• Title/Summary/Keyword: 상호작용 미디어

Search Result 966, Processing Time 0.029 seconds

Study on Information Ethics Education and Production of Tools in Domestic Early Childhood Education Institutions

  • Ha, Yan;Lee, Jong-Man
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.1
    • /
    • pp.221-231
    • /
    • 2020
  • Due to the fourth industrial revolution, people are excessively exposed to smart devices regardless of age, and the dependence is increasing rapidly. In the same context, various problems on information ethics have emerged to infant teachers and children. Therefore, there is a need to present guidelines for infants on the correct use of smart devices. This study proposes means to promote information ethics education in infant education based on a survey on future teachers attending Department of Early Childhood Education. Also, it suggests development of various teaching materials. The main significance of the research is to provide a balanced information ethics education and to develop interactive teaching materials. It also calls for infant teachers, as wells as infants, to understand the need for information ethics education and to provide desirable media education for infants.

Website Homepage Design and Service Design of USATODAY.com Analysis (유에스에이투데이닷컴의 웹사이트 홈페이지디자인과 서비스디자인 분석)

  • Han, Qing-Bo;Kim, Eun-Ju;Lee, Ji-Hyun
    • Journal of Digital Convergence
    • /
    • v.14 no.10
    • /
    • pp.423-430
    • /
    • 2016
  • The purpose of this paper is to explore and analyze design of USATODAY.COM aimed at being helpful for Chinese online news industry to search for the way forward. USATODAY.COM which converges print and online newsrooms is regarded as a pioneer in the online communication media. It engages interaction with users and their demand, and provides the best level of website and service design. This paper conducted through both theoretical works and design analyses by randomly visiting USATODAY.COM from May 23 to June 5, 2016. USATODAY.COM maintains consistent and high quality of a visual identity system on its homepage, and it is strongly linked to that of USA TODAY. Also, USATODAY.COM provides unique content provision methods, interactive features, advertisement and payment functions through service design considering the user experiences and needs. Based on its results, it is expected to contribute to Chinese online newspaper market which has an astonishing chance to grow.

An Implementation of IMS Based PoC Service Deployment (IMS 기반의 PoC 서비스 전개 구현)

  • Lee, Jae-Oh;Lee, Hong-Kyu
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.7
    • /
    • pp.4878-4883
    • /
    • 2015
  • The IP Multimedia Subsystem(IMS) is a framework that provides access to the content of Internet and Telecom services anytime and anywhere with guaranteed Quality of Service(QoS) and manageability by separating control functions from bearer and services. The Service Delivery Platform(SDP) provides common interfaces and protocols to deploy existing or new services in an efficient way. Therefore SDP over IMS plays a role of bridge between established network and new IMS network by simplifying the interaction among application services. In order to enrich the multimedia network communication, we try to deploy the Push-to-talk over Cellular(PoC) service which is considered as the outstanding and distinguished half-duplex Voice over IP(VoIP) application service among deployable candidate services over mobile network. In this paper we investigate the advantages of PoC service and PoC architecture firstly, and then focus on the its practical implementation for the prototype to validate the feasibility of its deployment and realization.

A Study on Hand Region Detection for Kinect-Based Hand Shape Recognition (Kinect 기반 손 모양 인식을 위한 손 영역 검출에 관한 연구)

  • Park, Hanhoon;Choi, Junyeong;Park, Jong-Il;Moon, Kwang-Seok
    • Journal of Broadcast Engineering
    • /
    • v.18 no.3
    • /
    • pp.393-400
    • /
    • 2013
  • Hand shape recognition is a fundamental technique for implementing natural human-computer interaction. In this paper, we discuss a method for effectively detecting a hand region in Kinect-based hand shape recognition. Since Kinect is a camera that can capture color images and infrared images (or depth images) together, both images can be exploited for the process of detecting a hand region. That is, a hand region can be detected by finding pixels having skin colors or by finding pixels having a specific depth. Therefore, after analyzing the performance of each, we need a method of properly combining both to clearly extract the silhouette of hand region. This is because the hand shape recognition rate depends on the fineness of detected silhouette. Finally, through comparison of hand shape recognition rates resulted from different hand region detection methods in general environments, we propose a high-performance hand region detection method.

The Study on niche creation mechanism of drama contents based on lead users - Focussing on drama Damo fandom community (드라마 콘텐츠의 리드 유저 기반 틈새 창출(niche creation) 메커니즘 연구 - 드라마 다모(茶母) 팬덤 커뮤니티를 중심으로)

  • Chang, Yong Ho;Kong, Byoung-Hun
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.14 no.5
    • /
    • pp.2121-2130
    • /
    • 2013
  • Based on the case study methods, the study analyzes that the countless UCC Cloud cloud is the niche creation by the lead users make process. This research show as follows. First, The Drama lovers and fan fiction writers are not only drama consumers but UCC creators/producers. By the process that the UCC and fan fiction is tailored to meet the needs of their users create fan fiction in fandom community, they create an entirely different niche from original drama. Second, the flow(drama consumption/evaluation, viewers needs/adaption, the user's creation/production) which community's creative users make sequentially coevolutes with the flow(drama information offer, intentionally supply/diffusion, derivatives production) of media companies. Third, the drama fandom community activities which is non-commercial activities form the drama ecosystem with a new paradigm, as well as form a virtuous cycle inked to the market continuously beyond fun, play, empathy.

A Study about the Storytelling of Documentary on Virtual Reality Platform (가상현실 플랫폼에서의 다큐멘터리 스토리텔링에 관한 연구)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.3
    • /
    • pp.523-531
    • /
    • 2017
  • This paper tried to study how the narrative to allow the audience to emotionally immerse in documentary using virtual reality platform has shown. For this purpose, it defined the VR documentary as contents what make creative approach and rebuild reality using VR media platform, and analyzed it by comparison with narrative of existing documentary. First, the contents like succeeding journey documentary use mainly virtual realty as experience of accessibility. However the contents that have purpose to experience other people's reality show from self-narrative of first person documentary to interactive storytelling of web interactive documentary. The case of interactive VR documentary is taking a step forward from web documentary and shows easy way to reach internal purpose of documentary as making experience with virtual self. The VR documentary has a lot of possibility as virtual space experience to give accessibility and virtual self.

A Study on Connected Program between High School and College Using Mentoring: Focus on Experiment of Information Technology Media (멘토링을 활용한 고교-대학 연계 프로그램 연구: 미디어정보통신 계열 학과의 경험을 중심으로)

  • Heo, Su-mi;Park, Gooman
    • Journal of Satellite, Information and Communications
    • /
    • v.10 no.4
    • /
    • pp.17-22
    • /
    • 2015
  • High School and College Bridge Program for high school students to learn about specialty training through Mentors with high tech equipment before college admissions has been established. In this study we further developed the previous research experience in 2013 to mentoring program. According to this program, we developed the team learning program and then conducted analytic study on the second year achievement. They became mentees and undergraduate students or graduate course student were mentors. High school students learned how to solve problems by themselves under the mentoring education. The mentees had higher satisfaction in lecture and interest increasing factors at first part of the program. In second part, they showed more satisfaction in new knowledges and recommendation factors. The relationship and intimacy have grown through interaction between mentors and mentees during the team learning. The high school and college bridge program would have significant meaning to develope a customized program for high school students through continuous study.

Design of Multimensional Contents Retrieval Browser for IPTV (IPTV를 위한 다차원 콘텐츠 검색 브라우저의 설계)

  • Choi, Yoo-Joo;Oh, Jung-Min;Byeon, Jae-Hee;Moon, Nam-Mee
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.8
    • /
    • pp.138-146
    • /
    • 2010
  • Interest in IPTV content increases, the number of users quickly and easily find the need for an interface that can be consumed as well as the individual's taste is reflected in the menu structure is an emerging demand. Existing IPTV content depending on the browser menu, use the intuitive search criteria are presented differently, this is difficult and not take into account the characteristics of the user by providing an interface for users to interact with the content was limited. In this paper propose According to user requirements in IPTV, regardless of the type of content applicable to the multidimensional contents retrieval browser. This applies equally to the menu category and multidimensional approach based on simple, intuitive and can be used to visualize the content by users without detailed information about the multi-dimensional search to only the desired content will be available for consumption.

Strategic Experience Design of Shortform Video-based Brand - Focused on LIZIQI's Food Videos - (숏폼(Shortform) 동영상 기반 브랜드의 전략적 경험 디자인 - 李子柒(이자칠)의 미식(美食) 동영상을 중심으로 -)

  • Cui, Ru Ru;Kim, Young Jae
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.7
    • /
    • pp.185-194
    • /
    • 2020
  • This study aims to figure out how the brand experience design elements works in the Shortform video-based branding through case analysis. The sense, feel, think, act, relate experience of Shortform video brand are provided through the implementation of specific experience design elements in the process of the creators expressing personality through social media channels and communicating and interacting with consumers. As a result, LIZIQI's food videos provided a brand identity as an 'Eastern gourmet' to consumers through the audiovisual stimulation of food in video, the cognitive reinforcement which is combined of identities and products, and the behavioral participation by web sites·electronic media. In addition, a strong brand relationship was established by sharing emotional ties using human factors and responsibility through co-branding. This can be extended to various Shortform video contents-based branding cases, and it will suggest a useful approach to the brand building strategy through strategic brand experience design elements.

Analysis of Two-Way Communication Virtual Being Technology and Characteristics in the Content Industry (콘텐츠 산업에서 나타난 양방향 소통 가상존재 기술 및 특성 분석)

  • Kim, Jungho;Park, Jin Wan;Yoo, Taekyung
    • Journal of Broadcast Engineering
    • /
    • v.25 no.4
    • /
    • pp.507-517
    • /
    • 2020
  • Along with the development of computer graphics, real-time rendering, motion capture, and artificial intelligence technology, virtual being that enables two-way communication has emerged in the content industry. Although the commercialization of technologies and platforms is creating a two-way communication virtual being, there is a lack of analysis of what characteristics this virtual being has and how it can be used in each field. Therefore, through technical background survey and case study for the production of virtual being, the two-way communication virtual being is analyzed on the characteristics necessary for emotional exchange. The characteristics needed for emotional exchange were divided into interaction, individuality, and autonomy, and this characteristic is classified as the focus and how two-way communication virtual being will be used in the content field. This study is expected to provide significant implications for the research of content production and utilization using virtual being as a basic study of virtual being, which analyzes the technical background and characteristics for two-way communication required for virtual being production.