• Title/Summary/Keyword: ways of linking

Search Result 66, Processing Time 0.022 seconds

Selective Advertisement Transmission System Design Using Smart Sensor

  • Lim, Myung-Jae;Chung, Dong-Kun;Kim, Kyu-Dong;Kwon, Young-Man
    • International journal of advanced smart convergence
    • /
    • v.10 no.4
    • /
    • pp.66-71
    • /
    • 2021
  • In this paper, we sought ways to accept and reject advertisements using the function of a smartphone gyro sensor to enable selective transmission and reception of YouTube advertisements by linking the gyro function of mobile phones. In the case of YouTube advertisements, the skip button is activated after the advertisement is played for a certain period of time (about 5 seconds) before and after the video is played. During the time the advertisement is maintained, it can be used to achieve various goals such as increased website traffic, brand awareness, and sales induction. Since this type of advertisement is not a setting in which the transition takes place immediately, it can be seen as the most suitable setting to strengthen brand awareness. However, due to the nature of the YouTube advertising system, it is often discarded through users' skipping behavior in the process of sharing and reproducing information. Therefore, in this paper, we implemented an optional advertisement transmission system that applies the principle of gyroscope to minimize wasted advertisements and selectively maintain desired advertisements in consideration of the transmission and reception aspects of advertisement broadcasts. It measures rotational repulsive force with directional stability and car wash characteristics, and uses algorithms to identify the slope and angular speed of mobile phones to ensure that advertisements are transmitted and received. Through this, it is expected that advertisement transmission can be performed on the side of an advertisement provider, and selective advertisement reception can be performed on the side of a user.

A Study on the Characteristic of Conversion Design Methods by Carlo Scarpa's Museum Architecture (까를로 스까르파 미술관 건축에 있어서의 컨버전디자인 수법과 특성에 관한 연구)

  • Kim, So-Zin;Park, Chan-Il
    • Korean Institute of Interior Design Journal
    • /
    • v.17 no.1
    • /
    • pp.39-49
    • /
    • 2008
  • Museum Architecture, passing through modem times, have been requested to make changes in order to respond to the necessities of current times as well, so that they come to develop various kinds of programs other than a mere exhibition. That is, museum began recognizing the diversity of activities available in the spaces and the openness to the public. And tried to keep up with the changes by linking the museum buildings with local community in urban architecture as a result. Conversion design is methodology aims at reforming old buildings into a museum or revitalizing buildings of historical significance into exhibition center, so that it made possible to utilize the texts of historical, cultural cities, which in turn contribute to the diversity of urban architecture and protection of buildings in environmental crisis. In the sense, the paper analyzes the life-long contribution and dedication of Carlo Scarpa, an Italian architect, in the conversion of museum architecture, and studies the style, techniques, and features witnessed from his architectural works, and finally offers an insight and a directing post to take advantage of diverse ways likely applicable in our urban architectures. Scarpa's features in his museum architecture are classified as follows: First, contrasting expression of reiteration and side by side to express the continuity of time Second, he conveyed implicated meanings through inserting contracted factors of the locality and traditionality. Third, his interest in formative works and handicraft had an influence on shaping conversion space Finally, expression of accidentally to change of a point of view.

Analysis of Characteristics of Scientific Inquiry Problem Finding Process in Small Group Free Inquiry (소집단 자유 탐구에서 과학적 탐구 문제 발견 과정의 특징 분석)

  • Cheon, Myeongki;Lee, Bongwoo
    • Journal of The Korean Association For Science Education
    • /
    • v.38 no.6
    • /
    • pp.865-874
    • /
    • 2018
  • The purpose of this study is to explore the process of inquiry problem finding in high school students' small group free-inquiry. For this purpose, 91 second grade high school students took part in small group free-inquiry. We conducted interviews with students (48 students in 15 groups) who were relatively successful in the inquiry performed for one semester (about 4 months). Based on the results of the interviews, we analyzed the characteristics of the inquiry problem finding through the steps and strategies in the inquiry problem finding process. The main results are as follows: First, in the inquiry problem finding process, steps such as selecting keyword, presenting an inconvenience, presenting a question, and finding an inquiry problem were found, and in particular, the process of selecting the keyword that correspond to the subject of inquiry, such as the material and situation of inquiry, is very important step in inquiry problem finding. Second, the strategies that students used in the process of finding inquiry problem included searching information, review of prior research, sharing of knowledge and experience, linking and extension of knowledge and experience, environmental awareness, expert consultation, discussion of suitability, elaboration, etc. Third, finding an inquiry problem was relatively easy in the inquiry for finding out problems (i.e. inconvenience) in everyday life and investigating ways to solve them. Fourth, the review of prior researches through the internet was useful in the process of selecting keyword and elaboration. Fifth, the factors that students consider when selecting one of several candidate inquiry problems are feasibility, real-life applicability, and economic condition. Sixth, the current affairs had a positive impact on the inquiry problem finding. Based on the above results, we discussed some ways to increase students' inquiry problem finding ability.

In Search of an Alternative Regional Industrial Policy by Linking Cluster Policy with Smart Specialization Strategy and the Triple Helix Innovation System (스마트전문화 전략 및 트리플헬릭스 혁신체계와 클러스터 정책의 연계를 통한 대안적 지역산업정책의 모색)

  • Lee, Jong-Ho;Lee, Chul-Woo
    • Journal of the Economic Geographical Society of Korea
    • /
    • v.19 no.4
    • /
    • pp.799-811
    • /
    • 2016
  • After the participatory government began, various cluster policies in explicit and tacit forms had been promoted. However, an opinion of coming up with new policy alternative different from the existing one is recently brought up for strengthening the competitiveness of industrial agglomerations. This research attempts to discuss the ways in which both a smart specialization strategy and a triple-helix innovation system approach, as an alternative approach to regional industrial policy, are theoretically associated with the existing cluster policy. Through this discussion, it highlights that post-cluster policy should be not just based on regional specificity, but also facilitated by establishing the consensus space of innovation on the bassis of voluntary cooperation among industry, academy and government. It also stresses that it is necessary to focus on nurturing a new industry by systematic and intensive investment and the diversification of industrial cluster for reinforcing competitiveness of local universities and revitalizing practical cooperation between industry and university.

The Visual Representation Methods based on natural objects in Information Design (자연물을 모티브로 활용한 정보디자인의 시각화 기법)

  • Jeong, Hyun-Jeong;You, Sichoen
    • Smart Media Journal
    • /
    • v.3 no.2
    • /
    • pp.20-28
    • /
    • 2014
  • The issues of generation, delivery, and processing of information which have been treated importantly in information design field have evolved along with the evolution of the humankind. In the modern society, the vast amount of, complex, and artificial forms of information such as big-data is accounted for the majority and claims of interest focusing on how to effectively design those kinds of information are being increased. This study explored the visualization methods applied with the natural objects as motives as one of the ways for users to easily get their perception and cognition to the information. Nature has long influenced on the human figural activities. The natural objects take the optimum visual shapes and provide the diverse inspiration and emotion to the designers in the various design fields such as product design, architecture design, and so on. Through the literature studies, we suggested the compositional principles of natural objects and the principles for observing and analysing natural objects as a principle to use the natural objects for information design domain. We, also, suggested the information design approach model which is inspired the natural objects by linking those two kinds of principles to the information design's visual realization factors and explored the possibilities of utilizing of the approach model by the case studies.

Interactive Broadcasting Service Using Mobile Messenger (모바일 메신저를 이용한 양방향 방송서비스)

  • KIM, Joon-Won;Lee, Jung-Gyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.13 no.4
    • /
    • pp.157-163
    • /
    • 2013
  • The development of the latest media technology has changed the traditional broadcasting system. The traditional broadcasting system, which was operated by the mass media and the terrestrial broadcasters, is now transformed to the viewer-centered and bidirectional media through the convergence of internet and mobile. In terms of broadcasting environment, the function of the traditional TVs has been changed to the Smart TVs combined with an open platform which not only deliver visual contents, but also supply various applications and additional information linking the content providers and viewers. This ongoing broadcasting environmental change has made it possible for viewers to participate in the programs such as reality shows or sports events through SNS, texting or phone calls. Therefore, the purpose of this experiment is to present the ways to promote easier and more convenient viewer-participation in the programs by applying mobile messenger to existing broadcasting system in order to enhance the involvement of broadcasters and viewers of the programs and to diversify the roles of content providers and viewers in broadcasting.

Art Therapeutic Analysis of Gunung-geori of Hwanghaedo-gut (황해도굿 군웅거리의 예술치료적 분석)

  • Lee, Ji-Hong
    • (The) Research of the performance art and culture
    • /
    • no.39
    • /
    • pp.5-30
    • /
    • 2019
  • Gut, Korean shamanist performance, is the archetype of Korean art therapy. It is because gut has the archetype of Korean mind and expresses the archetype in an artistic and therapeutic way. This paper compares and analyzes Gunung-geori of Hwanhaedo-gut and art therapy theories from two perspectives: the range of therapy and the therapeutic principles of performing ways. Gunung-geori aims to solve prolonged conflicts within a family, linking individual problems to family relationship. Such a therapeutic effect of Gunung-geori is well explained through the theory of Bowen's Family Therapy. Also the therapeutic principles that Gunung-geori's performing way are closely related to "transference" of Freud and "putting in the role" in drama therapy.

A Study on Implementation of Human Centric Lighting Using Sunrise and Sunset Data (일출일몰 데이터를 이용한 인간 중심 조명 구현에 관한 연구)

  • Doowon Jang;Chunghyeok Kim;Gyuwon Jo
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
    • /
    • v.37 no.5
    • /
    • pp.486-493
    • /
    • 2024
  • Lighting has been used for a long time as a medium to convey brightness from darkness, and through incandescent lamps and fluorescent lamps, LED light sources have now become the standard in the lighting industry. Recently, the lighting equipment industry has been undergoing rapid digital transformation, starting with smart lighting, and is evolving into smart lighting customized for individuals and spaces through the development of IoT technology, cloud-based services, and data analysis. However, the blue light emitted from digital devices (computers, smartphones, tablets, etc.) or LED lights stimulates the melanopsin in the optic ganglion cells in the retina of the eye, which in turn stimulates the secretion of melatonin through the pineal gland, which regulates the secretion of melatonin. This can reduce sleep quality or disrupt biological rhythms. This interaction between blue light and melatonin has such a significant impact on human sleep patterns and overall health that it is essential to reduce exposure to blue light, especially in the evening. Human-centered lighting refers to lighting that takes into account the effects of light on the physical and mental areas, such as human activity and awakening, improvement of sleep quality, and health management. Many research institutes study the effects in the visible area and the non-visible area. By studying the impact, it is expected to improve the quality of human life. In this study, we plan to study ways to implement human-centered lighting by collecting sunrise and sunset data and linking commercialized LED packages and control devices with open-source hardware.

Specialized manpower trainning system for Technology-friendly game graphic designer (기술친화형 게임그래픽디자이너 인력양성 특성화 방안)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.11
    • /
    • pp.257-262
    • /
    • 2017
  • The success or failure of the Korean game industry is a key issue for the creation of competent and talented human resources for the production of competent contents. The purpose of this study is to elucidate how to characterize and educate human - friendly game graphic designers with global competitiveness. The success of multi-disciplinary education will be maximized when cooperation with the responsible professors, the active will of the professor, the educational vision of the school, and real-time and active administration are supported In this study, based on the analysis of demand and supply of the human resources in the game industry, we found out that the game industry requires specialized manpower of technology-friendly game graphic designer who has the creativity, practical. application ability, and the international competency. In addition, we suggested ways of linking the curriculum with the local industries and related organizations such that they could be well educated as experts in related fields.

An exploratory study on the linkage plan of social contribution activities donation bank caring activities with college students majoring in social welfare for the prevention of lonely death in the elderly (노인고독사 예방을 위한 사회복지전공 대학생과 사회공헌활동 기부은행 돌봄 활동 연계 방안에 관한 탐색적 연구)

  • Choi, sun-kyoung
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.1
    • /
    • pp.11-16
    • /
    • 2021
  • Recently, community welfare centers including the elderly welfare centers are also interested in the issue of loneliness and are attempting a comprehensive approach to care for the elderly in the community.The problem is that there is a need for volunteers who are sustainable, but trained semi-professionals rather than non-professionals.Therefore, ways to provide education programs that can be based on continuous supplementation and specialization of manpower and to apply them to the field are being sought.The purpose of this study is to present a plan through examples with the aim of linking college students majoring in social welfare as a major resource for preventing loneliness of elderly people living alone in local communities through volunteer activities. It was suggested that volunteer activities of college students majoring in social welfare should be provided more systematically to the elderly living alone in the community.