• Title/Summary/Keyword: 콘텐츠 활용 분석

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Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology (증강현실 콘텐츠 산업기술의 스마트폰 환경 모바일 아트 활용 가능성)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.48-57
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    • 2013
  • Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.

A Study on the Possibilities of Using Metaverse in Mathematics Education (수학교육에서 메타버스의 활용 가능성에 대한 소고)

  • Park, Mangoo
    • Journal of the Korean School Mathematics Society
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    • v.25 no.4
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    • pp.397-422
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    • 2022
  • The purpose of this study was to explore the possibilities of using the Metaverse in mathematics education. The use of the Metaverse started for commercial purposes, and now its use is expanding to all areas, including education. For this study, the researcher analyzed preceding studies related to the Metaverse and the domestic Metaverse platforms for mathematics education in Korea. As a result of the study, the use of Metaverse for mathematics education is still in its beginning stage, and most of the content is limited to mathematical games. However, there are a lot of opportunities and possibilities for mathematics education with Metaverse, and we need to develop the Metaverse platforms specialized for mathematics education with high-quality mathematics content. The researcher suggested to build infrastructure and operate a national level educational Metaverse platform, develop math-specific Metaverse platforms and mathematical content based on field-tested research on the use of the Metaverse platforms. The researcher also emphasized the necessity of teacher education programs for teachers to strengthen the utilization capacity of the Metaverse for mathematics education.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

An Analysis on the Predictor Keyword of Successful Aging: Focused on Data Mining (데이터마이닝을 활용한 성공적 노후 예측 키워드 분석)

  • Hong, Seo-Youn
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.223-234
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    • 2020
  • This research is the association rule analysis using Apriori algorithm of data mining focusing on 32 predictive key words extracted from Hong (2019) affecting successful aging in Korea. And, to examine rules and patterns of those key words or predictive variables, this research used support, confidence, and lift. The data was analyzed with the R version 3. 5. 1 program, and visualized using arulesViz package and visNetwork. It was found that the variables highly associated with successful aging in Korea were 'hobby', 'volunteer service', 'preparation', and 'exercise'. This research concludes that, the variable which needs to be considered first of all for successful aging in Korea is 'hobby', followed by 'volunteer service', 'preparation', and 'exercise'.

Change of Teachers' Activities since using Technology in Schools and its Differences in the Psychological Background (테크놀로지 활용에 따른 교육활동의 변화와 교사의 심리적 배경의 영향)

  • Shin, Won-Sug
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.536-545
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    • 2011
  • This study aims to examine how technology integrated instruction change teachers' activities in schools since using technology in classrooms. A total of 311 elementary and secondary school teachers were participated in this study. Using exploratory factor analysis five factors were extracted. In addition, technology attitude in education and technology competence as psychological factors are analyzed to be influenced by the five extracted factors. The results of this study show that there are outstanding change since using technology in schools. Also changing of teachers' activities in schools is influenced by technology competence which reflects teachers' confidence on using technology rather than technology attitude in education which reflects teachers' recognition of the necessity of technology integrated instruction.

The Design Characteristics of Form of Jean Fashion in Fashion Collections (패션 컬렉션에 나타난 진패션의 형태적 디자인 특성)

  • Pu, Chen;Kim, Ae-Kyung;Lee, Kyoung-Hee
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.577-586
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    • 2012
  • This research was focused on jean jacket and jean pant design characteristics in the collection. To offer a basic proposal for the development of jean jackets and pants, pictures of fashion web pages from 2007 to 2011 were used, and data were analysed by the usage of the frequency and percentage of the SPAW Statistics 18. The results of the research were as follows. Men's jackets were mainly medium in length with a tetragonal silhouette and simple detail. On the contrary, women's jackets were mainly of an X silhouette, short in length, and with varied details. Men's jean pants were mainly represented by a straight, comfortable silhouette while women's jean pants were characterized by a variety of silhouettes, fit, and lengths.

The Effect of the Use of Smart Devices by the Elderly on Life Satisfaction : Focusing on the Mediating Effects of Self-esteem (노인의 스마트기기 활용이 삶의 만족도에 미치는 영향 : 자아존중감의 매개효과를 중심으로)

  • Kim, Ja-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.424-434
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    • 2022
  • This study is to verify the mediating effect of self-esteem on the effect of the elderly's smart device use on life satisfaction. To this end, secondary data analysis was conducted using the Korea Media Panel Survey conducted by the Information and Communication Policy Institute in 2021. The responses of 3,211 people in their 60s or older who are the subjects of this study were utilized. For analysis, descriptive statistics, correlation, and multiple regression analysis were performed using SPSS, and the Sobel test was conducted to verify mediating effects. As a result, smart device utilization averaged 2.13 points out of 5, indicating that the actual utilization level was less than half. The use of smart devices, an independent variable, had a positive effect on the dependent variable, life satisfaction. Self-esteem, which is a parameter, has been verified as a partial mediating effect in that smart device use affects life satisfaction. Based on the results of this study, various policy and practical measures were proposed to increase the smart device utilization rate of the elderly in Korea, improve self-esteem and life satisfaction, so that they can spend a happy old age.

The Research and the Development Case of Smart phone based Serious Gamed Application with traditional cultural materials : Focused on the game "Find the wrong picture on Sacheonwang(四天王)" (문화원형을 활용한 모바일 기능성게임 개발에 관한 연구 : 사천왕(四天王)을 틀린그림찾기를 중심으로)

  • Lee, Young-Suk
    • Cartoon and Animation Studies
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    • s.35
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    • pp.271-289
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    • 2014
  • This study produced the serious game based of Sacheonwang for the smart phone. The popularization of smart phone has expanded the contents market. However the game content made of various Korean traditional cultures is just few. According to this problem, it considered Sacheonwang (Dongbang Jigukcheonwang, Bukbang Damuncheonwang, Namban jungcheonwang, Seobang Gwangmokchoenwang) and tried to develop the serious game application of smart phone based on the Korean traditional culture. It modernized the 4 types of Sacheonwang analyzed the characteristics, and it was created to super deformed characters. It suggested the production and development of game using Sacheonwang character and the Buddhist image. This study looked at the contents of the Buddhist and developed the Buddhist civilization and applied on the game contents to extend Korean traditional culture and interact Korean traditional culture. This study, therefore, will develop the Korean traditional characters and the game content using the research of the Buddhist cultural elements.

Analysis of Teacher's Needs on a Life-cycle System of the Educational Digital Contents through a Case Study of EDUNET (에듀넷 사례를 통한 교육용 디지털 콘텐츠 수명주기에 대한 교사 요구사항 분석)

  • Cha, Hyunjin;Hwang, Yunja
    • The Journal of Korean Association of Computer Education
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    • v.22 no.3
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    • pp.101-112
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    • 2019
  • This study aims to draw implications on a life-cycle system of digital contents through a case study about EDUNET in order to maintain the quality and efficiency of the service for educational digital contents in the primary and secondary education area. To achieve the objective, lead teachers in EDUNET service participated in requirements analysis about the life-cycle of the digital contents, for example, contents utilization periods, the periods for being updated, etc. From the results, it was found that a systematic life-cycle framework should be established to re-evaluate the contents in service and provide a quality of contents, responding to consistent changes for educational environments in teaching-learning and for educational topics/directions, or according to educational content's substance such as curriculum or extra-curriculum. This study contributes to suggesting needs to implement the systematic management of contents based on a life-cycle system by analyzing user's requirements in order to provide user-friendly service for the K-12 educational digital contents.

Analysis of Keyword-based Content Search Service Requirements in Video Archive for Media Creation (미디어 창작을 위한 비디오 아카이브 키워드기반 내용 검색 서비스 요구사항 분석)

  • Jung, Byunghee;Park, Wan;Lee, Yunseong;Lee, Hajoo;Kim, Sansung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1265-1267
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    • 2022
  • 방대한 분량의 콘텐츠 홍수 속에서 원하는 소재를 찾기 위해 콘텐츠 내용을 검색할 수 있는 효과적인 방법이 지원되는 것은 창작을 자유롭게 하고, 콘텐츠 활용도를 높이기 위해 매우 중요하다. KBS 바다 서비스의 경우 분류체계 방법을 사용하고 있으나. 최근 딥러닝을 이용한 인공지능 기술의 발전으로 콘텐츠의 내용을 인공지능 기술로 태깅하고, 태깅된 텍스트 정보를 이용하여 검색할 수 있는 기술 개발이 활발히 수행되고, 국가적으로도 해당 기술을 지원하고 있다. 본 논문에서는 이러한 기술 개발의 선행 요소인 방송사의 제작과정에서 요구되는 동영상 소재 콘텐츠 검색의 요구사항을 KBS 비디오 아카이브 검색 키워드 실제 사용 데이터를 이용하여 분석하였다. 약 1,000여건의 검색 키워드 분석과 이용자와 운영자의 응답 내용을 고찰한 결과, 특정 키워드에 집중하여 검색할 수 있도록 보완하여 주는 것이 필요함을 알아내었다. 또한, 검색 범위를 효과적으로 축소하여 검색을 손쉽고 빠르게 할 수 있는 방법을 고찰하였다. 본 논문에서는 미디어 창작에서 필요한 소재 콘텐츠를 찾기 위해 연구 개발해야 할 미디어 속성 추출 기술의 방향성을 제시하였다.

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