• Title/Summary/Keyword: interactive technology

Search Result 1,240, Processing Time 0.033 seconds

A Practical Approach to Implement QoS in Broadband Access Networks (광대역 접속망에서 QoS 구현을 위한 현실적 접근법)

  • Park Seung-Chul
    • Journal of KIISE:Information Networking
    • /
    • v.33 no.3
    • /
    • pp.277-287
    • /
    • 2006
  • Most of the existing broadband access networks based on DSL, cable modem, and Ethernet support the best-effort internet access service, and adopt the flat rate pricing mechanism. It is almost impossible to provide the differentiated communication services, in current broadband access networks, for the different users and/or the different application services. Currently, however, the advances in multimedia, communication, and security technologies push the interactive and/or streaming multimedia services and VPN services to be widely deployed over Internet, and they require more QoS-sensitive services than the best-effort service. Though various QoS technologies such as RSVP-based IntServ and DiffSern were already developed and under standardization in Internet world, it is impractical to replace the existing QoS-unaware access networks with the QoS-enabled ones at a time to deploy QoS-sensitive services. In this paper, after analyzing current broadband access network architectures and the status of QoS support, we propose a practical approach to support multimedia QoS in the broadband access networks. The approach will be based on the integration of the differentiated pricing and the DiffServ technology. And it will be a step-wise approach to support backward compatibility with the legacy broadband access networks as much as possible.

Fabrication of Face Molds and Silicone Masks using 3D Printing (3D 프린팅을 이용한 얼굴 몰드 및 실리콘 마스크 제작)

  • Choi, Yea-Jun;Shin, Il-Kyu;Choi, Kanghyun;Choi, Soo-Mi
    • Journal of KIISE
    • /
    • v.43 no.5
    • /
    • pp.516-523
    • /
    • 2016
  • For old-age makeups, makeup artists first make a mold cast of an actor's face using plaster and then sculpt wrinkles in clay on the plaster mold. After finishing the clay sculpture, its negative plaster mold is fabricated and silicone skin patches are finally made for application to the actor's face. This process takes a few days and is tedious for actors and makeup artists. With recent advances in 3D printing and scanning technology, it is becoming easier to scan and fabricate 3D faces. This paper presents a new pipeline composed of facial scanning, interactive wrinkle modeling, and mold printing stages to easily and efficiently fabricate silicone masks for old-age makeups without the use of plaster and clay. An intuitive sketch interface based on a normal map is proposed for the creation of wrinkles in real time, even with a high-resolution face model. Then the geometry of the final wrinkles is reconstructed using a depth map and the negative mold of the wrinkled face is printed. We also show that the presented pipeline can fabricate a silicone mask more conveniently than the traditional one that consists of pouring silicone into the prepared negative mold and then overlapping the mold with the original positive one.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
    • /
    • v.50 no.4
    • /
    • pp.429-467
    • /
    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

A Study on The New Conceptual Faucet Design to Which Flow-meter is attached (유량 측정기기 부착 수전금구 디자인에 관한 연구)

  • 박성룡
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.351-362
    • /
    • 2004
  • Generally, they respond to a phenomenon, with their any way, which they have looked at in their surroundings, and also put into their action successively and variously according as what it is. A person who has not so much problems in experiential education added to mental and physical ability prefers controlling his manner by himself as seeing, listening and feeling to being cured it by other physical support. Meanwhile, even though there are tools that we use conveniently in everyday life, it is sometimes required that user is able to control his action by himself with a certain interactive function to deal with a accidental situation. For example, in the home, when they were cooking, washing dishes and taking a bath they would not often control their minds on how to act about flowing water through the faucet going back and forth between saving and easygoing. By reasons of those statements, the project has been studied to propose the new conceptual faucet which digital technology is applied to, for recognizing the volume of water flowed through water pipe as counting it with built-in flow meter, and then saving water as controling the water-flow with faucet lever. It means that homemakers can observe the flow rate of water from the faucet placed in front of the sink in kitchen and control it right away for saving water. For studying this project, the kinds and features of the various flow-meters that measure the volume of water-flow were researched and analyzed for taking a reasonable type to the new ideal faucet. According to this analyzing, turbine-flow-meter was selected as appropriate form for the digital display-built-in faucet that would be presented in this project. As the next step, the basic structure was created for developing a new conceptual faucet. Finally two models have been presented through several steps for making the suitable shape to the new style faucet.

  • PDF

A Comparative Study of Mathematics Textbook Between 2009 Revised Curriculum and IB Diploma Program - The case of high school Algebra - (2009 개정 수학교육과정과 IBDP 수학과 교육과정에서의 교과서 비교 연구 - 고등학교 대수 영역을 중심으로 -)

  • Yang, Hyun Ju;Choa, Jun Soo;Choe, Seung Hyun
    • Communications of Mathematical Education
    • /
    • v.29 no.3
    • /
    • pp.391-421
    • /
    • 2015
  • The scientific technology developed rapidly and the internet became more popular, also, the world became interactive with one another and the word 'Global' became popular and built a new paradigm. As the development of the society, the ideal criteria for the competent student changed. Consequently, the attention for the globalized education increased. From the points of view of mathematical education, it became a important task to be prepared for international competitiveness for korean talented students. For theses reasons, this article analyzes the characteristics of IBDP and its textbook, which is an international official curriculum and one of the actualizing method for internalization Korean high school curriculum and text book, specifically, focusing on algebra part. Especially, Korean curriculum textbooks and the Mathematical Higher Level textbooks of IBDP was compared and analyzed. As a result, the depth and range of the content, standard level of the question, methods being used to explain the concept, type of questions as well as teaching - learning method were analyzed and in each chapter of the algebra we give meaningful result and proposed discussion.

Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.12
    • /
    • pp.48-61
    • /
    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

A Study on Shot Segmentation and Indexing of Language Education Videos by Content-based Visual Feature Analysis (교육용 어학 영상의 내용 기반 특징 분석에 의한 샷 구분 및 색인에 대한 연구)

  • Han, Heejun
    • Journal of the Korean Society for information Management
    • /
    • v.34 no.1
    • /
    • pp.219-239
    • /
    • 2017
  • As IT technology develops rapidly and the personal dissemination of smart devices increases, video material is especially used as a medium of information transmission among audiovisual materials. Video as an information service content has become an indispensable element, and it has been used in various ways such as unidirectional delivery through TV, interactive service through the Internet, and audiovisual library borrowing. Especially, in the Internet environment, the information provider tries to reduce the effort and cost for the processing of the provided information in view of the video service through the smart device. In addition, users want to utilize only the desired parts because of the burden on excessive network usage, time and space constraints. Therefore, it is necessary to enhance the usability of the video by automatically classifying, summarizing, and indexing similar parts of the contents. In this paper, we propose a method of automatically segmenting the shots that make up videos by analyzing the contents and characteristics of language education videos and indexing the detailed contents information of the linguistic videos by combining visual features. The accuracy of the semantic based shot segmentation is high, and it can be effectively applied to the summary service of language education videos.

Cluster Topology Algorithm for Efficient Data Transmission in Wireless Body Area Network based on Mobile Sink (WBAN 환경에서 효율적인 데이터 전송을 위한 모바일 싱크기반의 클러스터 토폴로지 알고리즘)

  • Lee, Jun-Hyuk
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.49 no.12
    • /
    • pp.56-63
    • /
    • 2012
  • The WBAN technology means a short distance wireless network which provides each device interactive communication by connecting devices inside and outside of body. Standardization on the physical layer, data link layer, network layer and application layer is in progress by IEEE 802.15.6 TG BAN. Wireless body area network is usually configured in energy efficient using sensor and zigbee device due to the power limitation and the characteristics of human body. Wireless sensor network consist of sensor field and sink node. Sensor field are composed a lot of sensor node and sink node collect sensing data. Wireless sensor network has capacity of the self constitution by protocol where placed in large area without fixed position. Mobile sink node distribute energy consumption therefore network life time was increased than fixed sink node. The energy efficient is important matter in wireless body area network because energy resource was limited on sensor node. In this paper we proposed cluster topology algorithm for efficient data transmission in wireless body area network based mobile sink. The proposed algorithm show good performance under the advantage of grid routing protocol and TDMA scheduling that minimized overlap area on cluster and reduced amount of data on cluster header in error prone wireless sensor network based on mobile sink.

Development of a user-friendly information system for river water quality using Web GIS (Web GIS를 이용한 수요자 중심의 하천수질 정보시스템 구현)

  • 엄정섭;신소은
    • Spatial Information Research
    • /
    • v.10 no.1
    • /
    • pp.45-59
    • /
    • 2002
  • The author argues that the current Government Information System for river water quality appears to be non-user friendly due to lack of the cartographic representation for the field monitoring data. Acknowledging these constraints, an operational, user-friendly information system has been developed by combining Internet technology with GIS. A digital map for water quality has been generated by overlaying monitoring data on existing cartographic data such as road, topography and administrative boundary etc. A user interface was designed to address the need to querry the large spatial databases by non-GIS and non-environmental experts. The system has been checked experimentally and enabled the users to querry data required simply. And detailed visual maps for water quality can be generated over large areas quickly and easily. A visual mapping system for water quality was developed by reframing the monitoring data as graphic symbols and it was ideally suited to exploring area-wide water quality at a user-friendly manner due to extensibility and scalability along the various survey points. This system based on Web GIS could be accessed anywhere if internet is available. It would play a crucial role in improving the quality of public information service if it is operationally introduced into the Government since the highly user-friendly interface provides a completely new means for disseminating information far water pollution in a visual and interactive manner to the general public.

  • PDF

Effects of Self-efficacy on Job Embeddedness, Innovation Behaviors, and Organizational Citizenship Behavior - the Moderating Effect Worked Mainly in the Form- (자기효능감이 직무착근도, 혁신행동과 조직구성원 행동에 미치는 영향 -근무형태에 따른 조절효과 중심으로-)

  • Hong, Hyun-Kyong;Chung, Kyoo-Yup;Kim, Won-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.5
    • /
    • pp.415-430
    • /
    • 2012
  • Under fastly moving businese circumstance, it is very important to retain par excellence human resource and innovation. The purpose of this study is to find out casual relationship among self-efficacy, job embeddedness, innovative behavior, and organizational citizenship behavior, which is dependent variable. With the help of information technology. To verify hypotheses such statistical analyses as factor analysis, reliability test, and path analysis by AMOS 18.0. The population of this study is employees of super deluxe hotels in korea and they are divided into two categories such as front-of-the-house and back-of-the-house respectively with same numbers. In case of mutual relationship between self-efficacy and innovative behavior, self-control and task difficultness factors significantly influence innovative behavior in case of front-of-the house employees and vice-versa in those of back-of-the-house. In case of interactive relationship between self-efficacy and organizational citizenship behavior, slightly different results are revealed between front-and back-of-the-house employees, employees, i.e. all factors are significantly related in former but not in latter.