• Title/Summary/Keyword: 인터넷콘텐츠

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A Study on the Application of Information Design to Korean Cultural Heritage Education (한국 문화유산 교육의 정보디자인 적용 방법 고찰)

  • Barng, Keeung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.11
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    • pp.475-489
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    • 2019
  • This study seeks to explore the method of imagination through creative new thinking in cultural heritage education and the most effective model of education in education. Research methods were organized by the methods of reviewing literature, browsing the Internet, and comparative analysis of prior research. We hope to realize the need for differentiated Korean cultural heritage and make efforts to incorporate our identity in the design. Through this study, we hope to realize the need for differentiated Korean cultural heritage and make efforts to incorporate our identity in the design. In the process of visualizing information, the focus should be on identifying the structure, characteristics, and the correlation between pattern and trend analysis, and the heterogeneity analysis, and should be made with the characteristics considered. Texting, graphics, sound, animation, lighting, and Navigation are often used as the expressive elements of information visualization for educational models. To facilitate the understanding of learners, accurate information transmission visuals should be presented. To do so, the use of infographic can be the answer. It is necessary to develop appropriate multimedia visual data, such as the use of infographic to be applied, and to develop various infographic multimedia visuals. These work should not be merely a research dimension, but should be carried out with the aim of helping develop actual cultural heritage educational content.

Study on Establishment of Deoksugung Palace, Tourist Information Services using Augmented Reality(AR) Technology (증강현실(AR) 기술을 이용한 덕수궁 관광안내서비스 구축방안 연구)

  • Oh, Sung-hwan;Kim, Ki-duk
    • Korean Journal of Heritage: History & Science
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    • v.46 no.2
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    • pp.26-45
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    • 2013
  • Sudden increase exceeding 30million in the number of smart phone users, and rising interest in the technology of augmented reality, is now trying to combine it with AR technology in other areas very much. The field of cultural heritage, which has been constructed by the Internet and 3D technology, is not unusual and this field is now rapidly changing thanks to the AR technology which can make users experience cultural heritage with high reality. The Palaces in Seoul, however, use fragmentary tools of information - lack of heritage commentators, leaflet, etc, even though the number of visitors is gradually increasing. Therefore, three-dimensional and comprehensive cultural heritage information service is needed with the guidance in the mobile era. This study utilizes the AR technology for building the Deoksugung Tourist Information Service Application(App.) applying the markerless-based recognition technology which is a more advanced tool than the location-based AR technology. This new AR technology can switch perceived real images such as the tablet of the King in the Palace of in the real world, patterns and pedestals into virtual world, which can reproduce the damaged cultural assets as 3D. This also composes photos of the past with the current buildings, which can increase people's interest and absorption of the contents, and helps them understand and be aware of Korean traditional culture and cultural heritage effectively. In addition, convergence between IT new technology, Augmented Reality(AR) and humanities through storytelling based implementation of cultural heritage in smart phone is attempted to demonstrate that there is strength in which augmented reality technique exerts infinite creativity based on actual reality world.

Formulating Strategies from Consumer Opinion Analysis on AI Kids Phone using Text Mining (AI 키즈폰의 소비자리뷰 분석을 통한 제품개선 전략에 대한 연구)

  • Kim, Dohun;Cha, Kyungjin
    • The Journal of Society for e-Business Studies
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    • v.24 no.2
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    • pp.71-89
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    • 2019
  • In order to come up with satisfying product and improvement, firms use traditional marketing research methods to obtain consumers' opinions and further try to reflect them. Recently, gathering data from consumer communication platforms like internet and SNS has become popular methods. Meanwhile, with the development of information technology, mobile companies are launching new digital products for children to protect them from harmful content and provide them with necessary functions and information. Among these digital products, Kids Phone, which is a wearable device with safe functions that enable parents to learn childern's location. Kids phone is relatively cheaper and simpler than smartphone but it is noted that there are several problems such as some useless functions and frequent breakdowns. This study analyzes the reviews of Kids phones from domestic mobile companies, identifies the characteristics, strengths and weaknesses of the products, proposes improvement methods strategies for devices and services through SNS consumer analysis. In order to do that customer review data from online shopping malls was gathered and was further analyzed through text mining methods such as TF/IDF, Sentiment Analysis, and network analysis. Customer review data was gathered through crawling Online shopping Mall and Naver Blog/$Caf\acute{e}$. Data analysis and visualization was done using 'R', 'Textom', and 'Python'. Such analysis allowed us to figure out main issues and recent trends regarding kids phones and to suggest possible service improvement strategies based on sentiment analysis.

A Study on the Factors that Influence Adult Cyberbullying - focusing on the mediation effect on the attitude to cyberbullying (성인의 사이버폭력 가해 경험에 대한 영향 요인 연구 - 사이버폭력에 대한 태도의 매개효과를 중심으로)

  • Kim, Bong-Seob
    • Informatization Policy
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    • v.28 no.2
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    • pp.57-80
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    • 2021
  • This study aimed to identify the causes of adult cyberbullying, an issue which arouses little academic interest despite its seriousness and its harmful consequences, in order to provide basic data for the formulation of reasonable measures for preventing and reducing adult cyberbullying. To that end, the author of the study analyzed the results of the government-led Cyber Violence Survey conducted in 2019. First, the online survey panel owned by the research company selected a sample of 1,500 adult men and women in their 20s to 50s in proportion to reflect the composition of the local population. The survey was conducted online, with male subjects and female subjects accounting for 51.5% and 48.7% of the respondents, respectively. The result of the analysis shows that the respondents' attitude towards cyberbullying was fully mediaed according to such factors as gender, age, family relations, relationship with colleagues, Internet usage time, and contact with illegal content. In addition, partial mediation was observed with regard to online delinquency colleague numbers and cyberbullying victimization. As a result, the respondents' attitude towards cyberbullying was found to be the most important factor affecting adult cyberbullying. Based on these results, this study suggests that the formation of a non-conservative attitude towards cyberbullying should be considered to be more important than any other factors when preparing programs aimed at preventing cyberbullying.

Line Tracer Modeling for Educational Virtual Experiment (교육용 가상실험 라인 트레이서 모델링)

  • Ki, Jang-Geun;Kwon, Kee-Young
    • Journal of Software Assessment and Valuation
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    • v.17 no.2
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    • pp.109-116
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    • 2021
  • Traditionally, the engineering field has been dominated by face-to-face education focused on experimental practice, but demand for online learning has soared due to the rapid development of IT technology and Internet communication networks and recent changes in the social environment such as COVID-19. In order for efficient online education to be conducted in the engineering field, where the proportion of experimental practice is relatively high compared to other fields, virtual laboratory practice content that can replace actual experimental practice is very necessary. In this study, we developed a line tracer model and a virtual experimental software to simulate it for efficient online learning of microprocessor applications that are essential not only in the electric and electronic field but also in the overall engineering field where IT convergence takes place. In the developed line tracer model, the user can set various hardware parameter values in the desired form and write the software in assembly language or C language to test the operation on the computer. The developed line tracer virtual experimental software has been used in actual classes to verify its operation, and is expected to be an efficient virtual experimental practice tool in online non-face-to-face classes.

Online Religious Culture in Korea: Focusing on Religious Activities and Special Cases of Religious Expression (한국의 온라인 종교문화에 대한 시론적 연구 - 온라인 종교활동과 종교적 표현상의 특이 사례를 중심으로 -)

  • Shim Hyoung-june;Lee Won-sub;Oh Joon-hyeok;Lee You-na
    • Journal of the Daesoon Academy of Sciences
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    • v.45
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    • pp.187-226
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    • 2023
  • In contemporary society, digital media has become an integral part of daily life that shapes how people interact with the world around them. This phenomenon has also influenced religious activities and practices. Studies on digital religion and religious practices among digital natives in the Western world have indicated that traditional religious practices are on the decline. Instead, more accessible and flexible forms of religious activities and beliefs are emerging. Given this context, it is important to investigate whether similar trends are occurring in Korea. This study aims to explore the religious activities and expressions of Korean individuals in the online environment. Specifically, the study focuses on four main areas: ①the online religious activities of established religions such as Protestantism, Buddhism, and Catholicism; ②the online religious activities related to divination belief systems such as the Four Pillars of Destiny (四柱 saju) and Tarot; ③online holy sites and wish comments or chats; and ④popular religious neologisms such as jileumshin (지름神 a god with the power to justify consumption) and gatsaeng (갓[God]生 one's best life). Through this review, it can be ascertained that religious ideas and practices are restricted by the attributes of digital media. This implies that the emergence of simplistic forms of religious ideas and activities is associated with the features of digital media and the consumption of digital content.

A Study on the Development and Validation of Digital Literacy Measurement for Middle School Students

  • Hee Chul Kim;Ji Young Lim;Iljun Park;Myoeun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.177-188
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    • 2023
  • The purpose of this study is to develop and validate a scale for measuring digital literacy by identifying the factors consisting of digital literacy and extracting items for each factor. Preliminary items for the Delphi study were developed through the analysis of previous literature and the deliberation of the research team. As a result of two rounds of the expert Delphi study, 65 items were selected for the main survey. The validation of the items was carried out in the process of exploratory and confirmatory factor analyses, reliability test, and criterion validity test using the data collected in the main survey. As a result, a 4-factor structure composed of 31 questions(factor 1: digital technology & data literacy- 9 questions, factor 2: digital content & media literacy- 8 questions, factor 3: digital communication & community literacy- 9 questions, factor 4: digital wellness literacy - 5 questions) was confirmed. Also, the goodness of fit indices of the model were found to be good and the result of reliability test revealed the scale had a very appropriate level of Cronbach's alpha(α=.956). In addition, a statistically significantly positive correlations(p<.001) were found between digital literacy and internet self-efficacy and between digital literacy and self-directed learning ability, which were predicted in the existing evidence, therefore the criterion validity of the developed scale was secured. Finally, practical and academic implications of the study are provided and future study and limitations of the study are discussed.

A study on the Revitalization of Traditional Market with Smart Platform (스마트 플랫폼을 이용한 전통시장 활성화 방안 연구)

  • Park, Jung Ho;Choi, EunYoung
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.127-143
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    • 2023
  • Currently, the domestic traditional market has not escaped the swamp of stagnation that began in the early 2000s despite various projects promoted by many related players such as the central government and local governments. In order to overcome the crisis faced by the traditional market, various R&Ds have recently been conducted on how to build a smart traditional market that combines information and communication technologies such as big data analysis, artificial intelligence, and the Internet of Things. This study analyzes various previous studies, users of traditional markets, and application cases of ICT technology in foreign traditional markets since 2012 and proposes a model to build a smart traditional market using ICT technology based on the analysis. The model proposed in this study includes building a traditional market metaverse that can interact with visitors, certifying visits to traditional markets through digital signage with NFC technology, improving accuracy of fire detection functions using IoT and AI technology, developing smartphone apps for market launch information and event notification, and an e-commerce system. If a smart traditional market platform is implemented and operated based on the smart traditional market platform model presented in this study, it will not only draw interest in the traditional market to MZ generation and foreigners, but also contribute to revitalizing the traditional market in the future.

A Study on Web accessibility situation of Public Institution and Major IT Companies Institutions (공공기관 및 IT 대기업의 웹 접근성 현황에 관한 연구)

  • Joo, Heon-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.10
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    • pp.175-187
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    • 2009
  • This paper shows trends in domestic and foreign web accessibility. To disclose the web accessibility observance rate, seven central adminstration institutions and another seven north-eastern cities in Gyeong gi-Do and seven major IT companies were evaluated. KADO-WAH 2.0 was used for showing the observance rate. The evaluation criteria was that of Internet Web contents accessibility Guidelines 1.0. The evaluation was limited to Guideline 1 and Guideline 2 of non-text contents and the restricted frame usage and the keyboard-only operation. The average points for three items are as follows: 65.56% for North-Eastern cities in Gyeong gi-Do and 43.71% for Central adminstration institutions and the average 29.33% for major IT companies. The observance rate was highest by 99.3% in Human-rights committee among the central administration institutions. With the observance rate of 98%, Namyang-ju city came first in Gyeong gi-Do area. Samsung electronics was the highest with 63.66% in observance rate. The Central adminstration got lowered from the average 82.14% in 2006 to the average 54.28% in 2009, with the result of 27.86% down. Accordingly, the urgent improvement for Central adminstration and Local adminstration in web accessibility is asked for. The same is true with major IT companies in web accessibility.

A study on the detection of fake news - The Comparison of detection performance according to the use of social engagement networks (그래프 임베딩을 활용한 코로나19 가짜뉴스 탐지 연구 - 사회적 참여 네트워크의 이용 여부에 따른 탐지 성능 비교)

  • Jeong, Iitae;Ahn, Hyunchul
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.197-216
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    • 2022
  • With the development of Internet and mobile technology and the spread of social media, a large amount of information is being generated and distributed online. Some of them are useful information for the public, but others are misleading information. The misleading information, so-called 'fake news', has been causing great harm to our society in recent years. Since the global spread of COVID-19 in 2020, much of fake news has been distributed online. Unlike other fake news, fake news related to COVID-19 can threaten people's health and even their lives. Therefore, intelligent technology that automatically detects and prevents fake news related to COVID-19 is a meaningful research topic to improve social health. Fake news related to COVID-19 has spread rapidly through social media, however, there have been few studies in Korea that proposed intelligent fake news detection using the information about how the fake news spreads through social media. Under this background, we propose a novel model that uses Graph2vec, one of the graph embedding methods, to effectively detect fake news related to COVID-19. The mainstream approaches of fake news detection have focused on news content, i.e., characteristics of the text, but the proposed model in this study can exploit information transmission relationships in social engagement networks when detecting fake news related to COVID-19. Experiments using a real-world data set have shown that our proposed model outperforms traditional models from the perspectives of prediction accuracy.