• Title/Summary/Keyword: 융합형 콘텐츠

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A Study on Aspects of Transmedial Enjoyment of Game Users (게임 사용자의 트랜스미디어적 향유 양상 연구)

  • Ahn, Jin-Kyoung
    • Journal of Convergence for Information Technology
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    • v.11 no.8
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    • pp.119-128
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    • 2021
  • This study defines the integrated game experience of game users that across internal and external media of game as the transmedia enjoyment of game. This study categorizes the cases and analyze features. Game users have four types of transmedial enjoyment. The expansion type is characterized by the user's desire to solve the uncertainty, and the transmission type is characterized by the emergence of alternative play spaces. In the permeation type and the circulation type, it is observed users participate more in the content can be re-contextualized and based on real world knowledge.

Research and Development of Interactive Exhibition Contents for 'Sound Light' Exhibition Space in Science Museum (과학관 '소리 빛' 전시공간, 체험형 인터랙션 전시 콘텐츠 연구 개발)

  • Kim, Tae-Wook;Park, Nam-Ki
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.137-144
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    • 2020
  • Based on the basic concepts and roles of the Science Museum, the research and development of the "Sound Light" interaction exhibition contents and experience exhibition space aimed at providing the exhibition, education and experience of scientific principle directly related to daily life will be implemented in the "Sound Light" exhibition space of the Gwangju National Science Museum. The scope of the research is to define the conditions and elements of the museum's hands-on exhibition by examining the case and status of the existing science museum's experience-type content prior research, and research and development of experience-type exhibition scenarios and contents for children based on them. The results of this research and development content are firstly developed with the theme of light and sound as interactive hologram experience content. Second, by multi-faceted media facade through projection mapping by multiple projectors, visual wide and spectacular screen composition and animation are realized. Third, visitors-oriented exhibitions and experiences that can interact with visitors by moving various colors and sounds together. Finally, interactive content is provided through hologram interfaces through hologram screens to encourage active participation of many visitors in viewing rather than simply delivering exhibition information and to promote revisiting the exhibition. Through a series of studies, it was possible to research and develop contents and experience exhibition spaces with theme park characteristics, which are the trend of science museums.

Implementation of the T2-MI Demultiplexer for Hybrid Broadcasting (융합 방송을 위한 T2-MI 역 다중화기 구현)

  • Bae, Chul Kyun;Chae, Chang Seok;Lee, Hyo Jung;Kim, Young Hun;Kim, Dae Jin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.5
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    • pp.949-956
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    • 2016
  • By recent development of wired and wireless communication technology, any service can be delivered through broadcasting networks or communication networks. So contents consumers want to receive broadcasting program via any accessible network. Network independent broadcasting system can receive optimized multimedia contents by combining the high-quality multimedia contents transmitted through broadcasting network and the additional contents delivered through communication network. Additional contents can be other multimedia contents, URL of contents, some texts for indicating information of received multimedia, etc. Network independent broadcasting system is in early stage of development, and receivers and the monitoring system for hybrid broadcast are under development. Thus the multiplexing method and demultiplexing method to perform hybrid broadcasting is on study. In this paper, we designed the demultiplexing algorithm to perform hybrid broadcasting system and implemented demultiplexer system based on modulator interface system standard T2-MI of DVB-T2.

The Development of the Convergence Education Program based on the Creation of Scientific and Cultural Content (과학문화콘텐츠 구성을 기반으로 한 융합형 교육 프로그램의 개발 방안)

  • Cho, Nam-Min;Kim, So-Ryun;Son, Dal-Lim
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.506-518
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    • 2015
  • Recently there are growing needs and demand to enhance 'Unity of knowledge' as the concept of "Creating new value through integration and convergence" is developing rapidly in many different areas in the society. This also has significant implication to education. Especially, it requires paradigm shift in terms of required capabilities and qualifications for the students with science major. To accommodate this trend, Natural Sciences and Engineering's College has been increasing convergence education which focus on cultivating creative and cooperative learning capabilities as well as acquiring fundamental knowledge of individual majors. However, convergence education developed and implemented by Sciences college or liberal education so far has been mechanical combination of knowledge from different academic fields - not effectively integrated and interdisciplinary education. Given this situation, this research is to develop and propose a "convergence education program based on the development of scientific and cultural contents" as an education tool to enhance capabilities to apply and re-create integrated knowledge as well as acquire and learn existing knowledge. Education program developed in this research aims to achieve two different and sequential capabilities. First is to understand 'Science and Technology' and 'Cultural Archetype' which would be essential and useful to create cultural contents. Second is to develop capabilities to convert this understanding into cultural contents - a storytelling capability. This education program is differentiated in that it defines cultural contents as a medium to converge and integrate science and technology and humanities. By leveraging the concept of cultural content and storytelling, this education program would be able to overcome restrictions of existing interdisciplinary approach. Also, this program would encourage students to try in-depth research and new applications, and develop logical and creative thinking.

Development of Personalized broadcasting Service and Terminal based on TV-Anytime (개인 맞춤형방송 서비스와 단말플랫폼 개발)

  • Seok, Joo-Myoung;Lim, Seon-Yong;Choi, Ji-Hoon;Kim, Hyun-Cheol;Lee, Han-Kyu;Hong, Jin-Woo
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.1
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    • pp.38-53
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    • 2007
  • Nowadays, as it goes on digitalization of the broadcasting and the convergence of the broadcasting and communications , it has been developed into the ubiquitous individual media consuming pattern which can easily and comfortably consume the favorite contents through any devices at anytime and/or anywhere. For this, in this paper, we propose personalized broadcasting service that can provide a convenient access of the contents that users want to watch at anytime by considering the user preference and consumption characteristics as well as an efficient browsing and watching of the particular program segments more advanced than the data broadcasting services. Moreover, it is implemented the TV-Anytime standard based on personalized broadcasting terminal platform by us. The developed services and terminal will used on broadcasting environment in which many services and the contents. The result of that is the broadcasters/service providers and content providers can provide differential broadcasting services which is suitable to each user such as personalized broadcasting service in near future.

Social Network Analysis on Interdisciplinary Collaboration of Convergence Technologies Specialists (융합기술전문가의 공동연구에 대한 사회적 연결망 분석)

  • Lee, Jung-Mann;Choi, Min-Seok
    • The Journal of the Korea Contents Association
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    • v.10 no.6
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    • pp.415-428
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    • 2010
  • Converging technologies have become a major issue in science policy. This paper describes the current state of scientific collaboration for convergent technologies among researchers in South Korea, by conducting Social Network Analysis (SNA) with the data set of 1,095 researchers who have involved in the development of the convergent technologies. It is found that the researchers in convergent technology are more productive than the researchers in other technology domains. However, the researchers in convergent technologies have small number of collaborators, compared with their productivity. Only a few researchers have a role of the hub in the collaboration networks, meaning that the structure network is closer to than the core than the peripheral. The scientific collaboration network of the convergent technology researchers shows that the members of the network are close to each other, but there is small number of cliques.

Characterization plan for National Competency Standards and cultural contents curriculum (직무능력표준과 문화콘텐츠계열 교육과정 특성화 방안)

  • Kim, jin-hee
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.91-92
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    • 2015
  • 이 연구의 목적은 최근 학문분야별로 체계적인 직무능력 매뉴얼이 개발되고 있는 상황에서 전문대학원 교육이 현장에 필요한 맞춤형 인재양성이라는 교육목표의 수월성을 위해 역량 있는 교육과정 방안을 직무능력에 근거하여 살펴보고자 한다. 연구 목적을 달성하기 위하여 먼저 국내외 전문대학원 문화콘텐츠(융합콘텐츠 포함) 관련 학과들의 교육과정을 분석하고, 이를 토대로 전문대학원 교육의 목표, 내용, 방법에 대한 종합적인 시사점을 도출한다. 다음으로, 전문대학원의 고유한 전문성과 주체성을 가진 현장밀착형 교육과정 사례를 통해 교육과정의 특성화 방안을 제시하고자 한다. 국가의 직무능력표준이 정한 문화콘텐츠 기획, 제작, 유통 및 서비스별로 요구되는 능력수준, 정의, 능력단위 요소를 체계적으로 제시함으로써 교육과정의 개념틀(framework of curriculum)을 마련할 수 있을 것이다.

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Design of Healthcare Game Contents using IOT (사물인터넷을 이용한 헬스케어 게임콘텐츠 설계)

  • Yoon, SeonJeong;Lee, SangWhi
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.225-226
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    • 2018
  • 본 논문에서는 사물인터넷 환경에서 걷기운동을 재미있게 할 수 있는 게임형 콘텐츠의 설계 및 구현, 효과에 대한 검증사례를 소개한다. 이 콘텐츠는 비콘이 설치된 계단을 걸음으로써 소모 칼로리를 계산하고 지속적으로 활동하도록 유도함으로써 운동효과를 향상시키도록 설계되었다. 본 콘텐츠의 설계 목표는 바쁜 현대인들이 활동 공간 안에서 가볍게, 재미있게, 지속적으로 운동할 수 있도록 하는 것이며 이 효과는 걷기 행사에 참여한 다수 사용자의 후기를 통하여 확인되었다. 본 콘텐츠는 여러 유형의 헬스 케어 시스템에 융합 가능할 것으로 기대한다.

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The Development of a Personal Information-related Sportainment Bike Simulation System (개인 정보 연동형 스포테인먼트 자전거 시뮬레이터 시스템 개발)

  • Kim, Chong-Han;Gang, Gyeong-Heon;Park, Jun-Hyung;Kang, Im-Chul;Kim, Byung-ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.754-756
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    • 2013
  • 건강, 운동에 관한 관심이 고조되고 레저를 즐기는 사용자층이 확대되어 감에 따라 다양한 종류의 레저형 시뮬레이터에 대한 개발이 이루어지고 있다. 그러나 단순 운동을 위한 스포츠 시뮬레이터는 흥미를 반감시켜 지속적인 운동에 대한 저해하는 요소가 된다. 본 논문에서는 이런 시뮬레이터의 한계를 극복하기 위해 다양한 콘텐츠를 접목시킨 스포테인먼트형 자전거를 제안한다. 이를 위해 개인 신체 정보를 입력을 통해 프로그램 추천 및 이력관리가 가능하고 흥미요소인 게임, 음악 등을 동시에 즐기면서 운동을 할 수 있는 자전거 시뮬레이터 UXBike 시스템 개발한다. 이는 보편화된 운동 레저 시뮬레이터와 콘텐츠의 융합을 통해 사용자의 몰입도 향상 및 지속적인 관심을 갖게 하는 계기가 될것이라 판단된다.