• Title/Summary/Keyword: 게임 프로젝트

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A Study on the Current Status and Improvement of Advertising on the Copyright Infringement Websites (저작권 침해 웹사이트 내 광고 현황과 개선방안에 관한 연구)

  • Hwang, Jang-Sun;Kim, Woon-Han;Ji, Won-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.83-90
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    • 2020
  • Recently, a growing number of copyright infringement websites have illegally copied and posted works such as broadcasting, movies and music, and posted advertisements to make profits. The research is aimed at finding solutions by analyzing the current status of advertisements on copyright infringement websites. The results of this study are as follows. First of all, there are many advertisements harmful to teenagers, such as casinos, betting, games, adult products, and adult meeting, which is necessary to deal with. Secondly, there were many unethical advertisements on copyright infringement websites, but there were also many advertisements from famous companies. Advertisements from large companies and famous brands are also being executed continuously, which can create trust in illegal sites. Therefore, the government, advertisers, citizens, and academia should participate in a campaign to root out the use of illegal websites because it is impossible to eradicate them by crackdown alone. In this paper, we pointed out the practical problems of advertising execution, the main source of revenue for copyright infringement websites, and presented a comprehensive solution.

The Preference of Instructional Methods and Kolb's Learning Styles of Nursing Students (간호대학생의 교수방법 선호도와 Kolb의 학습유형)

  • Woo, Chung Hee;Park, Ju-young
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.339-348
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    • 2016
  • The purpose of this study was to identify the Kolb's learning style and preference for instructional methods of undergraduate nursing students. Data were collected from 174 students at a university in D city using a structured questionnaire from October 19 to October 21 2015. Learning style ratio of nursing students was accommodator 34.5%, converger 33.9%, assimilator 16.1%, diverger 15.5% and preference scores for instructional methods were discussion 7.27, direct instruction 7.26, peer teaching 7.22, independent study 6.54, project 6.25, instruction through technology 5.77, game 5.45, simulation 4.23. A significant difference was found in experience of flipped learning between four learning styles groups of nursing students. However, there was no significant difference in the preference of instructional methods between the four learning styles groups. Most of the students were in the middle range of the learning styles. The assessment of nursing students' learning styles is expected to help educator to plan teaching strategies.

Grid-Based Civil-Engineering Remote Experiment System (그리드 기반의 토목공학 원격실험 시스템)

  • Lee, Jang-Ho;Jeong, Tai-Kyeong
    • The KIPS Transactions:PartA
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    • v.14A no.2
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    • pp.125-132
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    • 2007
  • Recently, in the engineering area, there is an increasing need for researchers at a distance to share the result of the experiment, without having to visit the experiment facilities. Especially in the civil engineering, researchers feel the need for participating in a experiment conducted at a distant location. In addition, it is suggested that high-cost facilities should be used by remote researchers thereby increasing the utilization rate. This paper proposes a remote experiment environment in civil engineering that are being developed in a project called Korea Construction Engineering Development(KOCED), which connects major civil engineering experiment facilities using grid technology, allows researchers to participate in a remote experiment, and has the experiment results shared by remote researchers automatically. Then, based on the suggested environment, we designed a hybrid test facility that involves two physical experiment facility sites and one numerical simulation site that are geographically apart. Then, we implemented its prototype and ran some tests, which showed a possibility of grid-based civil engineering experiment.

Malaysia Water Policy (말레이시아 수자원 정책)

  • Kim, Shang-Moon;Ryu, Mun-Hyun
    • Proceedings of the Korea Water Resources Association Conference
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    • 2011.05a
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    • pp.103-103
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    • 2011
  • 오늘날 우리 사회는 물산업의 성장성을 높이 평가, 국내 물산업 육성이 경제발전을 위하여 중요하다고 말한다. 따라서 정부는 정부대로, 기업은 기업대로 시장의 육성 및 선점을 위하여 많은 노력을 경주하고 있다. 특히 최근에는 국내 물시장의 성장 한계성을 이유로 해외 물시장 진출의 중요성이 강조되고 있다. 하지만 우리사회는 정작 해외 시장 진출을 위해 무엇보다 중요한 부문인 시장에 대한 정보 탐색에는 노력이 미흡한 실정이다. 즉 해외 물시장 진출의 중요성을 강조하고는 있지만, 어느 시장을 목표시장으로 선정해야 하는지, 무엇이 우리의 강점인지, 무엇을 고객에게 줄 것인지 등에 대한 탐색이 미흡함에 따라, 해외 물시장 진출에 대한 속 시원한 해법을 제시하는 이는 많지 않다. 이에 본 논고는 물시장의 성장 가능성이 높을 것이라고 알려진 아시아 시장의 여러 국가 가운데 국내 시장에도 잘 알려져 있지 않은 말레이시아 시장을 중심으로 정부 정책, 시장 환경, 현지 기술력 등에 관하여 살펴보고, 이를 기초로 시장으로서의 기회와 위험, 그리고 국내 기업의 강점과 약점을 살펴보았다. 분석결과로서 기회와 위험, 강점과 약점을 약술하면 다음과 같다. 먼저 기회의 관점에서 말레이시아는 치수사업, 수도사업, 환경정화사업 등 물산업 인프라가 여전히 취약한 점에서 국내 물기업에게 시장으로서의 기회를 제공하고 있다. 둘째, 외국계 기업에 대한 정부의 규제, 부실한 수도 재정 및 낮은 요금 등은 외국계 기업에 게 있어 위험 요인이 된다. 셋째, 높은 기술력을 이용하여 성공적으로 물 인프라를 구축 운영함으로써 선진국 수준의 물안정성 및 안전성을 확보하고, 4대강살리기 사업과 같은 대규모 프로젝트를 통해 녹색성장 모델을 구축함은 국내 물기업의 큰 강점이다. 넷째, 국내 기업에 대한 현지 시장의 낮은 인지도는 약점 요인이 된다. 현지 이해 관계자의 말에 따르면 "한국계 기업은 보유하고 있는 기술력에 비해 '기업' 및 '보유기술'에 대한 홍보가 부족하다"라고 지적한다. 결과적으로 국내 물기업이 현지 시장에 성공적으로 진출하기 위해서는 무엇보다 국내 기업에 대한 그리고 국내 기술력에 대한 적극적인 홍보가 필요할 것이다.

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A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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Development of e-Learning Platform based on Linux -e-Learning Contents Design Module with ISD Model- (리눅스 기반 인터넷 원격 교육 시스템 개발 - ISD Model 지원 교육용 컨텐츠 설계 모듈 -)

  • 성평식;박춘원
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2001.05a
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    • pp.165-183
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    • 2001
  • 지난해부터 인터넷 분야에서 가장 확실한 수익 모델을 갖춘 사업 분야로 e-Learning 분야가 손꼽히면서 많은 온라인 교육 서비스가 우후죽순처럼 등장해 이미 1,000여 개의 서비스가 각축을 벌이고 있다. 그러나 e-Learning은 무엇보다도 학습용 컨텐츠의 품질이 그 성패를 좌우한다 할 때 한국의 온라인 학습 컨텐츠의 품질은 부실하기 이를 데 없다는 게 중론이다. 이는 S/W 공학에서 S/W 품질 보장을 위해 개발 방법론이 중요한 것으로 인식되는 것과 이를 지원하기 위한 Method II등 여러 도구들이 보급되고 있는데 비해 학습 컨텐츠는 그 중요도와 개발이 복잡하고 정교함이 요구됨에도 불구하고 개발 방법론에 대한 인식과 개발방법론을 지원하기 위한 도구가 없음에 기인하는바 크다 할 수 있겠다. 아직까지 국내에서는 MacroMedia Director나 ToolBook, Authorware등 일반적인 저작 도구나 웹 기반의 컨텐츠를 제작하는 Dreamweaver등의 HTML Editor만 있으면 컨텐츠가 만들어 질 수 있는 것으로 착각하고 있는 경우가 많다. 교육 학습용 컨텐츠의 개발 주기를 살펴보면 요구 분석->교수 설계->저작->평가->배포의 단계를 거치게 되는데 이때 학습 컨텐츠의 품질은 사실 요구 분석과 교수 설계 단계에서 결정되게 되며 이 학습 컨텐츠의 품질을 결정하는 단계에서는 IT 분야 지식보다는 오히려 교육 공학적 지식이 더욱 요구된다. 그러나 현실적으로 이 단계의 절차적 복잡성과 전문성으로 인해 거의 대부분의 학습 컨텐츠들이 제대로 개발 주기를 거치지 못하고 검증되지 않은 스토리 보드에 의한 저작 단계로 바로 돌입하고 있는 것이 한국의 실정이라 하겠다. 따라서 본 프로젝트에 의해 개발 된 교수 설계 도구는 교육/학습 컨텐츠의 품질 보증을 위한 방법론인 교육 공학의 체제적 교수 설계 이론 Model (Instructional System Design Model), 특히 그 중에서도 이 분야의 사실상의 표준 이론(de facto standard)인 Dick & Carey 교수와 Gagne 교수의 인지주의 ISD Model을 기반으로 정교한 교수 설계와 코스 맵 설계를 가능하게 함으로써 학습 컨텐츠의 품질 보증 활동을 지원 할 수 있는 도구로 개발하였다. 특히 Linux 기반에서 PHP로 개발 함으로써 Platform에 구애받지 않은 사용 환경을 구현 하였으며 향후 많은 e-Learning Platform에 교수 설계 모듈로 장착 함으로써 기존의 e-Learning Platform들의 가치를 높일 수 있는 계기가 될 것으로 생각한다.

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Eating Habit Management Application for Body Health (몸 건강을 위한 식습관 관리 어플리케이션)

  • Kim, Yoon-Na;Jung, Seul-Ki;Choi, Yeon-Hwa;Park, Jung Kyu;Park, Su e
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.216-218
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    • 2017
  • Clothing, Eating, and Living are three basic factors in human living. Eating is main factor of human's life maintenance and delightment. We are mostly interested in 'what to eat', but we have relatively less interest in 'how to eat.' So we are focusing on a dietary habit about 'how to eat'. Dietary habit highly affects on our body, and depending on dietary habit, our body can be healthy or our health can be destroyed. Therefore, we started a project which is based on motto of 'healthy dietary habit makes healthy life. We defined 20-30's adults whom have remarkable irregular and fast dietary habit as our target. Furthermore, we are willing to help them to have slow, regular dietary habit. Ultimately we want to deliver the value of health.

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Implementation of an Algorithm that Generates Minimal Spanning Ladders and Exploration on its relevance with Computational Thinking (최소생성사다리를 생성하는 알고리즘 구현 및 컴퓨팅 사고력과의 관련성 탐구)

  • Jun, Youngcook
    • The Journal of Korean Association of Computer Education
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    • v.21 no.6
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    • pp.39-47
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    • 2018
  • This paper dealt with investigating the number of minimal spanning ladders originated from ladder game and their properties as well as the related computational thinking aspects. The author modified the filtering techniques to enhance Mathematica project where a new type of graph was generated based on the algorithm using a generator of firstly found minimal spanning graph by repeatedly applying independent ladder operator to a subsequence of ladder sequence. The newly produced YC graphs had recursive and hierarchical graph structures and showed the properties of edge-symmetric. As the computational complexity increased the author divided the whole search space into the each floor of the newly generated minimal spanning graphs for the (5, 10) YC graph and the higher (6, 15) YC graph. It turned out that the computational thinking capabilities such as data visualization, abstraction, and parallel computing with Mathematica contributed to enumerating the new YC graphs in order to investigate their structures and properties.

An Analysis on the Programs for the Mathematically Gifted Children in the Elementary Schools (초등 수학 영재 교수-학습 프로그램 분석)

  • Hong, Eun Ja;Bae, Jong Soo
    • Journal of Elementary Mathematics Education in Korea
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    • v.9 no.1
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    • pp.65-84
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    • 2005
  • The purpose of this study was to analyze the contents and designs of the developed 22 teaching and programs for the gifted students in elementary mathematics. The focus of the analysis were the participants and the characteristics of the contents, and were to reflect them on the areas of the 7th elementary mathematics curriculum and Renzulli's Enrichment Triad Model. The results of the study as follows: First, the programs for the low grade gifted students are very few compared to those of the high grade students. For earlier development of the young gifted students, we need to develop more programs for the young gifted students. Second, there are many programs in the area of geometry, whereas few programs are developed in the area of measurement. We need to develop programs in the various areas such as measurement, probability and statistics, and patterns and representations. Third, most programs do not follow the steps of the Renzulli's Enrichment Triad Model, and the frequency of appearance of the steps are the 1st, 2nd, and 3rd enrichments, sequentially. We need to develop hierarchical programs in which the sequency and relations are well orchestrated. Fourth, the frequency of appearance is as follows as sequentially: types of exploration of topics, creative problem solving, using materials, project types, and types of games and puzzles. In the development of structure of the program, the following factors should be considered: name of the chapter, overview of the chapter, objectives, contents by steps, evaluation, reading materials, and extra materials.

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Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.