• Title/Summary/Keyword: language of science

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A Study on the Hangul Syllables of Unicode System considering Data Transmission Efficiency (데이터전송효율을 고려한 유니코드의 한글글자마디에 대한 연구)

  • Hong, Wan-Pyo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.1
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    • pp.39-46
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    • 2015
  • The paper studied possibility of improvement of efficient of data processing in the line coder when Hangul syllables in Unicode system is used for the source code. The scrambling in the line coder is to solve the problem happened due to the source code. The study is based on the HDB-3 scrambling method in ITU-T standards that is applied to AMI line coder. The referred data of Hangul syllables and its use frequency which are required to analysis was used the data extracted from the source data of the National Korean Language Institute. According to the analysis, the average 24% scrambling was generated in source code of Hangul syllables in Unicode system. When the referred Hangul syllables was applied to Unicode system, the average 27% scrambling was producted. Total 8,924ea Hangul syllables in 11,172ea Hangul syllables in Unicode system were not scrambled. Therefore the referred Hangul syllables 1,540ea were accepted in the unscrambled code areas. As a result, the existing Unicode Hangul syllable codes can't prevent the scrambling, but it is possible to completely remove the 27% scrambling with new source coding system. And then, it can be improved the data processing efficient upto minimum 27% in line coder by software in presentation layer instead of physical layer.

Study on the Emotional Response of VR Contents Based on Photorealism: Focusing on 360 Product Image (실사 기반 VR 콘텐츠의 감성 반응 연구: 360 제품 이미지를 중심으로)

  • Sim, Hyun-Jun;Noh, Yeon-Sook
    • Science of Emotion and Sensibility
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    • v.23 no.2
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    • pp.75-88
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    • 2020
  • Given the development of information technology, various methods for efficient information delivery have been constructed as the method of delivering product information moves from offline and 2D to online and 3D. These attempts not only are about delivering product information in an online space where no real product exists but also play a crucial role in diversifying and revitalizing online shopping by providing virtual experiences to consumers. 360 product image is a photorealistic VR that allows a subject to be rotated and photographed to view objects in three dimensions. 360 product image has also attracted considerable attention considering that it can deliver richer information about an object compared with the existing still image photography. 360 product image is influenced by divergent production factors, and accordingly, a difference emerges in the responses of users. However, as the history of technology is short, related research is also insufficient. Therefore, this study aimed to grasp the responses of users, which vary depending on the type of products and the number of source images in the 360 product image process. To this end, a representative product among the product groups that can be frequently found in online shopping malls was selected to produce a 360 product image and experiment with 75 users. The emotional responses to the 360 product image were analyzed through an experimental questionnaire to which the semantic classification method was applied. The results of this study could be used as basic data to understand and grasp the sensitivity of consumers to 360 product image.

Advertisement Criticism through Audience Response and Communication Efficacy - focused on KT&G TV-CM text - (수용자 반응 중심의 광고비평과 커뮤니케이션 실효성 - KT&G TV광고 텍스트를 중심으로 -)

  • Lee, Hyun-Woo
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.233-242
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    • 2006
  • The purpose of this study is to investigate communication efficacy of advertisement text through audience responses. This study approached qualitatively to KT&G TV commercials. The research proceeded as follows: First, as background theory, studies on audience focusing advertisement criticism and the interpretation of advertising texts were reviewed. Secondly, the characteristics of the audiences of the advertisements, analyzed through in-depth individual interviews as well as group interviews, were incorporated into a broad theme and then divided into different dimensions. Finally, the audiences' decoding code and critic reponses in reading ambiguous advertising texts, and the interrelationship between strategic ambiguity were discussed under a unified model. The major findings of this study are as follows: In interpreting the ambiguous advertising texts, the audiences use various decoding codes such as language, visuals, technology and rhetoric, and various critic responses such as linguistic, macroscopic, schematic, non-verbal and socio-cultural factors, in quite comprehensive manner. Also, it was shown that audiences make use of different decoding strategies in terms of their recognition, reliability, emotional attitude, and behavior. It can therefore be concluded that the strategic ambiguity has its limit in explaining its effectiveness in the entire dimensions of recognition, emotional attitude, and behavior, in the sense that the strategic ambiguity is most effective in recognition while it invokes more negativity in the behavioral dimension. Finally, this empirical study, focusing on qualitative analyses, may have its limit as well; however, deeper statistic-qualitative studies in the future could compensate for it.

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A Study on Modeling Instruction And Training Program for Korean Private Security Guard (한국 민간경호원 교육프로그램 방향에 관한 연구)

  • Lee, Sang-Chul;Shin, Sang-Min
    • Korean Security Journal
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    • no.9
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    • pp.201-235
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    • 2005
  • This study is designed to contribute for development of Private Security Business by fact-finding in instruction and training of private security guard serviced in this realm and domestic and foreign guard service and modeling effective and rational instruction and training program based on drawn problem. For this study, basically I collected and analyzed documents, theses, and papers of the inside and outside of the country. For practical use of data, I used materials of private security related institutes and police agency. And for private security educating training programs of the inside and outside of the country, I collected materials on internet, and with the help of police agency and interpol. For korean private security company's educating training programs, I made a study with the interview of private security company's businessmen. This study's conclusion is as follows. In a domestic private security enterprise, when set theory instruction minimize instruction and training program and must set up instruction and training program as practical affairs center enemy instruction, and theory instruction must be composed for instruction me that it is connected to practical affairs instruction too. The instruction course of private security guard instruction and training program composed with a security outline, a security plan, an information-gathering, civilian expenses, a security way, terror and terrorism, a related law, security trial, electronic security, a security analysis technique, company introduction, instruction and training program about a professional tube with theory instruction. Practical affairs instruction composed with the selection and a preventive security, close contact attendance security, vehicle security, security driving the security martial arts and self-protection liquor, first aid, security equipment, a gun and shooting, a security protocol, customer satisfaction, facilities security and expenses, a fire fighting instruction, teamwork training, explosive and a dangerous substance, physical strength, a documentation practical affairs, service, instruction and training program about foreigh language instruction.

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TYME: Interactive Typography for a poetic expression in Multimedia Environment (TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피)

  • Hwang, Sh-Mong
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.27-32
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    • 2006
  • TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.

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A Comparative Study on the Perception of Actual Utilization of Smart Devices and Development of Culinary Education Application - Focused on 4-year University Students Located in the Daejeon.Chungnam Areas - (스마트 기기 활용 실태와 조리실습교육 애플리케이션 개발에 대한 인식 비교 연구 - 대전.충남지역 4년제 대학생을 중심으로 -)

  • Kang, Keoung-Shim
    • Culinary science and hospitality research
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    • v.19 no.2
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    • pp.176-189
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    • 2013
  • This study has been conducted on 213 students in 4-year universities located in the regions of Daejeon and Chungnam in order to investigate a method to develop a smart device based culinary education application and the results and development method were as follows. First, the most often used smart device was a smart phone, which is used for over 5 hours a day and mainly used for SNS. Second, they utilized a smart device for language and major study during their spare time, wanted educational contents most and thought them useful for learning. Third, most of the students were positively aware of the necessity and learning effects of culinary education applications, and the response rate to utilize the application once a week was highest. Also, they hoped various recipes and simple cuisine and craftsman cooking. Therefore, the functions of SNS mostly often used by students should be added to promote interaction between teachers and students. And more contents should be made for students to use easily in moving or in their spare time. Furthermore, various videos of teaching and theoretical information should be included. And the applications focused on recipes and simple and craftsman cooking should be developed and uploaded on a school homepage and on popular portal sites so that students can easily utilize them.

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A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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Cognitive Characteristics and Learning Needs of Economically Disadvantaged Gifted Students (소외계층 영재학생의 인지특성과 학습요구)

  • Park, Minjung;Park, Jiyeon;Jeon, Dongryul;Lee, Kyung-Sook
    • Journal of Gifted/Talented Education
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    • v.26 no.1
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    • pp.1-20
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    • 2016
  • This study explored the cognitive characteristics and learning needs of economically disadvantaged gifted students. Gifted students(n=99), economically disadvantaged gifted students(n=43), and non-gifted students(n=50) participated in intelligence and creativity tests, and took self assessments of meta-cognition, epistemological beliefs, learning style preferences, and personal time usage. Superior abstract reasoning ability of economically disadvantaged gifted students was found because their scores on Raven's Test had risen rapidly compared to the other groups. Economically disadvantaged gifted students showed similar high scores as the gifted student on the Torrance Tests of Creativity Thinking-Figural, but not on Verbal. They were found to have a perception of the positive relationships among effort, learning abilities, and values of learning integrated knowledge with a general plan. However, they showed lower meta-cognitive control abilities than the gifted students in learning management and strategies, epistemological beliefs in value of rational operations, and time usage for learning. It is necessary to assign economically disadvantaged gifted students a task with various step by step methods of approach because these students prefer a new and creative task to difficult ones. Instruction plans such as developing language and meta-cognitive abilities and practical application of learning content was proposed.

A Study on the Educational Plan of Business Chinese Speaking by Using the Method of Storytelling and Role-play - Focused on Chinese Drama - (스토리텔링과 롤 플레이 기법을 통한 비즈니스 중국어 말하기 교육방안 탐색 - 드라마를 중심으로 -)

  • Li, Xiaohui;Li, Zhangpei;Park, Changun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.5
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    • pp.273-280
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    • 2019
  • The main purpose of this study is to reveal the educational value of the Chinese drama and present a concrete and feasible Chinese speaking teaching-learning programme targeted at intermediate level Chinese learners through storytelling and role-play. There is some advice for Chinese speaking teaching-learning by using Chinese dramas. Firstly, applying various techniques actively such as storytelling and role play, not only could it help to correct Chinese speaking pronunciation, but it could also help students to make up and express their ideas as free as possible. Secondly, it's necessary to accord with the teaching objectives of Chinese speaking, students' actual level and requirements to select Chinese dramas as Chinese speaking teaching-learning materials. Thirdly, it's noteworthy that teachers should select Chinese dramas with various genres or theme according to social development to promote the fun of class and maximize the educational value of Chinese dramas as teaching-learning materials.

A Study on the Abstraction of Movements Based on Laban's Space Theory "Choreutics" (라반의 공간조화이론 "코레우틱스(Choreutics)"를 활용한 움직임의 추상적 시각화 연구)

  • Kim, Hyeran;Lee, Sang Wook
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.371-381
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    • 2017
  • This paper presents a methodology for creating abstract animation based on the human movement theories originating from the work of dance theorist Rudolf von Laban. Laban Movement Analysis is a method and language for describing, visualizing, interpreting and documenting all varieties of human movement, and Choreutics is based on universal patterns of nature and of human as part of a universal design. Laban defines the space of movements in a profoundly dualistic way. Outwardly, his objective and scientific definitions provide a concrete base for generating human movements in computer graphics in terms of geometric and motion primitives such as points, lines, planes, polygons, linear and nonlinear movements. On the other hand, he also offers a system for understanding the subtle characteristics about the way a movement is dynamically done with respect to inner intention. Laban's interpretations of human motion can be utilized potentially in plastic arts and computer arts. Our work was inspired by those physical and psychological analyses and computer algorithms have been developed for creating abstract animation. We presented our computer animation works entitled "Choreography" in the exhibitions: a special section in "2015 Craft Trend Fair" and "Make Your Movement" held in the Korean Cultural Centre in UK, 2016. In this paper, we describe our ideas and methods for creating abstract object movements based on the Laban's motion representations.