• Title/Summary/Keyword: 콘텐츠 활용 분석

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Interaction Design Study of Virtual Reality Safety Education Contents (가상현실 안전교육 콘텐츠의 인터랙션 디자인 연구)

  • Chang, Hyo-Jin;Chang, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.75-87
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    • 2021
  • The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,

Analysis of the Promotion of Social Networking Services (SNS) in School Media with Focus on the Operation of the Facebook Page of a Graduate School Newspaper (학내 언론의 소셜네트워크서비스(SNS) 홍보에 관한 분석-A대 대학원 신문의 페이스북 페이지 운영실태에 대한 비판적 고찰을 중심으로-)

  • An, Hye-Jin;Lee, Seung-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.145-158
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    • 2022
  • Although the rapid development of technology has led to a swift increase in the number of companies using social networking services (SNS), it will not be accurate to say that they have fully "utilized" the functionality of SNS simply by "using" these services. Therefore, this study aims to increase the convenience of using digital technology and help SNS users in extending the functionality of these services beyond their regular use and thus, revitalize the field by increasing the service providers' efficiency. In this study, the Facebook usage status of a graduate school newspaper from an undisclosed university in Seoul was analyzed from February to December, 2021 using the participant observation method. The results of the study revealed the following: First, it is necessary to diversify the subject and type of content to ensure a continuous supply of quality content; Second, there is a need to examine the user categories and characteristics by utilizing SNS functionalities such as, the target reports and insights, and based on this, supply content that meets the needs of the users; Third, to resolve the problem of low levels of user participation and an inactive Facebook account, it is necessary to mobilize new marketing tools like online events. The significance of this study is that it confronts the real problems faced by some companies that cannot keep pace with market changes in a digital environment, identifies failure factors, and proposes solutions to them.

The Effects of AR(Augmented Reality) Contents on User's Learning : A Case Study of Car manual Using Digital Contents (증강현실기술(AR) 콘텐츠가 사용자의 학습적 효과에 미치는 영향: 자동차 매뉴얼 디지털콘텐츠 제작을 중심으로)

  • Won, Jong-Seo;Choi, Sung-Ho
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.17-23
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    • 2017
  • The purpose of this study is to find out the effects of AR digital contents on user learning context. More and more companies using digital contents for their products. Especially, some companies using AR (Augmented Reality) digital contents as a manual of their car. This Application affords diverse information to customers who want to know usage of its interface. Using this application, the study shows the effects of using AR digital contents on user's absorption, physical presence, immersion.

A study on the Influence of Enterprise Content Management System Success Factors and Task Characteristics on Intention to Use (기업콘텐츠관리시스템 성공 요인과 업무적 특성이 시스템 사용 의도에 미치는 영향)

  • Hwang, Inho
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.333-349
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    • 2021
  • As information is recognized as an important asset of an organization, organizations are increasing their resource input for knowledge management. In particular, the enterprise content management system(ECMS) is a solution for organization-oriented content management, and it has high utility by helping to achieve business performance through systematic utilization of content and improve the level of internal information security. The purpose of this study is to suggest a plan to improve the intention to use organizational employee's ECMS and to suggest the effect of the relationships between information system quality characteristics and work environment characteristics on intention to use. In this study, a research hypothesis was presented based on previous studies, a questionnaire was conducted on workers of organizations that adopted an ECMS, and the hypothesis was verified by applying structural equation modeling. As a result of the analysis, information and service quality of the ECMS and task interdependence increased the intention to use, but task conflict decreased the intention to use. In addition, task interdependence and task conflict moderated the positive relationship between the quality factors of the ECMS and the intention to use it. This study has implications in terms of suggesting the direction of the organization's behavior through factors that increase the use of ECMS.

A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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A study on content strategy for long-term exposure of YouTube's 'Trending' (유튜브 '인기급상승' 장기 노출을 위한 콘텐츠 전략에 관한 연구)

  • Lee, Min-Young;Byun, Guk-Do;Choi, Sang-Hyun
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.359-372
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    • 2022
  • This study aimed to derive a YouTube content strategy that can be exposed to Trending for a long time by comparing the features of 20 channels in the short/long term using 'YouTube Trending' data in 2021. First, through Pearson's correlation analysis, we found that various factors such as 'the number of title or tag letters' related to long-term exposure, and set this as an index to compare features. As a result, 1)'video title' of about 40-45 letters without excessive special characters, 2)'video length' within 10 minutes, 3)'Video description' is effective when writing 2-3 sentences and adding SNS information or including 3 key tags. Also, it would be more effective if you set key tag pairs such as (먹방, mukbang), (역대급, 레전드) derived through text mining. Through this, the channel will spread globally, bringing various advantages, and will be used as an indicator to evaluate the globality of the channel.

유럽 전자정보서비스 시장 포괄적으로 분석

  • Korea Database Promotion Center
    • Digital Contents
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    • no.9 s.52
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    • pp.34-38
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    • 1997
  • 본 보고서는 유럽의 전자정보서비스시장에 대한 분석과 경제사회에서의 정보 역할에 대한 전략적 이해를 돕고 정부와 EC의 관련정책수립의 근거자료로서, 또한 다양한 계층의 분야종사자들이 활용할 수 있도록 EU집행위원회 산하의 24개 총국중의 하나인 DG X III/E가 info2000 프로그램 수행의 한분야로 작성하였다. 이번호에서는 공급측면에서 EEA의 EIS 관련부분들만 다투기로 하여 다음호에서 수요측면을 다루기로 하겠다.

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CONTENT PRISM / 게이머와 게임의 접점 웹사이트 '품질'이 성공 좌우

  • Korea Database Promotion Center
    • Digital Contents
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    • no.4 s.119
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    • pp.80-85
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    • 2003
  • 게임사들에게 웹사이트 품질의 중요성에 대한 인식을 제고시켜 사이트 사용성 개선을 유도하고 비교 분석된 평가결과를 토대로 도출된 성공요인을 활용해 산업에 적용할 수 있도록 하기 위해 한국웹사이트평가개발원(원장 홍일유)에 서는 국내 주요 게임사들의 웹사이트 품질을 고객관점에서 평가하고, 성공요소와 주요 문제점을 분석했다.

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Analysis on Gifted Class in Mathematics using Flanders Category System (Flanders 언어상호작용 분석법을 활용한 수학영재 수업 분석)

  • Lee, Yoon-Gyeong;Lee, Joong-Kweon
    • The Journal of the Korea Contents Association
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    • v.14 no.5
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    • pp.512-523
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    • 2014
  • The purpose of this study is to provide useful information for improving interaction between teacher and student by analysing gifted class in mathematics with the Flanders Category System. Research questions are as follow. In gifted class in mathematics, How is the result of analysis regarding interactions between the teacher and students, according to 1) Flanders' Coding system? 2) Flanders' language pattern? 3) Flanders' Index system? For this, 3 gifted classes in mathematics were recorded by video camera and analyzed by Advanced Flanders(AF) analysis program version 3.54. Results are as follow. 1) Code Category Analysis mostly consists of lecture, voluntary speaking and chaos, silence work. 2) Most class patterns are not in accordance with effective class pattern models. So teacher needs to accept student's opinion actively and give appropriate feedback. 3) In Indices Results, revised I/d ratio, teacher's question ratio, student's speaking ratio, Student question and wide answer ratio are higher than analysis standard, indirect ratio is lower than analysis standard.

Design of Handwriting-based Text Interface for Support of Mobile Platform Education Contents (모바일 플랫폼 교육 콘텐츠 지원을 위한 손 글씨 기반 텍스트 인터페이스 설계)

  • Cho, Yunsik;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.5
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    • pp.81-89
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    • 2021
  • This study proposes a text interface for support of language-based educational contents in a mobile platform environment. The proposed interface utilizes deep learning as an input structure to write words through handwriting. Based on GUI (Graphical User Interface) using buttons and menus of mobile platform contents and input methods such as screen touch, click, and drag, we design a text interface that can directly input and process handwriting from the user. It uses the EMNIST (Extended Modified National Institute of Standards and Technology database) dataset and a trained CNN (Convolutional Neural Network) to classify and combine alphabetic texts to complete words. Finally, we conduct experiments to analyze the learning support effect of the interface proposed by directly producing English word education contents and to compare satisfaction. We compared the ability to learn English words presented by users who have experienced the existing keypad-type interface and the proposed handwriting-based text interface in the same educational environment, and we analyzed the overall satisfaction in the process of writing words by manipulating the interface.