• Title/Summary/Keyword: 콘텐츠 활용 분석

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도시 인접 섬마을 해양공간환경 데이터를 활용한 해양문화콘텐츠개발에 관한 연구 (경남 창원시 실리도를 중심으로)

  • 엄민호;안웅희
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2021.11a
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    • pp.145-147
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    • 2021
  • 도시에 인접한 섬마을은 농어촌지역의 섬마을과는 차별화된 해양문화콘텐츠가 필요하나, 섬마을 내 농어업을 영위하는 주민들의 생업 형태는 대부분 유사한 실정임. 본 연구에서는 도시에 인접한 섬마을의 해양공간환경 데이터를 분석하여 실리도만의 특색있는 해양문화콘텐츠 계획안을 제시하고자 함

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Design and Implementation of Learning Content Authoring Framework for Android-based Three-Dimensional Shape (안드로이드 기반 입체도형 학습 콘텐츠 제작용 프레임워크의 설계 및 구현)

  • Kim, Eun-Gil;Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.1
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    • pp.67-76
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    • 2011
  • In this paper, a touch interface of a smart device using, learner controlled by three-dimensional learning content for more realistic learning environment will be constructed. Fabrication of three-dimensional learning content is difficult. So teachers and learners to create content and share content, a framework was designed. The framework consists of an XML language and intuitive. Android-based devices are available from the playback and authoring. Server environment for content sharing was established. The proposed framework is verified through expert evaluation. In result, it was positively evaluated in terms of usability.

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Design & development of e-learning game contents in elementary math class (초등 수학교과의 게임형 콘텐츠 설계 및 개발 사례)

  • Cho, Eun-Soon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.35-38
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    • 2006
  • The purpose of this study is to design and develop internet-based game content in elementary mass class. The design of Internet-based learning game content should be different from general game contents in terms of achieving learning goal, challenging learning steps, and learning motivation. This study presents the design and development strategies in the second grade multiply mass class. This study concludes that internet-based game content should consider the importances of the process of game, accumulations of game results to remind learners of what to achieve during the internet class not to enjoy the game itself.

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A Study on Improvement of User Participation through User Created Game Contents (사용자 제작 게임 콘텐츠를 통한 사용자 참여를 높이는 방안에 관한 연구)

  • Kim, Tae-Hyung;Oh, Hwang-Seok
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.63-76
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    • 2017
  • This study presents the analysis results through the experiments how to increase the user participation via the user created game contents(UCGC) which user oneself can produce in a game. The experiment was carried out for whether the three elements of self-express desire, providing game money, and competitiveness can increase active participation in UCGC by using a mobile game called 'Color Pop'. Through this, we summarized the comparative results of the importance and influence for the three elements. It is expected that it will be used to improve understanding of UCGC users and plan or produce UCGC.

Improving the satisfaction value using the decision criteria of meteorological information user (기상정보 사용자 의사결정 기준을 활용한 만족가치 개선)

  • Kim, in-gyum;Kim, hye-min;Ha, jong-chul;Kim, jeoung-yun
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.63-64
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    • 2018
  • 강수확률예보에 대한 사용자 행동을 이해하고, 만족도의 변화를 분석하기 위해 2017년 조사된 설문조사 결과를 도입하고, 예보의 가치평가 분야에서 널리 활용되어 온 가치스코어를 만족도 평가에 사용하였다. 분석 결과 예보사용자들은 확률예보를 효율적으로 사용할 수 있는 적절한 임계확률을 인지하지 못한 것으로 나타났다. 동일한 예보라도 분석 시기에 따라 사용자의 불만족 정도가 만족도에 미치는 영향은 다르게 나타날 수 있으므로 사용자들이 민감하게 반응하는 시기를 적절히 구분하여 분석할 수 있어야 할 것이다. 그리고 분석 기간 및 연령에 따라 사용자들의 의사결정 기준인 확률예보의 임계확률을 변화시키는 것만으로 일부 사용자 그룹의 만족가치를 향상시킬 수 있는 것으로 나타났다.

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The effects of General Education Content using Documentary Film on Perception and Attitudes towards National Health Insurance System (기록영화 식코를 활용한 수업콘텐츠가 국민건강보험제도에 대한 인식과 태도에 미치는 효과)

  • Heo, Jaeheon
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.374-386
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    • 2015
  • This study attempts to examine the impact of a documentary film, on the perception and satisfaction with the public health insurance system in South Korea. It is needed that public support to expand health insurance coverage and to intensify national health insurance. The documentary film investigates health care in the United States, comparing with the non-profit universal health care systems of Canada, the United Kingdom, France and Cuba. So an online education content for the general education was developed using this film and the surveys were carried out to gather information about perception, satisfaction and opinion on national health insurance system before the lesson and after. And pared t tests were conducted to analyze the effects of this education content using the film on perception and attitudes towards national health insurance system. Based on the empirical results, the way to develop education contents for improving the understanding public health system and to verify the effect of education contents were discussed.

Analysis and Utilization of Search Terms in Archival Web Sites: A Case Study of Korean Presidential Archives (기록관 웹사이트 검색어의 분석과 활용 - 대통령기록관을 중심으로 -)

  • Rieh, Hae-Young
    • Journal of Korean Society of Archives and Records Management
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    • v.11 no.1
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    • pp.93-112
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    • 2011
  • This study investigated whether search terms analysis of archival Web sites could be utilized effectively for archival information services. The focus was on designing a methodology which brings the search terms analysis and development of archival information services closer, especially for the contents services. The data were collected from the Presidential Archives because it can be characterized as a public archives as well as subject archives. It also tends to draw interests from a broad range of general public. The analysis was conducted with respect to three dimensions: (1) general search terms; (2) names of individual president; (3) subject categories of search terms. The results of search terms analysis have a number of practical implications for developing archival information services including contents services, decision on the menu of the Web sites, exhibition, and education.

Case Study on the Development and Use of Technical Training Contents using Virtual Reality (가상현실을 이용한 기술훈련 콘텐츠의 개발 및 활용 사례연구)

  • An, Deug-Yong;Park, Hyung Kun
    • Journal of Practical Engineering Education
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    • v.5 no.2
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    • pp.117-122
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    • 2013
  • As the IT technology evolves, virtual reality technology has been developed so fast. Studies of virtual reality technology in various fields have been conducted. There are lots of applications of virtual reality such as education, military, medical, arts, entertainment, and so on. In this research, we applied virtual reality technology to the technical education, and developed various kinds of educational contents using virtual reality. We classified virtual contents into several categories and analyzed the properties and effects, and verified the educational effects of virtual training through the case analysis.

A Study on Video Content Scalability Using Holographic Production Technology (홀로그래픽 프로젝션 기술을 활용한 영상 콘텐츠 확장성 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.425-432
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    • 2020
  • Stereoscopic imaging is an important branch in the field of digital imaging, and has grown significantly over the last two decades through research and development. Hologram projection technology based on stereoscopic technology has been a social issue since the development of the Hungarian physicist Daniel Garber in 1947. It is becoming more and more important as stereoscopic works using similar technologies are applied to various fields. This study analyzed content cases using classical and creative stereoscopic technology from the perspective of digital image content design and explored the multiprotocol direction of holographic projection.

Stereoscopic Depth Fidelity: New Reference For Making Effective and Natural Stereoscopic 3D Content (효과적인 3D 콘텐츠 제작을 위한 참조지표 - 입체충실도)

  • Park, Byung-Jin;Jung, Jae-Woo;Park, Sung-Hwan
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.11a
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    • pp.92-95
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    • 2012
  • 대한민국에서 3DTV 방송서비스는 더 이상 '미래방송서비스'가 아니다. EBS는 올해 4월 지상파 DTV 주파수에서 세계최초로 2D/3D 혼용방송서비스를 실시하였으며, 오는 10월 15일에는 APC(Automatic Program Controller)와 연동하여 방송스케줄에 따라 자동으로 3D 방송을 송출하는 시스템을 구축하여 2차 시범방송을 진행할 예정이다. 이렇게 3D 방송을 위한 기술적 준비는 차근차근 이루어지고 있음에 반하여, 3D 방송서비스에 대한 시청자의 호응은 그다지 크지 않다. 이것은 방송되는 3D 콘텐츠의 양과 질이 부족하기 때문으로 풀이된다. 이 같은 3D 방송서비스의 장애요소에 착안하여, 본 논문에서는 3D 콘텐츠 제작효율을 높이고, 만들어지는 3D 방송콘텐츠의 품질을 높이기 위한 하나의 방법으로서, 제작현장에서 활용할 수 있는 3D 콘텐츠 제작과 밀접한 관련이 있는 새로운 참조지표인 '입체충실도(Depth Fidelity)'를 정의하여 제안하고자 한다. 입체충실도를 도출하기 위해 우선 양안식(兩眼式) 3D 입체영상의 특징을 분석하였고, 시청자 체감 가상깊이를 계산하여 활용하였다. 또한 연구를 통해 도출한 입체충실도 계산 알고리즘이 적용된 EBS 입체계산기(Stereoscopic Calculator) 애플리케이션을 개발하여 안드로이드 스마트폰에서 이용할 수 있도록 함으로써, 카메라감독과 프로듀서 등 방송제작 현업 스태프들이 연구결과를 활용할 수 있도록 했다.

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