed that the guard service has to change rapidly according to the LBS application. Study method chooses documentary review basically, and at first theory method mainly uses the second documentary examination which depends on learned journal and independent volume which published in the inside and the outside of the country, internet searching, other kinds of all study report, statute book, thesis which published at public order research institute of the Regional Police Headquarter, police operation data, data which related with statute, documents and statistical data which depend on private guard company and so on. So the purpose of the study gropes in accordance with the LBS application, and present the problems and improvement method to analyze indirect of manager side of operate guard adaptation service of LBS, government side which has to activate LBS, systematical, operation management, manpower management and education training which related with guard course side which has to study and educate in accordance with application of the new guard service, as well as intents to excellent quality service of guard.

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A Dynamic Service Supporting Model for Semantic Web-based Situation Awareness Service (시맨틱 웹 기반 상황인지 서비스를 위한 동적 서비스 제공 모델)

  • Choi, Jung-Hwa;Park, Young-Tack
    • Journal of KIISE:Software and Applications
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    • v.36 no.9
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    • pp.732-748
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    • 2009
  • The technology of Semantic Web realizes the base technology for context-awareness that creates new services by dynamically and flexibly combining various resources (people, concepts, etc). According to the realization of ubiquitous computing technology, many researchers are currently working for the embodiment of web service. However, most studies of them bring about the only predefined results those are limited to the initial description by service designer. In this paper, we propose a new service supporting model to provide an automatic method for plan related tasks which achieve goal state from initial state. The inputs on an planner are intial and goal descriptions which are mapped to the current situation and to the user request respectively. The idea of the method is to infer context from world model by DL-based ontology reasoning using OWL domain ontology. The context guide services to be loaded into planner. Then, the planner searches and plans at least one service to satisfy the goal state from initial state. This is STRIPS-style backward planner, and combine OWL-S services based on AI planning theory that enabling reduced search scope of huge web-service space. Also, when feasible service do not find using pattern matching, we give user alternative services through DL-based semantic searching. The experimental result demonstrates a new possibility for realizing dynamic service modeler, compared to OWLS-XPlan, which has been known as an effective application for service composition.

A Study on the Mechanism of the Immersion of the Spectators of the Fictional Narrative Animation (허구서사 애니메이션의 관객 몰입 메커니즘 연구 - 구성주의 인지서사학적 접근을 중심으로 -)

  • Kim, Ki-Hong
    • Cartoon and Animation Studies
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    • s.17
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    • pp.37-51
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    • 2009
  • Immersion is the key factor in determining success or failure for fictional narrative animations. It does matter to not only for the socio-economic achievements like box-office success but to the asthetical achievement, immersion is very important prerequisite character that are raised in terms of research needs. Fictional narrative animation shares the audience's immersive method with the narrative content and Virtual Reality, since animation has the character which narrates itself with the visual image format (including sound) and added the fact that 3D format which emphasizes realism compared with the recent 2D animation has been ubiquitous phenomenon. In other words, the artistic for called 'animation' is located between the view point that text has the immersive point intrinsic and oppositely, specific function of the certain media which stays extrinsic of the text enforce the participants into the immersion. In any case, the subject who experience immersion is the audience, so the most useful theory to research the phenomenon 'immersion' is Constructivism cognitive narrotologic approach which lies the peader-spectator as the centric notion and is more useful than text analysis or research on the visual effects. In this study, research and review about the studies on the audience's immersive experience would be preceded particularly aroud the constructivism theories, and examine the uniqueness and naures of the animation which makes the audience immersive.

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Effects that Faith Factor of Social Bonds Have on Cyber Bullying Phenomenon (사회유대의 신념요인이 사이버 불링 가해 현상에 미치는 영향)

  • Lee, Young-Sik
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.256-262
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    • 2016
  • A cyber crime has been evolving, as other crimes have. Beyond physical damages such as financial crimes in the cyber world, it has evolved into psychological forms like cyber-bullying. In today's crimes, measures that consider psychological effects of crimes are highly regarded in that fear of crime is considered as well as visible crimes. Accordingly, cyber bullying, which causes psychological damages, needs to be treated very importantly. Because the characteristics of cyber crime is caused by different circumstances from the real world, measures should be taken in different aspects. Rather than physical damages, which can be found in the conventional crimes, cyber crimes cause psychological damages, so the effect that has on inflicting should be specified. Especially, in the environment that virtual reality is ubiquitous through smart phones, it is very difficult to establish measures by considering all the causes of general cyber crimes. Therefore, this study estimated what affects cyber bullying by focusing on personalized faith factor among social bond theory, which can control cyber crimes. As a result, self-controling faith was verified to have a negative effect on cyber bullying, so faith is a very important factor in personalized environment. Thus, it is suggested that the characteristics of cyber space and education of humanism, which can affect individuals' faith should be emphasized.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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