• Title/Summary/Keyword: 콘텐츠의 질

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A Study on the Necessity and Cases of Non-Face-to-Face Online Craft Education Programs (비대면 온라인 공예 교육 프로그램의 필요성과 사례 연구)

  • Jang, Ji-Su;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.277-282
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    • 2021
  • The purpose of this thesis is to suggest the direction of various online education media to be developed in the future by studying the necessity and cases of non-face-to-face online craft education programs. To this end, among the online class platforms currently operated in Korea, four places that contain craft education programs were selected and analyzed for comparison. Class101, Hobbyful, Conects-Hobby Class, and Air Klass are examples. As a result of the study, the common features and advantages of the convenience of accessing contents and the diversity of class composition were found. However, there was a limitation in that the real-time inquiry and response system was not systematically implemented in most online class platforms. In particular, as the number of users of the online class platform is gradually increasing in the untact era caused by Covid-19, continuous research and development will be required to ensure that interaction, the most important characteristic of face-to-face, can also be performed well on online platforms.

Analysis on the Satisfaction of the Cyber Graduate Student: Focusing on J University Case (원격대학원생 학습만족도 분석: J대학 사례를 중심으로)

  • LEE, Jungyull
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.515-522
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    • 2021
  • In this study, 186 remote graduate students from J University were surveyed and interviewed in-depth to see if their satisfaction varies depending on their gender, semester, and major, and the results were as follows. First, the gender satisfaction of remote graduate students was shown to be statistical significance differences between men and women in professors, offline activities, and class evaluations, all of which showed that men were significantly higher than women. Second, the satisfaction level of each semester of remote graduate students was shown to be significantly different in curriculum, LMS, lecture content quality, and offline activities, and tended to increase as the school year went up. Third, the satisfaction level of remote graduate students by major was found to have significant differences in other factors except LMS and class contents, with the highest educational administration. The results of this study are expected to be used as basic data to improve elements absolutely necessary for student-centered education, such as curriculum of remote graduate schools, establishment of learning platform (LMS), and development and production of lecture contents.

Design of a Smart Music Learning Device that can interact with each other using a transparent touch panel (투명 터치패널을 이용한 상호작용이 가능한 스마트 음악학습기의 설계)

  • Kim, Hyeong-Gyun;Kim, Yong-Ho
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.127-132
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    • 2020
  • The Smart Music Learning Device(SMLD) presented in this paper constructs the display part by attaching the touch panel to both sides of the transparent panel. The main processing unit uses raspberry pie, and the operating system uses Android. On the transparent panel, music education contents are displayed, and on the touch panels 1 and 2, the inputs of learners and instructors are accepted. The signal input from the touch panels 1 and 2 controls the progress of the music education contents through a process in the main processing unit. This control process design and implement a two - sided panel - based interactive training algorithm. This device aims at musical education based on mutual understanding. Therefore, it conducts face-to-face education using music education contents presented through transparent panel. This allows the instructor to know in real time the response to the learner, thus improving the understanding of the learning and the quality of the education. Also, the learner's concentration can be improved.

'Andongpo Village' Spatial Storytelling for Strengthening of Its Placeness (장소성 강화를 위한 '안동포마을' 공간스토리텔링)

  • Bae, Jin-Hee;Kwon, Gichang
    • 지역과문화
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    • v.6 no.4
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    • pp.73-97
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    • 2019
  • This study aims to rediscover the meaning and the value of Andongpo Village to strengthen its placeness through spatial storytelling. It draws the placeness of the traditional village which retains the traditional way of life and the culture of hand-weaving through theoretical consideration, analysis of strengthening of placeness cases in the past and analysis of the village environment and cultural resources to understand the general context of the village. To this end, the theme of spatial storytelling was set as 'the breath of a thousand years', and sub-themes for more specific details were set as 'dedication', 'sharing','memory', 'meeting', 'health', and 'harmony'. It allowed Andongpo-po Village to become a place where traditional culture, creativity and assets of placeness co-exist thus enabling it to produce new contents, which was achieved by assigning appropriate space to each of the sub-themes, making reproduction and creation of a story based on the connection possible. In addition, the study developed a detailed program to enable visitors to become main agents who experience and complete the placeness of the village. As result, the study is expected to contribute to the increase in the brand value of Andongpo Village, the living standard of its residents and the number of tourists.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.

The Study for Analysis of Website in Chinese Area Studies(This Topic is about CSF : China Specialist Forum) (중국 지역학연구에 이용되는 웹사이트 활용실태분석에 관한 연구(CSF : China Specialist Forum 을 중심으로))

  • Chong, Da-Song;Kang, Jun-Young
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.565-571
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    • 2013
  • We need to study China, the country that's improving constantly, in perspective of economic, political, social integration, and area studies with expertise in some perspective. If we expand the range of view to studies at industry research, national organization, and academia, exact information and diversity with professional research information portal site is at the core of the region. Specialized information portal site in China through an analysis of Chinese studies at the research analyzes the usage of the content. Through the main advantage of the status and content attributes of a site visitor analysis, it has shown a relatively high user loyalty through last 10 years operating as a single topic of professional information website. Through the CSF, the national level with expertise in design construction information portal site can be used as a more efficient way to build the foundation planning. Furthermore, through the effective use of information in China, the two countries, South Korea and China laid the foundation for the economic development of area studies which is expected to contribute to the establishment of information systems.

Design and Implementation of Android-based Open U-Learning System for Improve Learning Effect : Focusing on 2009 revised science education courses (학습 효과 증진을 위한 안드로이드 기반의 개방형 U-러닝 시스템 설계 및 프로토타입 제작 : 2009년 개정 과학과 교육 과정 중심으로)

  • Kim, Youn-Soo;Lee, Ju-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.10
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    • pp.135-149
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    • 2014
  • This study proposed the ubiquitous learning system by finding the difficulties which students have in learning the course of science and analyzing the current learning applications that are used commercially. Through case studies, we found 4 problems. First, the request of long learning time by most of the existing video-based learning applications. Second, it is impossible to know their level of learning due to the lack of open learning contents. Third, it is difficult for learners to participate in interactive learning. Fourth, there are educational contents without considerations on the level of learners. To refine the difficulties due to these problems, we designed and implemented a new ubiquitous learning system which applies the small learning contents for short-term learning, open learning system and enhanced hierarchical learning contents. The system was implemented based on Android. It provides learners with useful science education. We conducted a questionnaire for third grade middle school students in order to show that the proposed system has a good educational effects. The questionnaire asks for the differences between the proposed ubiquitous learning system and the existing learning application. We concluded that the proposed system is better than the existing application by using t-test for improvement of learning effects using feedback with which students participate in interactive learning but not in unidirectional learning, and share the learning result.

A Exploratory Study on the Plan to Foster the Horse Industry for the Development of Local Cultural Contents (지역문화 콘텐츠 개발을 위한 마산업 육성 방안에 관한 연구)

  • Kim, Mi-Kyung;Kim, Kwan-Seok;Park, Gum-Ran
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.240-249
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    • 2022
  • With the tourism industry stagnating due to the recent COVID-19 virus issue, the importance of preparing a plan to resume and revitalize the tourism industry after the end of the COVID-19 is being emphasized. In particular, this researcher paid attention to the development of the horse industry as it can contribute to the differentiation of services as it is an experience-oriented tourism, and it can be said to be a field with a high potential for sustainable development in the future. However, in the domestic horse industry, legal problems related to installation, industrial structural problems organized around horse racing, and demand-based problems were scattered. Therefore, this researcher suggested a way to improve these problems, improve the quality of life of the people, and lead the horse industry to increase the income of rural residents. As a representative example, a legal improvement plan for the expansion and growth of equestrian facilities was presented, and a strategic incubating infrastructure construction plan was presented to support horse industry workers to nurture the horse industry as the 6th industry on their own. This movement will lead to qualitative growth through the conversion of the horse industry into local cultural contents, and not only to expand the base of public demand for the horse industry, but also to maximize the creation of added value through diversification of the horse industry, leading to qualitative growth of the horse industry.

The Effects of the Asia Culture Center(ACC) on Activating Local Culture in Gwangju : Focusing on the In-depth Interview of Gwangju Citizens (국립아시아문화전당이 광주 지역문화 활성화에 끼치는 영향 : 광주시민 심층인터뷰를 중심으로)

  • An, Hyejin;Lee, Seungha
    • 지역과문화
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    • v.7 no.1
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    • pp.99-126
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    • 2020
  • This study aimed to investigate the effects of multicultural complexes on activating local culture. Prior studies that discuss activating local culture through multicultural complexes focus on literature reviews or quantitative research methods, which do not incorporate the detailed and practical opinions of the users of the location. Therefore, this study collected detailed information through in-depth interviews with users, and investigated the future development methods of multicultural complexes based on the obtained information. It focused on the Asia Culture Center (ACC) in Gwangju, which is considered a prime example of a multicultural complex, and conducted in-depth interviews with citizens who have lived in Gwangju for at least five years as well as visited the ACC to investigate the research question from a detailed perspective. The results revealed that although the citizens of Gwangju have a positive perception of the functions of ACC as a cultural space representing the city that activates the local culture, they perceive it as partially insufficient to be considered a multicultural complex. Major findings included the following: the contents of the ACC do not have a mass appeal, its inflexible hours of operation inconvenience visitors, and the contents available for visitors lack in quantity and quality. Therefore, in order for the ACC to appeal as a successful multicultural complex, it is necessary to cooperate with the members of the community to investigate their needs with respect to the contents and location, and prepare strategic plans to satisfy those needs.

A Study on the Contents to Vitalize the Space for Making Traditional Gwangheemun A Tourism Resource (문화유산 광희문(光熙門)의 관광자원화를 위한 공간 활성화 콘텐츠 연구)

  • Kim, Ji Eun;Park, Eun Soo
    • Korea Science and Art Forum
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    • v.23
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    • pp.95-109
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    • 2016
  • The background and objective of this study are as follows. Gwangheemun, one of the 4 small gates of Seoul Castle is a space to represent ordinary people and it is a valuable cultural heritage that shows the process of technical transition of fortification technology during Chosun Dynasty. It is a place that we can expect to play a role as a field where history and culture mix and communicate together. But currently, the environment and facilities around Gwangheemun have fallen behind and become old, so they need to be reorganized as their local feature is not shown distinctly. We need to vitalize the new traditional space that shows local feature. This study has drawn out the method, contents and the result of study like as follows. This study aims to establish an identity based on the historical and cultural backgrounds and suggest the contents to vitalize the space of Gwangheemun as a traditional cultural heritage. By this, this study aims to create a historical and cultural space where people can enjoy, eat and look around. Therefore, based on the historical and cultural feature, it gives an identity as moonlight street, and it has developed and suggested 5 contents to vitalize space: Gwangheemun maintenance, plan, castle restoration plan, village inside the castle, village outside the castle and fashion art street. Contents to vitalize space has a meaning as a specific developmen method of urban restoration, and we can expect to be used as a direction to develop the area to enhance the cultural quality of life of both inhabitants and visitors by forming the brand identity of surrounding area with traditional cultural heritage.