• Title/Summary/Keyword: 콘텐츠 구성

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The Effectiveness of Foreign Language Learning in Virtual Environments and with Textual Enhancement Techniques in the Metaverse (메타버스의 가상환경과 텍스트 강화기법을 활용한 외국어 학습 효과)

  • Jeonghyun Kang;Seulhee Kwon;Donghun Chung
    • Knowledge Management Research
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    • v.25 no.1
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    • pp.155-172
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    • 2024
  • This study investigates the effectiveness of foreign language learning through diverse treatments in virtual settings, particularly by differentiating virtual environments with three textual enhancement techniques. A 2 × 3 mixed-factorial design was used, treating virtual environments as within-subject factors and textual enhancement techniques as between-subject factors. Participants experienced two videos, each in different virtual learning environments with one of the random textual enhancement techniques. The results showed that the interaction between different virtual environments and textual enhancement techniques had a statistically significant impact on presence among groups. In examining main effects of virtual environments, significant differences were observed in flow and attitude toward pre-post learning. Also, main effects of textual enhancements notably influenced flow, intention to use, learning satisfaction, and learning confidence. This study highlights the potential of Metaverse in foreign language learning, suggesting that learner experiences and effects vary with different virtual environments.

Metadata Design and Verification Test Bed System for Augmented Broadcasting (증강방송 메타데이터 설계 및 검증용 테스트 베드 시스템 구현)

  • Choi, Bumsuk;Kim, Suncheol;Jeong, Youngho;Hong, Jinwoo;Lee, Wondon
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.736-745
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    • 2014
  • In this paper we introduce augmented broadcasting service scenarios which combines augmented reality service with broadcasting environment. As the broadcasting environment is different from mobile service environment, there are many restrictions in developing full AR services in TV. However TV has strong benefit of large screen, high quality contents, advanced user interface for motion and voice, and smart TV applications, which means that they will enhance the possibility of success for augmented broadcasting service. This paper proposes metadata structure containing information for augmentation region, time, augmented contents, and registration information for natural composition. We also implemented test bed system comprised of authoring server, broadcasting server, and user terminal for verifying metadata in broadcasting system.

출판 및 인쇄진흥법 제정

  • Korean Printers Association
    • 프린팅코리아
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    • s.3
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    • pp.146-147
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    • 2002
  • 21세기 지식정보화 시대의 도래에 대비하여 출판 및 인쇄산업을 지식산업의 중심기반으로 육성.진흥하기 위하여 그동안 의원입법(심재권의원 대표발의, 의원32명 공동발의)으로 추진해 오던 "출판 및 인쇄진흥법"이 7월 31일 국회 본회의를 통과했다. 5장 27조로 구성된 동 법률은 현행 출판인쇄 관련 법령인 '출판사 및 인쇄소의 등록 등에 관한법률'과 '외국 간행물 수입배포에 관한법률'을 통합하여, 문화산업의 핵심기반 콘텐츠인 출판 및 인쇄산업의 미래지향적이고 종합적인 진흥을 목적으로 제정되었으며, 법률 시행령 제정 등 후속 절차를 거쳐 공포 6개월 후에 시행될 예정이다. 이 법률의 주요골자는 첫째, 문화관광부장관이 출판 및 인쇄문화산업 지원 육성을 위한 진흥시책을 매 3년마다 수립.시행하도록 했다. 둘째, 출판사 및 인쇄사의 등록제를 신고제로 전환하며, 외국 간행물 수입추천을 받고자 하는 자의 수수료 납부 규정을 삭제하는 한편, 외국 간행물 수입관련 벌칙규정을 형벌에서 과태료로 대폭 완화하는 등 규제를 완화했다. 셋째, 출판의 형태가 점차 디지털 방식으로 변화하는 시대적 추세에 발맞춰 이에 대한 제도적인 체제를 초기에 정립하여 전자출판사업을 육성하고자 전자출판물에 관한 개념규정을 신설하였다. 넷째, 위기에 처한 출판.서점업계를 살리기 위해 지난 77년부터 시행되어 왔으나 최근 위기에 봉착한 도서정가제를 규정함에 있어 공정거래위원장이 문화관광부장관과 협의하여 지정하는 발행된지 1년 이내의 도서에 한하여 정가판매를 의무화 하였으며, 동 규정의 적용시한을 5년간으로 하되, 이를 어긴 사람에게는 과태료를 부과하게 하여 시행에 있어서는 좀더 강제성을 가지도록 하였다. 다섯째, 현행 '청소년보호법' 상에 있던 한국간행물윤리위원회의 설치.운영근거를 이 법으로 이관하여 동 위원회가 사실상 문화광광부에 속해있는 점을 감안, 형식과 내용이 일치되도록 하였다. 여섯째, 불법복제간행물 및 유해간행물에 대하여는 관할 행정관청이 수거.폐기를 명할 수 있고, 이에 불응할 경우에는 직접 수거.페기할 수 있도록 하였다. 일곱째, 이 법의 제정에 따라 '출판사 및 인쇄소의 등록에 관한법률'과 '외국간행물 수입배포에 관한법률'은 폐지하도록 하였다. 한편 이번 동법 제정으로 21세기 지식정보시대에 문화산업의 핵심기반이 되는 출판인쇄산업의 발전에 있어 출판인쇄산업의 중흥과 건전한 출판유통의 질서확립 등 새로운 이정표를 제시한 것으로 평가되고 있다. 다음은 동법률 중 인쇄와 관련된 조항을 요약, 소개한다.

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A Study on Implementation of Writing Supporting System(ICWS) for Interactive Storytelling Contents (인터렉티브 스토리텔링 콘텐츠 저작지원도구 설계 및 구현에 관한 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.263-269
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    • 2013
  • This research paper is applying Writing Supporting System on the previous research study about writing tool data model on interactive storytelling about family Story. Family story writing supporting system enables users to create text, images, videos and digital contents based on experimental knowledge collected from the first and second generations. The paper about studies on writing tool system on family story, aims to create documentary based high quality contents about each family members and family history. At the same time, overcome generation gaps and the lack of creation infrastructures. Throughout this process, the author will contribute to the expansion of creation devices which can be applied in other researches and writing tools.

Developing Lessons and Rubrics to Promote Computational Thinking (Computational Thinking역량 계발을 위한 수업 설계 및 평가 루브릭 개발)

  • Choi, Hyungshin
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.57-64
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    • 2014
  • This study aims to suggest lesson plans and evaluation methods for primary pre-service teachers by reviewing the concept of computational thinking(CT) skills and its sub components. To pursue this goal, a literature review has been conducted in regards to CT and the effectiveness of programming courses. In addition, the Scratch educational programming functions were analyzed yielding six CT elements(data representation, problem decomposition, abstraction, algorithm & procedures, parallelization, simulation). With these six elements, one semester lesson plans for 15 weeks that represent the connections with six CT elements were designed. Based on the PECT(Progression of Early Computational Thinking) model and the CT framework a rubric to evaluate learners' proficiency levels(basic, developing, proficient) revealed in their final projects was developed as well. Upon a follow-up empirical study, the lesson plans and the rubric suggested in the current study are expected to be utilized in teachers' colleges.

Development of a Scale for Measuring Learning Outcomes in a Distance Teacher Training Program (교원의 원격연수프로그램 성과측정 도구개발)

  • Joo, Young Ju;Lim, Kyu Yon;Lim, Eugene;Ha, Young-Ja
    • The Journal of Korean Association of Computer Education
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    • v.17 no.2
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    • pp.53-64
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    • 2014
  • The purpose of the study is to develop a scale for measuring learning outcomes in the distance teacher training programs. In order to develop the measurement instrument, the forty-four items were developed based on the literature review and ten experts' review. For data collection, a web-based survey was conducted among teachers taking a distance teacher training program at National Education Training Institute. With the data of 205 sample size from the first survey, the Exploratory Factor Analysis was conducted and seven factors were identified. In order to validate the test, the Confirmatory Factor Analysis was performed with 293 respondents from the second survey. In conclusion, this study reports the reliability and validity of a scale for learning outcomes in distance teacher training programs consisting of seven factors with 34 items; 1) system quality, 2) content quality, 3) service quality, 4) use, 5) benefit, 6) satisfaction, 7) transfer.

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The Development of Application for Culinary Practice Education using Smart Device (스마트 디바이스 기반 조리실습교육용 앱 개발)

  • Kang, Keoung-Shim
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.511-518
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    • 2014
  • The purpose of this study is to produce and distribute a smart device based educational application for culinary practice. This study was performed from Jul. 1 to Dec. 30, 2012. The design of the application is composed of the theoretical contents, making methods, practice video and evaluation questions of Western cuisine among the contents of the culinary practice education. In addition, the notice and Q&A were added for the interaction between teachers and learners. For this study, 31 main dishes' pictures, 155 pictures for making processes by menu, 31 recipes, 31 cooking tips, 372 evaluation questions and 31 cooking videos about 31 menus were produced. The contents produced as above were directly inserted at 'http://kongju-fn.dslink.co.kr/super/index.html' to produce the application. This application can be found through searching with the word of 'yoribaksa'. This study can be considered to be significant in that this application was produced in the situation of the absence of any other previous applications for culinary practice education.

Global Revitalization Model for Smart IT Venture Ecosystem Using AHP Model (계층분석을 활용한 글로벌수준의 스마트 IT창업생태계 활성화 모형개발)

  • Lee, Jungmann;Park, Jaemin
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.73-81
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    • 2013
  • The paradigm of IT ecosystem has been rapidly changing into open ecosystem irrespective of the territory on which the device, software and contents are located. IT venture ecosystem which can compete and collaborate with the global companies is really needed because the global opportunity of IT venture company has been expanding. Research model based on PEST-SWOT-AHP(Analytic Hierarchy Process) model was employed to analyze the current status and problems of IT venture ecosystem in Korea. Survey was conducted with 20 experts who are involved in venture companies, university, R&D research institute, and investment companies as a working group supported by the Ministry of Knowledge Economy (MKE). The empirical result showed that global promotion of IT ventures, coexistence and development of large enterprises and ventures, revitalization of investment infrastructure, and building of smart venture ecosystem are derived to revitalize IT venture ecosystem and suggested global revitalization model for smart IT venture ecosystem.

Education Effect of a Web-based Virtual Laboratory for Digital Logic Circuits (웹기반 디지털 논리회로 가상실험실의 교육효과)

  • Lee, Sun-heum;Choi, Kwan-Sun;Kim, Dong-Sik;Kim, Wonkyum
    • The Journal of Korean Association of Computer Education
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    • v.11 no.1
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    • pp.23-32
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    • 2008
  • In this paper, we have investigated the education effect of a web-based virtual laboratory for digital logic circuits which consists of multimedia contents about the usages of equipments for logic circuit experiments and the experimental logic circuits. In case of the engineering experiment of the lower grades in universities, preunderstanding about the usages of experimental equipments and the experimental circuits is necessary for the learners to conduct the experiments well. But it is impossible for the learners to have access to the real experimental equipments earlier due to the lack of equipments and the difficulty in management of the equipments. We have implemented the digital logic circuit virtual laboratory which provides the same experimental environment as a real experimental lab, and the learner can conduct the same experiments as the real ones before the real laboratory class. The learners using the laboratory have reduced the experiment completion time by the average of about 8.2% during a term, compared with the learners not using the lab.

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Development of an Interactive Virtual Reality Service based on 360 degree VR Image (360도 파노라마 영상 기반 대화형 가상현실 서비스 구축)

  • Kang, Byoung-Gil;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.463-470
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    • 2017
  • Currently, virtual reality contents using VR images are spotlighted since they can be easily created and utilized. But because VR images are in a state of lack of interaction, there are limitations in their applications and usability.In order to overcome this problem, we propose a new method in which 360 degree panorama image and game engine are utilized to develop a high resolution of interactive VR service in real time. In particular, since the background image, which is represented by a form of panorama image, is pre-generated through a heavy rendering computation, it can be used to provide a immersive VR service with a relatively small amount of computation in run time on a low performance device. In order to show the effectiveness of our proposed method, an interactive game of a virtual zoo environment was implemented and illustrated showing that it can improve user interaction and immersion experience in a pretty good way.