• Title/Summary/Keyword: the interactivity

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Reengineering Template-Based Web Applications to Single Page AJAX Applications (단일 페이지 AJAX 애플리케이션을 위한 템플릿 기반 웹 애플리케이션 재공학 기법)

  • Oh, Jaewon;Choi, Hyeon Cheol;Lim, Seung Ho;Ahn, Woo Hyun
    • KIPS Transactions on Software and Data Engineering
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    • v.1 no.1
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    • pp.1-6
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    • 2012
  • Web pages in a template-based web application (TWA) are automatically populated using a template shared by the pages with contents specific to the pages. So users can easily obtain information guided by a consistent structure of the template. Reduced duplicated code helps to increase the level of maintainability as well. However, TWA still has the interaction problem of classic web applications that each time a user clicks a hyperlink a new page is loaded, although a partial update of the page is desirable. This paper proposes a reengineering technique to transform the multi-page structure of legacy Java-based TWA to a single page one with partial page refresh. In this approach, hyperlinks in HTML code are refactored to AJAX-enabled event handlers to achieve the single page structure. In addition, JSP and Servlet code is transformed in order not to send data unnecessary for the partial update. The new single page consists of individual components that are updateable independently when interacting with a user. Therefore, our approach can improve interactivity and responsiveness towards a user while reducing CPU and network usage. The measurement of our technique applied to a typical TWA shows that our technique improves the response time of user requests over the TWA in the range from 1 to 87%.

Extensibility of Visual Expression in Projection Mapping Installation Art; Focused on Examples and Projection Mapping Installation Artwork Domino (프로젝션맵핑 기반 영상 설치 미술의 시각적 표현 확장성 -사례 분석 및 작품 을 중심으로-)

  • Fang, Bin-Zhou;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.207-220
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    • 2021
  • Recent advances in new media for sensory experiences keep expanding visual expression methods in installation art such as projection mapping and virtual reality. Artists can create and develop visual expression techniques based on such new media. Projection mapping is a new medium that continues to add various possibilities to visual expression in media art. Under the projection mapping environment, artists can recompose the object or space with the digital content by projecting video onto three-dimensional surfaces in the space. This paper focuses on the process where visual expression with the projection mapping technology leads to viewers' sensory experience. To this end, "reproducibility," "dissemination," "virtuality," and "interactivity" of media were analyzed to describe the meaning and *definition of visual expression. Artworks are considered as an example to study visual expression techniques such as "repetition and overlap," "simulacrum and metaphor," and "displacement and conversion." I applied the analysis and created Domino, a projection mapping artwork, which helps the research on visual expression techniques that can lead to sensory experience the extensibility of visual expression.

ID-Based Proxy Re-encryption Scheme with Chosen-Ciphertext Security (CCA 안전성을 제공하는 ID기반 프락시 재암호화 기법)

  • Koo, Woo-Kwon;Hwang, Jung-Yeon;Kim, Hyoung-Joong;Lee, Dong-Hoon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.1
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    • pp.64-77
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    • 2009
  • A proxy re-encryption scheme allows Alice to temporarily delegate the decryption rights to Bob via a proxy. Alice gives the proxy a re-encryption key so that the proxy can convert a ciphertext for Alice into the ciphertext for Bob. Recently, ID-based proxy re-encryption schemes are receiving considerable attention for a variety of applications such as distributed storage, DRM, and email-forwarding system. And a non-interactive identity-based proxy re-encryption scheme was proposed for achieving CCA-security by Green and Ateniese. In the paper, we show that the identity-based proxy re-encryption scheme is unfortunately vulnerable to a collusion attack. The collusion of a proxy and a malicious user enables two parties to derive other honest users' private keys and thereby decrypt ciphertexts intended for only the honest user. To solve this problem, we propose two ID-based proxy re-encryption scheme schemes, which are proved secure under CPA and CCA in the random oracle model. For achieving CCA-security, we present self-authentication tag based on short signature. Important features of proposed scheme is that ciphertext structure is preserved after the ciphertext is re-encrypted. Therefore it does not lead to ciphertext expansion. And there is no limitation on the number of re-encryption.

A Study on the Psychological Factors and Environmental Factors Influencing of Game Leadership and Social Capital in Adolescent (청소년의 심리적·환경적 요인이 게임 리더십과 사회자본에 미치는 영향)

  • Yong, Hye-Ryeon;Kang, Ha-Na;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.509-519
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    • 2019
  • The size of the global game market, including Korea, is gradually expanding, there are about 80,000 people in the game industry in Korea, and it has maintained a steady increase. As the domestic game has become more influential, games have become a means of helping people to communicate with each other in everyday life. Despite these changes, There is a lack of positive perspectives such as game use and interpersonal interactivity or communication enhancement. Therefore, this study analyzed the correlation of psychological and environmental factors of adolescents, game leadership, and social capital in order to understand the positive effects of games. As a result of research, psychological factors such as social motivation, game efficacy, and game norms have a statistically significant effect on game leadership. Parental supervision has a negative effect on game leadership and a statistically influenced positive effect on social capital. Overprotective parenting has a negative effect on both game leadership and social capital. Finally, game leadership has a statistically influenced positive effect on social capital. This paper is meaningful in that the research on the positive aspect of the game was conducted for the adolescent.

Implications of the Sijung of Iching in modern network society (『주역(周易)』의 시중(時中) 사상이 현대 네트워크 사회에 갖는 함의)

  • Lee, Keun Yong
    • (The)Study of the Eastern Classic
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    • no.37
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    • pp.547-576
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    • 2009
  • Iching has been taught people wisdoms of Sijung since it appeared in oriental society thousands years ago. Sijung means each of us meets the change of the present situation reasonably and practices the timely truth. The current society we've been living is infra-structured by various kinds of visible or invisible networks. This society is called 'network society' which is characteristic of inter-connectivity, interactivity, and complexity, etc. This thesis is to study whether and how the wisdoms of Iching can be helpful for behaviors in network society. For this, the meaning of several hexagrams and the new paradigm of network society were reviewed. Then, which hexagrams give what wisdoms to individuals, organizations, and difficult situations in network society was discussed. In network society, individuals are surfing internet, meeting, chatting, and making groups to implement meaningful works. To these, some hexagrams give wisdoms such as the ethics of rightness, the virtue of the mean. Organizations in network society should rebuild and reform inner suborganizations, cooperate with other organizations including citizen alliances, competing firms, and government organs. To these, some hexagrams give wisdoms such as faithfulness, considerateness, and completeness. Other hexagrams give also wisdoms such as neighborhood, non-selfishness, and self-discipline, to difficult situations lack in communication in network society.

Relative Importance and Priority of Evaluation Elements in University Department Homepage Selection Process -with Special Reference to College Prep Students in Busan- (대학 학과홈페이지의 평가요소에 대한 상대적 중요도 분석 -부산지역 수험생들의 인식을 중심으로-)

  • Kang, Kyoung-Soo;Lee, Young-Woo;Lee, Kang-Hyuk;Lee, Young-Sook
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.488-498
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    • 2015
  • Form the observation that the successful management and operation of university websites brings about university branding effects, this paper attempts to identify the problems in relation to evaluation elements of university homepages and establish a new evaluation model that allows us to grasp the importance and priority of phased evaluation elements. In particular, we tried to secure the objectivity of the importance of department homepage evaluation elements by using AHP(Analytic Hierarchy Process). Our analysis shows that among 29 evaluation elements of department homepage, mobile service, curriculum, description of department's characteristics, guide to homepage usage/accessibility to site map and differentiated educational method were considered to be relatively important whereas the relative importance of department's slogan, differentiated image and identity, linkage to SNS, Q&A bulletin board, operation of department community, and FAQ was low. Based on the findings from our analysis, we present the basic foundation for successful management and operation of university department homepages along with a few suggestions for vitalizing those hompages.

A Study on the MOT of Household Telecommunication Services: The Effects of MOT Experience and Service Quality on Product Evaluations across Different Phases of the Product Life Cycle (국내 가구기반 통신서비스의 고객접점에 관한 연구: PLC단계별 접점경험과 서비스품질의 상대적 영향)

  • Son, Minhee;Han, Kyesook;Lim, Hyoyeol
    • Asia Marketing Journal
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    • v.11 no.3
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    • pp.91-124
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    • 2009
  • With the intensity of competition and the standardization of technical attributes in telecommunications service market increasing, differentiated activity and customer experience in service encounter is regarded as an important means for creating customer value, however, there is a dearth of good literature examining what MOT activity is composed of according to consumption chain, and how service quality of MOT has influenced customer performance. Especially there exist various services across different phase of Product life cycle(PLC) in household telecommunication service market, customer requirement for MOT might depend on whether its phase is introduction-growth stage or maturity-decline stage, the empirical study is completely lacking. This study classified household telecommunication services into two types by PLC, VOIP and IPTV as Introduction-growth stage services, Internet and PSTN as maturity-decline stage service, and investigated whether there exists a gap between service types in how consumer have experienced MOT, what they consider as important and the relative importance of quality dimension how service quality of MOT has influence on consumer performance. The empirical result from 858 participants shows that there is a difference in consumer experience and requirements across different phases of the PLC, tangibles and assurance are regarded as the most important service quality factors which have a positive influence on customer performance (consumer satisfaction, repurchase intention and word of mouth) at the introduction-growth stage, whereas, reliability, empathy and interactivity are at the maturity-decline stage. Finally, managerial implication is made, limitation is clarified and a direction for further studies is suggested.

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The Effects of Whole-task Sequencing Emphasis Manipulation on Expertise Acquisition in Web Based Complex Task (웹기반 복합적 과제에서 전체과제 계열화 강조변화 방법이 전문성 향상에 미치는 영향)

  • Kim, Kyung-Jin;Kim, Kyung
    • Journal of The Korean Association of Information Education
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    • v.20 no.6
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    • pp.629-644
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    • 2016
  • The purpose of this study was to investigate the effects of whole-task sequencing emphasis manipulation on expertise acquisition in web based complex task. To achieve the purpose, emphasis manipulation sequencing type is composed of a simple emphasis manipulation, a snowballing manipulation, and a full emphasis manipulation sequencing and participants was drawn from a pool of 93 undergraduate students sampled for the study. According to the findings, a snowballing manipulation group invested significantly lower cognitive load than a full emphasis manipulation group but did not a simple emphasis manipulation group. Based on these findings, though complex task is included of high interactivity owing to real task, learner cannot suffer cognitive overload because emphasis manipulation which can view the whole task and the part task in parallel provides meta cognition for learner. And whole-task sequencing emphasis manipulation affects to transfer. The snowballing emphasis manipulation group invested significantly higher than simple emphasis manipulation group and full emphasis manipulation group. Based on these findings, the snowballing manipulation which learner use whole-task sequencing and part-task sequencing simultaneously contribute to understandings and ability to solve problems for complex task and it will in turn, lead to expertise acquisition.

A communicational approach to mathematical process appeared in a peer mentoring teaching method (학생 중심 동료 멘토링 교수법에서 수학적 과정에 대한 의사소통학적 접근)

  • Choi, Sang-Ho;Ha, Jeong-Mi;Kim, Dong-Joong
    • Communications of Mathematical Education
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    • v.30 no.3
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    • pp.375-392
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    • 2016
  • The purpose of this study is to provide a philosophical reflection on mathematical process consistently emphasized in our curriculum and to stress the importance of sharing creativity and its applicability to the mathematical process with the value of sharing and participation. For this purpose, we describe five stages of changing process in a peer mentoring teaching method conducted by a teacher who taught this method for 17 years with the goal of sharing creativity and examine components of mathematical process and their impact on it in each stage based on learning environment, learning process, and assessment. Results suggest that six principles should be underlined and considered for students to be actively involved in mathematical process. After analyzing changes in the five stages of the peer mentoring teaching method, the five principles scrutinized in mathematical process are the principles of continuous interactivity, contextual dependence, bidirectional development, teacher capability, and student participation. On the basis of these five principles, the principle of cooperative creativity is extracted from effective changes of mathematical process as a guiding force.

WebRTC-Based Remote Collaborative Learning Platform (WebRTC 기반 원격 협업 학습 플랫폼 기술 연구)

  • Oh, Hyeontaek;Ahn, Sanghong;Yang, Jinhong;Choi, Jun Kyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.5
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    • pp.914-923
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    • 2015
  • Recently, as the number of smart devices (such as smart TV or Web based IPTV) increases, the way of digital broadcast contents is changed. This change leads that conventional broadcast media accepts Web platform and its services to provide more quality contents. Based on this change, in education field, education broadcasting also follows the trend. The traditional education broadcasting platforms, which just delivered the lecture in one-way, are utilized the Web technology to make interaction between teacher and student. Current education platforms, however, are insufficient to satisfy users' demands for two-way interactions. This paper proposes a new remote collaborative learning platform which able to provide high interactivity among users. Based on new functional requirements from original use case, the platform provides collaborative contents sharing and collaborative video streaming techniques by utilizing WebRTC (Web Real-Time Communication) technology. The implementation demonstrates the operability of proposed system.