• Title/Summary/Keyword: content connectivity

Search Result 97, Processing Time 0.029 seconds

Enhanced Densification in Tl-1223/Ag Tapes Prepared Using Pretreated Precursors

  • Jeong, D.Y;Baek, S.M.;Kim, B.J.;Kim, Y.C.;Park, K.G.
    • Progress in Superconductivity
    • /
    • v.3 no.2
    • /
    • pp.198-212
    • /
    • 2002
  • The effects of reacted precursors on phase evolution, microstructure, $J_{c}$ and junctional characteristic of the inter-granular contacts were investigated in Ag-sheathed T1-1223 tapes prepared using three kinds of reacted precursors, and compared to those in the tape prepared using an unreacted precursor The precursors were prepared by heat-treating a mixture of Sr-Ba-Ca-Cu-O, $Tl_2$$O_3$, PbO and $Bi_2$$O_3$ powders at $805^{\circ}C$ (precursor I ), $840^{\circ}C$ (precursor II ) and $905^{\circ}C$(precursor III) for 20 min. Tl-1223 phase content, grain size and J\ulcorner in the tapes appeared to increase in an order of precursors I, II and III Compared to tapes prepared using an unreacted precursor, the tapes prewar ed using precursors II and III revealed reduced pore and impurity densities and an enhanced texture. Also characteristic of inter -granular contacts and fraction of strong-links were improved. The improved properties are attributed to enhanced densification resulting from using the reacted precursors.s.

  • PDF

Augmented Reality Game of Experiential Metaverse based on Landmark (랜드마크 기반 체험형 메타버스 증강현실 게임)

  • Min-gyu Yeom;Su-min Lee;Young-hoon Park;Kyung-sook Han
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.6
    • /
    • pp.109-117
    • /
    • 2023
  • Recently, interest in metaverse, which creates new value in the real world, has increased. In order to make it easy to experience such a metaverse, we have developed an experiential metaverse AR game in which users take the lead in exploring the environment and enjoying content based on landmarks. Important features of the metaverse include connectivity with the real world, interactivity, and digital currency. The game seeks to extend daily life through AR and satisfies interaction through real-time chat and team competition. Finally, digital currency is built through a store system. It is implemented as a mobile game and can be accessed at any time if there is a smartphone, increasing accessibility.

Analysis of Reviews from Metaverse Platform Users Based on Topic Modeling

  • Jung Seung Lee
    • Journal of Information Technology Applications and Management
    • /
    • v.31 no.3
    • /
    • pp.93-104
    • /
    • 2024
  • This study conducts an in-depth analysis of user reviews from three leading metaverse platforms - Minecraft, Roblox, and Zepeto - using advanced topic modeling techniques to uncover key factors for business success. By examining a substantial dataset of user feedback, we identified and categorized the main themes and concerns expressed by users. Our analysis revealed that common issues across all platforms include technical functionality problems, user engagement and interest, payment concerns, and connection difficulties. Specifically, Minecraft users highlighted the importance of adventure and creativity, Roblox users expressed significant concerns about security and fraud, and Zepeto users focused heavily on the fairness of the in-game economy. The findings suggest that for metaverse platforms to achieve sustained success, they must prioritize the resolution of technical issues, enhance features that foster user engagement, ensure reliable connectivity, and address platform-specific concerns such as security for Roblox and payment fairness for Zepeto. These insights provide valuable guidance for developers and business strategists, emphasizing the need for robust technical infrastructure, engaging and diverse content, seamless user access, and transparent and fair economic systems. By addressing these key areas, metaverse platforms can improve user satisfaction, build a loyal user base, and secure long-term success in an increasingly competitive market.

Mobile Phone Guide for Cultural Heritage (문화유적지 투어를 위한 모바일 폰 가이드 시스템)

  • Suh, Young-Jung;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.116-121
    • /
    • 2009
  • In the design of mobile entertainment systems for historical heritage sites, it is important to not only overcome technical challenges imposed by power requirements, computation limits, and connectivity, but to support group experiences and consider users preferences for situated media consumption. Cultural heritage sites provide an opportunity to entertain and educate the public through the use of mobile media. The proposed system implemented on a Java-enabled mobile phone provides both audio and visual content that is tailored by tracking user movement with GPS, collecting various user inputs and demographics, and allowing for socially acceptable eavesdropping via wireless networking. By designing for the spatial, personal, and social considerations of the environment, we aim to help users navigate the diverse topology of the space and consume the vast quantities of historical media.

  • PDF

Implementation of Companion Animal Management System using Smartphone (스마트 폰을 활용한 반려동물 관리 시스템 개발)

  • Lee, Jea-Poong;Park, Sang-Yeon;Jeong, Sam-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.15 no.3
    • /
    • pp.51-57
    • /
    • 2015
  • In this paper, we tried to broaden a width of practical use field for applications through combining to existing contents after constructing various contents for companion animals. For this, we designed and developed our new companion animal management system(PET-IN) by adding various contents such as information management, schedule management, health management, QR code, SNS, shopping, map service for companion animals to smartphone applications. By PET-IN accessibility and satisfactory level tests, we found out that new synergy effect have appeared through combining each contents, and connectivity is increased. So, practical use field is broaden. These tests show us that comprehensive content composition is necessary for companion animal applications, and this study can be used as important data when new companion animal application contents are constructed in the future.

Usage of Social Media Tools by Library and Information Professionals (LIPs) in selected Academic Libraries in South-West, Nigeria

  • Nduka, Stella C.;Adekanye, Elizabeth A.;Adedokun, Titilayo O.
    • International Journal of Knowledge Content Development & Technology
    • /
    • v.11 no.3
    • /
    • pp.7-27
    • /
    • 2021
  • This study was carried out to examine the awareness and use of social media tools by library and information professionals (LIPs) in selected academic libraries in South-west, Nigeria and the challenges they face in the use of social media technologies. Descriptive survey was adopted for this study. The population of the study comprised 217 library and information professionals from 10 selected academic libraries in south-west, Nigeria. A total enumeration technique was used to cover all the library and information professionals, 136 respondents filled and returned the questionnaire, given a response rate of 62.7%. The questionnaire was used as instrument for data collection. Descriptive statistics was used to analyze the data collected. The findings show that majority of LIPs possessed a high level of awareness in the use of social media tools. The study also revealed that social network tools were highly used by LIPs in the academic libraries studied and the types of social media used by LIPs was also revealed. The major challenges faced in the use of social media include inadequate power supply, lack of Internet access and time constraints. The paper recommended that to enhance the use of social media by LIPs, there is need for constant awareness of the importance of social media tools to LIPs and libraries in effective service delivery, LIPs should be ready to learn, unlearn and be learned in the use of social media and university libraries should provide enabling environment such as internet connectivity, power supply and policy to guide LIPs in social media usage.

A Case Study on Competence-based Curriculum in Finnish Secondary Home Economics Curriculum (핀란드 가정과 교육과정의 역량 기반 교육과정 사례 연구)

  • Yang, Ji Sun
    • Journal of Korean Home Economics Education Association
    • /
    • v.31 no.4
    • /
    • pp.19-39
    • /
    • 2019
  • The purpose of this study is to explore the main characteristics regarding of implicating competence-based curriculum in Finland's home economics curriculum by analyzing curriculum documents and related literature. The research findings are categorized into four main characteristics. First, home economics in Finland belongs to the 7-9 grades. The key content areas are composed of 'food knowledge & skills and food culture', 'housing & living together' and 'consumer & financial skills' at an integrated approach. Secondly, the subject competences of home economics are not presented; however, the general objectives of transversal competences are defined in Finland's curriculum document. Transversal competences describe the aspects of the objectives that are emphasized in grades 7-9 and strengthens the connectivity with each subject. Thirdly, the objectives of home economics included in the instructions in Finland consist of a content system that links learning skills, content areas, and transversal competences. Both learning skills as a role of subject competences and content areas as objectives support teachers who restructure an curriculum. Fourth, in terms of achieving subject objectives, the assessment criteria in Finland home economics is to evaluate the achievement of good knowledge and skills through actual performance. Based on the research findings, the main features of the revised curriculum in Finland include encouragement of flexibility in education systems and learner's uniqueness in schools. If the implementation of subject competences in home economics is to be strengthened, it is necessary to intergrate the knowledge and competence, require a curriculum system for implements' subject competence, carryout assessment as learning to learn, and facilitate school community and teacher community for deeper co-operation.

Design of Convergence Contents information quality of u-convergence tourist information3.0 using flow Theory (플로우 이론을 이용한 u-융복합 관광정보3.0 의 융복합 콘텐츠 정보품질 설계)

  • Sun, Su-Kyun;Lee, Seung-woo
    • Journal of Digital Convergence
    • /
    • v.13 no.9
    • /
    • pp.191-199
    • /
    • 2015
  • The Journal of Digital Policy & Management. This space is for the abstract of your study in English. In this paper, we propose a u-convergence Tourist Information 3.0 System using Flow Theory. It generates a sense of u-challenge and u-skills to maximize the enjoyment of tourists is u-convergence Tourist Information 3.0. This is a challenge to good sense and adjust the rating of the Convergence Contents information quality(CCIQ) analysis to maximize the enjoyment of tourists. Convergence Contents information quality(CCIQ) of the conductive continuity of the content closed antecedents u-conductive sense, the tourist synchronization adequacy may generate data that can be analyzed. Content Information Quality of rating is the leading factor in the ability of the u-skill mastery of tourists, can generate data availability. The result is to create a meta-model is referred to as content information to reach the best quality maximize enjoyment. Design a sense of u-challenge the skill of the information quality of the tourist information content has the advantage of being able to identify the data formation has the pleasure of tourists. By applying to future national competent standard it is expected to maximize the enjoyment of the job.

Understanding Customer Participation Behavior via B2C Microblogging (B2C 마이크로블로깅을 통한 고객참여 메커니즘의 이해)

  • Park, Jongpil;Son, Jai-Yeol
    • Asia pacific journal of information systems
    • /
    • v.22 no.4
    • /
    • pp.51-73
    • /
    • 2012
  • Social network services based on openness, connectedness, and mass participation are reshaping many aspects of how companies conduct business and create value for their customers. For instance, Facebook and Twitter are expected to play a pivotal role as a new communication channel through which companies-forge close relationships with their customers for co-creation of value for mutual benefits. Given the potential of social network services, it is not surprising that many companies have strategically invested in social network services to reach out to customers. Despite the growing interest in social network services as a platform to connect companies and their customers, few guidelines exist about how managers can effectively utilize social network services in forging relationships with their customers. As such, scholars should pay greater attention to how firms can successfully develop relationships with their customers on social network services. In particular, this study employs the S-O-R (stimulus-organism-response) framework as a theoretical lens to develop a research model that explains customers' participation in the value co-creation platform that companies opened on Twitter. According to the S-O-R framework, certain types of individuals' behaviors can be best understood based on a causal link from environmental stimulus to organism, and response. We apply the S-O-R framework to understand how ubiquitous connectivity (stimuli) can influence customers' experience (organism) with companies on Twitter, which in turn influence their participation behavior (response). Two steps have been undertaken to empirically test the research model. First, we conducted a content analysis of tweets written by customers who follow companies on Twitter. As a result, we found event/promotion participation, company support, and giving feedback as three specific types of customer participation behavior. Second, we conducted a web-based survey to test research hypotheses in the research model. Participations in the survey were solicited to customers who followed companies on Twitter. As a result, a total of 115 respondents have completed the survey. Data were analyzed using the partial least square (PLS) technique. The results of data analysis suggest that ubiquitous connectivity (stimuli) had strong positive effects on perceive usefulness, perceived enjoyment, and perceived intimacy (organism). Perceived intimacy showed positive effects on customer participation behavior (response), such as event participation, company support, and giving feedback. Perceived enjoyment was found to have strong positive effects on company support and giving feedback. On the other hand, perceived usefulness did not have significant impacts on the three types of customer participation behavior.

  • PDF

GIS Macro Evaluation System for Urban Walk - Focusing on Busan - (도심 보행을 위한 GIS 거시 평가체계 개발 - 부산을 중심으로 -)

  • Yu, Yeon seo;Kim, Jong gu
    • KSCE Journal of Civil and Environmental Engineering Research
    • /
    • v.42 no.4
    • /
    • pp.581-590
    • /
    • 2022
  • It is important to create a decent pedestrian space in order to realize a public space that can ultimately improve the quality of life based on guaranteeing people's right to move while also enhancing urban activity. The goal of this study is to develop a pedestrian path evaluation system in order to lay the foundation for data construction leading to the creation of such elegant walking space. First, a basic system was established in keeping with factors and the space, and this system was used as the basic framework of the study. The trends identified in the literature can be divided into eight categories, denoted here as: Walking safety policy, Walking focused plan, Recognition transition, Transportaion system, Activity-linked walking, Facility utilization walking, Nature and history linked walking and Content convergence walking. The macro- and micro-indices and factors mentioned in related studies were synthesized and classified, and the basis for universality and differentiation was established by integrating them. Next, according to the basic composition of the walking system, Walking potential and slope safety in the Safety category, Basic walking connectivity and Traffic linkage in the Efficiency category, Walking arrangement and Rest convenience in the Health category, and Resource connectivity and Activity abundance in the Comfortability category macro evaluation system of the eight categories were established and a corresponding measurement method was developed.