• Title/Summary/Keyword: 콘텐츠 활용 분석

Search Result 4,162, Processing Time 0.037 seconds

Preference Factors of the Korean MZ Generation vis-à-vis the Online Programs of Museums Abroad (비대면 시대 해외 뮤지엄의 온라인 프로그램에 대한 한국 MZ 세대의 선호요인 연구)

  • Kwak, Song-Bi;Kwon, Cheeyun
    • Journal of Digital Convergence
    • /
    • v.20 no.4
    • /
    • pp.565-573
    • /
    • 2022
  • This study aims to analyze the preference factors of the Korean MZ generation with regards to the online programs developed by museums abroad during the COVID-19 pandemic. World renown museums such as the British Museum, the National Gallery of London, Van Gogh Museum, J. Paul Getty Museum, Hasting Contemporary, Uffizi Gallery, and the Guggenheim Museum tackled the social-distancing situation with various creative online programs and events to continue their role as socially relevant institutions. Ten acclaimed programs conducted by these museums were shown to the Korean MZ generation, the most digitally savvy and frequent visitors to museums, to extract their responses to the various types of programs. The study showed that the Korean MZ generation prefer online programs which most closely reflect the onsite experience of a museum, and online contents with educational elements.

A Case Study of Intellectual Property Rights Using Animation Characters (애니메이션 캐릭터를 활용한 Intellectual Property 사례 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.20 no.2
    • /
    • pp.361-366
    • /
    • 2022
  • Recently, with the development of convergent media, the digital animation industry has developed a variety of content centered on the role of Intellectal Property. The excellent IP role image has created huge economic benefits in business. This paper selects three representative Intellectual Property animation cases from Japan, the United States and China. Analyzed of the reuse of IP animation character images and combined with the era technology and the style of culture and art, the traditional cultural IP roles are reconstituted into modern character design two aspects. Through the research of this paper, can understand the expansion possibility of IP animation according to the use of character image. It is expected that when making digital animation, can recognize the importance of intellectual property and use it as a reference for role development.

The Improvement of Digital Textbook Functions Required for Curriculum Reorganization (교육과정 재구성을 위한 디지털교과서 기능 개선 방안 연구)

  • Kim, Hongsun;Jeong, Youngsik
    • Journal of The Korean Association of Information Education
    • /
    • v.26 no.1
    • /
    • pp.23-34
    • /
    • 2022
  • Teachers should be able to reorganize the curriculum according to the student level, reorganize textbooks freely, and distribute them to students. However, current paper-textbooks are difficult to modify or edit some contents and distribute them to students, also current digital textbooks are grouped into units, so the order or educational resources cannot be reconstructed. In addition, The digital textbooks are difficult to update external links or the latest resources, and to contain various multimedia materials or high-definition realistic content due to capacity limitations. Therefore, this study presented functions: teaching and learning and evaluation functions, resources search and sharing functions, learning records and analysis functions, screen showing and printing functions, so that teachers can provide customized learning by level to students using digital textbooks. Through the expert Delphi survey, detailed functions for each area were divided into teachers and students. We proposed expanding and developing digital textbooks to various subjects, and distributing various teaching and learning models using digital textbooks.

A Study on the Development Issues of Digital Health Care Medical Information (디지털 헬스케어 의료정보의 발전과제에 관한 연구)

  • Moon, Yong
    • Industry Promotion Research
    • /
    • v.7 no.3
    • /
    • pp.17-26
    • /
    • 2022
  • As the well-being mindset to keep our minds and bodies free and healthy more than anything else in the society we live in is spreading, the meaning of health care has become a key part of the 4th industrial revolution such as big data, IoT, AI, and block chain. The advancement of the advanced medical information service industry is being promoted by utilizing convergence technology. In digital healthcare, the development of intelligent information technology such as artificial intelligence, big data, and cloud is being promoted as a digital transformation of the traditional medical and healthcare industry. In addition, due to rapid development in the convergence of science and technology environment, various issues such as health, medical care, welfare, etc., have been gradually expanded due to social change. Therefore, in this study, first, the general meaning and current status of digital health care medical information is examined, and then, developmental tasks to activate digital health care medical information are analyzed and reviewed. The purpose of this article is to improve usability to fully pursue our human freedom.

A Study on the Use of Art Information Based on Digital Media - Focusing on Art Appreciation Mobile Application - (디지털미디어 기반 미술 정보 활용 방안 연구 - 미술 감상 모바일 애플리케이션을 중심으로 -)

  • Hur, Yukyoung;Park, Seung Ho
    • Design Convergence Study
    • /
    • v.15 no.5
    • /
    • pp.1-19
    • /
    • 2016
  • The emergence of digital media has enabled visitors' active intervention based on the existing art information archiving. Accordingly, this study was conducted to analyze how archiving data that art museums have developed so farcan be provided significantly to visitors and generate a contemporary appreciation code. This study intended to solve the problems in case study analysis through the restructuralization of information that reflected visitors' appreciation activities as the principal agent. The structure of information, which was reframed for multilayered information approach and use by keyword, is meaningful as it has developed an information structure to mainly enhance visitors' understanding. It is expected that the use of art information proposed in this study will be helpful for setting the specific direction of actual transmedia storytelling service by art museums based on web later on.

A Study on Measuring the Effects of Continuing Education of Librarian Teachers Using Kirkpatrick Education Model (Kirkpatrick 평가모델을 활용한 사서교사 계속교육 효과 측정 연구)

  • Euikyung Oh
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.34 no.2
    • /
    • pp.295-311
    • /
    • 2023
  • The purpose of this study is to systematically measure the effectiveness of continuous education of librarians using the Kirkpatrick education evaluation model. A three-stage educational evaluation was conducted on 136 librarian teachers who participated in the 『Qualification training for librarian teacher level 1』 in the summer of 2022. The first stage was a satisfaction survey on the overall education, and the second and third stages were investigated before and after education, and the actual effect of education was measured by pre-post difference analysis. The second stage is learning evaluation, and the third stage is job competency improvement evaluation. As a result of the study, high measurement scores were calculated at all stages, and the before and after effect of education was statistically significant in the second stage of learning evaluation. In the third stage of the job competency improvement evaluation, the score fell after education, but it was not statistically significant. Significant results were derived from the second stage of evaluation, and future studies suggested that the evaluation model should be supplemented and that a balanced curriculum should be designed to produce valid results.

A Case Study of Collaboration between Global Luxury Fashion Brands and Korean Contemporary Artists (글로벌 명품 패션 브랜드와 한국 현대 예술가의 콜라보레이션 사례 연구)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.4
    • /
    • pp.13-22
    • /
    • 2023
  • Recently, global luxury fashion brands such as Gucci, Saint Laurent, and Louis Vuitton have been showing special interest in Korean contemporary artists and actively collaborating with them. This can be said to be a new change that is distinguished from previous collaborations of fashion brands. Therefore, this study investigated the cases of collaboration between global luxury fashion brands and Korean contemporary artists, and analyzed the types and characteristics to examine the trends and characteristics and draw meaning. As a result, fashion brands combine the characteristics of Korean art works of various genres with the brand concept and pursued values to create new sensibility and high value-added products. It can be seen that the intention was to prepare a place to draw out. In addition, it was found that collaboration was also utilized in terms of marketing so that domestic customers could visit the brand store with a sense of familiarity by utilizing Korea's artistic and cultural sentiments. Based on the results of this study, we intend to provide basic data for the development of creative contents for various collaborations between fashion and art that can help develop the modern fashion industry.

A Study on Feasible 3D Object Model Generation Plan Based on Utilization, Demand, and Generation Cost (입체모형 활용 현황, 수요 및 구축 비용을 고려한 실현 가능한 3차원 입체모형 구축 방안 연구)

  • Kim, Min-Soo;Park, Doo-Youl
    • Journal of Cadastre & Land InformatiX
    • /
    • v.50 no.1
    • /
    • pp.215-229
    • /
    • 2020
  • In response to the recent 4th industrial revolution, the demand for 3D object models in the latest fields of digital twin, autonomous driving, and VR/AR, as well as the existing fields such as city, construction, transportation, and energy has increased significantly. It is expected that the demand for 3D object models with various precision from LOD1 to LOD4 will increase more and more in various industry fields. However, the Ministry of Land, Infrastructure and Transport, and the local government and the private sector have partially built 3D object models of different precisions for some specific regions because of the huge cost. Therefore, this study proposes a feasible plan that can solve the cost problem in generating 3D object models for the whole territory. For our purpose, we first analyzed usage, demand, generation technology and generation cost for 3D object models. Afterwards, we proposed LOD3 model generation plan for all territory using automatic 3D object model generation technology based on image matching. Additionally, we supplemented the proposed plan by using LOD4 generation plan for landmarks and LOD2 generation plan non-urban area. In the near future, we expect this would be a great help in establishing a feasible and effective 3D object model generation plan for the whole country.

A Study on the Spatial Configuration in the Metaverse - Focusing on Communication Game Virtual Worlds's 'Animal Crossing' - (메타버스에서의 공간 형태 구성에 관한 연구 - 커뮤니케이션 게임 가상세계 '모여봐요 동물의 숲'을 중심으로 -)

  • Yu, Yeon Seo
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.52 no.1
    • /
    • pp.1-16
    • /
    • 2024
  • Alvin Toffler mentioned that it is important for future society to keep pace with synchronization and that time deviations can hinder social development. As we experience the new normal era of untact, we have experienced an increase in non-face-to-face contact and accelerated digital transformation. Amid these rapid changes, we can maintain the need for synchronization or change in space. Therefore, we would like to study what kind of settlements people create and choose. We looked at the metaverse as an object that could indirectly find out about this, and used the content called "Animal Crossing" to collect data related to the spatial form of the metaverse. Sampling utilized a judgment sampling method during non-probability sampling to alleviate differences due to the progress of the game. The collected data was classified according to floor plan and location type and briefly organized through descriptive statistics. After matching each facility by use, data was constructed by setting coordinates for each cluster and listing them. This data was interpreted graphically on the coordinate plane for each cluster, and Euclidean analysis was performed to analyze the relationships between clusters and residential choice using a Euclidean matrix. As a result of the analysis, it could be interpreted that efficiency was pursued by arranging similar functions in close proximity. Nevertheless, when choosing a residence, it was interpreted that the intention was to create a community through arrangement adjacent to residents rather than efficiency or convenience. Due to the differences between the metaverse and the real world, it is expected that there will be limitations in equating it with reality. However, through the space expressed in the virtual world by people who are far away from the constraints of reality, we can indirectly know the wishes that we have not been able to express due to our lack of awareness.

User Experience Analysis and Management Based on Text Mining: A Smart Speaker Case (텍스트 마이닝 기반 사용자 경험 분석 및 관리: 스마트 스피커 사례)

  • Dine Yeon;Gayeon Park;Hee-Woong Kim
    • Information Systems Review
    • /
    • v.22 no.2
    • /
    • pp.77-99
    • /
    • 2020
  • Smart speaker is a device that provides an interactive voice-based service that can search and use various information and contents such as music, calendar, weather, and merchandise using artificial intelligence. Since AI technology provides more sophisticated and optimized services to users by accumulating data, early smart speaker manufacturers tried to build a platform through aggressive marketing. However, the frequency of using smart speakers is less than once a month, accounting for more than one third of the total, and user satisfaction is only 49%. Accordingly, the necessity of strengthening the user experience of smart speakers has emerged in order to acquire a large number of users and to enable continuous use. Therefore, this study analyzes the user experience of the smart speaker and proposes a method for enhancing the user experience of the smart speaker. Based on the analysis results in two stages, we propose ways to enhance the user experience of smart speakers by model. The existing research on the user experience of the smart speaker was mainly conducted by survey and interview-based research, whereas this study collected the actual review data written by the user. Also, this study interpreted the analysis result based on the smart speaker user experience dimension. There is an academic significance in interpreting the text mining results by developing the smart speaker user experience dimension. Based on the results of this study, we can suggest strategies for enhancing the user experience to smart speaker manufacturers.