• Title/Summary/Keyword: 콘텐츠 활용 분석

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Domestic Research Trends on Software Education Using Robot: From 2006 to 2016 (국내 로봇활용 SW교육에 대한 연구 동향: 2006년~2016년을 중심으로)

  • Lee, Jeongmin;Park, Hyeon-Kyeong
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.190-205
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    • 2017
  • The purpose of this study was to analyze domestic research trends of software education using robot, and find out implications for studies. The 108 articles from 2006 to 2016 in terms of software education using robot were analyzed. Results showd that there has been the growing number of articles, the development research was most frequently used in those studies. And most articles were studies on elementary school students. There used programming such as Scratch, NXT-G etc. and utilized robot likes Mindstorms series, Picocriket etc. Also, there applied to PBL, CPS etc. on software education using robot. Finally, Positive results were shown in learners' cognitive and affective domain. This research has an significance in terms of verifying the educational implications of software education using robot, and offering the direction of software education using robot in the future.

Analysis of Effect of Indemnity Private Health Insurance on Medical Utilization Using Instrumental Variable Regression (실손형 민간의료보험이 의료 이용에 미치는 영향: 도구변수를 활용한 분석)

  • You, Chang Hoon;Kwon, Young Dae;Choi, Ji Heon;Kang, Sungwook
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.268-276
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    • 2018
  • This study examined the effects of indemnity private health insurance on the medical utilization among the Korean adults. The used data were the 2014 survey data of Korea Health Panel, and the number of subjects was 11,436. Authors employed instrumental variable regression model where the instrument variables for controlling for endogeneity of indemnity were the purchasing of private pension and number of family members. The results showed that the number of outpatient visits and the number of hospitalizations for indemnity private health insurance subscribers were higher than non-subscribers. The number of household members and the private pension variables were proved to be appropriate as instrumental variables. This paper recommends the Korean government to monitor and evaluate the effects of indemnity private health insurance on the medical utilization in order to improve the efficiency of health care finance.

Development direction of emotional contents through analysis of successful cases from applying emotional technology (감성기술 적용 성공사례 분석을 통한 감성콘텐츠 개발 방향 연구)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.121-132
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    • 2012
  • Recently, interest in emotional technology has escalated and its application has extended to many fields, from both an industrial (product) and service (culture, tourism, medical, education, advertising) perspective. Moreover, culture has become a fundamental aspect of modern industry, playing key roles in: gaming, exhibitions, performances, sports, tourism, design, edutainment, as well as various content distribution industries. The prospect of applying emotional technology for cultural content industries makes up for more than half of the 'plan-manufacture-distribution-marketing' process, and thereby also serves as driving force for the growth of a nation. The primary objective of the following research is analyze successful cases from the past through utilization of emotional technology, and to speculate on efficient directions for future research into developing emotional contents. To achieve this, some of the key terms have been defined and elaborated for the sake of clarity. The terms are as follows: emotion, emotion engineering, science of emotion, emotional technology, and emotional contents. Furthermore, studies were conducted based on the six different fields surrounding CT R&D to observe how projects involving emotional technology have succeeded both on a national and global scale. Based on this analysis, this research aims to develop personalized 'Concierge' service-providing contents, contents designed to maximize performance ability of humans, and contents that could be controlled simply via emotion to effectively spread the culture of Korea by focussing on 'fusion' content development. The following research data may hopefully serve as a basic reference to industries navigating towards emotional content development.

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A Study on Design and Development Plan of Program Content for Enhancing the Career·Learning Competency of University Freshmen -Focusing on H university case- (대학신입생의 진로·학습 역량 강화 프로그램 콘텐츠 설계 및 개발 방안 연구 - H대학의 사례를 중심으로-)

  • Kim, Kyung-Hwa;Kim, Jin-Sook
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.384-396
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    • 2017
  • The purpose of this study is to design career learning program content and to suggest a development plan in order to assist in freshmen's successful adaptation. To accomplish this goal, first, we reviewed the precedent studies on the situations and problems of freshmen and education programs for freshmen. H. university freshmen's needs for support programs were analyzed. Second, a career learning program conceptual model was developed based on the results of precedent studies and program needs analysis. Third, the program contents for enhancing career learning competency were designed, and we suggested a development plan focusing on customized content, emotional support, and on-off line convergence program. It developed career learning tracks, big data analysis, and action planning as main content. The results of this study are expected to be used as basic data for the development and implementation of competency-based customized career learning programs for freshmen, which will help improve the quality of career learning programs and freshmen's adaptability.

Design and Implementation of A Compatible Class Library for Data Broadcasting Contents (데이터 방송 콘텐츠의 호환을 위한 클래스 라이브러리의 설계 및 구현)

  • Yim Hyun-Jeong;Lim Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.9 no.4
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    • pp.515-527
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    • 2006
  • Domestic standards for data broadcasting differ in the fact that satellite broadcasting chose MHP, cable OCAP, satellite ACAP, therefore making reuse of data contents impossible due to the differences. To resolve this problem, this study designed and implemented independent middleware class library for developing data broadcasting contents. To define class library which could bridge between applications and different middleware, standard library developing methods were used; and analysis of procedural application of each middleware was carried out. Based upon the analysis, classes with embedded transform and handle modules were defined to be linked to libraries of each middleware; and to verify the implemented class library, test contents were created to be compared to the existing contents. This kind of contents development by independent middleware class library allows for reuse of data contents easier, and develops an environment for higher quality of contents by reducing the efforts needed to learn each middleware for the developers.

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The Study of the System Development on the Safe Environment of Children's Smartphone Use and Contents Recommendations (유아들의 안전한 스마트폰 사용 환경 및 콘텐츠 추천 시스템 개발)

  • Lee, Kyung-A;Park, Eun-Young
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.845-852
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    • 2018
  • This study has developed a preventive launcher from smartphone addiction for the digital generation and the contents recommendation based on machine learning which used multiple and collective intelligence. This could provide convenient digital nurturing experience for the parents who fear their children's over use of digital devices and also suggest individually adaptive digital learning methods that enhance the learning efficiency and pleasurable and safe learning environment for the children. Suggested application is a kind of gamification launcher that protects children from harmful contents and from smartphone addiction with time limit settings. For parents who find difficulty choosing from various kinds of contents and applications for education, this suggested system could provide a learning analytic report based on big data after collecting and analyzing the data of their children's learning and activities and recommend contents necessary for their kids using recommended algorithm by collective intelligence.

An Exploratory Research Trends Analysis in Journal of the Korea Contents Association using Topic Modeling (토픽 모델링을 활용한 한국콘텐츠학회 논문지 연구 동향 탐색)

  • Seok, Hye-Eun;Kim, Soo-Young;Lee, Yeon-Su;Cho, Hyun-Young;Lee, Soo-Kyoung;Kim, Kyoung-Hwa
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.95-106
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    • 2021
  • The purpose of this study is to derive major topics in content R&D and provide directions for academic development by exploring research trends over the past 20 years using topic modeling targeting 9,858 papers published in the Journal of the Korean Contents Association. To secure the reliability and validity of the extracted topics, not only the quantitative evaluation technique but also the qualitative technique were applied step-by-step and repeated until a corpus of the level agreed upon by the researchers was generated, and detailed analysis procedures were presented accordingly. As a result of the analysis, 8 core topics were extracted. This shows that the Korean Contents Association is publishing convergence and complex research papers in various fields without limiting to a specific academic field. Also, before 2012, the proportion of topics in the field of engineering and technology appeared relatively high, while after 2012, the proportion of topics in the field of social sciences appeared relatively high. Specifically, the topic of 'social welfare' showed a fourfold increase in the second half compared to the first half. Through topic-specific trend analysis, we focused on the turning point in time at which the inflection point of the trend line appeared, explored the external variables that affected the research trend of the topic, and identified the relationship between the topic and the external variable. It is hoped that the results of this study can provide implications for active discussions in domestic content-related R&D and industrial fields.

A Study on the Development of Emotional Content through Natural Language Processing Deep Learning Model Emotion Analysis (자연어 처리 딥러닝 모델 감정분석을 통한 감성 콘텐츠 개발 연구)

  • Hyun-Soo Lee;Min-Ha Kim;Ji-won Seo;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.687-692
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    • 2023
  • We analyze the accuracy of emotion analysis of natural language processing deep learning model and propose to use it for emotional content development. After looking at the outline of the GPT-3 model, about 6,000 pieces of dialogue data provided by Aihub were input to 9 emotion categories: 'joy', 'sadness', 'fear', 'anger', 'disgust', and 'surprise'. ', 'interest', 'boredom', and 'pain'. Performance evaluation was conducted using the evaluation indices of accuracy, precision, recall, and F1-score, which are evaluation methods for natural language processing models. As a result of the emotion analysis, the accuracy was over 91%, and in the case of precision, 'fear' and 'pain' showed low values. In the case of reproducibility, a low value was shown in negative emotions, and in the case of 'disgust' in particular, an error appeared due to the lack of data. In the case of previous studies, emotion analysis was mainly used only for polarity analysis divided into positive, negative, and neutral, and there was a limitation in that it was used only in the feedback stage due to its nature. We expand emotion analysis into 9 categories and suggest its use in the development of emotional content considering it from the planning stage. It is expected that more accurate results can be obtained if emotion analysis is performed by additionally collecting more diverse daily conversations through follow-up research.

A Study on the Educational Applications of IPTV (IPTV(Internet Protocol Television)의 교육적 활용 방안 연구)

  • Baek, Seon-Ryeon;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.65-75
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    • 2008
  • With the advent of convergence environment of broadcasting and communication, IPTV has been widely used. It provides services such as information, movie contents and broadcasting with TV through super-highway information networks. The purpose of this study is to suggest its educational applications to overcome the limits existing in the education. For this goal, we sought its concept and characteristic and drew educational implications by analyzing its contents. We also suggested what-if scenarios for its educational applications, considered its possibilities in educational applications and suggested the kinds of teaching-learning utilizing it and its educational applications for the various subjects. Finally, we examined problems which were considered before its applications in the education with the classification of legal, technical and educational problems.

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The Recent Trends of Rendering Acceleration Technologies (렌더링 가속화 기술 동향)

  • Nam, Seung-U;Kim, Hae-Dong;Kim, Seong-Su;Choe, Jin-Seong
    • Electronics and Telecommunications Trends
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    • v.22 no.4 s.106
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    • pp.12-23
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    • 2007
  • 컴퓨터 그래픽스를 이용한 디지털 콘텐츠를 제작 및 생산함에 있어서 마지막 단계에서 렌더링 과정을 꼭 거쳐야 하기 때문에 렌더링 부분은 아주 중요하다. 렌더링해야 할 디지털 콘텐츠에는 게임과 같이 실시간성이 아주 중요한 콘텐츠가 있으며, 영화와 같이 영상의 높은 품질을 요구하는 콘텐츠가 있다. 본 고에서는 영화와 같이 고품질을 요구하는 콘텐츠에 대한 렌더링 기술에 대하여 다루고자 한다. 영화의 한 장면과 같이 복잡하며 높은 해상도를 갖는 영상을 기존 단일 CPU 및 소프트웨어 렌더러를 이용하여 렌더링하는 데 아주 많은 시간이 걸린다. 본 고에서는 렌더링 시간을 줄이며 높은 품질의 렌더링 결과를 얻는 기술을 3가지 부분에서 소개하고자 한다. 첫번째 방법에는 수십 개에서 수천 개의 CPU를 이용하거나 PC를 클러스터링하는 방법이고, 두번째는 기존 GPU의 기술이 아주 빨리 발전하여 CPU 보다 빠른 성능을 갖기 때문에 GPU를 활용하여 가속화하는 방법이 있으며, 세번째는 전용 하드웨어를 제작하여 렌더링을 가속하는 방법이 있다. 위의 방법들에 대한 기술 동향에 대하여 살펴보도록 한다.