• Title/Summary/Keyword: hypertext environment

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A hypertext-based integrated modeling environment(HIME)

  • Park, Sung-Joo;Kim, Hyung-Do;kim, Hyung-Do;Lee, Chang-Hee
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1993.04a
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    • pp.237-243
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    • 1993
  • This paper describes the design and implementation of a prototype modeling environment, Hypertext-based Integrated Modeling Environment(HIME). It implements a modeling framework, call Integrated Modeling Framework(IMF), which has been developed to increase model-related productivity and to integrate modeling knowledge and various information resources.

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A Practical Application of "Writing" Hypertext Literature in the English Education of the Elementary School

  • Oh, Sei-Chan
    • English Language & Literature Teaching
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    • v.11 no.2
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    • pp.19-34
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    • 2005
  • Hypertext raises question to general assumptions about our conventional conceptions of education. In this essay, three kinds of learning-models are presented by the application of "writing" hypertext literature to the English education of the elementary school. These models, which I call the "scene-centered" system, give knowledge to learners in non-linear, non-sequential structure. The term "scene" is a single concept or idea composed of a single sub-text, which is to be made by the group of students. This system is focused on the collaborative composition of students. Students, by generating sub-texts and connecting texts, perform the educational activities to expand the source text. The "scene-centered" system is, to put it into a Barte's term, a "writerly text." But in order to "write," "reading" should be accompanied. So, this system is a learning model in which writing and reading are carried on simultaneously. In all the process, students play a role of multi-user, with three access rights: read, write, and annotate. So, students making use of hypertext systems will act as reader-authors. And teachers will take the new role in collaborative writing environment. No longer the central authoritarian evaluator, they will become consultants, co-writers, coaches of their students.

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Information acquisition and searching in hypertext: Comparison Between adults and children (하이퍼텍스트상의 정보획득과 성인과 아동의 정보탐색)

  • 최순희;조경자;이승복
    • Korean Journal of Cognitive Science
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    • v.11 no.3_4
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    • pp.1-11
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    • 2000
  • This study investigated information acquisition from hypertext and the difference of searching behavior between adults and children. In experiment 1. we compared the amount of information acquisition from the hypertext to that of the printed text. The result showed that the performance in printed text was better than in hypertext. However. the performance of experienced (in the internet) participant showed no difference between the hypertext and the printed text. Experiment 2 compared the information-searching behavior of the adults and children in the hypertext environment. The results showed that adults performed the information-searching faster than children, yet there was no difference in the proportion of correct responses of the two groups. However. children who were more experienced in the internet and produced right answers to the 7th level questions in depth performed better and faster than the adults who were not. These results suggest that the experience in the internet is the most important factor in the searching of the wanted information.

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A Study on the Hypertext Characteristics of Contemporary Architecture space (현대건축공간에 나타난 하이퍼텍스트의 특성에 관한 연구)

  • Lee, Sun-Mi;Shim, Eun-Ju
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.128-133
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    • 2007
  • Modern society changes so fast that it makes the borderlines obscure among all the elements in physical environments as well as culture and economy through rapid flows of Network or new media. Also these flows of changes appears and collides everywhere at the same time, which continuously generates heterogeneous environmental factors. For this reason, architecture is required to correspond with circumstances of the day, but it doesn't keep up with the speed of social changes actually because it features physically fixed construction. This research offers new direction and possibilities of architecture space elements using pluralistic and do-centering attributes of hypertext as a counterplan, and finds out how architecture space should correspond with the moving environment of modern society.

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Virtual Culture Production of Game-Focus on 'Machinima' (게임의 가상문화생산 - '머시니마'를 중심으로)

  • Han, Se-Young;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.93-103
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    • 2010
  • Game industry has been grown up with invigorating online game since 1990s and increased in the spending side by focusing on commercial business. Game, however, has displayed a role that can producing cyber culture with Machinima that is a kind of movie made by a game engine. It should be discussed that non-linear activity of game is disclosed being closely connected with the environment of online space. Accordingly, there are three ways for this study. The first, characteristics of game environment taken non-linear effect related to hypertext space is researched. The second, Machinima is discussed as expansion of hypertext literature. And the last, considering game as consumption of just playing, game is able to become the subject role that can create virtual culture with making a variety of Machinima. consequently, through dichotomy and a liner form between consumption and production in hypertext space leaded to non-liner situation, positive and active features of game that has taken the activity of virtual reality into the multimedia literature would be delivered.

Digital Library and Information Management (디지털 도서관(圖書館)과 정보관리)

  • Kim, Soon-Ja
    • Journal of Information Management
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    • v.26 no.1
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    • pp.16-51
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    • 1995
  • Information management area faced new challenge arised from the developments of the computer and the information network, and the advent of information super highway. With deep perception of importance of the information, developments of information technologies, and change of the users' environment, we came to envision the digital library. This paper intends to describe the concept and function of the digital library, and to examine some of information technologies such as CD-ROM, OCR technology and image scanning, hypertext, hypermedia and multimedia. And it also considers the strategies for electronic information services and the applicability of the current information technology for digitalization by case studies of the existing database systems.

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BPM 기반의 ISO 9001 온라인 품질경영시스템 구축

  • Kim, Sang-Guk;Lee, Seung-Min;Gang, Mu-Yeong
    • Proceedings of the Korean Society for Quality Management Conference
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    • 2006.11a
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    • pp.360-365
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    • 2006
  • Most organizations adopt a process-based approach to manage their operations and now business process management(BPM) is a well-established concept. Because ISO 9001:2000 emphasizes process based, Korea Institute of Science and Technology Information has taken ISO 9001:2000 certificate in November 11, 2003 and now implements quality management systems based on BPMS further applies Hypertext. We call it Online KQMS (KISTI Quality Management System). And Online KQMS is implemented under a platform independent framework based on the web environment. Online KQMS based on BPMS and Hypertext is a new example in field of ISO quality management and is expected to support process management well.

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Library User Education using HyperCard (하이퍼 카드를 응용(應用)한 도서관 이용자(利用者) 교육(敎育))

  • Tak, Hae-Kyung
    • Journal of Information Management
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    • v.25 no.3
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    • pp.1-27
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    • 1994
  • HyperCard used the concept of hypertext not only is the database management program and the educational medium used hypermedia but also provides the environment able to develop the educational software. In this paper, the concept and characteristics of HyperCard are reviewed, and the example applied HyperCard program to library user education are given.

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A Study of Multi-scenario in Visual Novel (비주얼 노블 멀티 시나리오 분석)

  • Lee, So-Hee
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.59-68
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    • 2018
  • A visual novel, a type of digital content combining novel and game, was designed as hypermedia which includes various media, for instance, image, sound, and video. The narrative of visual novel contains multimedia elements and highlights multi-scenario structures based on hypertext. Prior to creating visual novel scenario, a writer should thoroughly consider two main points. First of all, the scenario should cover the multimedia features of visual novel. Secondly, the scenario should be structured as a multi-scenario providing with performativity to players for interaction with readers. This study examines the influence of changes in platforms on visual novel scenario adjusted to mobile environment. It would provide an opportunity to understand how storytelling changes and adapts to rapid transformation of digital media contents.

A Study on the Trend Analysis on the Hypertext Representation of the Museum Space (전시공간의 하이퍼텍스트적 표현 경향 분석에 관한 연구)

  • Kim, Ji-In;Yoon, Gab-Geun
    • Korean Institute of Interior Design Journal
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    • v.18 no.1
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    • pp.64-71
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    • 2009
  • The modern society is rapidly changing through the development of computer network technology. By generation a collapse of boundaries between may important social institutions, computer networking has affected culture, economy and the physical environment. Because of this, people face a switchover from a simple society, to a compound society. It will also increase the diversity if society's demand, though, and experience. This change is not an exception in the exhibition space. People are more interested in civilized pastimes and also demand diverse thinking. So as a necessary consequence, the function of museum space Is offended and that there are various attempt to increase information and demand of that space. The purpose of this study is try to find a solution a countermeasure of modern society's mobile situation. Researchers analyzed structural qualities of Hyper-text; non-boundary, interaction and nonlinear and deduce nine kinds of methods to apply in space. Also, Researchers looked at the examples in museum space and derived like this expression way; dynamics, mobility, a non-materiality, continuity, complexity from analysis of expression way.