Earticle

현재 위치 Home

International Journal of Internet, Broadcasting and Communication

간행물 정보
  • 자료유형
    학술지
  • 발행기관
    국제인공지능학회(구 한국인터넷방송통신학회) [The International Association for Artificial Intelligence]
  • pISSN
    2288-4920
  • eISSN
    2288-4939
  • 간기
    계간
  • 수록기간
    2009 ~ 2025
  • 주제분류
    공학 > 전자/정보통신공학
  • 십진분류
    KDC 326 DDC 380
Vol.15 No.1 (34건)
No

Internet

1

TCP is considered a major candidate transport protocol even for constrained IoT networks due to its ability to integrate into the existing network infrastructures. Since TCP implementations such as uIP TCP often allow only a single TCP segment per connection to be unacknowledged at any given time due to resource constraints, the congestion control relies only on RTO management. In our previous work, to address the problem that uIP TCP performs poorly particularly when a radio duty cycling mechanism is enabled and the hidden terminal problem is severe, we proposed a RTO scheme for uIP TCP and validated the performance through Cooja simulation. In this study, we investigate the effect of other factors that were not considered in our previous work. More specifically, the effect of traffic intensity, the degree of the hidden terminal problem, and RDC is investigated by varying the offered load and the transmission range, and the RDC channel check rate. Simulation results imply that we need to further investigate how to improve TCP performance when the radio duty cycling mechanism is used.

2

With the recent expansion of online lectures, studies on their effectiveness and their influencing factors have increased. This study examines the factors affecting the satisfaction of online classes, considering the utilization and importance of online lectures, which have greatly increased in recent years. Based on the review of previous studies, this study identified learning presence, self-efficacy, and learning immersion as factors affecting the satisfaction of online classes, and suggested hypotheses that explain the relationship between these factors, and empirically reviewed the hypotheses. As a result of the study, it was found that learning presence and self-efficacy had a positive effect on learning immersion, and learning immersion had a positive effect on learning satisfaction. Based on the research results, some practical implications for improving the satisfaction of online classes were suggested.

3

In the age of Web 3.0, the metaverse is emerging as a new innovative element to replace the Internet. Leading major ICT companies, it is striving to become a metaverse platform or infrastructure-oriented company. Along with the expansion of the VR and AR market, governments of each country are investing large budgets in this field. However, security concerns about metaverse are also growing. In addition to potential damage to infrastructure, platform and services, personal information leakage and privacy damage are expected to increase further. In this study, we investigated and closely analyzed cases of infringement on the infrastructure, platform, and service of Metaverse. We have clearly identified the current state of metaverse security and the characteristics of the risks of greatest concern. The research procedure is composed of a method of determining the metaverse security area for case analysis first and deriving the type of threat by area through the type of infringement. In particular, the results were mapped into Domain, Case, and Threat, and the implications of the results were analyzed. Through these results, researchers want to contribute to finding the right direction of research by clearly understanding the latest metaverse security status.

4

Since NFTs can be used like certificates due to the nature of blockchain, their use in various digital asset trading markets is expanding. This is because NFTs are expected to be actively used as a core technology of the metaverse virtual economy as non-transferable NFTs are developed. However, concerns about NFT security threats are also growing. Therefore, the purpose of this study is to investigate and analyze NFTrelated infringement cases and to clearly understand the current security status and risks. As a research method, we determined NFT security areas based on previous studies and analyzed infringement cases and threat types for each area. The analysis results were systematically mapped in the form of domain, case, and threat, and the meaning of the comprehensive results was presented. As a result of the research, we want to help researchers clearly understand the current state of NFT security and seek the right research direction.

Communication

5

Social networking is gaining speed and has grown indispensable as technology develops. As a result, social media, particularly Facebook, Instagram, and influencer marketing, are replacing conventional marketing trends. The top 15 search terms for Mongolian women between the ages of 18 and 34 in 2019 on Facebook were cosmetics and shopping. Companies use social media, the main tool of social media, to promote their products while simultaneously increasing productivity at a minimal cost. In Mongolia, finding out about cosmetic brand products on social media is rather usual. The impact of social media influencers on the purchasing of cosmetic brands must thus be researched. We aimed to find out the relationship between attractiveness, authenticity, communication ability, and influence, which are characteristics of beauty influencers, on product purchase intention and identification between consumers and followers (information acceptance, purchase intention). Communication ability and influence appeared to have a statistically significant positive (+) effect on identification. On the other hand, attractiveness, communication ability, and influence all showed a statistically significant positive (+) effect on information acceptance. Identification and information acceptance has s significant positive effect on purchase intention.

6

Currently, convenience stores, which are naturally located within a 1-minute walk, are easily accessible, so customers can easily purchase the items they need, and now they are indispensable places for people. In line with modern society that focuses on buying and selling goods quickly and easily, such as 'convenience' and 'quickness', convenience stores also have been changing by marketing such as home-delivery service and storage of fresh products, not just simply selling goods. In addition, by utilizing application software, we can use everything with one smartphone that we use a lot, in order to provide reservation delivery, pickup, and subscription services. In this study, we conducted experiments focusing on the factors of convenience store service quality and users using convenience stores, and examined how these experiments affect behavioral intentions of customers through their emotional responses. As a result, it was confirmed that empathy had a positive (+) effect on the pleasure of customers, and reliability had a negative (-) effect on arousal. In addition, it was found that empathy had a positive (+) effect on arousal, and responsiveness and empathy had a positive (+) effect on dominance. Finally, it was found that pleasure and dominance had a positive (+) effect on the loyalty of customers. In this study, we intend to provide basic data on existing or future convenience stores.

Convergence of Internet, Broadcasting and Communication

7

A Study on Metaverse Learning Based on TPACK Framework

Jee Young Lee

국제인공지능학회(구 한국인터넷방송통신학회) International Journal of Internet, Broadcasting and Communication Vol.15 No.1 2023.02 pp.56-62

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

In the educational environment of the post-COVID-19 era, metaverse learning, which can improve the disadvantages of online learning and improve learning outcomes, is attracting attention. Metaverse is expected to play an important role as a learning experience platform (LXP) that can provide immersion and experience for learners. In order to successfully introduce and utilize metaverse learning that utilizes the metaverse platform, teachers' knowledge of metaverse-related technologies and pedagogical convergence is important. So far, teacher knowledge for educational use of the metaverse has not been explored. In this regard, this study explored the TPACK (Technological, Pedagogical And Content Knowledge) framework as a teacher's knowledge system for metaverse learning. Based on this, this study designed the class contents of metaverse learning. The results of this study are expected to diffuse the importance of TPACK required for metaverse learning and contribute to the development of teachers' competence.

8

In this paper, we propose an effective reversible data hiding technique that increases the confidential data hiding amount of the NSAS technique itself by utilizing the characteristics of image. The proposed technique shifts the histogram using multiple zeros of the histogram and hides 2 bits of confidential data at each peak point. Using the proposed technique, the amount of confidential data that can be hidden is doubled compared to the existing technique, and high-quality stego-image can be created. Confidential data can be restored without loss from the stego- image, and the original cover image can be restored without loss. Through experiments, it was confirmed that the proposed technique can hide twice as much confidential data than the existing technique, and the image quality of the stego-image is very good with a maximum of 39.75dB.

9

Culture is the soul of tourism, and communication is the key to the inheritance and development of tourism culture. Therefore, culture and communication are essential for the development of tourism. Digital media art is a new form of art that combines technical, artistic, and media-oriented elements. Its artistic expression and crossover communication capabilities drive its usage in cultural tourism communication. This paper examines the influence of digital media art on tourism culture communication and development by elucidating the concept and characteristics of tourism culture communication and digital media art, applying the theoretical knowledge of communication, and deriving the specific characteristics of digital media art on tourism culture in terms of the transmission-reception relationship, content, medium, and effect. The role and value of digital media art in disseminating and developing tourism culture are discussed. We aim to provide valuable insights for the dissemination of tourism culture.

10

Due to the rapid performance improvement of smartphones, multitasking on mobile platforms has become an essential feature. Unlike traditional desktop or server environments, mobile applications are mostly interactive jobs where response time is important, and some applications are classified as real-time jobs with deadlines. When interactive and real-time jobs run concurrently, memory allocation between multitasking applications is a challenging issue as they have different time requirements. In this paper, we study how to allocate memory space when real-time and interactive jobs are simultaneously executed in a smartphone to meet the multitasking requirements between heterogeneous jobs. Specifically, we analyze the memory size required to satisfy the constraints of real-time jobs and present a new model for allocating memory space between heterogeneous multitasking jobs. Trace-driven simulations show that the proposed model provides reasonable performance for interactive jobs while guaranteeing the requirement of real-time jobs.

11

Developing a Solution to Improve Road Safety Using Multiple Deep Learning Techniques

Humberto Villalta, Min gi Lee, Yoon Hee Jo, Kwang Sik Kim

국제인공지능학회(구 한국인터넷방송통신학회) International Journal of Internet, Broadcasting and Communication Vol.15 No.1 2023.02 pp.85-96

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

The number of traffic accidents caused by wet or icy road surface conditions is on the rise every year. Car crashes in such bad road conditions can increase fatalities and serious injuries. Historical data (from the year 2016 to the year 2020) on weather-related traffic accidents show that the fatality rates are fairly high in Korea. This requires accurate prediction and identification of hazardous road conditions. In this study, a forecasting model is developed to predict the chances of traffic accidents that can occur on roads affected by weather and road surface conditions. Multiple deep learning algorithms taking into account AlexNet and 2D-CNN are employed. Data on orthophoto images, automatic weather systems, automated synoptic observing systems, and road surfaces are used for training and testing purposes. The orthophotos images are pre-processed before using them as input data for the modeling process. The procedure involves image segmentation techniques as well as the Z-Curve index. Results indicate that there is an acceptable performance of prediction such as 65% for dry, 46% for moist, and 33% for wet road conditions. The overall accuracy of the model is 53%. The findings of the study may contribute to developing comprehensive measures for enhancing road safety.

12

Design of Public Transportation Route Guidance System for Wheelchair Users Utilizing Public Data of Seoul City

Geumbi Lee, Humberto Villalta, Seunghyun Kim, Kisu Kim, Jaehyeong Go, Yongjoo Jun, Kwang Sik Kim

국제인공지능학회(구 한국인터넷방송통신학회) International Journal of Internet, Broadcasting and Communication Vol.15 No.1 2023.02 pp.97-112

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

The purpose of this study is to design and test a new way of public transportation route guidance system for persons with disabilities, including wheelchair users. The guidance system is smartphone app-based, using, routes that involve disabled-friendly facilities in the vicinity can be searched. A database that contains publicly available data on low-floor bus services, location and extent of disabled-friendly facilities, and suitable subways and stations, was developed for this purpose. The app uses the database to access and query the required information. A pilot study was conducted to test the effectiveness of the guidance system. It was found that the system was able to convey information about the disabled-friendly routes and related guidance information even inside subway stations, effectively. The performance of the system was compared with route guidance services that do not explicitly use data on disabled-friendly services. A notable difference was observed in the travel time estimated by this program and other guidance services. The difference was around 4 to 15 minutes. This is significant savings for persons with disabilities if they use the app and service. The study thus shows that exclusive use of disabled-friendly data in route guidance will bring more benefits for persons with disabilities.

13

A Color Study of the Sky Area Focused on the Van Gogh's Paintings

Xiaodi Cui, Xinyi Shan, Jeanhun Chung

국제인공지능학회(구 한국인터넷방송통신학회) International Journal of Internet, Broadcasting and Communication Vol.15 No.1 2023.02 pp.113-119

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

This research analyzed the importance and influence of color expression on psychological and emotional changes of visual perception in the creation of art works. This research takes the element of the sky in the works of Vincent William Van Gogh, a Dutch post-Impressionist representative painter, as the basic research objective to prove the influence of color expression of the same thing on the inner emotional communication of the creator. After synthesizing the contents of previous research and investigation on Van Gogh, this research will summarize the works containing sky elements in Van Gogh's works according to his four creative stages, and select representative works for color analysis and comparison. In this paper, by comparing the colors of the same elements of the sky, we can find Van Gogh's guidance of psychological and emotional changes through the expression of colors in his works, which will play a certain inspiring role in the creation of painting art.

14

According to whether language symbols are used to solve puzzles, puzzle games can be roughly divided into puzzle games with language symbols and puzzle games without language symbols. Puzzles games with language symbols can be subdivided into dialogue puzzles games and word puzzles games. These different puzzle-solving methods have different characteristics and have different effects on the empathy in the game. In horizontal scrolling games, due to the characteristics of the third-person perspective of horizontal scrolling games, there is always a ‘fourth wall’ between the player and the controlled character, making it difficult for players to gain a empathy when playing such games .Especially when there is a dialogue between a player-controlled character and an NPC, the sense of distance between the player and the character will be further amplified. As one of the most common game types in side-scrolling games, side-scrolling puzzle games can be divided into language symbols-based puzzle game and non-language symbols-based puzzle game according to whether language symbols are used to solve puzzles, and then promote the development of the game plot. We combine the characteristics of horizontal scrolling games, and analyze the influence of language symbols on empathy in puzzle-solving games by summarizing the game characteristics of two different puzzle-solving methods. The results show that in horizontal scrolling puzzle games, solving puzzles without using language symbols can better expand the player's sense of plot substitution.

15

At present, naked-eye 3D appears more and more commonly on the facades of urban buildings. It brings an incredible visual experience to the audience by simulating the natural 3D 3D space effect. At the same time, it also creates enormous commercial value for city publicity and commercial advertisements. There is much research on naked-eye 3D visual effects, but for right-angle LED screens. Right-angle LED screen's brand-new expression method that has only become popular in recent years, how to convey a realistic naked-eye 3D effect through two LED screens combined at right angles has become a problem worth exploring. To explore the whole design ideas and production process of the naked-eye 3D impact of the right-angle LED screen, this paper is a preliminary study aimed at understanding the performance principle and expression features. Before the case analysis, first, understand the standard virtual 3D space construction techniques. Combining it with the optical illusion phenomenon, according to the expression principle of the naked-eye 3D effect of the right-angle LED screen, it can be summarized into seven expressions: Shadow, Color contrast, Background structure line, Magnify object, Object out of bounds, Object floating, Fusion of picture and background. By analyzing the optical illusion phenomenon used in the case, we summarized the main performance characteristics of the naked eye 3D effect. The emergence of right-angle LED screens breaks the limitation of a single plane of optical illusion art, perfectly combines building facades with naked-eye 3D visual effects, and provides designers with a brand-new creative platform. Understanding its production principles and main expressive features can help designers enter this innovative platform better.

Device and Module

16

Research and Calculate 29/34-Seat Passenger Cars to Ensure Safety for Occupants in the Event of a Collision According to ECE R94 Standards

Vu Hoang Phuong, Nguyen Cong Thanh, Nguyen Quoc Tuan, Ta Hong Thanh Tu

국제인공지능학회(구 한국인터넷방송통신학회) International Journal of Internet, Broadcasting and Communication Vol.15 No.1 2023.02 pp.140-144

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

In recent years, there are so many serious crashes involving coaches, especially the frontal collision occupies 40% of the front of the vehicle, Frontal collisions account for 100% of the front of the vehicle affecting the driver and side-impact collisions that injure the person in the vehicle. Therefore, the research into improving and optimizing the structure is necessary for risk of injury for passengers in frontal accidents. In this paper, we have designed a Shock absorber that can absorb collision energy. Research using HYPERMESH software. to build the finite element model and calculate the meshing to suit the mesh size of 5mm. apply LSDYNA software to calculate structural strength. In the study, for a vehicle to collide with a hard obstacle occupying 100% of the head of the vehicle. Then, the experimental design method, Minitab is used for find the structural parameters in the design. Improvement results showed that the acceleration of the impact on passengers and the driver is decreased by 55,17%. The mass of texture improvements is reduced by 11%, according to the requirements of European Standards ECE R94.

17

In this study, the spectrum changes induced from the doping of phosphor micro particles in a twist nematic liquid crystal cell was observed. The experimental results show that the achromatic transmission can be observed with a proper driving condition, which may be applied to the design of an achromatic liquid crystal device. In this paper, we tried to figure out the spectrum changes induced from the doping of phosphor micro particles. The experimental result of the phosphor powder doped twist nematic liquid crystal cell shows that the achromatic transmission and the wavelength linearly dependent transmission both can be observed with some proper driving conditions, respectively. The result is useful on developing an achromatic liquid crystal device and it can be applied for Vihicle lamp.

IT Marketing and Policy

18

In a recent study, the phenomena of attention being drawn to the media business, particularly over-the-top (OTT) services, was the focus. Particularly, after the Squid Game was broadcast in September 2021, the total number of Netflix users had topped 213.6 million since the company first entered the domestic market. Domestic companies have also introduced OTT services like ‘Wave’, ‘Tving’, and ‘Watcha Play’ to capitalize on this market trend. However, questions persist about how Korea's native OTT providers, both large and small, are being harmed by Netflix's strong financial position and massive content quantity. In order to offer realistic performance metrics, we analyze Coupang Play among domestic OTT service providers after reviewing the business model and management strategy of representative OTT service firms.

19

Agent with Low-latency Overcoming Technique for Distributed Cluster-based Machine Learning

Seo-Yeon Gu, Seok-Jae Moon, Byung-Joon Park

국제인공지능학회(구 한국인터넷방송통신학회) International Journal of Internet, Broadcasting and Communication Vol.15 No.1 2023.02 pp.157-163

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

Recently, as businesses and data types become more complex and diverse, efficient data analysis using machine learning is required. However, since communication in the cloud environment is greatly affected by network latency, data analysis is not smooth if information delay occurs. In this paper, SPT (Safe Proper Time) was applied to the cluster-based machine learning data analysis agent proposed in previous studies to solve this delay problem. SPT is a method of remotely and directly accessing memory to a cluster that processes data between layers, effectively improving data transfer speed and ensuring timeliness and reliability of data transfer.

20

The purpose of this study is to analyze the big data of Adidas brand participating in the Qatar World Cup in 2022 as a FIFA partner to understand useful information, semantic connection and context from unstructured data.Therefore, this study collected big data generated during the World Cup from Adidas participating in sponsorship as a FIFA partner for the 2022 Qatar World Cup and collected data from major portal sites to understand its meaning. According to text mining analysis, ‘Adidas’ was used the most 3,340 times based on the frequency of keyword appearance, followed by ‘World Cup’, ‘Qatar World Cup’, ‘Soccer’, ‘Lionel Messi’, ‘Qatar’, 'FIFA’, ‘Korea', and ‘Uniform’. In addition, the TF-IDF rankings were ‘Qatar World Cup’, ‘Soccer’, ‘Lionel Messi’, ‘World Cup’, ‘Uniform’, ‘Qatar’, ‘FIFA’, ‘Ronaldo’, ‘Korea’, and ‘Nike’. As a result of semantic network analysis and CONCOR analysis, four groups were formed. First, Cluster A named it ‘Qatar World Cup Sponsor’ as words such as ‘Adidas’, ‘Nike’, ‘Qatar World Cup’, ‘Sponsor’, ‘Sponsor Company’, ‘Marketing’, ‘Nation’, ‘Launch’, ‘Official’, ‘Commemoration’ and ‘National Team’ were formed into groups. Second, B Cluster named it ‘Group stage’ as words such as ‘Qatar’, ‘Uruguay’, ‘FIFA’ and ‘group stage’ were formed into groups. Third, C Cluster named it ‘Winning’ as words such as ‘World Cup Winning’, ‘Champion’, ‘France’, ‘Argentina’, ‘Lionel Messi’, ‘Advertising’ and ‘Photograph’ formed a group. Fourth, D Cluster named it ‘Official Ball’ as words such as ‘Official Ball’, ‘World Cup Official Ball’, ‘Soccer Ball’, ‘All Times’, ‘Al Rihla’, ‘Public’, ‘Technology’ was formed into groups.

21

Characteristic Analysis and Development Direction for Defense UAVs

Seong-Hoon Lee, Dong-Woo Lee

국제인공지능학회(구 한국인터넷방송통신학회) International Journal of Internet, Broadcasting and Communication Vol.15 No.1 2023.02 pp.171-176

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

What we have in common worldwide today is economic difficulties due to high inflation and uncertainty in the financial industry. The root cause of this is the war between Russia and Ukraine. The war between Russia and Ukraine is not simply a war between two countries. The United States and the European Union are providing military aid such as missiles to Ukraine, and Russia is attacking Ukraine by introducing UAVs (unmanned aerial vehicles) from Iran. A prominent weapon in this Russia-Ukraine war is the UAVs used in Russia. It is predicted that the form of war using UAVs will gradually expand in the future based on stealth. In addition, UAVs will continue to be used due to the fact that they can cause serious damage to the other country without harming their own lives, and because they have good cost-effectiveness. In this study, UAVs based on autonomous driving were studied. The target countries of the study include the United States, the European Union, China, and Iran, and the UAVs used in these countries have characteristics that can represent the world. In this study, the main specifications of major UAVs in use in major countries were investigated. In addition, the future technology and development direction were described through specifications and characteristics of UAVs currently in operation in major countries.

22

Effects of 8-week resistance exercise on gait-related isokinetic muscle function in males by age

Jin-Soek Choi, Hwan-Jong Jeong, Ki-Hong Kim, Byung-Kwan Kim

국제인공지능학회(구 한국인터넷방송통신학회) International Journal of Internet, Broadcasting and Communication Vol.15 No.1 2023.02 pp.177-183

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

The purpose of this study was to examine the effects of 8 weeks of resistance exercise on gait-related abilities and the differences in age groups to provide reference materials for application of training by age group. Subjects in their 30s, 40s, and 50s were recruited and subjected to a lower extremity exercise, in which the intensity gradually increased three times a week for eight weeks. The gait-related variables, torque at 0.18 sec, acceleration time, and torque at 30°, were assessed through isokinetic tests before and after the 8-week training. The torque at 0.18 sec showed a significant increase in the 50s group. There was no significant difference in acceleration time according to time and group. The torque at 30° showed a significant increase in the 30s group. In conclusion, 8 weeks resistance training can increase neuromuscular activity in adults in their 50s group, and changes in training variables are needed to increase torque at 30° that affects knee stabilization in adults over 40s group.

23

Recently, there has been a lot of interest in the game industry, which has become more spotlighted due to the beginning of the metaverse, and the industry is gradually expanding and developing. However, workforces leading the game industry are increasingly complaining of fatigue due to the COVID-19 situation. Also, as the situation crosses online and offline at the same time, a 52-hour workweek is becoming increasingly important. Therefore, this study sought to conduct research on the acceptance of a 52-hour workweek system according to the characteristics of the game industry. This study proposed various research questions and presented academic and practical implications by verifying them.

24

This study is a comparative survey study conducted to explore the differences in learners' learning flow and learning satisfaction according to the non-face-to-face class operation methods implemented at universities. After implementing different class management methods for the same subject taught by the same instructor non-face-to-face for 15 weeks, each learning flow and learning satisfaction were compared and analyzed, and the collected data were analyzed with IBM SPSS 21.0. As a result of the study, learning flow was high in the order of lectures using real-time ZOOM and recorded lectures using self-studio(3.41±0.91, 3.28±1.01), and learning satisfaction was high in the order of lectures using real-time ZOOM and lectures using the automatic recording system of classes(3.40±0.80, 3.30±0.74). The item with the lowest score was the PPT audio recording lecture in both areas of learning flow and learning satisfaction(2.72±1.04, 1.73±1.04). Considering that system errors such as sound in the smart lecture environment operated for the first time in this study affected the research results, it is suggested that future research should be conducted by supplementing the corresponding part.

25

As the environment changes become more complex, learners should establish the learning strategy for the 4th industrial era and the post-COVID-19, also change. This paper focuses on the importance of self-regulated learning. Through this learning strategy, learners will form more positive attitudes and reduce negative attitudes toward the 4th industrial era. This attitude change will lead to an improvement in learners' career decision-making efficacy as a sense of future efficacy. As a result of the study, it was demonstrated that self-regulated learning improves career decision-making efficacy through the mediating effect of positive attitude formation toward the fourth industry. This article emphasizes the necessity of self-regulated learning as a valid learning strategy for the new era. The effect of self-regulated learning is explained as an improvement in attitude toward the future and a sense of efficacy. Through this learning strategy, learners' future performance could be improved.

NMS(New Media Service)

26

After COVID-19, various metaverse platforms for online lectures are being provided. Most of the classrooms are tiered type, and they are divided into intensive classrooms and open classrooms depending on the shape of the classrooms. Intensive classrooms provide a one-sided lecture format, so there are many difficulties in conducting communication-based classes that carry out team missions like PBL classes. In this study, we propose a metaverse classroom that applies the functions of a multiplayer online role-playing game (MMORPG), one of the game genres suitable for PBL classes. The proposed system provides various interaction techniques for PBL classes. We evaluated user satisfaction when this was applied to actual classes. As a result of the evaluation, it was found that users preferred text and voice chatting more than video chatting and solving missions like games was very helpful in online classes.

27

The purpose of this study is to provide basic data on sports entertainment programs by collecting data on unstructured data generated by Naver and Google for SBS entertainment program ‘Women Who Score Goal’, which began regular broadcast in June 2021, and analyzing public perceptions through data mining, semantic matrix, and CONCOR analysis. Data collection was conducted using Textom, and 27,911 cases of data accumulated for 16 months from June 16, 2021 to October 15, 2022. For the collected data, 80 key keywords related to ‘Kick a Goal’ were derived through simple frequency and TF-IDF analysis through data mining. Semantic network analysis was conducted to analyze the relationship between the top 80 keywords analyzed through this process. The centrality was derived through the UCINET 6.0 program using NetDraw of UCINET 6.0, understanding the characteristics of the network, and visualizing the connection relationship between keywords to express it clearly. CONCOR analysis was conducted to derive a cluster of words with similar characteristics based on the semantic network. As a result of the analysis, it was analyzed as a ‘program’ cluster related to the broadcast content of 'Kick a Goal' and a ‘Soccer’ cluster, a sports event of ‘Kick a Goal’. In addition to the scenes about the game of the cast, it was analyzed as an ‘Everyday Life’ cluster about training and daily life, and a cluster about ‘Broadcast Manipulation’ that disappointed viewers with manipulation of the game content.

28

Crowd funding faces a number of significant obstacles despite its rapid growth and popularity, with the main one being the possible asymmetric information between fundraisers and potential supporters. A study taxonomy based on signalling theory has been created to compare projects originating from Taiwan and India. This was made possible by obtaining a dataset from the crowd funding website, Kickstarter (Global platform). To make the project effective, the study’s goal is to look into how signals (e.g., goal-setting, comments, and updates) might be used to reduce the problem of information asymmetry. Thus, we applied an Ordinary Least Squares (OLS) regression. Both Taiwan and India demonstrated signal mitigation of information asymmetry, but Taiwan showed a stronger relationship between ambitious goals and successful projects than India. The relative importance of project comments has been found to be stronger in Taiwan than in India; the relative importance of project updates has been found to be weaker and negatively correlated with project success in India, in contrast to Taiwan. Notably, our findings provide a theoretical and practical framework for understanding and using signals in successful crowd funding campaigns and activities in these two emerging countries.

29

The Effects of Hispanics’ Social TV Participation on Ethnic Identifications

Natascha Ginelia Pérez-Ríos, Eunice (Eun-Sil) Kim

국제인공지능학회(구 한국인터넷방송통신학회) International Journal of Internet, Broadcasting and Communication Vol.15 No.1 2023.02 pp.243-253

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

Social television encompasses the social media aspect of television viewing. This study attempts to investigate how social television influences Hispanic and national ethnic identification as well as social presence. Based on the theoretical framework of Tajfel and Turner’s Social Identity Theory (SIT), this study focuses on the potential influence of social television on Hispanics’ ethnic identifications and social presence. With a sample of 100 Hispanic students, we conducted a lab experiment to measure the effects of exposure to ethnic and non-ethnic related Twitter feeds on Hispanic and national ethnic identification along with social presence. Findings reveal that there was no significant difference between those exposed to the ethnic-identity related Twitter feed compared to those exposed to the non-ethnic identity related Twitter feed, followed by the control group not exposed to the Twitter feed at all. Implications were discussed.

30

The purpose of this study was to investigate the effects of 8-week resistance training on muscle fatigue in men in their 50s and 30s. A total of 16 subjects (8 in their 30s and 8 in their 50s) were recruited, and moderate-intensity resistance exercise was conducted three times a week for eight weeks. EMG was measured before and after 8 week resistance training. Before 8 weeks exercise, MDF of pectoralis major significantly decreased in all groups, and MDF of triceps brachii significantly decreased only in the 30s group. After 8 weeks of exercise, MDF of pectoralis major significantly decreased in all groups, and MDF of triceps brachii significantly decreased only in the 30s group. The fatigue index before and after the 8-week exercise was changed only in the pectoralis major, and significantly decreased in the 30s group. As a result, the muscle fatigue level among the resistance exercises of men in their 50s may be similar to that of men in their 30s, and muscle fatigue can be reduced by 8 weeks of exercise.

 
1 2
페이지 저장