• Title/Summary/Keyword: 콘텐츠 활용 분석

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A Study of Dance Using Interview (인터뷰를 활용한 무용작품연구)

  • Cho, Sunyoung
    • Trans-
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    • v.7
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    • pp.1-17
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    • 2019
  • In this study, it is recognized that the new social media has a great social impact and influence, and contemporary dance works that attempted to combine dance and media based on 'interview' are able to bring the value of dance art in a unique way. Currently, many art groups and choreographers are gradually awakening to the audience's thoughts by carefully studying new choreography techniques and forms in order to reach the audience effectively. These changes are meaningful and valuable as contents that will lead to diversification according to technological progress, industrialization of the 21st century, development of dance audience, expansion of stage, and enjoyment of dance arts. Therefore, it will be an inquiry study which analyzes through the literature and images of domestic and foreign dance works using interviews as a material, and finally examines what kind of choreography is used as the interview material in dance works and suggests its effectiveness.

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A Study on the Use of Korean Traditional Folk Paintings for Eyewear Accessories Design (전통민화를 활용한 안경소품디자인의 연구)

  • Jang, Jun-Young;Choi, Byung Jin;Lee, Kyoung Sook
    • Journal of Korean Ophthalmic Optics Society
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    • v.15 no.2
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    • pp.131-136
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    • 2010
  • Purpose: Evaluating the possibility of Korean traditional folk paintings in the development of eyewear accessories. Methods: Esthetic values with vivid colour and layout of Korean traditional folk painting was evaluated. Reevaluation of those values was applied into eyeglass cleaners and eyeglass case with modernized fashion. Those accessories had an advantage of suitable space to represent visually images of the paintings. Results: Currently, Korean traditional folk paintings receives attention as an international cultural contents. Therefore, it would be possible to enhance cultural consumption of the product whose image was changed with cultural image of the paintings. Conclusions: Utilization of esthetic values into eyeglass makes a positive effects of eyewear accessories, which can be resulted in an expanding international market of eyewear accessories.

A Study on the Construction and Utilization of Digital Archives for Intangible Cultural Heritage in Korea (국내 무형문화유산 디지털 아카이브 구축 및 활용을 위한 연구)

  • Han, Hui-Jeong;Oh, Hyo-Jung;Kim, Tae-Young;Kim, Yong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.27 no.2
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    • pp.95-134
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    • 2016
  • The intangible cultural heritage possesses the extremely important meaning and value irrespective of its form. The value of the intangible cultural heritage becomes the important driving force in the social development as useful resources of reflecting social aspects and historical records that the life and tradition of past is delivered. Hence, this study aims to propose the method to manage and provide of the intangible cultural heritage syntagmatically from the digital aspect. For this the plan, the study compared and analyzed the current status of digital archiving of intangible cultural heritage. Consequently, based on the analysis, policy based on cultural governance and standardized management factors were developed. The method to materialize digital contents was developed for constructing digital archives and utilization of intangible cultural heritage can be facilitated.

Process Annotation for Recording the Manipulation of 3D Structured Models (3D 구조물의 조작과정 기록을 위한 어노테이션 기법)

  • Lee, Gui-Hyun;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.10 no.3
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    • pp.381-390
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    • 2007
  • 3D object contents are used for various applications in the Web virtual space, where the main concerns are to navigate the 3D virtual space and visualize 3D objects. The techniques to manipulate 3D objects like disassembling and assembling and to record the manipulation process are the very first step. Until now, we can record only the result of 3D object manipulation. Thus, we have tried to study the representation technique to record meaningfully and replay the manipulation process of 3D structured objects. We analyzed the structures and their relations between components to construct 3D objects that are described in XML or VRML. Compared to the previous method, we studied a XML based annotation technique to record and store selectively by user. This technique makes 3D structured objects be used in the various applications by the selective recording and also selective replaying.

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A Study on the Development of Language Education Service Platform for Teaching Assistance Robots (교사도우미 로봇을 활용한 어학교육 서비스 플랫폼 구축방안 연구)

  • Yoo, Gab-Sang;Choi, Jong-Chon
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.223-232
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    • 2016
  • This study focuses on the new teaching assistance robot platform and the cloud-based education service model to support the server. In the client area we would like to use the teacher assistant robot in elementary school classrooms to utilize the language education service platform. Emerging IoT technology will be adopted to provide a comfortable classroom environment and various media interfaces. Extensive precedent review and case study have been conducted to identify basic requirements of proposed service platform. Embedded system and technology for image recognition, speech recognition, autonomous movement, display, touch screen, IR sensor, GPS, and temperature-humidity sensor were extensively investigated to complete the service. Key findings of this paper are optimized service platform with cloud server system and possibilities of potential smart classroom with intelligent robot by adopting IoT and BIM technology.

The recognition of e-Learning formiddle school teachers and students (중학교 교사${\cdot}$학생들의 e-Learning에 대한 인식 연구)

  • Jeong, Sang-Mok;Oh, Pill-Woo;Song, Ki-Sang
    • Journal of the Korea Computer Industry Society
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    • v.6 no.3
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    • pp.519-528
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    • 2005
  • Computers have been increasingly recognized as tools for teaming, in addition to supporting industrial works. Such advantages e-Learning have as teaming at any time and place, distribution and management of standardized contents, mentoring with learners, immediate feed-backs, and dynamic learning have been applied in a variety of divisions. Despite of the researches and interests, the study on the different views between teachers who design and operate e-learning and students who receive lessons hasn't been enough. So it studied the recognition of middle school teachers and students on the e-Learning. <중략>The research result showed that there were similarity in the views between teachers and students on the concept of e-Learning. Many teachers and students have experienced the e-Learning directly or indirectly. Teachers and students showed similar opinions on the beforehand education and preferred subjects of the e-Learning. But the students required fast and immediate feedback of the teachers. Teachers and students showed similar opinions on the utilization of multimedia components to achieve the goal of education. But teachers thought that immediate feedback was important. The students thought it important to control the degree of difficulty. It suggests a way to activate the e-Learning of middle school efficiently with the research result.

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ISO and OGC Standards for Geo-spatial Image Information and Suggestions for Their Applications (공간영상정보 관련 ISO와 OGC 표준현황과 활용을 위한 제언)

  • Lee, Ki-Won;Kang, Hae-Kyong
    • Korean Journal of Remote Sensing
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    • v.26 no.4
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    • pp.451-464
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    • 2010
  • In these days, application cases of national or international standards in the field of geo-spatial information based on information technology are being increased. Especially, demands regarding distribution, dissemination and interoperability of contents using geo-spatial images and these information resources are also on the increasing stage, so that standards as core elements supporting these trends are getting to be emphasized. However, interests on standards of geo-spatial image information processing including remotely sensed images and efforts for development and application of these standards are not enough, domestically. In this study, international standards for geo-spatial image information in ISO and OGC as well as the domestic status were reviewed with the summaries concerned. Comparison with international and domestic standards shows that most national standards were partly modified and translated with international ones, but there are rare cases of application plans or studies concerned in this field. If these situations are continued, industrial stack or applications of technologies regarding standards are getting lesser. Therefore, it is necessary to analyze some problems and to study strategy to overcome them, and the result of this study could be used for the initial works.

A Study on the Development of VR-based Education and Culture Program in Public Libraries (공공도서관의 VR 기반 교육문화프로그램 개발에 관한 연구)

  • Kim, Ji Soo;Kim, Seong Ju;Park, Si Ni;Shin, Ji Won;Kwon, Sun Young
    • Journal of the Korean Society for information Management
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    • v.38 no.2
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    • pp.87-112
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    • 2021
  • Recently, content using VR technology in various fields is gradually increasing, and the technology is also rapidly spreading. Against this background, public libraries also need to provide services using VR technology according to the flow of the times. Therefore, this study drew application points through the investigation and analysis of domestic and foreign public libraries where VR programs are underway. And based on this, a final proposal is prepared after planning and reviewing VR-based educational and cultural programs in public libraries. VR-based educational and cultural programs introduced can be used as basic data for planning VR-based cultural programs in public library.

Development and evaluation of virtual world-based elementary education programs (가상세계 기반 초등 교육 프로그램 개발 및 평가)

  • Nam, Choongmo;Kim, Chongwoo
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.219-227
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    • 2022
  • Students are always preparing for remote classes while taking face-to-face classes due to COVID-19. However, it is true that the class satisfaction with distance learning is not high for students and teachers. The idea that even if remote classes are conducted at home, it would be nice to have classes together like real ones, the need for a virtual world education program that utilizes augmented reality and virtual reality based on the metaverse has emerged. However, there are very few studies that teachers try to apply them to their classes. In this study, a metaverse application curriculum was presented for elementary science and 'space' domains. To implement the metaverse, ZEPETO and COSPACIS EDU were used. In the analysis of content creation with students and evaluation with schoolmates, this study showed that the concentration of learning was increased and creativity improved in the 'real', 'individual', and 'society' domains.

Effects of Programming Education using Visual Literacy: Focus on Arts Major (시각적 문해력을 활용한 프로그래밍 교육의 효과 : 예술계열 중심으로)

  • Su-Young Pi;Hyun-Sook Son
    • Journal of Practical Engineering Education
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    • v.16 no.2
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    • pp.105-114
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    • 2024
  • Recently, with an emphasis on software proficiency, universities are providing software education to all students regardless of their majors. However, non-majors often lack motivation for software education and perceive the unfamiliar learning content as more challenging. To address this issue, tailored software education according to the learners' characteristics is essential. Art students, for instance, with their strong visual comprehension and expressive abilities, can benefit from utilizing visual literacy to enhance the effectiveness of programming education. In this study, we propose decomposing everyday problems into flowcharts and pseudocode to construct procedural and visual images. Using the educational programming language PlayBot, we aim to analyze the effectiveness of teaching by coding to solve problems. Through this approach, students are expected to grasp programming concepts, understand problem-solving processes through computational thinking, and acquire skills to apply programming in their respective fields.