• Title/Summary/Keyword: object features

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The Usage of Modern Information Technologies for Conducting Effective Monitoring of Quality in Higher Education

  • Oseredchuk, Olga;Nikolenko, Lyudmyla;Dolynnyi, Serhii;Ordatii, Nataliia;Sytnik, Tetiana;Stratan-Artyshkova, Tatiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.1
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    • pp.113-120
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    • 2022
  • Information technologies in higher education are the basis for solving the tasks set by monitoring the quality of higher education. The directions of aplying information technologies which are used the most nowadays have been listed. The issues that should be addressed by monitoring the quality of higher education with the use of information technology have been listed. The functional basis for building a monitoring system is the cyclical stages: Observation; Orientation; Decision; Action. The monitoring system's considered cyclicity ensures that the concept of independent functioning of the monitoring system's subsystems is implemented.. It also ensures real-time task execution and information availability for all levels of the system's hierarchy of vertical and horizontal links, with the ability to restrict access. The educational branch uses information and computer technologies to monitor research results, which are realized in: scientific, reference, and educational output; electronic resources; state standards of education; analytical materials; materials for state reports; expert inferences on current issues of education and science; normative legal documents; state and sectoral programs; conference recommendations; informational, bibliographic, abstract, review publications; digests. The quality of Ukrainian scientists' scientific work is measured using a variety of bibliographic markers. The most common is the citation index. In order to carry out high-quality systematization of information and computer monitoring technologies, the classification has been carried out on the basis of certain features: (processual support for implementation by publishing, distributing and using the results of research work). The advantages and disadvantages of using web-based resources and services as information technology tools have been discussed. A set of indicators disclosed in the article evaluates the effectiveness of any means or method of observation and control over the object of monitoring. The use of information technology for monitoring and evaluating higher education is feasible and widespread in Ukrainian education, and it encourages the adoption of e-learning. The functional elements that stand out in the information-analytical monitoring system have been disclosed.

Research on the Creative Style of DreamWorks' Animated Film Script (드림웍스 애니메이션 영화 시나리오의 창작 스타일에 관한 연구)

  • Yan, Liu
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.97-106
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    • 2020
  • The mainstream of cinema animated film in today's world is the animated film produced by film companies such as Disney, DreamWorks, and 20th Century Fox. These animated films are influenced by Hollywood blockbusters, high cost, and big-budget, which have brought a gorgeous and splendid audio-visual feast to the global audience. DreamWorks Studios founded in 1994 has become noted in just over ten years. It has produced many high-quality animated works which are well-known all over the world. This achievement is no doubt inseparable from its superior external animation industry environment, and benefited from the American animation industry which commercially operated for almost 100 years. However, in addition to these external environmental factors, DreamWorks' achievements have also come from the extraordinary and superior creation of the animated film scripts, strong narrative script ensures the logic and appeal of animated films. This article takes Kung Fu Panda series, Shrek series, The Prince of Egypt, The Croods, Chicken Run, Megamind and other representative films produced by DreamWorks as key analysis object, using Jean Baudrillard's simulation and imaging theory, Syd Field's screenwriting skills, and Hegel's aesthetic point of view, explores the Creative Style of DreamWorks' Animated Film Script which contains the following four aspects. The script is exaggerated and novel, and the subject matter is rich and targeted. The script creation is very imaginative and can fully express the visual beauty. The structure of the story is well controlled, the space comes from reality but full of imagination. The characters have distinctive personality and the dialogue is moderated but forceful.

Development of a Web-based Presentation Attitude Correction Program Centered on Analyzing Facial Features of Videos through Coordinate Calculation (좌표계산을 통해 동영상의 안면 특징점 분석을 중심으로 한 웹 기반 발표 태도 교정 프로그램 개발)

  • Kwon, Kihyeon;An, Suho;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.10-21
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    • 2022
  • In order to improve formal presentation attitudes such as presentation of job interviews and presentation of project results at the company, there are few automated methods other than observation by colleagues or professors. In previous studies, it was reported that the speaker's stable speech and gaze processing affect the delivery power in the presentation. Also, there are studies that show that proper feedback on one's presentation has the effect of increasing the presenter's ability to present. In this paper, considering the positive aspects of correction, we developed a program that intelligently corrects the wrong presentation habits and attitudes of college students through facial analysis of videos and analyzed the proposed program's performance. The proposed program was developed through web-based verification of the use of redundant words and facial recognition and textualization of the presentation contents. To this end, an artificial intelligence model for classification was developed, and after extracting the video object, facial feature points were recognized based on the coordinates. Then, using 4000 facial data, the performance of the algorithm in this paper was compared and analyzed with the case of facial recognition using a Teachable Machine. Use the program to help presenters by correcting their presentation attitude.

A Study on Chinese Character Expressions of Dynamic Poster Design Based on Kinetic Typography Principle - Focused on '24 Solar Terms' Theme Poster - (키네틱 타이포그래피 원리에 기반을 둔 다이나믹 포스터 디자인의 한자 표현방식에 관한 연구 - '24절기' 테마 포스터를 중심으로 -)

  • Chu, Ziyi;Park, Yong-Jin
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.195-212
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    • 2022
  • Based on the kinetic typography principle and the structure features of Chinese characters, this study took the Chinese'24 solar terms' theme dynamic poster as the research object, explored the visual expression of dynamic Chinese characters, and tried to summarize the visual expression law of Chinese characters in dynamic poster design. It can be found that, there could be 6 different types of Chinese character expressions in the 24 solar terms poster design. Among them, 'Drawing' design method has the meaning of text structure and form expression, and 'Assembling' design method has the meaning of text stroke and texture association, also, 'Forming' design method bring its meaning through stroke deformation, 'Transforming' design method conveys the content through text disintegration, 'Replacing' design method mainly bring the meaning through simulation, while 'Rotation' design method always express through visual three-dimensional and space. Finally, the findings could not only provide analytical logic and methods for the expression of Chinese characters in dynamic poster design, but also fill the lack of formative research on dynamic Chinese characters, which hopefully provide basic information for the research related to dynamic Chinese character structure, as well as the dynamic poster designers.

Image Retrieval: Access and Use in Information Overload (이미지 검색: 정보과다 환경에서의 접근과 이용)

  • Park, Minsoo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.703-708
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    • 2022
  • Tables and figures in academic literature contain important and valuable information. Tables and figures represent the essence of the refined study, which is the closest to the raw dataset. If so, can researchers easily access and utilize these image data through the search system? In this study, we try to identify user perceptions and needs for image data through user and case studies. Through this study we also explore expected effects and utilizations of image search systems. It was found that the majority of researchers prefer a system that combines table and figure indexing functions with traditional search functions. They valued the provision of an advanced search function that would allow them to limit their searches to specific object types (pictures and tables). Overall, researchers discovered many potential uses of the system for indexing tables and figures. It has been shown to be helpful in finding special types of information for teaching, presentation, research and learning. It should be also noticed that the usefulness of these systems is highest when features are integrated into existing systems, seamlessly link to fulltexts, and include high-quality images with full captions. Expected effects and utilizations for user-centered image search systems are also discussed.

Design of an Intellectual Smart Mirror Appication helping Face Makeup (얼굴 메이크업을 도와주는 지능형 스마트 거울 앱의설계)

  • Oh, Sun Jin;Lee, Yoon Suk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.497-502
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    • 2022
  • Information delivery among young generation has a distinct tendency to prefer visual to text as means of information distribution and sharing recently, and it is natural to distribute information through Youtube or one-man broadcasting on Internet. That is, young generation usually get their information through this kind of distribution procedure. Many young generation are also drastic and more aggressive for decorating themselves very uniquely. It tends to create personal characteristics freely through drastic expression and attempt of face makeup, hair styling and fashion coordination without distinction of sex. Especially, face makeup becomes an object of major concern among males nowadays, and female of course, then it is the major means to express their personality. In this study, to meet the demands of the times, we design and implement the intellectual smart mirror application that efficiently retrieves and recommends the related videos among Youtube or one-man broadcastings produced by famous professional makeup artists to implement the face makeup congruous with our face shape, hair color & style, skin tone, fashion color & style in order to create the face makeup that represent our characteristics. We also introduce the AI technique to provide optimal solution based on the learning of user's search patterns and facial features, and finally provide the detailed makeup face images to give the chance to get the makeup skill stage by stage.

A Study on the Satirical Content Plot of an Absurd Play - Focused on Lee Keun-sam's Play - (부조리극의 풍자적 콘텐츠 플롯 연구 - 이근삼 희곡 <원고지>를 중심으로 -)

  • Son, Dae-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.73-82
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    • 2019
  • The satirical content of the absurd play, centered on Lee Keun-sam's play, represents the family image of a modern capitalist society where only duty is emphasized while the characters are lost in love with the family. They show humans becoming subordinate to economic logic as traditional relationships and family relationships change into material ones due to the rapid development of the economy. The narrator expresses the roles of the performer and the narrator together. It also presents the plot as a characteristic element of epic and absurd dramas, and directs actors as directors. It also foretells the events that will take place in the future, presents the inner consciousness of the characters in the play, and reduces and expands events and times. In terms of conflict, in order to fulfill the financial responsibility of their children, the professor translates them like a machine and the wife distributes the money they earn as they demand. The middle-aged professor and his wife are not willing to make a difference in the real world, so specific conflicts are not revealed. Therefore, no concrete conflict appears within this work. The plot of consisted of 22 epicentre compartments, consisting of a time frame from evening to the next morning. And no special events happen and show only one family's daily life. In addition, materials that show simple repetition of daily life such as newspapers, rice, birthdays, etc. are effectively showing the character of absurdity through repeated structure. The linguistic features of the absurd play focus on expressing anxiety, despair, fantasy and the sense of loss that the object's purpose has disappeared. The stage system avoids detailed portrayals of naturalist plays and creates a thoroughly simplified image that the theme of the play demands, which shows that the stage unit is also an important element that characterizes the absurdity of reflexes.

A Study on Practical Implications in the Contract for International Transfer of Technology -Focused on Character of the Technology compared with Goods- (국제기술이전계약 체결시 실무상 유의점에 관한 연구 - 물품과 비교하여 기술이 가지는 성격을 중심으로 -)

  • Jeong, Hee-Jin
    • Korea Trade Review
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    • v.42 no.1
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    • pp.27-45
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    • 2017
  • A new phenomenon in recent trade is the rising interest in the trade of product production and manufacturing methods themselves, unlike in the past, when the interest was focused on the trade of tangible goods. That is, technology is considered as the object of trade instead of a simple element of production as "technology itself is commercialized". The broad meaning of technology encompasses all the property of knowledge with economic value. Its narrow meaning refers to technology used to produce and manufacture goods. Technologies have features such as no forms, heterogeneity, accumulation of value and extinction of right. The trade of technology commands different styles and content from that of tangible goods due to their unique characteristics; and accordingly, has various risk factors. In other words, technology can be traded in various ways according to commercial objectives including licensing, technical partnership, and joint investment in addition to general trading. The specific forms of technology transfer strategies depend on the purposes and situations between corporations. In case of technical trade with any form, the parties should be cautious about the following practical aspects: First, the contract should clearly define the scope and transfer method of technology. It is a very important matter how the provider of technology will provide the user of technology with abstract technology with no substantiality. Second, a monopoly on technology recognized as intellectual property rights is granted to their inventors for some periods of time, but anyone can have access to that technology after the term of existence. Thus, it is important to check the terms of existence of a patent as well as the terms of contract. Third, the user of technology should fulfill his confidentiality obligation to prevent the technology of the provider from being leaked to a third party unjustly. Fourth, the provider of technology should make a contribution to the successful implementation of the technology by the user as well as provide the licensed technology. Finally, a model contract is recommended to minimizing the legal hiatus of complex technology transfer trade when concluding a contract.

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Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

An Analysis of Eye Movement in Observation According to University Students' Cognitive Style (대학생들의 인지양식에 따른 관찰에서의 안구 운동 분석)

  • Lim, Sung-Man;Choi, Hyun-Dong;Yang, Il-Ho;Jeong, Mi-Yeon
    • Journal of The Korean Association For Science Education
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    • v.33 no.4
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    • pp.778-793
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    • 2013
  • The purpose of this study is to analyze observation characteristics through eye movement according to cognitive styles. To do this, we developed observation tasks that show the differences between wholistic cognitive style group and analytic cognitive style group, measured eye movement of university students with different cognitive styles after being given an observation task. The difference between two cognitive style groups is confirmed by analysing gathered statistics and visualization data. The findings of this study are as follows: First, to compare fixation time and frequency, we compared the average value of total time used in the observation task by the wholistic cognitive style group and analytic cognitive style group. The numbers of Fixation (total) and number of Fixations (30s), is based on the fact that the wholistic cognitive style group has more numbers of fixation (Total) and number of fixations (30s) means the wholistic cognitive style group can observe more points or overall features than the analytic cognitive style group, in contrast, the analytic cognitive style group tend to focus on a particular detail, and observe less numbers of points. Second, to compare observation object and area by cognitive style, the outcome of analysing visualization data shows that wholistic cognitive style group observes the surrounding environment of spider and web on a wider area, on the other hand, the analytic cognitive style group observes by focusing on the spider itself. Through the result of this study, there are differences in observation time, frequency, object, area, and ratio from the two cognitive styles. It also shows the reason why each student has varied outcome, from the difference of information following their cognitive styles, and the result of this study helps to figure out and give direction as to what observation fulfillment is more suitable for each student.