• Title/Summary/Keyword: hypertext literature

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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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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.

Ashbery's Aesthetics of Difficulty: Information Theory and Hypertext

  • Ryoo, Gi Taek
    • Journal of English Language & Literature
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    • v.58 no.6
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    • pp.1001-1021
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    • 2012
  • This paper is concerned with John Ashbery's poetics of difficulty, questioning in particular the nature of communication in his difficult poems. Ashbery has an idea of poetry as 'information' to be transmitted to the reader. Meaning, however, is to be created by a series of selections among equally probable choices. Ashbery's poetry has been characterized by resistance to the interpretive system of meaning. But the resistance itself, as I will argue, can be an effective medium of communication as the communicated message is not simply transmitted but 'selected' and thus created by the reader. In Ashbery's poetry, disruptive 'noise' elements can be processed as constructive information. What is normally considered a hindrance or noise can be reversed and added to the information. In Ashbery's poems, random ambiguities or noises can be effectively integrated into the final structure of meaning. Such a stochastic sense of information transfer has been embodied in Ashbery's idea of creating a network of verbal elements in his poetry, analogous to the interconnecting web of hypertext, the most dynamic medium 'information technology' has brought to us. John Ashbery, whose poems are simultaneously incomprehensible and intelligent, employs ambiguities or noise in his poetry, with an attempt to reach through linear language to express nonlinear realities. It is therefore my intention to examine Ashbery's poetics of difficulty, from a perspective of communication transmission, using the theories of information technology and the principles of hypertext theory. Ashbery's poetry raises precisely the problem confronted in the era of communication and information technology. The paper will also show how his aesthetics of difficulty reflects the culture of our uncertain times with overflowing information. With his difficult enigmatic poems, Ashbery was able to move ahead of the technological advances of his time to propose a new way of perceiving the world and life.

The Contrast between Traditional Printed Text and Hypertext Reading Comprehension (전통 인쇄텍스트와 하이퍼텍스트 독해력 비교)

  • Hong, Sung-Ryong
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.537-542
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    • 2009
  • The constraints of printed text have been lifted through developments in computer technology which has been identified as a revolutionary force. Hypertexts can be simply defined as electronic text that is found online, in a non-linear manner. In contrast to traditional printed texts, electronic writing depends upon an emergent technology, which is still subject to transformation. Unfortunately more research is needed on the experiences readers have when reading documents in hypertext formats for the purpose of knowledge retention. This study is to research the contrast between the traditional printed texts and hypertexts. Other areas where the literature has been relatively silent will be explored such as the experiences subjects have in reading hypertexts, and printed texts. It was clearly founded that the format of text does significantly influence the recall comprehension level of readers in the Printed Text and Hypertext Groups.

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The Study of the Correlation Between Image and Text in the Present Cultural Conditions (문화현상에 따른 그림과 글의 소통과 변화 현상)

  • Lee Soon-Goo
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.105-110
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    • 2005
  • Painting and writing are exceedingly different in the way they are visually express. However, if one were to trace the roots of both painting and writing, one would discover the two have the same origins. At one time, both painting and writing fulfilled the function portraying mutual or reciprocal messages to the masses. On the other hand, after the time of medieval manuscript and typography, they were separated completely into image and text. Today, the images are interpreted into the text. Meanwhile, the text better communicates its ideas to the masses through additional support of the simultaneous image. The joint use of the shaping of mutual exchanges between literature and visual art is being enlivened between scholars through their tendency to converse or communicate through the media. Moreover, the visual configuration and characters that strike into the new media are one of the various uses and the significantly important methods of deliberative communication that are necessary for hypertext functioning. In the following text, I will expande and develope the historical communication scheme and the process of modification of painting and writing, lead the origination of modern new-pictograph.

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Cloud Security and Privacy: SAAS, PAAS, and IAAS

  • Bokhari Nabil;Jose Javier Martinez Herraiz
    • International Journal of Computer Science & Network Security
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    • v.24 no.3
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    • pp.23-28
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    • 2024
  • The multi-tenancy and high scalability of the cloud have inspired businesses and organizations across various sectors to adopt and deploy cloud computing. Cloud computing provides cost-effective, reliable, and convenient access to pooled resources, including storage, servers, and networking. Cloud service models, SaaS, PaaS, and IaaS, enable organizations, developers, and end users to access resources, develop and deploy applications, and provide access to pooled computing infrastructure. Despite the benefits, cloud service models are vulnerable to multiple security and privacy attacks and threats. The SaaS layer is on top of the PaaS, and the IaaS is the bottom layer of the model. The software is hosted by a platform offered as a service through an infrastructure provided by a cloud computing provider. The Hypertext Transfer Protocol (HTTP) delivers cloud-based apps through a web browser. The stateless nature of HTTP facilitates session hijacking and related attacks. The Open Web Applications Security Project identifies web apps' most critical security risks as SQL injections, cross-site scripting, sensitive data leakage, lack of functional access control, and broken authentication. The systematic literature review reveals that data security, application-level security, and authentication are the primary security threats in the SaaS model. The recommended solutions to enhance security in SaaS include Elliptic-curve cryptography and Identity-based encryption. Integration and security challenges in PaaS and IaaS can be effectively addressed using well-defined APIs, implementing Service Level Agreements (SLAs), and standard syntax for cloud provisioning.

Using Web as CAI in the Classroom of Information Age (정보화시대를 대비한 CAI로서의 Web 활용)

  • Lee, Kwang-Hi
    • Journal of The Korean Association of Information Education
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    • v.1 no.1
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    • pp.38-48
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    • 1997
  • This study is an attempt to present a usage of the Web as CAI in the classroom and to give a direction to the future education in the face of information age. Characteristcs of information society, current curriculum, educational and teacher education are first analyzed in this article. The features of internet and 'Web are then summarized to present benefits of usage in the classroom as a CAI tool. The literature shows several characteristics of information society as follows : a technological computer, a provision and sharing of information, multi functional society, a participative democracy', an autonomy, a time value..A problem solving and 4 Cs(e.g., cooperation, copying, communication, creativity) are newly needed in this learning environment. The Internet is a large collection of networks that are tied together so that users can share their vast resources, a wealth of information, and give a key to a successful, efficient. individual study over a time and space. The 'Web increases an academic achievement, a creativity, a problem solving, a cognitive thinking, and a learner's motivation through an easy access to : documents available on the Internet, files containing programs, pictures, movies, and sounds from an FTP site, Usenet newsgroups, WAIS seraches, computers accessible through telnet, hypertext document, Java applets and other multimedia browser enhancements, and much more, In the Web browser will be our primary tool in searching for information on the Internet in this information age.

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