• Title/Summary/Keyword: 콘텐츠 활용 분석

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A Development of the Business processing unit for visually-handicapped persons (시각 장애인을 위한 사무 자동화 보조 장치 개발)

  • Kim, Song-Min
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.1
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    • pp.141-147
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    • 2012
  • Blind persons are information alienation class in spite of development of an Information-Communication technology. Need dog's paw of a business automation technology that apply Information-Communication know-how to do these in white-collar job go to work. I wish to develop VI 05 that can improve computer practical use ability by developing integration solution that can analyze know-how that need in transaction of business and overcome this technologically. Because developed VI 05 reserves and handles work that require screen spread, function that convert data of screen including character into voice, accuracy by integration solution that is necessary in transaction of business the process simplificaton make function that need in Secretariat state process such as knowing function have.

Development of LMS Evaluation Index for Non-Face-to-Face Information Security Education (비대면 정보보호 교육을 위한 LMS 평가지표 개발)

  • Lee, Ji-Eun
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.5
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    • pp.1055-1062
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    • 2021
  • As face-to-face education becomes difficult due to the spread of COVID-19, the use of e-learning content and virtual training is increasing. In the case of information security education, practice to learn response techniques is important, so simulation hacking and vulnerability analysis activities have been supported as virtual training for a long time. In order to increase the educational effect, contents should be designed similar to real situation, and learning activities to achieve the learning goals should be designed. In addition, excellent functions and scalability of the system supporting learning activities are required. The researcher developed an LMS evaluation index that supports non-face-to-face education by considering the key elements of non-face-to-face education and training. The developed evaluation index was applied to the information security education platform to verify its practical utility.

Effect of PDA Guide Service on Users' Involvement, Satisfaction, and Reuse Intention -Focused on PDA Guide Service in Gyeongbokgung- (PDA를 활용한 안내서비스가 이용객의 몰입, 만족 및 재이용의도에 미치는 영향 -경복궁의 PDA안내서비스를 중심으로-)

  • Kim, Ju-Yeon;Lee, Min-Jae;Ahn, Kyung-Mo
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.373-381
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    • 2012
  • Due to IT(information technology) development, various ITs have been applied to tourism. Since June 2010, PDA guide service was launched in Kyungbok palace. This study tried to find how effectively the service is operated by comparing flow, satisfaction and reuse intention of PDA users with those of who have received guide service by professional interpreter. The result indicates that those who have received professional interpretation showed to be more involved, satisfied and have more intention to reuse. The paper explored the composing factors of PDA guide service, which are 'interpretation', 'design', 'ease of use', and 'stability of operation'. Among these factors, interpretation was analyzed to be only factor what affects users' involvement and also most influential attribute explaining users' satisfaction and reuse intention. 'Interpretation', 'stability' and 'ease of use' are shown to have impact on satisfaction, while 'interpretation' and 'stability' have significant effect on users' reuse intention of PDA guide service. The operational implications from these results are suggested.

A study on curing the wounded heart applications development and effect analysis by utilizing narrative therapy techniques (이야기치료 기법을 활용한 마음상처 치유 어플리케이션 개발 및 효과분석)

  • Ha, Tai-Hyun;Baek, Hyeon-gi
    • Journal of Digital Contents Society
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    • v.16 no.2
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    • pp.207-218
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    • 2015
  • This study is to design and implement Smartphone application by applying the principles and processes of narrative therapy for the participants. The application is able for participants to fight out of the difficulty in question centered on the issue, and to be able to find a positive new stories to be evolving the story of their lives as well. Therefore, using the application will help them to live a healthier life out of the problems. As a way of currying the wounded heart of the youth, narrative therapy techniques were applied to Smartphone appliances accustomed to the youth. The youths' wounded minds will not only be easily cured but also can be a important factor in determining the direction of life. In this study, narrative flow was structured into four stages; relationships, externalization, creating new stories and strengthening the new story bsed on Doll & Doll' theory. Based on them, the Smartphone application for curing the wounded heart was designed and developed by utilizing narrative therapy techniques. The application was tested by 30 University students in Jeonbuk province in Korea and the results showed that they were satisfied with the application with relation to improving their heart health.

Effect of Service Quality on Corporate Performance, Customer Satisfaction and Intention : Focus on Outsourcing of Exhibition/Convention Industry (서비스품질이 기업성과, 고객만족 및 의도에 미치는 영향 : 전시컨벤션 산업의 아웃소싱을 중심으로)

  • Lee, Byung-Ho;Jeon, In-Oh
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.275-298
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    • 2012
  • Holding conventions and exhibitions are deemed as a highly valued-added services. The conventions and exhibitions industry (CEI) contributes to the development of the region in which the venues are located by creating jobs, boosting the local economics, attracting dollars and increasing tax incomes. At the same time, the international awareness of the region rises after holding an international exhibition or convention. This study investigated the effects of outsourcing services quality that employed by corporations organizing conventions and exhibitions on business performance and customer satisfaction of organizing corporations. It was found that many convention organizing corporations relied on outsourcing services for the most of the process. Given that the staff members of outsourcing companies serve as the major source of services for events, the quality of their services has much effects on the business results of hiring corporations. In this study, major factors influencing the service quality and the importance of the service quality were addressed. And the ideas for effective method for controlling the outsourcing sources were also suggested for hiring corporations and outsourcing companies.

The Effect of Animal-assisted Therapy Using Therapy Dogs on Children's Self-Esteem and Peer Relationship (치료도우미견을 활용한 동물매개치료가 아동의 자아존중감과 또래관계에 미치는 영향)

  • Kang, Won-guk;Kim, Ok jin
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.327-335
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    • 2021
  • In this study, we sought to investigate how animal-assisted therapy using therapy dogs affects the relationship between children's self-esteem and age. The subjects of the study were 20 children in the lower grades of elementary school in I City who were recommended by a school social worker and their homeroom teacher, and 10 control groups of 10 experimental groups were selected. From October 1st to December 17th, 2019, the program conducted an animal-mediated treatment program once a week for 50 minutes for 12 sessions. Using SPSS 20.0 for verification, the experimental and control groups were analyzed by performing pre- and post-relationship calm scale measurements of self-esteem and age. As a result, first, the overall self-esteem of the experimental group (Z = -2.75, p<.05), the self-esteem at home (Z = -2.02, p<.05), and the academic self-esteem (Z = -2.06, p<. 05) shows a statistically significant difference. Second, significant differences were shown in overall peer relationships(Z=-3.83, p<.05), scrupulosity(Z=-2.68, p<.05), and empathy(Z=-2.81, p<.05) in the experimental population. Therefore, in this study, it was confirmed that animal-assisted therapy using therapy dogs had a positive effect on the relationship between children's self-esteem and age.

A Study on the Effect of Smartphone Shopping Usage on Brand Loyalty through Cognitive Age, Social Relevance, and Rapid Technology Adaptation (스마트폰 쇼핑 활용도가 인지적 나이, 사회적 관련성, 기술 신속 적응성을 통한 브랜드 충성도에 미치는 영향에 관한 연구)

  • Na, Kyung-Soo
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.298-307
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    • 2022
  • This study, through the potential research variables constituting smartphine shopping utilization, affects to some extent the social relevance and rapid adaptability of technology according to the cognitive age level perceived by customers. Research hypotheses and research models were established and tested to verify the research results on how they affect brand loyalty within the segmented market to which they belong. The purpose of this study is as follows. First, it was verified through the degree of casual relationship between smartphone shopping usage and potential research variables of innovation, convenience, usefulness, and hedonism that compose it, on the cognitive age level. Second, according to the cognitive age level perceived by customers themselves, it was verified through the degree of casual relationship between the mediators of social relevance and technology quick adaptability. Third, the casual relationship between social relevance, technology quick adaptability, and brand loyalty was verified according to the cognitive age level. Fourth, a theoretical study was conducted on the conceptual and operational definitions of the research variables of the research model of this study.

A Study on the Brand-imprinting Effects of Utilizing Interactive Media Installation -Focusing on interactive marketing targeted at consumers in their 20s and 30s- (설치형 인터랙티브 미디어 활용을 통한 브랜드 각인효과에 관한 연구 -20~30대 소비자를 대상으로 한 인터랙티브 마케팅을 중심으로-)

  • Moon, Ha Na;Choe, Jong Hoon;Park, Seung Ho
    • Design Convergence Study
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    • v.14 no.1
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    • pp.47-61
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    • 2015
  • Along with the advent of the digital era, the media environment in which an informant would convey information one-sidedly has evolved more towards engaging customers to actively participate and produce contents themselves. This change in content consumption behavior has brought about the new marketing paradigm. The new communication strategy is interactive marketing, which enhances brand-imprinting Effects, and has been consistently proposed these days. This study aims to examine these brand-imprinting effects through an empirical study and to propose an application plan. Therefore, methods of approach for engaging customers' participation and the methods of experiences are categorized by types through the case analysis of various domestic as well as international interactive marketing techniques. In addition, in-depth interviews have been carried out in order to verify the influence of interactive marketing on brand-imprinting effects. Through the interview, potential needs of customers were found. Based on the findings, marketing strategies that utilize interactive media installation for brand-imprinting effects have been constructed. First, to utilize a space for a medium of communication between customers and advertising media. Second, using storytelling as a construct that focuses on the individual's situation. Third, to design interactions that are proper to the situation and context.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

The Analysis of the Mediating and Moderating Effects of Perceived Risks on the Relationship between Knowledge, Feelings and Acceptance Intention towards AI (인공지능에 대한 지식, 감정, 수용의도 관계에서 위험인식의 매개 및 조절효과 분석)

  • Hwang, SeoI;Nam, YoungJa
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.350-358
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    • 2020
  • The objective of this empirical study is to examine the mediating and moderating effects of perceived risks on the relationship between knowledge, feelings and acceptance intention towards AI. Subjects in their teens to forties were surveyed and the final sample comprised 1,969 subjects. Data were analyzed using Mediation using Multiple Regression and Moderated Multiple Regression. Results showed that people's knowledge and feelings towards AI affected their acceptance intention of AI. Results also showed that the perceived risks of AI partially mediated and moderated the relationship between feelings and acceptance intention towards AI and moderated but not mediated the relationship between knowledge and acceptance intention towards AI. Overall, these results suggest that people's perceived risks of AI are associated more strongly with their feelings towards AI than their knowledge towards AI. Implications and directions for future research were discussed in relation to increasing general population's acceptance intention towards AI.