• Title/Summary/Keyword: 콘텐츠 활용 분석

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Priority Analysis of Factors for Activating 3D Contents lndustry Using AHP(Analytic Hierarchy Process) (계층적 분석 방법을 활용한 3D콘텐츠 활성화 요인 중요도 분석)

  • Lee, Chang-Hyung;Park, Chang-Mook;Kim, Kwang-Ho
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.401-410
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    • 2013
  • A big success of the 3D film 'Avatar' in 2009 opened a full-fledged 3D movie era. A new industrial possibility of 3D contents was predicted in Korea and then the support for 3D contents production took placed via various media platforms. Korean government also announced the new development policies with a focus on 3D content. However, the 3D content industry has not been activated. Therefore, in this study by applying AHP(Analytic Hierarchy Process) method we tried to grasp the reason of the deactivation of 3D content industry through analyzing the relative importance rate of three research factors(content aspects, technical aspects, and policy aspects) that were mainly considered to activate the industry. The results of this study showed that the relative importance rate of content aspects was higher than that of technical aspects and policy aspects. It means the lack of 3D contents is one of main reason causing the delay of 3D industrial activation. And it also showed that the relief of human factors such as visual fatigue evaluated as a sub-factors of technical aspects are challenges to be solved soon..

The Exploratory Study of College Students'Motivation for the College Facebook Based on Factor Analysis (대학 페이스북에 대한 재학생 이용동기의 탐색적 연구)

  • Jo, Sam Sup
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.111-120
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    • 2018
  • The rapid use of Facebook among colleges, the present study was to explore the motivations of college owned Facebook among college students. The factor analysis The factor analysis showed that the college students perceived that the intimacy, update of college information, sharing daily lives, use of time, seeking useful information are important motivations when they use college Facebook. The extracted factors such as emotional intimacy, information update and sharing daily lives also play significant variables to affect Facebook effectiveness such as "like" and "sharing others." The results suggest that Facebook managers need to use college Facebook as a social medium not by one way communication medium to the college students.

An Analysis of Learning Materials Use in an Outstanding Primary English Class (우수 초등 영어 수업의 학습 자료 활용 분석)

  • Hong, Jeong-Sil;Kim, Jeong-ryeol
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.128-137
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    • 2018
  • This study aims to investigate how learning materials are used in an outstanding English class and to analyze learning materials and their use in primary English classroom activities. To this end, An Analytic Scheme of Learning Materials Use (ASLMU) is used to quantify utilization patterns of learning materials. The findings are: Learning materials are most actively used in the development period, followed by introduction and consolidation. The teacher's rate of using learning materials is much higher than student's, and the rate of using materials for whole students is higher than the rate of using materials for an individual or groups. It requires developing learning materials toward more a student-centered class because the teacher's occupancy of the learning materials is fourfold compared to the student's occupancy. Also, non-language materials are used more than language materials, and English materials are used more than Korean materials. Most of the materials are used to present a question and explain. The findings of the study are expected to suggest features of learning materials in an outstanding English class and application method of learning materials to primary English teachers.

A Study on Subjectivity of 1 person Media Contents Broadcasting (1인 미디어 콘텐츠방송에 관한 주관성 연구)

  • Lee, jei-young
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.129-130
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    • 2019
  • 이 연구에서는 1인 미디어콘텐츠방송에 관한 대학생들의 주관성을 진단하고, 기능적인 측면에서 세부적인 유형적 효과요인들을 짚어봄으로써 향후 개선과 방향성을 알아보고자 한다. 위에서 제기된 사항들의 해답을 얻기 위하여 주관성연구 분석방법을 활용하며, 1인 미디어콘텐츠방송이 대학생들에게 미치는 영향에 관하여 대학생들의 주관적 성향을 살펴보기 위해서 Q방법론을 이용하였다.

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Current Status, Challenges, and Suggestions for Utilizing Daesoon Jinrihoe's Video Content: Focusing on the Film, The Road of Peace and Harmony, and the Videos of the Museum of Daesoon Jinrihoe (신종교의 영상 콘텐츠 활용 현황과 과제, 그리고 제언 - 영화 <화평의 길>과 대순진리회박물관의 영상물을 중심으로-)

  • Park Jong-soo
    • Journal of the Daesoon Academy of Sciences
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    • v.48
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    • pp.239-268
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    • 2024
  • Video content is often used as a means of education due to the characteristics of the medium: representation, information delivery, immersion, and experience. In particular, religious films are being used more often in public schools and religious communities to promote understanding and inspiration. The purpose of this study is to examine how Daesoon Jinrihoe utilizes video content via the film, The Road to Peace and Harmony, and the videos that were made for the Museum of Daesoon Jinrihoe Museum. The study will also make suggestions regarding the future use of such contents. In Section 2 of this study, the status of the video contents as currently used by Daesoon Jinrihoe will be examined and analyzed in terms of how the film, The Road to Peace and Harmony, and the videos produced for the Museum of Daesoon Jinrihoe are being utilized. In Section 3, the limitations of Daesoon Jinrihoe's video contents will be considered in that these materials in terms of how these videos are only used within the religious order. There is the potential that such materials could be used in broader society. Lastly, in Section 4, it is proposed that video materials produced by Daesoon Jinrihoe could be used within multicultural religious education in a public setting beyond mere in-group religious education. Through this, it is hoped that Daesoon Jinrihoe will be able to expand as a world religion in a more timely manner than what would otherwise be achieved.

An Analysis of Defense Modeling & Simulation Resources (국방 M&S 자원 현황 분석)

  • Kim, sung-chul
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.551-552
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    • 2011
  • 한국군은 무기체계획득의 비용, 성능, 일정에 대한 불확실성을 경감하기 위해 모델링 및 시뮬레이션(M&S) 기술과 정보기술을 활용하여, 새로운 전투개념 개발과 무기체계능력을 사전에 검증하고자하는 모의실험기반획득(Simulation Based Acquisition, SBA)을 적극 추진하고 있다. 이를 위해서는 M&S 소프트웨어, 데이터, 문서 등의 M&S 자원(콘텐츠) 확보가 무엇보다 시급하다. 본 논문에서는 2010년 국방 31개 기관을 대상으로 수행한 M&S 자원 보유현황 조사결과를 분석하여 M&S 자원 확보 방향을 제시하였다.

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Analysis on the planning background and spatial structure of Dongheo Byeolseo(東淮別墅) (동회별서(東淮別墅)의 조영배경 및 공간구조 분석)

  • Lee, Chang-hun
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.151-152
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    • 2017
  • 본 연구는 낙전당(樂全堂) 신익성(申翊聖, 1588~1644)이 이수(二水, 지금의 양수리) 지역에 조성한 것으로 추정되는 동회별서의 일원에 대해, 기문(記文)과 지리지에 나타난 내용을 바탕으로 위치를 비정하고자 하였다. 또한 동회지역의 선영을 중심으로 확장되는 공간개념과 백운루 일원의 공간분석을 통해 동회지역의 장소에 대한 심도 있는 고증으로, 추후 문화콘텐츠 활용을 위한 기초자료를 남기는데 의의를 두고자 하였다.

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Analysis of major components of YouTube fishing content (유튜브 낚시성 콘텐츠의 주요 구성요소 분석)

  • Lee, Seo-Woo;Jo, Mi-jeong;Chae, Eun-bi;Kim, Hae-in
    • Annual Conference of KIPS
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    • 2022.11a
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    • pp.779-781
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    • 2022
  • 본 연구에서는 낚시성 콘텐츠의 주요 구성 요소인 썸네일과 제목을 MLKit와 TF-IDF를 이용하여 분석하고 이를 딥러닝 Sentence BERT 모델에 적용하였다. 이를 활용하여 추후 낚시성 콘텐츠를 걸러내는 알고리즘을 개발 예정이다.

Analyzing content placement interface requirements in a multi-display environment (멀티 디스플레이 환경에서 콘텐츠의 공간적 인터페이스 요구사항 분석)

  • Kim, Hyo-Yong;Lim, Soon-Bum
    • Cartoon and Animation Studies
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    • s.48
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    • pp.69-84
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    • 2017
  • In order to display various art works such as media art in a multi-display environment, it is necessary to consider contents arrangement. The advantage of having a 1: N or N: N layout instead of a 1: 1 or N: 1 layout between display and content, but a more complex scheme of how to do spatial and temporal layout in multi-display Is required. In order to distribute contents, existing media server solution or programming-based multimedia production software is used. However, it takes much time to rearrange or modify the contents, and it is not easy to modify the contents. Therefore, It is difficult to place content in the environment. In order to solve this problem, various approaches are needed from research on content placement method to development of content placement software that improves the existing method. However, analysis on systematic content placement type supporting it, or interface There is also no access to. In this study, we have summarized the requirements for designing the interface for each type with the aim of making it possible to utilize previously analyzed content layout types in various display activities such as media art in multi - display environment. The requirements of each type of interface were derived based on spatial arrangement and temporal layout type which are most distinguished when content is placed. The contents of the interface requirements are summarized as follows: We expect to be a cornerstone for system development.