• Title/Summary/Keyword: 콘텐츠 활용 분석

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Information Services in Public Libraries Based on Web Sites (공공도서관의 웹사이트를 통한 정보봉사 - 대구지역 공공도서관을 중심으로 -)

  • Kim Yong-Gun
    • Journal of Korean Library and Information Science Society
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    • v.37 no.3
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    • pp.265-287
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    • 2006
  • The purpose of this study is to review information services in public libraries based on web sites. Four evaluation criteria. interface. searching, contents and communication are usually used to measure web sites. Because interface and searching are contained hardware elements, these are not included to this review. For this study contents and communication are examined into operating at public libraries web sites. Also analyzed is gateway function providing community information services and researchers information.

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Digital Rights Management Software of Development Analysis Phase Quality Evaluation Method (디지털저작권관리 소프트에어의 분석단계 품질평가 방법에 관한 연구)

  • Jin, Jin-Yu;Yang, Hae-Sool
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.800-804
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    • 2009
  • 최근 디지털 기술의 발전으로 인해 콘텐츠 제작자들은 텍스트, 오디오, 비디오 등의 콘텐츠를 고품질의 디지털 형태로 제작할 수 있게 되었다. 또한 인터넷 확산과 통신 기술의 발전은 컴퓨터 간의 상호 연결성을 증대시켜 디지털 콘텐츠를 쉽게 전파할 수 있게 되면서 디지털 콘텐츠 수요가 급격히 증가하고 있다. 소프트웨어의 품질은 생명주기 초기 단계가 좌우하며 초기 단계의 문제점이 수정되지 않으면 단계가 진행됨에 따라 또 다른 문제점을 야기하며 갈수록 오류 수정 및 보완이 곤란해진다. 본 연구에서는 디지털저작권관리 소프트웨어의 분석단계 품질평가 방법을 구축하였으며 이를 활용함으로써 국내 디지털저작권관리 소프트웨어 품질인식을 제고하고 개발 기술 및 품질 향상에 기여할 것이다.

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Analysis of Scenario and Story Representational Structure for Story-based Content Creation (스토리 기반 콘텐츠 제작을 위한 시나리오 분석 및 스토리 표현 구조)

  • Lee, Hyejoo;Lee, Suk-Hwan;Kwon, Ki-Ryong;Park, Yun Kyoung;Park, Kyoung Deok
    • Annual Conference of KIPS
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    • 2015.10a
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    • pp.1553-1554
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    • 2015
  • 웹 상에 축척된 방대한 콘텐츠를 활용하기 위해 사용자가 입력한 스토리에 맞는 콘텐츠를 검색하고 제공하여 사용자가 자유로이 콘텐츠를 제작할 수 있는 서비스를 제공하고자 하는 경우, 컴퓨터가 이해 가능한 구조로 스토리를 입력할 수 있어야 한다. 본 논문에서는 영화, 드라마와 같은 영상물을 제작하기 위한 기초가 되는 시나리오(Scenario)를 분석하여 스토리 표현 구조를 제안한다.

A Study on the Deva's Visual Characteristics of Buddhist Worldview in Animation Movie - Focused on - (애니메이션에서 표현된 불교 세계관 천(天)의 시각적 특징에 관한 연구 - TV시리즈 를 중심으로 -)

  • Yu, Qinglong;Choi, Dong-Hyuk
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.65-66
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    • 2019
  • '천(天)'은 불교 세계관 속의 선인으로서 불교 전통 예술에서 많이 표현된 불교 세계관 중에 하나이다. 최근 '천'의 개념이 애니메이션 작품에 표현되면서, 불교 세계관에 대한 관심이 많아지고 있다. 불교 문화와 세계관의 이해를 통해 다양한 예술작품에 활용된다면, 애니메이션의 발전에 대해 훌륭한 소재가 될 수 있을 것이다. 이를 위해 형태 특징, 색채 특징 이 두 가지 시각적 특징으로 불교 세계관의 '천'을 분석하고 애니메이션 캐릭터 창작의 연관성을 분석하였다. 본 논문을 통해 불교의 세계관과 불교 문화가 더욱 발전할 수 있는 계기가 되기를 희망한다.

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Developing SCORM Sequencing Model and Sample Contents (SCORM 시퀀싱 모델 및 샘플 콘텐츠 개발)

  • Choi, Yong-Suk
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.259-268
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    • 2009
  • Although Sequencing & Navigation(S&N) of ADL SCORM 2004 specifies relatively simple ones of possible sequencing behaviors based on IMS SS(Simple Sequencing) in learning context, it is practically not easy to implement the sequencing properly within SCORM content packages. Actually, many Korean content developers construct SCORM content packages by choosing one out of well-known LSAL sequencing templates and just inserting their contents into it. In this paper, we survey a number of widely used SCORM sequencing templates provided by LSAL, ADL and Xerceo, and also domestic conventional SCORM sequencing models, and then present a new SCORM sequencing models well conformant to Korean e-learning environments. We finally develop 3 types of SCORM sequencing templates and their contents samples by applying our sequencing models to a number of available domestic SCOs. We expect that our products can be widely used and referenced as a guidance by content developers troubled in implementing a variety of SCORM sequencings.

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Effectiveness of User Involvement for New Service Development : Focusing on Domestic Digital Content Industry (신규 서비스 개발 시 사용자 참여 효과 및 활용 전략에 관한 연구 : 국내 디지털콘텐츠 산업을 중심으로)

  • Yang, Hee-Tae;Lee, Ki-Baek;Choi, Mun-Kee
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.493-505
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    • 2013
  • User involvement in New Service Development(NSD) has attracted the limelight as a good method, but we still lack an empirical analysis of the effectiveness of user involvement. In addition, positive and negative determinants of user involvement in NSD have not often been dealt with in past research, and this deficiency has been identified as a barrier to the effective utilization and diffusion of user involvement in NSD. To our knowledge, this is the first study to empirically investigate the degree of implementation of user involvement in NSD, the effectiveness of user involvement, and the utilization strategy in the digital content industry. First, we reveal that ordinary user involvement is more effective for NSP performance than lead users or business partner companies. Second, we empirically demonstrate that the effectiveness of involving lead user and ordinary user in NSP is different according to the new service type and service development stage. Based on the results of our analyses, we suggest some strategic directions for the companies who want to newly adopt or improve their current level of user involvement in NSD. We expect that the implications of this study will be utilized for efficient diffusion of user involvement in NSD and will eventually contribute to tangible achievements for companies in the digital content industry.

Analyzing Game Interfaces for Adapting Games in English Learning and Teaching (영어 교수학습에 활용 가능한 게임 인터페이스 분석)

  • Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.131-144
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    • 2015
  • As Smart-Learning has widely spread based on the advances of smart technologies in recent days, utilization of digital content has gradually become popular in English education. Considering the present situation, therefore, it can be predicted that games will draw attention as one of the commonly utilized digital contents in the English education field. This study focuses on finding out the major interfaces in game which could be applied properly to English learning and teaching activities. To achieve the research goals, this study elicited games which were able to represent their own genre and analyzed the aforementioned games by monitoring players' gameplay video clips to determine the interfaces which got the most selections. After that, this study examined the major interfaces to find out relative linguistic attributes. By synthesizing these results and methodological aspects of the English learning and teaching, this paper suggests game interfaces, which could be applied appropriately to teaching and learning in English education.

디지털콘텐츠산업 현황 및 전망

  • Korea Database Promotion Center
    • Digital Contents
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    • no.6 s.109
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    • pp.52-61
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    • 2002
  • 본고는 한국소프트웨어진흥이 국내와 세계시장의 '디지털콘텐츠산업의 현황'과 영상, 음악, 출판, 게임, 정보 등 각 '콘텐츠 분야별 시장현황'에 대해 연구한 보고서를 토대로 작성하였다. 세계 디지털콘텐츠 시장은 2001년 928억 달러 시장규모에서 연평균 33.8% 성장해 2006년에 3989억 달러의 시장규모를 형성하여 2003년 기준으로 볼 때 전체 콘텐츠에서 차지하는 디지털콘텐츠의 비중이 21%에 이를 것으로 전망된다. 국내ㆍ외 시장분석을 살펴보면 브로드밴드 네트워크를 통한 엔터테인먼트 콘텐츠의 수요증가와 무선 인터넷 활용 콘텐츠의 급속한 증가가 예상되어 향후 지속적으로 콘텐츠 산업은 높은 성장세를 유지할 것으로 전망된다. 특히 미국은 높은 기술력과 정보통신 인프라의 기술적 우위, 벤처 캐피탈의 과감한 투자와 지속적인 M&A를 통한 전략적 제휴 등으로 확고한 경쟁력을 보유하고 있어 주목할 만하다. 국내 디지털콘텐츠 산업은 2000년 이후 연평균 56.7%의 높은 성장률을 보이면서 괄목할 만한 성장을 하고 있지만, 2001년 현재 0.6%로 미미한 수준이다. 하지만 향후 온라인 교육의 확산, 무선인터넷 콘텐츠의 증가, 게임시장의 성장과 경쟁력 있는 게임소프트웨어의 수출등에 힘입어 2006년에는 1.31%로 점유율이 2배 이상 높아질 것으로 전망된다. 분야별 구성비를 보면 게임 27.8%, 영상 16.96%, 교육 11.8%로 세 분야의 매출액이 전체 콘텐츠 매출의 55.7%를 차지해 우리나라 콘텐츠 산업의 중심을 이루고 있다.

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The Analysis on Effects of Applying the Contents of Augmented Reality - Focused on the English Class in Elementary - (증강현실 콘텐츠 활용수업의 효과성 분석 - 초등학교 영어과목을 중심으로-)

  • Kim, Kyung-Hyun
    • Journal of The Korean Association of Information Education
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    • v.13 no.3
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    • pp.359-370
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    • 2009
  • This study analyzed the effects of augmented reality contents in the elementary school English curriculum. The study revealed the differences between study focus rate, study participation activeness, study activities consuming variables and instructional climate of a group that used augmented reality contents of the English curriculum produced by KERIS and ETRI in 2008, and a group that did not use the contents. As a result, there was no significant difference between the group that studied with augmented reality contents and the group that studied in a traditional method in terms of study focus rate. For study participation activeness, the traditional class had higher scores. On the other hand, the augmented reality contents class had an even spread of study activities consuming variables overall. In terms of instructional climate, the traditional class had higher scores in the amiable field. These results show that in English classes, the student's focusing skills and motivation for studies and stimulation of students' concentration are more related to results than the type of contents.

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Research on Adoption and Preference of 5G using Learning Service (5G 교육 서비스의 채택과 선호에 관한 연구: 대학생을 중심으로)

  • Lee, Junghwan;Kim, Sungbum
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.192-201
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    • 2020
  • This study commercialization of 5G will enable transformation of university education. This study identifies five attributes (device type, learning place, learning content, learning field and expense payment) and corresponding levels to study the impact of 5G in the future of university education. The attributes and the levels are then combined into few 5G education service alternatives for respondents to rank. 102 students ranked the alternatives based on their preferences and intent to use. Results indicate that the intent to use 5G-based education service was high with 86% and the most important factor was expense payment (37%), followed by learning field (26%), learning content (24%), device type (8%) and learning place (5%). Specifically, students preferred smart device, practical and experiential content, ubiquitous (no limitation of space and time) learning, practical education and free rate when adopting 5G-based education service. These will provide implications to accelerate adoption of and exploitation of 5G for innovating university education.