• Title/Summary/Keyword: Video Service

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Implementation of a Mesh Router Supporting Multi-path Routing based on IEEE 802.11s (다중 경로 라우팅을 지원하는 IEEE 802.11s기반 메쉬 라우터 구현)

  • Kim, Jeong-Soo;Chung, Sang-Hwa;Choi, Hee-Jin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.12A
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    • pp.950-958
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    • 2011
  • This paper focuses in the implementation of mesh router supporting multi-path routing based on IEEE 802.11s. In HWMP of IEEE 802.11s, the single path routing just was defined. So, in this work, we implemented not only the single path routing defined in IEEE 802.11s, but also a multipath routing based on AOMDV which extended the standard. A multi-channel multi-interface technology that can transmit and receive simultaneously and lower bandwidth reduction caused by interferences than a single-channel single-interface was implemented in our mesh router. We also developed an outdoor test bed with the mesh routers. The bandwidth of the mesh router and a real-time video streaming service were verified using the test bed. And, the single path and multipath routing algorithms are also compared. In this test bed, The average TCP bandwidth was 23.77 Mbps and the latency was 2.4 ms in five hops. The test bed could service real-time streaming with an average jitter of 0.547 ms in five hops. The mesh router that used the multipath routing path reduced the path recovery time by 12.73% on average.

Web-based Self-directed Learning System for Multi-contents Service (멀티 콘텐츠 서비스를 위한 웹 기반 자기주도적 학습 시스템)

  • Kim, Ji-Seon;Park, Jin-Ah
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.1
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    • pp.115-119
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    • 2010
  • As the subjects of education has been changed from the instructors to learners, a web-based self-directed learning which can accelerate the initiative of learners and can be free from the restriction of time and space has been received attention. In this paper, the web-based self-directed learning system was designed. For the design, to make the learners build their own lecture plan, the service was designed to provide three kinds of lectures of video clip, slide lecture, and e-text lecture that were focused on various lecture contents. In addition, a learner and an assistant was man to man matched to enable the on-line mentoring for mutual communication between learners and assistants. Implementation was carried out by three sets of module - Manager, Learner and Assistant - that were applied to the real educational activities. The survey on satisfaction for the education, efficiency of ability improvement, and educational intelligibility for the attendants on the education showed more than 67.2% of satisfaction in satisfaction for the education. Furthermore, more than 86.9% of attendants replied that their ability were improved after the education of this system. The educational system realized in this paper shows effectiveness for the self-directed learning.

Development of Valuation Framework for Estimating the Market Value of Media Contents (미디어 콘텐츠의 시장가치 산정을 위한 가치평가 프레임워크 개발)

  • Sung, Tae-Eung;Park, Hyun-Woo
    • Journal of Service Research and Studies
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    • v.6 no.3
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    • pp.29-40
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    • 2016
  • Since the late 20th century, there has been much effort to improve the market value of media contents which are commercialized in a digital format, by fusing digital data of video, audio, numerals, characters with IT technology together. Then by what criteria and methodologies could the market value for the drama "Sons of the Sun" or the animated film 'Frozen', often referred to in the meida, be estimated? In the circumstances there has been little or no research on the valuation framework of media contents and the status of their valuation system development to date, we propose a practical valuation models for various purposes such as contents trading, review of investment adequacy, etc., by formalizing and presenting a contents valuation framework for the four types of media of movies, online games, and broadcasting commercials, and animations. Therefore, we develope computational methods of cash flows which includes production cost by media content types, provide reference databases associated with key variables of valuation (economic life cycle, discount rates, contents contribution and royalty rates), and finally propose the valuation framework of media contents based on both income approach and relief-from-royalty method which has been applied to valuation of intangible assets so far.

Non-face-to-face online home training application study using deep learning-based image processing technique and standard exercise program (딥러닝 기반 영상처리 기법 및 표준 운동 프로그램을 활용한 비대면 온라인 홈트레이닝 어플리케이션 연구)

  • Shin, Youn-ji;Lee, Hyun-ju;Kim, Jun-hee;Kwon, Da-young;Lee, Seon-ae;Choo, Yun-jin;Park, Ji-hye;Jung, Ja-hyun;Lee, Hyoung-suk;Kim, Joon-ho
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.577-582
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    • 2021
  • Recently, with the development of AR, VR, and smart device technologies, the demand for services based on non-face-to-face environments is also increasing in the fitness industry. The non-face-to-face online home training service has the advantage of not being limited by time and place compared to the existing offline service. However, there are disadvantages including the absence of exercise equipment, difficulty in measuring the amount of exercise and chekcing whether the user maintains an accurate exercise posture or not. In this study, we develop a standard exercise program that can compensate for these shortcomings and propose a new non-face-to-face home training application by using a deep learning-based body posture estimation image processing algorithm. This application allows the user to directly watch and follow the trainer of the standard exercise program video, correct the user's own posture, and perform an accurate exercise. Furthermore, if the results of this study are customized according to their purpose, it will be possible to apply them to performances, films, club activities, and conferences

The Role of Innovative Activities in Training Students Using Computer Technologies

  • Minenok, Antonina;Donets, Ihor;Telychko, Tetiana;Hud, Hanna;Smoliak, Pavlo;Kurchatova, Angelika;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.105-112
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    • 2022
  • Innovation is considered as an implemented innovation in education - in the content, methods, techniques and forms of educational activity and personality education (methods, technologies), in the content and forms of organizing the management of the educational system, as well as in the organizational structure of educational institutions, in the means of training and education and in approaches to social services in education, distance and multimedia learning, which significantly increases the quality, efficiency and effectiveness of the educational process. The classification of currently known pedagogical technologies that are most often used in practice is shown. The basis of the innovative activity of a modern teacher is the formation of an innovative program-methodical complex in the discipline. Along with programmatic and content provision of disciplines, the use of informational tools and their didactic properties comes first. It combines technical capabilities - computer and video technology with live communication between the lecturer and the audience. In pedagogical innovation, the principles reflecting specific laws and regularities of the implementation of innovative processes are singled out. All principles are elements of a complex system of organization and management of innovative activities in the field of education and training. They closely interact with each other, which enhances the effect of each of them due to the synergistic effect. To improve innovative activities in the training of students, today computer technologies are widely used in pedagogy as a science, as well as directly in the practice of the pedagogical process. They have gained the most popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, searching for information on the network for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a unified scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The article considers computer technologies as the main building material for the entire society. In the modern world, there is a need to prepare a person for life in a multimedia environment. This process should be started as early as possible, because the child's contact with the media is present almost from the moment of his birth.

New Perspective for Performance Measurement of Digital Supply Chain Management (디지털 공급-수요 사슬 관리의 성과를 측정하기 위한 새로운 관점)

  • Ronja Rasche;DongBack Seo
    • Information Systems Review
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    • v.25 no.3
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    • pp.139-162
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    • 2023
  • With the emergence of new digital technologies into a supply chain, it is essential for companies to incorporate these technologies in managing their supply chains. However, various challenges have been identified in digital supply chain management, especially when it comes to its assessment. There are no universally agreed measurements for the performance of digital supply chain management within the research community so far. This paper explores an option of using user experience as one of possible measurements. Therefore, three different focus-group discussions were held and later analyzed with a qualitative content analysis. The subscription-based video on demand service, Netflix was used as an example in those discussions. Due to the fact that Netflix provides a digital product as a streamline service, user experience is critical for the company. Especially, user experience with a recommender system and related privacy issues have become significant for a company to retain existing customers and attract new customers in many fields. Since the recommender system and related privacy issues are parts of a digital supply chain, user experience can be one of appropriate measurements for digital supply chain management. This study opens a new perspective for research on performance measurements of digital supply chain management.

Exploration, Conflicts, Challenges, and Changes: A Teacher Educator's Self-Study for Secondary School Physics Instruction Course (탐색, 갈등, 도전, 그리고 변화 -물리교과교육 수업을 위한 한 교사교육자의 셀프스터디-)

  • Choi, Jaehyeok;Jo, Kwanghee;Joung, Yong Jae;Kim, Heekyong
    • Journal of The Korean Association For Science Education
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    • v.36 no.5
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    • pp.739-756
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    • 2016
  • The purpose of the study is to reflect on 'myself' as a teacher educator of college of education in depth and to improve my instruction through self-study with three critical collaborators. 17 pre-service science teachers and I have participated in this study of a teacher educator's course since March 2016 after the preliminary practice in 2015. The video recorded the course for 11 weeks with about 40 hours of lessons. The data source also included teacher educator's reflective journals, lecture evaluations, online boards and so on. Questionnaires were distributed and answered both at the beginning and at the end of the course and pre-service teachers wrote their reflective journals. Four of them were in the focus group interviews. During the course, the weekly group meeting of critical collaborators analyzed the emerging issues based on the lesson clips and teacher educator's reflective journals with discussion for the course innovation. Four phases were revealed in the process and for the purpose of the course such as exploration, conflicts, challenges, and changes. The results showed that first, we identified tensions among the teacher educator's multiple identities as a lecturer, a faculty member, and a researcher. Second, there were differences between goals of teacher educator and pre-service teachers in the course, and this obstructed the success of the course sometimes. Third, these practices led to explore balanced alternative views and interpretations of the problem by critical views and to expand and improve our teaching practice and thinking. In addition, the self-study with critical collaborators helped to bring conflicts and issues below my practice to light for collaborative reflection and it gave a chance to understand ourselves as teacher educators in different ways.

Mediating Roles of Attachment for Information Sharing in Social Media: Social Capital Theory Perspective (소셜 미디어에서 정보공유를 위한 애착의 매개역할: 사회적 자본이론 관점)

  • Chung, Namho;Han, Hee Jeong;Koo, Chulmo
    • Asia pacific journal of information systems
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    • v.22 no.4
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    • pp.101-123
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    • 2012
  • Currently, Social Media, it has widely a renown keyword and its related social trends and businesses have been fastly applied into various contexts. Social media has become an important research area for scholars interested in online technologies and cyber space and their social impacts. Social media is not only including web-based services but also mobile-based application services that allow people to share various style information and knowledge through online connection. Social media users have tendency to common identity- and bond-attachment through interactions such as 'thumbs up', 'reply note', 'forwarding', which may have driven from various factors and may result in delivering information, sharing knowledge, and specific experiences et al. Even further, almost of all social media sites provide and connect unknown strangers depending on shared interests, political views, or enjoyable activities, and other stuffs incorporating the creation of contents, which provides benefits to users. As fast developing digital devices including smartphone, tablet PC, internet based blogging, and photo and video clips, scholars desperately have began to study regarding diverse issues connecting human beings' motivations and the behavioral results which may be articulated by the format of antecedents as well as consequences related to contents that people create via social media. Social media such as Facebook, Twitter, or Cyworld users are more and more getting close each other and build up their relationships by a different style. In this sense, people use social media as tools for maintain pre-existing network, creating new people socially, and at the same time, explicitly find some business opportunities using personal and unlimited public networks. In terms of theory in explaining this phenomenon, social capital is a concept that describes the benefits one receives from one's relationship with others. Thereby, social media use is closely related to the form and connected of people, which is a bridge that can be able to achieve informational benefits of a heterogeneous network of people and common identity- and bonding-attachment which emphasizes emotional benefits from community members or friend group. Social capital would be resources accumulated through the relationships among people, which can be considered as an investment in social relations with expected returns and may achieve benefits from the greater access to and use of resources embedded in social networks. Social media using for their social capital has vastly been adopted in a cyber world, however, there has been little explaining the phenomenon theoretically how people may take advantages or opportunities through interaction among people, why people may interactively give willingness to help or their answers. The individual consciously express themselves in an online space, so called, common identity- or bonding-attachments. Common-identity attachment is the focus of the weak ties, which are loose connections between individuals who may provide useful information or new perspectives for one another but typically not emotional support, whereas common-bonding attachment is explained that between individuals in tightly-knit, emotionally close relationship such as family and close friends. The common identify- and bonding-attachment are mainly studying on-offline setting, which individual convey an impression to others that are expressed to own interest to others. Thus, individuals expect to meet other people and are trying to behave self-presentation engaging in opposite partners accordingly. As developing social media, individuals are motivated to disclose self-disclosures of open and honest using diverse cues such as verbal and nonverbal and pictorial and video files to their friends as well as passing strangers. Social media context, common identity- and bond-attachment for self-presentation seems different compared with face-to-face context. In the realm of social media, social users look for self-impression by posting text messages, pictures, video files. Under the digital environments, people interact to work, shop, learn, entertain, and be played. Social media provides increasingly the kinds of intention and behavior in online. Typically, identity and bond social capital through self-presentation is the intentional and tangible component of identity. At social media, people try to engage in others via a desired impression, which can maintain through performing coherent and complementary communications including displaying signs, symbols, brands made of digital stuffs(information, interest, pictures, etc,). In marketing area, consumers traditionally show common-identity as they select clothes, hairstyles, automobiles, logos, and so on, to impress others in any given context in a shopping mall or opera. To examine these social capital and attachment, we combined a social capital theory with an attachment theory into our research model. Our research model focuses on the common identity- and bond-attachment how they are formulated through social capitals: cognitive capital, structural capital, relational capital, and individual characteristics. Thus, we examined that individual online kindness, self-rated expertise, and social relation influence to build common identity- and bond-attachment, and the attachment effects make an impact on both the willingness to help, however, common bond seems not to show directly impact on information sharing. As a result, we discover that the social capital and attachment theories are mainly applicable to the context of social media and usage in the individual networks. We collected sample data of 256 who are using social media such as Facebook, Twitter, and Cyworld and analyzed the suggested hypotheses through the Structural Equation Model by AMOS. This study analyzes the direct and indirect relationship between the social network service usage and outcomes. Antecedents of kindness, confidence of knowledge, social relations are significantly affected to the mediators common identity-and bond attachments, however, interestingly, network externality does not impact, which we assumed that a size of network was a negative because group members would not significantly contribute if the members do not intend to actively interact with each other. The mediating variables had a positive effect on toward willingness to help. Further, common identity attachment has stronger significant on shared information.

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Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

The Study on Change in Sex-Related Knowledge and Attitude through Sex Education : focusing on the 1st grade students in girls' junior high schools (성교육 실시에 따른 성지식, 성태도 변화 연구 -1학년 여중생을 대상으로-)

  • 계수연;문인옥
    • Korean Journal of Health Education and Promotion
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    • v.16 no.2
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    • pp.137-155
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    • 1999
  • The purpose of this study was to assess the effect of sex education on knowledge and attitude related to sex. The subjects were taken from by 199 students in 3 classes from 1st grade in H girl's junior high school as the study group, and 2 classes from 1st grade in S girl's junior high school as control group. During the survey period(September 21, 1998 to September 30, 1998), 6 times in terms of one-hour class for sex education were taught to the study group. A pre-test was executed on September 19, 1998 and the post-test on September 30. The findings were as follows. 1. According to the research, 20.1% of the subjects have experienced sex education from parents and 89.9% from teacher. They have mostly obtained the sex-related information from teachers(59.8%), following movie, radio, TV, or video tape(40.7%), friends(35.2%), reading materials such as books, cartoons, news papers and magazines(31.7%), parents(15.6%), siblings(7.0%), PC(1.5%) and telephone service(1.5%). 2. 27.1% of the subjects reported that they had sex-related worry concerning from friendship with the opposite sex, following physiological phenomenon(31.5%), sex violence(11.1%), physical characteristics(7.4%), VD and contraception(5.6%), sexual impulse(5.6%), pregnancy and delivery(5.5%), and sexual behaviour(3.7%). The research showed that the adolescents usually solved their problems through the consultation with theifriends(44.4%). However, 16.7% of the subjects were turned out not to request any solution. The other minor routes to settle their problems were written materials such as books, magazines(13.0%), parents(13.0%), movie, radio, TV, or video tape(5.5%), acquainted female elders(3.7%) and teachers(3.7%). 3. The most interesting part regarding sex was the friendship with the opposite sex(61.8%), following adolescent's emotion(55.8%), physiological differences between two genders(52.8%), AIDS(48.7%), VD(46.7%), pregnancy(45.2%), contraception(45.2%), abortion(41.7%), intercourse(41.7%), masturbation(41.2%), sex violence(41.2%) and genital structure and secondary sexual characteristics(28.6%). 4. In regard to characteristics of the subjects influencing sex-related knowledge, the higher educational career of mother, living with at least either parent and the experience of sex education by teachers were statistically significant factors(p〈0.05). 5. In regard to characteristics of the subjects influencing attitudes toward sex, the experience of sex education by parents or teachers was a statistically significant factor(p〈0.05). 6. The analysis of knowledge score comparing results before and after sex education showed that control group's score decreased from 12.5 to 12.44 while the study group's score increased from 12.33 to 21.31, which was statistically significant(p〈0.001). 7. The analysis of the attitude scores before and after sex education showed that the control group's score slightly increased from 55.57 to 56.36, while the study group's score increased from 54.79 to 61.95, which was statistically significant(p〈0.001). 8. The level of sex-related concerns of the study group after sex education marked both the increase in some items and the decrease in others. 9. Most instructive session among the sex education was the third “to be a good friend to the opposite sex”(27.0%).

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