• Title/Summary/Keyword: 콘텐츠 활용 분석

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On the Effect of the Quality of University Education of Semiconductor on Graduate's Job Performance (대학교육품질이 반도체분야 졸업생의 업무성과에 미치는 영향)

  • Ahn, Ki-Hyun;Lee, Jae-Ha
    • Journal of Digital Contents Society
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    • v.10 no.1
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    • pp.37-44
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    • 2009
  • The purpose of this study is to examine the causal relationship among quality factors of university education(faculty, students' attitude toward studies, education program, education environment), graduates' job performance in semiconductor. In order to study university graduates' job performance in field of semiconductor, a survey among graduates within recently 5 years was carried out. The sample was 287 students, graduated Bachelor degree in semiconductor. Analyzing hypothesized structural equation model, we could assure that there exist positive relationship among quality factors of university education, their efforts for knowledge supplementation, and their job performance except for faculty factor. And it was found that the factor of their efforts for knowledge supplementation was more positively related to their job performance. Among the quality factors of university education, the factor of students' attitude toward studies was more effected than the other factors to their job performance.

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A Study on Restoration and Utilization of Recorded Archaeological Data (기록화된 고고자료의 복원과 활용방안에 대한 연구)

  • Heo, Ui-Haeng
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.723-731
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    • 2017
  • The restoration of archaeological data was carried out using photographs and drawings left as past records. It can be divided into ruins and artifacts. The restoration of the ruins was performed by modeling the individual parts and parts left by the photographs, aligning them and synthesizing them, and reconstructing them three-dimensionally as one object. Restoration of artifacts was performed on both photographs and drawings. After the modeling work is prioritized through the photographs, there is a method of restoring the original image by modifying the texture image of the damaged part of the modeled artifact, or restoring the original image by modeling and synthesizing the deleted part in the artifact. The restoration of the artifacts through the drawings was carried out by three - dimensional modeling and reconstruction through real mapping of images. The reconstructed archaeological data can be used in various directions. In particular, it is possible to verify and compare the results of the numerical analysis and interpretation of the past 2D data, and to provide a more accurate analysis plan in the future.

The Study on Positioning of Giant Characters of Sci-Fi Movies & Games in Media Convergence Ages (미디어융복합 시대에서 SF영화와 게임에 등장하는 거대캐릭터 포지셔닝 연구)

  • Joo, Jin-Su;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.349-357
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    • 2015
  • Giant character used various SF movies and games in media convergence ages, and is essential for giant character in success contents. It This study defined giant character of SF movies and games, it analysed the eight of external characteristics and internal characteristics of giant character in SF movies and games. The external characteristics defined shape, silhouette, size and color, the internal characteristics defined fear, satanism, image and story focus, playfulness. Above, it was structured positioning model of giant character based eight characteristics and analyzation of example of SF movies and games. The elements of positioning model of giant characters are darkness, huge, abnormal, human, animal, fear, satanism, story focused, image focused and playfulness, and this study was proposed these model of elements of eight in SF movies and games.

Functional Analysis and Design of Touch User Interface in Mobile Game (모바일게임 터치사용자인터페이스(TUI)의 기능적 분석 및 설계)

  • Kim, Mi-Jin;Yoon, Jin-Hong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.138-146
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    • 2010
  • Currently mobile phones possess the new features including the control interface provided with an ease, an intuition, and a variety and the display ensured for wide area. Mobile phones mounted with the touch screen release actively due to such strengths. This is the mega trend of the development of the latest mobile game. Mobile games set to the past keypad input system have changed for adaptation in the input environment and the progressive development. Consequently it is necessary to research for 'Touch User Interface(TUI)' of mobile games fixed into input environment by "Touch screen". This study have concreted the application method of touch game through the comparison analysis with the past game and implemented touch mobile game based on usability for ten touch mobile game titles released from the inside and outside of the country in oder to apply the touch interface fixed in the game to the hand-hold device with the function of touch interface. The result of this study have two implications. First it enhances the playability and diversity of game genre restricted by reason of the limitation of the past keypad input device. Second, it utilizes the basis for the standard of the interface of the touch mobile game by genre.

Research on Creative Thinking Program in Design Management Education (디자인 매니지먼트 교육에서의 창의적 아이디어 발상을 위한 교육프로그램)

  • Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.267-274
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    • 2010
  • A new awareness on design in economy and business domain has shifted the focus of design education from the description and presentation to the creativity. This contextual change raises new awareness on the importance of the design management training program. The goal of this research is to suggest a program of design management training program in Korean context. For the purpose, the history of design management activity is briefly reviewed. And then the curriculum between Korean design schools and design management schools abroad is reviewed. The result shows that the design management schools abroad emphasize leadership based on practicality and the program is also ran by School of Business Management. The curriculum consists of leadership program and creativity program. The leadership comprises individual, personal, and collaborative. The leadership takes the role of catalyst in the organization to draw a creativity and raise it. So both leadership and creativity are inseparable. The result of creativity, however, differ from one another based on individual's capacity, procedure, and social context. Thus, it is important to develop a design management program which considers individual, social context, as well as economy and business domain.

Effect McDonald's Brand Personality on Preference, Satisfaction, and Revisiting in Restaurants : Japanese College Students (맥도날드의 브랜드 개성이 선호도, 만족도, 재방문에 미치는 영향 -일본 대학생을 중심으로-)

  • Lee, Sang-Mi;Moon, Bo-Young
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.399-406
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    • 2010
  • This paper is to analyze which factors affect preference, satisfaction, and revisiting on McDonald's brand personality and to suggest distinguished guidelines for drawing core customers. The questionary distributed 150 who is college students in dokyo, Japan, then used for data analysis 128. The results come up with; First, 4 variables which are 'up-to-date', 'spirited', 'darling', and 'young' showed up importantly in brand personality. These mean young generation would like to enjoy playing on-line game and contents with computer on the table during wait their order. Second, 3 factors (sincerity, intelligence/specialization, and wholesome) in brand personality had highly significant in preference and satisfaction. When they feel strongly specialization and trust in product, it should be showed highly with preference and satisfaction. Third, 2 factors (sincerity, and intelligence/specialization) had strongly significant in revisiting. As marketer reinforce darling and specialized image about McDonald, Therefore, they should make customer to purchase again. Finally, if customer prefered and satisfied with product in the restaurant, it could be connected rebuying.

Comparative Study on Major Nations's Related Legislation for Counter-terrorism (테러대응 관련 법제의 국가별 비교 연구)

  • Kwon, Jeong-Hoon
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.343-352
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    • 2010
  • As a result of comparing and analyzing the related legislation of each nation, more superior legislative systems should be made to cope with a number of terrors effectively. And also it is required to devise some concrete regulations such as the following in superior legislative systems. First, because it is hard to collect information on terrorism and watch over suspects according to Communication Privacy Protection Law. More in-depth discussion into the issue of surveillance is needed for the protection of lives and property, although public concerns of privacy are a valid point of contention. Second, it is necessary to take complementary measures on immigration as surveillance, since the current Immigration Control Law has restrictions in many ways to hinder efforts to root out terrorists. Third, under the current law on financial activities, it is impossible to block influx of terror financing. Therefore it is necessary to come up with ways of making the punishment procedures. Fourth, considering that convicted terrorists get punished under the standard procedures and precedents, it is required to clearly differentiate between what the terror acts are and what terrorist groups are. Fifth, it is necessary to make use of the private security system to enhance the security system of national facilities.

The Impact of Buffet Restaurant's Brand Equity on Guest Satisfaction and Loyalty (뷔페레스토랑의 브랜드 자산이 고객만족 및 충성도에 미치는 영향)

  • Lee, Sang-Hee;Kim, Yeon-Sun
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.484-493
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    • 2014
  • The purpose of this study is to investigate the effect of the brand equity on the guest satisfaction and the loyalty in buffet restaurant. To achieve the purpose, this study, firstly, identifies the brand equity of buffet restaurant guests. Secondly, to explore the factors of brand equity, guest satisfaction and loyalty. Thirdly, to research the effect of brand equity on guest satisfaction and loyalty. Fourthly, to research the effect of guest satisfaction on loyalty. Data were collected from individuals by face-to-face interview who visited the buffet restaurants located in the region of southern gyeonggi. The questionnaire was distributed of the 250 copies and used 221 in the analysis by using SPSS 18.0 and AMOS 18.0 programs. The results of this study were as followed that the brand equity of buffet restaurants had partially positive effect on the guest satisfaction, that the brand equity did not influence on the loyalty at all and that the guest satisfaction had a positive effect on the loyalty.

Effect about Medical Tourism's Choice Attributes of Involvement on the Hallyu (한류관여도의 의료관광속성에 관한 영향)

  • Lee, Jong-Joo;Jung, Min-Eui
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.463-475
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    • 2014
  • Medical tourism which is considered a new growth engine of the 21th century has been rapidly developing in the both quantity and quality. However, medical tourism products offered by our country are not enough to be differentiated according to the need of medical tourists. This study tried to search for the solutions in the medical tourism attributes. This confirmed whether the involvement of Hallyu(Korean wave) which has been growing steadily since 2000 affects medical tourism or not. For these purposes, there were 5 hypotheses set and empirical analysis was conducted through a survey. SPSS 20.0 statistical program was used for the empirical analysis and the established hypotheses were all adopted as a result of verification. It was thus confirmed that the involvement of Hanrye affected medical tourism attributes, satisfaction and behavioral intentions. Also, medical tourism attributes affected satisfaction and behavioral intentions.

Analysis of Economic Effects of Beauty Industry by Input-Output Table (뷰티산업의 경제적 효과분석 연구)

  • Bae, Ki-Hyung;Lee, Yun-Jin
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.350-360
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    • 2013
  • The purpose of this study was to analyze how much the beauty industry contributes to the national economy by measuring economic spreading effects of beauty industry on national economy. To achieve this purpose, the study used the beauty Input-Output Table of year 2009 of korea. The results shows that beauty industry induce 598,453 billion won of national production, especially beauty industry shows that production inducement coefficient is 1.810,Index of the power of dispersion is 0.965, index of the sensitivity of dispersion is 0.534, value-added coefficient is 0.728, and labor inducement coefficient is 0.039. The beauty industry's final demand 11,004 won be put into the national economy, GDP inducement 598,438 one billion won in the beauty industry one billion won 11,029 accounted for 1.8% of the total, and the value-added inducement 4,947 billion(2.3%),tax inducement 23,798.5 billion(3.5 %), income inducement 91,187 billion(2.5%). Regarding the industrial linkage effect, beauty industry has an relatively higher growth potential in the national economy than other the manufacturing industry.