• 제목/요약/키워드: 스토리 흐름

Search Result 63, Processing Time 0.027 seconds

사이버 시대의 윤리 교육 : 청소년을 중심으로

  • 류나정;고석하
    • Proceedings of the Korea Society for Industrial Systems Conference
    • /
    • 2002.06a
    • /
    • pp.417-424
    • /
    • 2002
  • 컴퓨터는 인간의 모든 꿈과 희망을 실현시켜 줄 수 있는 마법상자는 아니다. 정보화 시대라고 일컫는 현재, 정보의 가치를 더해주는 컴퓨터의 중요성은 날로 커지고 있는 반면 인간의 존엄성은 경시되고 있다. 많은 사람들은 요즘 사회가 커다란 도덕적 위기에 빠졌다고 걱정하지만 컴퓨터 사용과 관련된 윤리적 문제에 대해서는 심각하게 느끼지 못하고 있는 것 같다. 정보통신 기술의 발달에 따라 새로운 교육의 필요성이 대두되고 있다. 기존의 전통적인 교육방식에서 사이버 윤리 교육은 교과서 중심의 단편적인 교육이었기 때문에 학습자의 흥미를 유발하지 못하였으며, 교육자와 학습자의 상호작용이 부족하여 사이버 윤리 교육의 효과가 미흡하였다. 정보통신 기술의 발달에 따라 새로운 교육의 필요성이 대두되고 있다. 기존의 전통적인 교육방식에서 사이버 윤리 교육은 교과서 중심의 단편적인 교육이었기 때문에 학습자의 흥미를 유발하지 못하였으며, 교육자와 학습자의 상호작용이 부족하여 사이버 윤리 교육의 효과가 미흡하였다. 이런 관점에서 본 논문은 정보통신 시대가 수반하고 있는 사회적 영향력과 윤리적 이슈들에 대하여 좀더 교육적인 측면으로 접근해 윤리교육의 현황과 문제점, 그리고 체계적인 확산방안에 대해 살펴보았다. 본 논문에서는 사이버공간에서 윤리 교육을 받는 청소년들을 중심으로 그들에게 새로운 윤리교육의 한 형태인 사이버공간에서 관련된 문제들을 교육적인 측면으로 해결할 수 있는 방안을 제시하고자 한다. 그러나, 무엇보다 우리가 명심해야 할 것은 인간의 존엄성은 그 어떤 이유를 막론하고 존중되어야 한다는 사실이다. 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.실징후를 파악하는데 그치지 않고 부실의 원인을 파악하고 이에 대한 대응 전략을 수립하며 그 결과를 측정하는데 활용될 수도 있다. 따라서 본 연구에서는 기업의 부도예측 정보 중 현금흐름정보를 통하여 '인터넷기업의 미래 현금흐름측정, 부도예측신호효과, 부실원인파악, 비즈니스 모델의 성격규정 등을 할 수 있는가'를 검증하려고 한다. 협력체계 확립, ${\circled}3$ 전문인력 확보 및 인력구성 조정, 그리고 ${\circled}4$ 방문보건사업의 강화 등이다., 대사(代謝)와 관계(

  • PDF

Analysis of Information Education Related Theses Using R Program (R을 활용한 정보교육관련 논문 분석)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
    • /
    • v.21 no.1
    • /
    • pp.57-66
    • /
    • 2017
  • Lately, academic interests in big data analysis and social network has been prominently raised. Various academic fields are involved in this social network based research trend, which is, social network has been actively used as the research topic in social science field as well as in natural science field. Accordingly, this paper focuses on the text analysis and the following social network analysis with the Master's and Doctor's dissertations. The result indicates that certain words had a high frequency throughout the entire period and some words had fluctuating frequencies in different period. In detail, the words with a high frequency had a higher betweenness centrality and each period seems to have a distinctive research flow. Therefore, it was found that the subjects of the Master's and Doctor's dissertations were changed sensitively to the development of IT technology and changes in information curriculum of elementary, middle and high school. It is predicted that researches related to smart, mobile, smartphone, SNS, application, storytelling, multicultural, and STEAM, which had an increased frequency in period 4, would be continuously conducted. Moreover, the topics of robots, programming, coding, algorithms, creativity, interaction, and privacy will also be studied steadily.

A Study on the Compositional Manners for Emphasizing the Dramatic Lines in Film (영화의 장면에 악센트를 부여하는 음악 기법 연구)

  • Shin, Hye Seung
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.11
    • /
    • pp.437-442
    • /
    • 2016
  • The marriage between music and film, both temporal art forms, demands that the inherent aspects of note in each medium are brought into correspondence within a dramatic context. In film-making, the most crucial and difficult problem a film composer faces is finding the music that seems absolutely right for the film and its characters, sequences and dramatic lines. When writing a film score, composers become musical dramatists; some have a special instinct that enables them to find the right kind of melodic line, orchestral texture, rhythmic device and musical style to bring out what they intuitively recognize as the essential aspect of the drama. In this study, several examples are cited - Alex North, Hugo Friedhofer, Bernard Herrmann and David Raksin - that underline this kinetic function of music in film. Effort is made to uncover as many possibilities as possible, so as to arrive at a better understanding of how the two media interrelate for the purpose of emphasizing the dramatic lines.

Mobile Jeju Tourism Culture Contents based on Interactive Storytelling (인터랙티브 스토리텔링에 기반한 모바일 제주관광문화콘텐츠)

  • Youn, Mi-Jin;Kim, Do-Kyoung;Hur, Chi-Hoon;Ko, Jae-Ho;Kim, Ju-Young;Yoo, Min-Young;Jung, Mun-Ik;Chun, Sung-Su;Cho, Jung-Won
    • Proceedings of the KAIS Fall Conference
    • /
    • 2006.05a
    • /
    • pp.143-146
    • /
    • 2006
  • 좁은 국토와 한정된 자원, 주변 국가와의 외래 관광객 유치 경쟁의 심화 등의 이유로 관광산업의 지속적인 발전이 힘들다는 전망이 대두되고 있다. 따라서 날로 다양해지는 관광소비자의 욕구를 정확하게 분석하고, 국내외 관광시장의 흐름을 파악해야 하며, 이러한 관점에서 분석한 결과, 국내 관광지에는 관광객을 유혹할만한 정보를 얻기 힘들고, 이미 통용되고 있는 관광정보 또한 기본적이고 단순한 정보에 지나지 않음을 알 수 있었다. 이에 본 연구는 이야기가 있는 관광지의 정보를 제공하여 보다 흥미 있는 관광정보를 제공하고, 여행자 개개인의 적극적 참여를 유도하기 위해 콘텐츠에 이야기, 애니메이션 및 게임을 제공하고, 주변상점과의 제휴를 통해 상호작용이 가능한 콘텐츠를 개발하였다. 또한 모바일 기기를 기반으로 하여 칼라코드, SMS등의 이용으로 보다 흥미롭고 사용이 편리한 콘텐츠를 개발하고자 노력하였으며, 캐릭터를 개발하여 과학적인 마케팅 전략의 수립으로 지속적인 제주관광발전을 도모하고자 하였다.

  • PDF

Pronunciation Training Digital Service for the Deaf Children (청각장애아동의 조음훈련을 위한 디지털 콘텐츠 서비스 연구)

  • Lee, Ye-Jin;Lee, Jae-Eun;Kim, Chae-Yun;Lee, Yoon-Ji;Park, Su-E
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.4
    • /
    • pp.407-415
    • /
    • 2019
  • Hearing - impaired children who have difficulty hearing and hearing go through pronunciation training. The purpose of this study is to provide the pronunciation training system based on digital contents that can be used for repeated hearing training while maintaining interest in hearing - impaired children. For this purpose, we conducted an interview survey for users and experts. Based on the results, we developed a digital content based pronunciation training system. Finally, to verify the effect of the digital service implemented, the user test was conducted for the hearing - impaired children. As a result of the interview, repeated training and interest factors were found to be essential factors affecting pronunciation training. In implementing digital services, we have used fairy tales and a variety of interactive elements to derive children's interests and designed a user flow that can train multiple words and sentences for effective repetition training. As a result of the test, this digital content was evaluated positively.

The related record about 'Daejanggeum' and its modern acceptance (대장금(大長今)' 관련 기록의 현대적 수용 - 문화콘텐츠로의 생성과 전개 양상 분석 -)

  • Nam, Eunkyung
    • (The)Study of the Eastern Classic
    • /
    • no.43
    • /
    • pp.33-64
    • /
    • 2011
  • The historical drama played on TV in 2003, Daejanggeum is originally based on the short historical record of lady doctor of the palace from the [Jungjong record] of Josun. The drama mixed fiction and historic record well together draw enormous interest and became a novel, musical and animation for children. Also the location of shooting drama became a theme park to attract travelers and the name 'Daejanggeum' was used for products to create great additional value. Most of all, the drama then was exported to overseas and became the representing drama of Korea. Therefore, drama is the representing piece that proved the success of historic data with its application as various modern cultural contents. The analysis of success reason of showed the creation of new modern woman character, fresh selection of the item that suits well in the time of desiring wellbeing, the strong drama scenario with different story development compared to previous historic drama. Also, it used 'one source multi use' method prior to the broadcasting and prepared production of various cultural contents. This success of Daejanggeum means a lot from the point of 'modern acceptance of tradition' to tradition researchers.

A Study on the Design Development of S.I.(Space Identity) for Culturre and Tourism Market Development: Based on Jecheon Central Market (문화관광형시장 육성을 위한 S.I.(Space identity)개발연구: 제천중앙시장을 중심으로)

  • Jin-Soo, Park
    • Journal of Industrial Convergence
    • /
    • v.20 no.11
    • /
    • pp.197-203
    • /
    • 2022
  • The purpose of this study is to establish an S.I. (Space Identity) considering the spatial location and cultural specificity of Jecheon Jungang Market, the oldest and largest market in Jecheon with historical characteristics. To this end, we identify the flow of the cultural tourism market, investigate and analyze the current state of Jecheon Central Market, and present a direction based on storytelling for each space. The concept of space design was divided into space, time, people, and culture as coexistence, and merchants, products, and shopping malls share temporality and coexist in one space. Therefore, the facilities for each floor consisted of a gate, information board, lighting, rest area, design bench facility, information center, business compliance line, floor sign, and gate floor sign for each floor. Through this, it is necessary to establish a mid- to long-term development strategy by establishing a step-by-step promotion strategy to predict the economic effect of creating new demand and increasing sales in Jecheon Central Market.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
    • /
    • v.20 no.3 s.71
    • /
    • pp.151-162
    • /
    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

  • PDF

Context Sharing Framework Based on Time Dependent Metadata for Social News Service (소셜 뉴스를 위한 시간 종속적인 메타데이터 기반의 컨텍스트 공유 프레임워크)

  • Ga, Myung-Hyun;Oh, Kyeong-Jin;Hong, Myung-Duk;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
    • /
    • v.19 no.4
    • /
    • pp.39-53
    • /
    • 2013
  • The emergence of the internet technology and SNS has increased the information flow and has changed the way people to communicate from one-way to two-way communication. Users not only consume and share the information, they also can create and share it among their friends across the social network service. It also changes the Social Media behavior to become one of the most important communication tools which also includes Social TV. Social TV is a form which people can watch a TV program and at the same share any information or its content with friends through Social media. Social News is getting popular and also known as a Participatory Social Media. It creates influences on user interest through Internet to represent society issues and creates news credibility based on user's reputation. However, the conventional platforms in news services only focus on the news recommendation domain. Recent development in SNS has changed this landscape to allow user to share and disseminate the news. Conventional platform does not provide any special way for news to be share. Currently, Social News Service only allows user to access the entire news. Nonetheless, they cannot access partial of the contents which related to users interest. For example user only have interested to a partial of the news and share the content, it is still hard for them to do so. In worst cases users might understand the news in different context. To solve this, Social News Service must provide a method to provide additional information. For example, Yovisto known as an academic video searching service provided time dependent metadata from the video. User can search and watch partial of video content according to time dependent metadata. They also can share content with a friend in social media. Yovisto applies a method to divide or synchronize a video based whenever the slides presentation is changed to another page. However, we are not able to employs this method on news video since the news video is not incorporating with any power point slides presentation. Segmentation method is required to separate the news video and to creating time dependent metadata. In this work, In this paper, a time dependent metadata-based framework is proposed to segment news contents and to provide time dependent metadata so that user can use context information to communicate with their friends. The transcript of the news is divided by using the proposed story segmentation method. We provide a tag to represent the entire content of the news. And provide the sub tag to indicate the segmented news which includes the starting time of the news. The time dependent metadata helps user to track the news information. It also allows them to leave a comment on each segment of the news. User also may share the news based on time metadata as segmented news or as a whole. Therefore, it helps the user to understand the shared news. To demonstrate the performance, we evaluate the story segmentation accuracy and also the tag generation. For this purpose, we measured accuracy of the story segmentation through semantic similarity and compared to the benchmark algorithm. Experimental results show that the proposed method outperforms benchmark algorithms in terms of the accuracy of story segmentation. It is important to note that sub tag accuracy is the most important as a part of the proposed framework to share the specific news context with others. To extract a more accurate sub tags, we have created stop word list that is not related to the content of the news such as name of the anchor or reporter. And we applied to framework. We have analyzed the accuracy of tags and sub tags which represent the context of news. From the analysis, it seems that proposed framework is helpful to users for sharing their opinions with context information in Social media and Social news.

Foundational Research on the Market Strategies and Current Status of Children's Indoor Theme Parks with Korean Characters as Their Theme (국산 캐릭터를 테마로 한 어린이 실내 테마파크의 현황 및 시장전략에 관한 기초연구)

  • Park, Seong-Sik
    • Cartoon and Animation Studies
    • /
    • s.28
    • /
    • pp.235-263
    • /
    • 2012
  • Regarding the theme park business as an area of cultural content business, this study focuses on the trend of pursuing indoor theme parks as a small-scale small capital strategy escaped from the existing approach oriented to large-scale outdoor complex theme parks. It is because although existing large-scale outdoor complex theme parks require the capital with the scale of hundreds of billion won and also high-level technique and the latest operational know-how that they have a great barrier for new entry as well as enormous risk, the rent indoor theme parks succeed in market entry with efficient risk management and flexible market strategies. Thereupon, this study examines the current status of the children's indoor theme park market with Korean characters as their theme as a new market among the indoor theme parks and also investigates the market strategies of this market in the two aspects of expansion: the expansion of Korean characters' property value and the expansion of the local theme park market. For that, this article reviewed the advanced researches on theme parks and divided the types of theme parks existing in Korea with the criteria of classification by space and theme or classification by main users. Also, among the children's indoor theme parks with Korean characters as their theme, this study visited five ones located in the capital area to examine the current status. And about two located in the capital area and also four in the local area, the current data were received from the persons in charge of the companies for analysis. Also, with the subjects of spectators visiting the 'DIBO VILLAGE, Cheonggye-cheon' newly opened on April 25th, 2012, the research on satisfaction was conducted for analysis. Through that, this study analyzed the structure of the existing children's indoor theme park business with Korean characters as their theme and suggested the ground to analyze the effectiveness of market strategies being implemented. It is expected that this study will establish the clues of systematic and profound discussion for the indoor theme park business that can be said to be the niche market of the theme park business and allow the small-scale areal indoor theme parks to be examined as a significant business model for the local theme park industry. In the aspect of character business as well, it is expected that this will give a chance to establish a new model of spatial storytelling expansion in terms of the property value of Korean animation characters.