• Title/Summary/Keyword: 콘텐츠 활용 분석

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Case studies on the flipped classroom with a MOOC in college contexts (대학에서의 MOOC기반 플립러닝 사례분석)

  • Lim, Keol;Kim, Mi Hwa
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.173-184
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    • 2019
  • This study investigated the effects of applying the flipped classroom approach with MOOC to the college educational system. A total of six undergraduate students participated in the 10-week innovative learning setting. The participants performed online activities using the learning content from a MOOC website; this was followed by a participatory learning process in the offline classroom. The semi-structured face-to-face interviews for the six participants after the classes were completed and analyzed. The results showed that the instructional method enabled students to be highly motivated and to perform learning activities. However, there were some limitations: (1) learning was impeded due to English language issues and (2) the Korean education culture was still unfamiliar with this pedagogical method. Finally, suggestions for future research are discussed.

A Study on Interactive Media Experience Exhibition & Visitor's preference (인터랙티브 미디어 체험전시의 요소와 관람객 선호도에 관한 연구 -라스코전시관 공룡체험전의 사례중심으로-)

  • Kang, Jae-Shin;Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.319-325
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    • 2019
  • The 'Dinosaur Experience' exhibition at the Lasko exhibition hall hosted by Gwangmyeong city is gaining popularity. The purpose of this study is to analyze the elements of experience exhibition and interactive media experience exhibition and to grasp the preference of visitors. First, the theoretical review about interactive media and experience exhibition was made through literature data. Next, based on the Strategic Experience Module, we divided the experiential factors according to experiential value. As a result of the study, it was found that the participation rate of the visitors and the experience time were longer in the program containing many experience exhibition elements. Interactive media experience exhibited by many people have more value items. But it is not enough to understand the preference of visitors by the time spent by visitors. This study suggests that interactive media can be utilized for various experience exhibition.

A Study on Myth Storytelling (신화 스토리텔링에 관한 연구)

  • Park, Chan-Ik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.439-444
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    • 2021
  • There are many reasons why myths are used in the cultural context. However, the primary reason is that myths tend to be a safe choice as they are guaranteed to be entertaining and connect people over the past thousands of years, and are also free from issues related to plagiarism. In particular, myths from Northern Europe are used in many parts of modern cultural content as they have a clear conflict between good and evil and present a universe with various tribes and worlds. This study analyzed the movie series of Thor and the game Ragnarok to investigate how myths are used in the modern cultural context. In the movie series of Thor and the game Ragnarok, it is possible to identify how myths are modified while keeping their basic storyline. The findings from the analysis can be summarized as follows.

A Legal Study on The Act Bill for Establishing The Game User Committee

  • Kyen, Seung-Yup
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.165-171
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    • 2022
  • In this paper, we suggest the Measures to improve the Act Bill for establishing the Game User Committee. The Act Bill has a lot of problems which are violations of criminal legalism due to unclear terms in administrative punishment and violations of The Human Right enjoying freedom of occupation and guaranting property due to not defining provisisons about The Duty of Confidentiality or The Legal Fiction as Public Officials for Purposes of Applying Penalty Provisions. also the duplicate regulations in the Act Bill disrupt game industry development. we have three results that were derived through analysis of Prior studies and precedents. The First is to define details of special reasons in enforcement ordinance and enforcement regulations. The Second is to define The Duty of Confidentiality or The Legal Fiction as Public Officials for Purposes of Applying Penalty Provisions in the act bill. The Third is to address managing the random reward items in the Game Rating and Administration Committee or is to give game user advance notice about the Comntent Dispute Mediation system.

A Study on Improvement Plans for the Compilation of the History of Public Institutions in Korea (국내 공공기관의 기관사(機關史) 편찬에 관한 개선 방안 연구)

  • Koo, Chan Mi;Chung, Yeon-Kyoung
    • Journal of Korean Society of Archives and Records Management
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    • v.22 no.1
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    • pp.27-41
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    • 2022
  • The historical records of public institutions are not only important historical records for the study of modern Korean history in various academic fields such as politics, economy, society, culture, and science, but also important historical content that students and the public may be interested in. In this study, among the 350 institutions designated as public institutions as of 2021, 339 public institutions that can request information disclosure through the information disclosure portal were investigated. Based upon the results of the survey, it was found that 217 (67%) out of 326 (96.2%) public institutions compiled a total of 516 institutional histories. This study proposed improvement plans in terms of the compilation of history in public institutions and the utilization of users by analyzing the results of the investigation of the compilation status of history in public institutions by six elements: compilation time, target period, department in charge, budget and required period, accessibility, and regulations.

A Study on the Possibilities in Korean Horror Movies Due to Popular Culture Crossover and Collaboration Trends (대중문화의 크로스오버와 콜라보레이션 유행에 따른 한국 공포영화에서의 가능성)

  • Ahn, Il–Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.31-43
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    • 2021
  • The talk of today's era is innovation and convergence. Convergence can be seen as innovation because convergence is born through innovation and innovation is made through convergence. Crossover and collaboration (collectively referred to as "crossover") which are used as a concept of convergence in popular culture means the combination and integration of different genres or fields, and has recently been used in various fields such as movies and music. The use of crossover helps to break boundaries with other fields and create new works through free and diverse attempts. Thus, in this study, the convergence of popular culture, or crossover, is analyzed in conjunction with the Korean horror genre. Currently, Korean horror movies were popular from the 1990s to the early 2000s, but now only a few are coming out due to a series of poor box office performances. However, according to this study, crossover attempts have already begun in Korean horror films, and traces of crossover have been found in several successful films. In this study, we will further apply a collaboration of characters such as "Avengers" to present a new direction for Korean horror movies.

A Study on NFT Marketing Cases to Bring in the Web 3.0 Era: Focusing on NFT Art in Japan 「HARTi」 (Web 3.0 시대가 가져올 NFT 마케팅 사례에 관한 연구: 일본 「HARTi」 NFT Art를 중심으로.)

  • Ha, YounSoo
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.5
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    • pp.61-72
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    • 2022
  • Web 3.0 is also called the "next-generation Internet" and is a new concept that started in 2018 and is attracting attention as the beginning of the "distributed Internet era". As Web 3.0 became mainstream, non-fungible tokens (NFTs) serving as content as services were distributed, and companies started to introduce NFTs in their marketing campaigns. This is because NFTs can be used to promote brands to new consumers. In this study, using Japan's 「HARTi」 NFT Art as an example, we investigate a new method using urban infrastructure and spaces, not NFTs that exist only in the Japanese art market and online. By analyzing social issues following the introduction of a new digital marketing method based on NFT Art, we will discuss issues and countermeasures in the domestic NFT Art market and present a positive outlook.

Development and Application of an Online-based Arduino Programming Experience Program

  • Eun-Sang, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.179-187
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    • 2023
  • The purpose of this study was to develop and apply an online-based Arduino programming experience program. In this study, the program was developed and applied based on the contents presented in the ADDIE model and Lee's model. The results of this study were as follows. First, two types of educational program were developed for online use by students of the free semester system. Second, the program content included practical materials such as teaching websites and video lectures. Third, the developed program was applied a total of three times in the school environment and when the student did not attend school. Fourth, analysis of student satisfaction confirmed that the students were satisfied with the development program. The content of this study will serve as a reference for instructors who plan online-based hands-on activities in places where instructors are not readily available, such as islands or mountainous areas.

A Study on the Perception Survey of Library Staff on Library Week (도서관주간에 대한 도서관 직원 인식조사 연구)

  • Sim, Hyojung;Noh, Younghee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.2
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    • pp.33-54
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    • 2022
  • This study identified the perceptions of library staff by type of library week through a survey and sought content that the library community should review to revitalize the legal library day and library week in the future. As a result of the analysis, it was found that the library staff's experience of participating in the library week and satisfaction with the event support of the host organization were low. In addition, it was found that awareness of the legal library day and library week, which will be implemented from 2023, is quite low. There were many opinions about the national publicity of the library and sufficient budget support for the event as a focus for the promotion of Library Day and Library Week in the future. In order to effectively promote the legal library week in the future through an awareness survey of library staff, various efforts are made to improve the awareness of the library community, cooperation with other library types to induce participation in various types of institutions, and the formation of a promotion committee within the association for each type of library, and use of various media It was confirmed that active media publicity and securing budget were necessary.

Development of non-face-to-face Remote Learning Program - focusing on University Software Practice (비대면 원격수업 프로그램 개발 - 대학 소프트웨어 실습 중심으로)

  • Kim, Sang-Geun
    • Journal of Industrial Convergence
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    • v.19 no.6
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    • pp.59-66
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    • 2021
  • Globally, the prolonged pandemic of COVID-19 (COVID-19) has had a great impact on all industries. In particular, in the field of education, online classes (non-face-to-face) had some negative perceptions of online classes, such as lack of preparation for learning and student dissatisfaction with the class. According to the current situation survey in 2020, non-face-to-face classes accounted for about 56% of the class, and streaming real-time classes and video content-based classes accounted for most of the class. This study empirically analyzes the problems to be solved by online classes through the 2020-2021 survey (software application practical class university students), and explains the detailed program and development plan (implementation result). This study intends to contribute to the development of online learning development of each educational institution after the end of the corona crisis.