• Title/Summary/Keyword: 콘텐츠 활용 분석

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Design and Development of XR Contents Authoring Framework for IT Convergence Education (융합영상콘텐츠 교육을 위한 XR 콘텐츠저작 프레임워크 설계 및 제작)

  • Leem, Eek-Su
    • Journal of Advanced Navigation Technology
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    • v.24 no.6
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    • pp.633-639
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    • 2020
  • Despite the growing educational demand for the extended reality (XR) convergence content creation for non-IT students, fewer studies have attempted to education material development. In this paper, non-IT students' requirement to create XR convergence contents was analyzed and designed framework system specification. The object-oriented application framework (OOAF) was developed for non-IT students to create XR convergence contents through simple interaction methods such as drag and drop in-game engines. To evaluate the developed framework XR contents development course was operated with 26 industrial design majors sophomore in university. More than 90% of students succeeded in working on prototype XR contents in Oculus Rift. This result will be expected to improve the quality of XR contents creation education for non-IT students and contribute to the growth of the future convergence contents industry.

A Study on the Semantic Network Structure of the Regime in the Image Contents (영상콘텐츠분야의 정권별 의미연결망 연구)

  • Hwang, Go-Eun;Moon, Shin-Jung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.3
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    • pp.217-240
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    • 2017
  • The purpose of this study was to investigate the semantic network analysis to understand image contents and to examine the degree to which words, word clusters contributed to the formation of semantic map within image contents. For this research, from 1993 until 2016 the field of the image contents were collected for a total of 2,624 cases papers. The word appeared in Title analyzed the social network by using the R program of Big Data. The results were as follows: First, The field of image contents is based on researches related to 'image', 'media' and 'contents'. Second, there is a three-step flow ('education' -> 'media' -> 'contents') of research in the field of image contents. Third, researches related to 'broadcasting', 'digital', 'technology', and 'production' were continuously carried out. Finally, There were new research subjects for each regime.

The Comparative Analysis of Blog Contents in Academic Libraries (대학도서관 블로그 콘텐츠 비교.분석)

  • Lee, Mi-Yeon;Kim, Seong-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.3
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    • pp.157-175
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    • 2012
  • This study analyzed the characteristics and categories of blog contents from list of blogs in 22 academic libraries in Korea and 11 academic libraries in USA. The findings indicated that the majority of blog contents in domestic libraries are used for announcements, events, and general information while international libraries use professional information and general information evenly. In addition, this study showed the international libraries use the various types of information including podcasts and videocast, and images while domestic libraries use document formats and link types mainly. The results can be used to develop effective and useful contents for academic digital libraries.

Improvement of Traffic Information Contents of Portal Site focused on User's Satisfaction (이용자 만족도 중심의 인터넷포탈 교통정보 콘텐츠 개선방안)

  • Park, Bum-Jin;Eo, Hyo-Kyoung
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.500-511
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    • 2012
  • Recently, use frequency for traffic information which provides shortest paths and traffic condition is increasing. Specially, in the survey, it is shown that users prefer internet portal sites which can be used the most easily among traffic information media. But, there are not many verification systems for traffic information contents of internet portal sites which collect and provide information than traffic information contents which are provided by public service. The purpose of this study is to investigate real accuracy and accuracy felt by users about information provided by portal sites. Therefore, in this research we verified accuracy of information by portal site with real field data and investigate real usage about contents and experienced accuracy by users through survey. Also, users' expectation and satisfaction were surveyed and the contents to be improved were selected by using IPA technique. By the result of accuracy verification by field data using portable DSRC(Dedicated Short Range Communication) devices, it is shown that average error was 14~32% and sometimes very high rate. Also, it is shown that 28.3 % of total respondents prefers the information by portal sites and 50 % of total respondents felt that contents of traffic information by portal sites are not accurate. Real-time traffic condition was selected as the most inaccurate one among all contents of traffic information and it was analyzed that intensive efforts for improving information about real-time traffic condition are needed.

An Exploratory Study on The Effects of Early AR Users' Attributes on AR Contents Adoption and Usage -Focusing on AR Contents Users' Perception and Experience (AR 초기 이용자들의 속성이 AR콘텐츠 채택과 이용에 미치는 영향에 관한 탐색적 연구 -AR콘텐츠 이용자들의 이용 인식과 이용 경험을 중심으로)

  • Kim, Kiyoon
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.38-48
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    • 2020
  • Focusing on the situation where there are not many actual users of VR / AR, this study, from the viewpoint of technology adoption and use, explores the adoption-and-use process of AR contents that can be easily accessed by using smartphones. As a result, the factors influencing the necessity of AR contents were 'enjoyment' and 'satisfaction', and other factors, such as 'innovativeness', 'the experience of using similar media', and 'the number of AR usage', did not have significant impact on the necessity of AR contents. In addition, as a result of verifying level differences in 'enjoyment', 'satisfaction' and 'necessity' according to the experience of using AR content, only the 'enjoyment' and 'satisfaction' showed that there are differences. In other words, it can be interpreted that the users in their 20s actively use AR content only when they expect to have fun and satisfaction. To sum up, this study can provide an important implication for understanding the tendency of early AR content users' perception and usage behavior.

An Exploratory Grounded Theory Study on Content and Structure of Future Education in Smart Home Services (미래 교육 콘텐츠 구성요건에 관한 근거이론연구: 스마트홈서비스 환경을 중심으로)

  • Won, Jong-Seo;Lee, Jung-woo
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.432-448
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    • 2018
  • Education will be undergoing major changes with the 4th industrial revolution. As education contents will be important in future smart home service, in-depth interviews were conducted against experts and analyzed by the grounded theory approach. Eleven categories emerged through the analysis. In order for educational content to be utilized in smart home services, value creation (central phenomenon) seems to be most critical with preceding overcome of hamlet syndrome. Diversity of content and connectivity (context) should be ensured, and studies that could enhance user experience (intermediary situations) should be conducted and reflected in the content curation and realtime response (interaction strategy). As a result, it can be inferred that the education content service can be expanded in smart home services while satisfying self-development desire of individuals through these processes. Additional selective coding revealed four immediate need area: self-development, home-improvement, health care, and mindful healing.

Analyzing College Students' Perception on English Classes Using TED : using PLS-SEM (TED 활용 영어학습에 대한 대학생의 인식 분석: PLS-SEM 적용)

  • Joo, Meeran
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.359-367
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    • 2022
  • The purpose of this study is to examine the perception of college students about English classes using TED talks and to examine whether TED talks are appropriate as a learning material for college English. As a college English subject, 50-60 minutes of online classes were conducted for one semester where TED talks were used, and the data collected by conducting a survey on learners' English learning motivation, interest, attitude, satisfaction, and learning effect were analyzed utilized SMART PLS 3. The results are as follows. First, English learning motivation had a statistically significant effect on learning attitude while it did not affect the learning satisfaction. Second, the level of interest in the TED Talk-using class had a positive effect on the learning attitude and satisfaction. Third, the learning attitude positively affected the learning effect perception. Fourth, satisfaction with the TED Talk class had a positive effect on the learning effect perception. In conclusion, English classes using TED talk can increase the interest and satisfaction of learners, and induce active class participation, which lead to a positive perception in learners' learning effects. Therefore, this study implies that TED talks are valuable and significant enough as materials in college English classes.

A Comparative Study of Virtual Reality Content Creation Education by Learner (학습자에 따른 가상현실 콘텐츠 제작 교육의 비교 연구)

  • Nam, Choong Mo;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
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    • v.22 no.5
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    • pp.585-592
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    • 2018
  • As the software education which utilizes the virtual reality in the education field becomes more interested in the teachers and the students, researches are being conducted for the education of virtual reality contents production. The purpose of this study is to analyze the curriculum, outcomes, and evaluation results of virtual reality contents production for educational students, elementary school students, and middle school students. As a result of analysis on each group, there was no difference in adaptability to specific tools, differences in ability of object production in production, and self-confidence and interest in production and utilization of virtual reality in learning attitude.

An Implementation of Metaverse Virtual Fitting Technology using a Posture extraction based on Deep Learning. (딥러닝 기반 자세 추출을 통한 메타버스 가상 피팅 기술 구현)

  • Lee, Bum-Ro;Lee, Sang-Won;Shin, Soo-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.73-76
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    • 2022
  • 본 논문에서는 메타버스 공간에서 패션 아이템 판매에 있어서 필수적이라 할 수 있는 온라인 가상 피팅 기술을 동작 인식 전용 디바이스가 아닌 일반 스마트폰 카메라를 활용하여 구현하는 기술을 제안한다. 가상 피팅 기술을 구현하기 위해서는 딥러닝 기법을 활용하여 입력 영상을 분석하고, 분석 결과를 토대로 인체의 전체 자세를 추정하며, 인체 사이즈의 근사값을 추출하는 과정들이 수행되어야 하는데, 현재의 스마트폰 컴퓨팅 환경은 이를 수행하기에 충분한 연산 성능을 가지지 못한다는 문제점을 가진다. 본 논문에서는 높은 비용이 요구되는 고부하 연산을 클라우드 서버를 통해 수행하는 서버 기반 프레임워크를 도입하여, 낮은 성능의 스마트폰으로도 고성능 연산이 가능한 서비스 구조를 확보하고 이를 통해 휴대성 높은 증강현실 기반의 가상 피팅 기술을 구현한다. 본 논문의 성과를 통해 메타버스 상거래의 활성화와 메타버스 본연의 의미에 충실한 가상 월드 구축에 기여할 것이라 기대한다.

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A Case Study on Exploring Service Examples of Domestic and International Art Content Platform (국내외 아트 콘텐츠 플랫폼의 서비스 사례 고찰)

  • Jun Hee Park;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.147-154
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    • 2024
  • Since the COVID-19 pandemic, art content platforms have evolved into content venues for the holistic experience of art, which is distinct from offline experiences, and possesses unique characteristics that are no longer just auxiliary means of information delivery. The purpose of this study is to explore the direction of platform development for art content in order to revitalize art experiences in the era of the Fourth Industrial Revolution by analyzing functional utility cases of art content platform services both domestically and abroad. To achieve this, factors for analyzing the functional utility of art content platforms were extracted through literature research. Then, the functions and services of domestic and foreign art content platforms were categorized into three groups, and based on the analysis factors of 'interaction', 'reliability', 'convenience', and 'diversity' extracted from the literature, the development direction of art content platforms was examined through a service and function analysis. The significance of this study is that it analyzed the overall user experience online and the development direction of art content platforms through functional utility analysis. Through this, it aims to provide implications by analyzing the various utilization possibilities of art content platforms and the perspective of users who experience art in the media environment.