• Title/Summary/Keyword: 콘텐츠 활용 분석

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A case study on the effect of real-time microblogging activities in offline lecture environments (오프라인 강의식 수업에서 실시간 마이크로블로그 활용 학습활동 효과 사례분석)

  • Lim, Keol
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.195-203
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    • 2011
  • In-person lectures have structural issues that active communications in the classroom are limited because of the environments where the instructor usually delivers learning contents in a unilateral manner. Therefore, microcontents activities using real-time microblogging were suggested as complementary measures for the lecture in this study. Fourteen students in K University participated in the learning activity for eight weeks using a microblog during instructions. As a result, it was found that participants' positive learning activities increased by producing and collaborating ideas through real-time microblogging. Based on the results, suggestions were made as follows: strategies for the attention to the class, quality management of microcontents, and the development of blended learning design should be more studied further.

The Research Regarding the Effect of Consumers' Motives on Perceived Usefulness of Word-of-Mouth Marketing in Online Shopping Mall Contents (온라인쇼핑몰 콘텐츠에서 소비자 동인이 구전마케팅의 지각된 유용성에 미치는 영향에 관한 연구)

  • Chun Myung-Hwan
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.19-28
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    • 2005
  • It is true that internet provides consumers with an efficient way to search information with minimal effort and cost, which facilitates better decision making. Especially, previous studies revealed that the online word-of-mouth marketing is widely used as a source of consumers' information seeking and purchase decision making. Even with this importance of the online word-of-mouth communication on internet few researches have systematically addressed the issue. This study investigates the effect of consumers' motives on perceived usefulness of word-of-mouth marketing in online shopping mall contents. The results are as follows: First, choice uncertainty, perceived sacrifice, and social pressure play an important role for perceived usefulness of word-of-mouth marketing. Second, perceived usefulness has directly affected consumers' quality perception. Thus, it is essential for internet companies to find ways to encourage their customers to engage in word-of-mouth communication on their websites.

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The Effect of Maker Education Program Utilizing Virtual Reality Creation Platform on Creative Problem Solving Ability and Learning Flow (가상현실 콘텐츠 제작 플랫폼을 활용한 메이커 교육이 창의적 문제해결력 및 학습몰입에 미치는 영향)

  • Lee, Min-Woo;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine effects of maker education program using the virtual reality content creation platform on the creative problem solving ability and learning flow of elementary school students. To achieve this purpose, we selected a virtual reality content creation platform that elementary school students can handle and share easily, and analyzed its effectiveness by applying the educational program in which the step-by-step activities of the TMSI model were reconstructed in relation to virtual reality content production education among existing maker education teaching and learning models. Through this study confirmed that the maker education program using the virtual reality content creation platform has a positive effect on the improvement of creative problem solving ability and learning flow of elementary school students.

A Study on the Characteristics of Children's Digital Experience Center using Interection (인터랙션을 활용한 어린이 디지털체험관의 특성에 관한 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.437-444
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    • 2018
  • The purpose of this study is to comprehend the trend of digital experience centers' development direction and to find out the types of experiences, the characteristics of interaction and the attribute of contents by selecting 4 digital experience centers opened from 2008 to 2018. The types of digital experiences are operation, sensibility, reaction and induction based on precedent studies. The types of interaction are operation, touch and sensor. The attributes of contents are game, play and education. The result shows that the ratio of operation experiences is gradually higher. In the types of interaction, the trend is switching to operation and touch. The offer of experience activities by play type is getting higher. This study is intended to help create an empirical interaction of the content of the children's digital experience centers that will be deployed in the future.

Content Recommendation Techniques for Personalized Software Education (개인화된 소프트웨어 교육을 위한 콘텐츠 추천 기법)

  • Kim, Wan-Seop
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.95-104
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    • 2019
  • Recently, software education has been emphasized as a key element of the fourth industrial revolution. Many universities are strengthening the software education for all students according to the needs of the times. The use of online content is an effective way to introduce SW education for all students. However, the provision of uniform online contents has limitations in that it does not consider individual characteristics(major, sw interest, comprehension, interests, etc.) of students. In this study, we propose a recommendation method that utilizes the directional similarity between contents in the boolean view history data environment. We propose a new item-based recommendation formula that uses the confidence value of association rule analysis as the similarity level and apply it to the data of domestic paid contents site. Experimental results show that the recommendation accuracy is improved than when using the traditional collaborative recommendation using cosine or jaccard for similarity measurements.

A Study on Digital Displays for Digital Restoration (디지털 복원을 위한 디지털 디스플레이 전시의 형태)

  • Kim, See Eun;Choi, Seung-Won
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.145-155
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    • 2021
  • Recently because of development of technology the old cultural properties and damaged artworks are stored as digital information using digital technology and produced related contents as well as moving images or digital contents. The regenerated information and contents through digital technology conveys correct information of ancient art and helps audiences appreciate it, as well as it also stores accurate information and can be used for restoration and preservation of the work. In this study, the range of digital restoration was defined in three directions, and the exhibition of digital content with an ancillary role that can be useful the understanding of the heritage of nature and mankind using digital technology was defined as the range of digital restoration. In addition, the Ojukheon Museum in Kangneung and The Museum of Natural History in New York, which installed various digital displays to analyze and compare the types of digital display exhibitions used for digital restoration of the range, were described as examples. Through this, it was discovered that digital display exhibitions for digital restoration can effectively deliver information and stimulate participation and interest of visitors in the museums, which is able to be a positive way to preserve the heritage of nature and mankind.

A Study on the Prediction Model of Unmanned Helicopter Fuel Consumption for the Captive Flight Test (탑재비행시험을 위한 무인헬기 연료 소모량 예측모형 연구)

  • Kim, Jisu
    • The Journal of the Korea Contents Association
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    • v.19 no.7
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    • pp.436-443
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    • 2019
  • The purpose of this paper is to establish a predictive model by analyzing the influence and correlation of factors affecting the fuel consumption of unmanned helicopters in Captive Flight Test. In this study, a four-factor two-level full factorial experiment was designed and tested using the design of experiments, results were analyzed to derive the main effects and interactions of the factors, and the predictive model was established through regression analysis. It is expected that the results from this study contribute to carrying out Captive Flight Test efficiently and the improvement of the test capability of Electronic Testing Range.

Appeared on the Metaverse Platform Typing the Interface Properties of the Extended Space (메타버스형 플랫폼에 나타난 확장공간의 인터페이스 특성 유형분석)

  • Jang, Jinha;Lim, Kyungran
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.94-105
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    • 2022
  • This study looks at the recently increasing metaverse platform from the perspective of users. Therefore, to understand the metaverse concept as an extended space, we looked at the spatial theory and looked at the paradigm from the perspective of lifestyle and technological change. The case was viewed as 'big tech', and it was shown to be developing in various forms. simulation, Immersense, It is reclassified into Tranconnect and Explorience interfaces to suggest directions for use in various fields.

Recent Research Trends and Prospects of HR Analytics in Korea (HR 애널리틱스의 최근 연구 동향 및 향후 과제)

  • Jo, Hui-Jin;Ahn, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.442-452
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    • 2022
  • This study was conducted to understand research trends of HR Analytics (HRA) in Korea and to suggest future research directions. First, a comparative analysis was conducted by classifying six areas of recruitment on-board, work environment, performance evaluation, retention, and exit/retirement building on the employee life cycle framework. The results indicate that first, the distribution of detailed research topics in Korean HRA research has similar to that of international research. Second, Korean HRA studies related to employee training and development function are insufficient. Third, the scope and the method of machine learning are becoming enriched. Finally Korean HRA studies are still in the technical domain and toward entering the predictive analysis domain.

A Study on Core Factors and Application of Asymmetric VR Content (Asymmetric VR 콘텐츠 제작의 핵심 요인과 활용에 관한 연구)

  • Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.5
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    • pp.39-49
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    • 2017
  • In this study, we propose the core factors and application of asymmetric virtual reality(VR) content in which head-mounted display(HMD) user and Non-HMD users can work together in a co-located space that can lead to various experiences and high presence. The core of the proposed asymmetric VR content is that all users are immersed in VR and participate in new experiences by reflecting widely a range of users' participation and environments, regardless of whether or not users wear the HMD. For this purpose, this study defines the role relationships between HMD user and Non-HMD users, the viewpoints provided to users, and the speech communication structure available among users. Based on this, we verified the core factors through the process of producing assistive asymmetric VR content and cooperative asymmetric VR content directly. Finally, we conducted a survey to examine the users' presence and their experience of the proposed asymmetric VR content and to analyze the application method. As a result, it was confirmed that if the purpose of asymmetric VR content and core factors between the two types of users are clearly distinguished and defined, the independent experience presented by the VR content together with perceived presence can provide a satisfactory experience to all users.