• Title/Summary/Keyword: 융합형 콘텐츠

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The Effect of Power Distance in School on Instructor-Student Interaction, Help Seeking, Critical Thinking, and Convergence Thinking (학교 내 권력거리가 교수-학생 상호작용, 도움요청, 비판적 사고, 융합적 사고에 미치는 영향)

  • Kim, Hannah
    • Journal of Convergence for Information Technology
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    • v.10 no.4
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    • pp.89-97
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    • 2020
  • The study aims to enhance the understanding of Korean learners concerning globalization and localization of educational contents. The study explores power distance in school, and examines its effects on instructor-student interaction, help-seeking, critical thinking, and convergence thinking. Four hundred sixteen students participated. Power distance in school is analyzed as aspects of course driver, instructor's role, and instructor-student equality. It is found that students have tendencies for large power distance and it has significant effects on instructor-student interaction, help-seeking, critical thinking, and convergence thinking. Considerations to localize international educational contents for Korean learners are discussed. Lastly, study limitations and future research direction are addressed.

Criticizing the Market Concentration Regulation in Open Media Environment (개방형 콘텐츠 유통환경에서 시장집중 규제에 대한 비판적 고찰)

  • Lee, Chi Hyung;Lee, Jungmann;Lee, Jongwon
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.368-376
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    • 2012
  • Government has strictly regulated the concentration of the media market because the number of broadcasters was traditionally limited and they had significant influence on public. However as the media market converges with Internet's open architecture, scarcity and pervasiveness are losing their roles in justifying media regulation. This article examines market convergence and its impact on market concentration, and criticizes the current concentration regulation. The study indicates that market performance are much governed by firm's competitive actions than market structure, and that vertical integration contributes to service innovations, and that horizontal concentration makes it difficult to measure due to its even-changing market definition. Therefore, the regulation for market concentration should shift its focus from firm's market share to broadcaster's unfair acts driving market inefficiency and hurting content diversity.

The Interdisciplinary Research on Cultural Technology (문화기술에 관한 간학제적 연구 -미디어아트를 통한 혼합현실형 공공 문화콘텐츠를 중심으로-)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1359-1362
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    • 2009
  • Digital media technology has power of influence as extended in not only science and technology but also our society and culture. These phenomenon is explained as 'digital convergence'. Edmond Couchot argue the term 'hybridization'. Yvonne Spielmann and Jay David Bolter also argue that digital hybrid artworks across and integrates a diverse range of modes of representation, such as image, text, sound, space and bodily modes of expression. They must also address communicative interaction in the convergence of real and virtual spaces. In this paper, I noticed mixed reality environment which is seen as the form of hybrid between real and virtual object. And I discuss about this phenomenon as the study of interdisciplinary between art and science.

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Projection Facade and Game System for Multi-Audience Participation using Smart Devices (스마트 기기를 활용한 다중 관람자 참여형 프로젝션 파사드 및 게임 시스템)

  • Jang, Seungeun;Tang, Jiamei;Kim, Sangwook
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.1-8
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    • 2013
  • As yet the use of 3D projection mapping facade has been limited to advertising and performance in the outside. And interactive elements are lacking. In this paper, propose a interaction system which control of projection mapping facade for multi-audience participation using smart devices. The system can be interaction for the multi-façade. And single or multiple can participate in the game. A user test based on the result confirmed an effectiveness of the proposed method. This research showed a practical method in which interaction of projection facade system can be used to user devices. The results of this study can be used as a base module for projection facade interaction system. In addition, It can be utilized for converged content development such as performances, games, education and various applications services.

Development of Contents on the Marine Meteorology Service by Meteorology and Climate Big Data (기상기후 빅데이터를 활용한 해양기상서비스 콘텐츠 개발)

  • Yoon, Hong-Joo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.2
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    • pp.125-138
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    • 2016
  • Currently, there is increasing demand for weather information, however, providing meteorology and climate information is limited. In order to improve them, supporting the meteorology and climate big data platform use and training the meteorology and climate big data specialist who meet the needs of government, public agencies and corporate, are required. Meteorology and climate big data requires high-value usable service in variety fields, and it should be provided personalized service of industry-specific type for the service extension and new content development. To provide personalized service, it is essential to build the collaboration ecosystem at the national level. Building the collaboration ecosystem environment, convergence of marine policy and climate policy, convergence of oceanography and meteorology and convergence of R&D basic research and applied research are required. Since then, demand analysis, production sharing information, unification are able to build the collaboration ecosystem.

Development of Universal Sports Simulator Fusing 5 Senses (범용 오감 융합형 스포츠 시뮬레이터의 개발)

  • Lee, Young-Dae;Lee, Won-Sik;Kang, Jeong-Jin
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.1
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    • pp.73-77
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    • 2015
  • Existing sports simulators on the market focus on the motion of platform or reality expression using basic visual contents, and are limited to entertainment products. Therefore, the stimulus on 5 senses is not good enough to be applied on high virtual reality. Moreover, there are not enough professional contents to be applied to an educational sports simulator. In this paper, we developed a sport platform by separating the multi axis based common platform module and the sports application module. We designed the common platform which has 4 degrees of freedom such as surge, sway, heave and yaw motion. This platform has the purpose of stabilizing motion and minimizing interference. The changeable sport module which is attached to the common module has 2 degrees of freedom such as roll and pitch, so that it can be applied to the various fields of 2 degrees of freedom virtual reality sports such as horse riding and yacht.

A Study on Characteristics of the Type of Interactive Broadcast Program in Korea (국내 양방향 방송 프로그램 유형 특징에 관한 연구)

  • PARK, JIN SIK;KIM, SUNG HOON
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.209-215
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    • 2019
  • The purpose of this study is to suggest the development of interactive services and technologies in the media industry. Through the analysis of domestic two-way broadcasting contents service, this study analyzed platform and services type according to service type of terrestrial broadcasting, SO operator and Telco. Also, by identifying the characteristics of interactive programs(open, interactive, personalized, stereoscopic), this study propose important convergence possibilities of the future providers and development plans through supporting technologies and services for each characteristic. In the case of terrestrial broadcasters, ARS, web sites and mobile apps were mostly provided in both directions, and SO and satellite broadcasting operators were found to provide diversity in interactive service operation using data domain. In the case of IPTV companies, most of them provide interactive services with additional video or information service through adjustment button or app, and cable TV operators had more adjustment data broadcasting than exclusive use data broadcasts. Therefore, domestic interactive broadcasting service type needs convergence type of revenue model needs and needs to be converted into new competitive interactive broadcasting program service environment.

Hybrid Web Content Management System Implementation (하이브리드 웹 콘텐츠 관리 시스템 구현)

  • Park, Seon-Gyeong;Mun, Hyung-Jin
    • Journal of Industrial Convergence
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    • v.17 no.2
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    • pp.15-20
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    • 2019
  • The purpose of this study is to provide customized experience learning service platform that enables consumers to easily search for various content information about on - site experiential learning, exhibitions, events, and culture, and to provide services. To provide customized experiential learning information that meets the requirements of the consumer. Beacon technology implemented through this study is a BLE technology that broadcasts a URL in Eddystone format developed by Google. This means that even if a user does not install a separate application, Making it easier and faster to access. Based on this, when the database of local cultural contents is completed, it will be expanded to the whole country, and it is expected that more diverse and high quality self - directed cultural contents experiential learning activity education programs will be provided to consumers by diversifying contents and expanding the market.

The Design of an Adaptive service that is adoptable in smart CEs embedded thin client module using hybrid home-cloud (경량 스마트 가전에 적용 가능한 하이브리드 홈 클라우드 기반 적응형 서비스 설계)

  • Jung, Jong-Jin;Lim, Tae-Beom;Lee, Suk-Pil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.07a
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    • pp.210-212
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    • 2012
  • 하이브리드 스마트 홈 클라우드 플랫폼/서비스 기술은 가정 내 외 클라우드와 연계하여 실시간으로 수정되는 다양한 콘텐츠, 응용 프로그램, 스마트 가전, 개인 생활 정보들을 융합 관리 함으로써 멀티미디어, 어플리케이션, 스마트 가전 등을 통하여 다양한 스마트 융복합 서비스를 제공해 줄 수 있는 기술이다. 이에 본 논문은 데이터의 프라이버시, 안정성, 보안성, 종속화등 Public Cloud에 대한 거부반응을 해소하기 위해 개인 또는 흠단위로 스마트 콘텐츠를 서로 공유할수 있는 댁내 Private 클라우드와 다양한 스마트 홈 서비스를 제공하는 사업자 및 소셜 그룹간의 공유가 가능한 댁 외 Public 클라우드와 연계하여, 실시간으로 수집되는 다양한 콘텐츠, 용용 프로그램, 스마트 가전, 개인 생활 정보들을 통합 관리하고, 서비스 가상화 기술을 이용하여 다양한 경량화 스마트 가전(Thin/Zero Client)에 동시 적용 가능한 "하이브리드 홈 클라우드 단말 서버 플랫폼 기술을 연구하였다.

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Learning UCC metadata reference model design based on SOiVA (SOiVA기반 Learning UCC 메타데이타 참조 모델 설계)

  • Moon, Nammee;Cho, Taenam;Kim, Kyong-Ah;Lee, Eunmee;Kim, Kyunghwan
    • Annual Conference of KIPS
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    • 2010.04a
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    • pp.280-283
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    • 2010
  • Web2.0 시대를 맞아, 개인화(Personalize)와 사용자 중심(User Centric Method)의 참여형 서비스 시나리오에 기반하여 융합단말이 사용되어지고 있다. 대표적인 사용예가 UCC인데, 효과적인 지식공유와 적절한 정보를 추천하기 위해 효율적인 UCC 기반 콘텐츠의 사용의 참조(참조)가 가능하여야 한다. 본 논문에서는 UCC Learning의 효율적인 콘텐츠 양방향 서비스를 위하여, 참조 요소 관리를 할 수 있도록 데이터베이스를 설계 운영할 수 있는 방안에 관하여 연구하였다. 향후, 저작도구를 사용하여, UCC를 저작하는 한계를 극복하여, 다양한 콘텐츠방식 저작에 활용되어질 수 있도록 할 계획이다.