• Title/Summary/Keyword: 콘텐츠 활용 분석

Search Result 4,162, Processing Time 0.032 seconds

A Suggestion and an analysis on Changes on trend of the 'Virtual Tourism' before and after the Covid 19 Crisis using Textmining Method (텍스트 마이닝을 활용한 '가상관광'의 코로나19 전후 트렌드 분석 및 방향성 제언)

  • Sung, Yun-A
    • Journal of the Korea Convergence Society
    • /
    • v.13 no.4
    • /
    • pp.155-161
    • /
    • 2022
  • The outbreak of the Covid 19 increased the interest on the 'Virtual Tourism. In this research the key word related to "Virtual Tourism" was collected through the search engine and was analyzed through the data mining method such as Log-odds ratio, Frequency, and network analysis. It is clear that the information and communication dependency increased in the field of "Virtual Tourism" after Covid 19 and also the trend have changed from "securement of the contents diversity" to "project related to economic recovery." Since the demands for the "Virtual Reality" such as metaverse is increasing, there should be an economic and circular structure in which the government establishing a related policy and the funding plan based on the research, local government and the private companies planning and producing discriminate contents focusing on AISAS(Attension, Interest, Search, Action, Share) aand the research institutions and universities developing, applying, assessing and commercializing the technology.

Development and Case Review of IT Convergence GoGo Bumper Car Project (IT융합 기반의 고고범퍼카 콘텐츠 개발 및 프로젝트 적용 사례)

  • Park, Hong-Joon;Jun, Young-Cook
    • The Journal of Korean Association of Computer Education
    • /
    • v.18 no.2
    • /
    • pp.21-33
    • /
    • 2015
  • This paper aims at developing IT convergence robot education contents using open hardware-based GoGo Board and presenting three cases that were applied into educational settings with elementary and middle school students. Several types of data for their activities were collected: photos, work output, survey data, video data and interview with robot teacher and students. Each student experienced building up a GoGo Bumper Car with touch sensors attached at front and back sides and figuring out the principle of digital board control and operating of electronic devices by sensing. The participants, in the following phases, conducted domino chain-reaction with GoGo Bumper Cars and acquiring GoGo Driving Licence by driving test on three different road maps. Students in a gifted education program creatively implemented their own ideas as part of robotic art. The result of case analysis showed that the proposed project provides students not only intimacy for technology, fun, concentration but her own empowerment for developing ideas and creative implementation.

Research on art contents based on 4th industrial technology -Focusing on artificial intelligence painting and NFT art- (4차 산업 기술 기반의 예술 콘텐츠 연구 -인공지능 회화와 NFT 미술을 중심으로-)

  • Bang Jinwon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.4
    • /
    • pp.613-625
    • /
    • 2024
  • This study analyzed the convergence case of AI painting and NFT art, art content created based on digital technology, an innovative technology of the 4th industrial technology, and explored its characteristics. Digital technology that innovates the paradigm of life in the 21st century is being used in creative art, and AI painting and NFT art that use it as an expression tool are changing the way they perceive and accept art. AI painting using big data and artificial intelligence technology is evolving into interactive daily art, and NFT art using blockchain and NFT technology is becoming the art of the metaverse with economic and cultural values. Therefore, this study attempted to explore various aspects and values of these digital convergence arts. For the study, representative examples of AI painting and NFT art were classified into cognitive creative AI painting and language generative AI, art economic NFTs, and art and cultural NFTs, and their characteristics, contents, and meanings were analyzed. It is hoped that the results of this study will contribute to the development of AI painting and NFT art, which are digital convergence arts.

Contarison on the Large-scaled LED Canopy Trend in Korea and other Countries (국내·외 대형 LED캐노피 동향에 관한 고찰)

  • Yang, Woo-Chang;Lee, Hyung-Bok
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.8
    • /
    • pp.187-197
    • /
    • 2012
  • The purpose of the study is to analyze and to clearly put more understanding on the current LED sky screen structures located not only in some cities of Korea but also in those of other countries which have been running the large-scaled LED sky screen, which is also called the LED canopy. In addition, this research is to also focus on the availability or possibility of the social role for the large-scaled LED sky screen to make great contributions to the local economic development of the relevant cities which are currently running their large-scaled LED sky screens, in terms of facility, contents and strategy, respectively. For this research, 4 large-scaled LED sky screens located in both domestic and foreign countries such as Suzhou Sky Screen in Suzhou city of China, Fremont Street Experience VIVA VISION in Las Vegas of the States, the Palace Sky Screen in Beijing of China, and Yeosu Expo Digital Gallery Sky Screen in Yeosu city of Korea, respectively, have intensively been dealt with for research, in terms of the features of their facility aspects.

A study of kinetic narrative educational contents based on English literature: A convergent approach (영문학 기반 키네틱 교육 콘텐츠의 교육적 유의미성과 현장 활용 방안 탐구)

  • Kim, Eun-Jung;Shin, Dong-il;Kim, Keum-Sun
    • Journal of Digital Convergence
    • /
    • v.14 no.4
    • /
    • pp.43-53
    • /
    • 2016
  • The purpose of this study is to examine the meaningfulness and the possibility of developing kinetic narrative educational contents based on English literature with convergent approaches. To accomplish the objective, this paper examines three areas of research such as kinetic education, English literature education, and total physical response-storytelling method. It introduces the following three stages of development procedure: 1) selecting and analyzing English literature, 2) designing a prototype including the story flow, the movement and the motion interaction design, and 3) constructing motion database using Laban movement analysis. Then, how to apply it to young learners is illustrated with 'the story of the three little pigs,' Finally, implication for the field of young learner English education and English literature is discussed.

A Study on Visual Contents Exhibition Design as Efficient Spatial Experience Utilizing Internet of Things (사물인터넷을 활용한 효율적인 공간체험 영상콘텐츠 전시 디자인에 대한 연구)

  • Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.611-612
    • /
    • 2017
  • Recently, exhibition space has incorporated a format in which visual contents providers and viewers can directly or indirectly experience the space with a sense of immersion. By offering more extended spatiality within a limited space, such exhibition design is now transcending physical limitations and expanding to visual reality; as such, exhibition design demands the implementation of not only visual elements but information services generated between people, contents, and objects. To this end, this study examines the changes and the development direction of exhibition techniques that use Internet of Things (IoT), which is a representation of environmental change in exhibition design of our times; it also explores the various forms of change based on the perception of the visual contents (visual exhibits) users during the act of accumulating and using information through the smartphone communication of viewers who experience the space through IoT. Finally, the study conducts a case study on the relationship between a regular exhibition and an exhibition design that makes use of IoT, in order to propose an exhibition design with which to verify whether the viewers are immersed in and experience a sense of realism from visual contents by identifying the viewers' visual and emotional changes.

  • PDF

Analysis of differences in K-pop Content Update Preference Cycle and Price Elasticity

  • Kwak, Youngsik;Lee, Yunkyung;Na, Byeongmin;Hong, Jaewon
    • Journal of the Korea Society of Computer and Information
    • /
    • v.27 no.7
    • /
    • pp.137-144
    • /
    • 2022
  • This study is an empirical study on whether the interval of K-pop content updates and price changes consumer purchasing intentions for domestic fandom commerce platforms that turn their profit structure online and strengthen fandom-based marketing to cope with changes in the digital environment. FGI and a survey was conducted using a conjoint analysis designed to confirm the difference in price elasticity according to the content update interval. As a result, the price elasticity of K-pop content was found to be an inelastic characteristic, and the change in price elasticity according to the content update interval was not statistically significant. This study provides basic data to be used to establish a marketing strategy for the fandom commerce market that will grow in the future.

A Case Study of Public Contents in Out-Of-Home Advertising: Focused on Visual Characteristics (옥외광고를 활용한 공공 콘텐츠 사례연구: 시각적 특성을 중심으로)

  • Kim, Woon-Han;Jeong, Hyeon-Ju
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.6
    • /
    • pp.453-459
    • /
    • 2023
  • This study analyzed the creative properties of public service advertisements and public content in outdoor advertising. The results of a case analysis focusing on outdoor advertisements for fundraising are as follows. First, government ministries were mainly found as advertisers. Second, most of the advertising messages were about policy promotion by the government and public institutions, with few public content or public interest messages. Third, in terms of expression, text took up more weight than visual elements, and illustrations were the main visual expression element. This proves that the public content of domestic outdoor advertisements mainly has a strong purpose of conveying direct information.

The Critical Factors Affecting Cultural Resources-based Regional Development Strategy (문화자원에 기반을 둔 지역발전전략에 미치는 영향요인 특성과 중요도 분석)

  • Lee, Soonja
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.7
    • /
    • pp.546-556
    • /
    • 2017
  • This study aims to find out the key factors that could influence on regional development strategy to use cultural resources. The methods employed are Meta-analysis with 61 case studies in order to draw related factors and Analytic Hierarchy Process with 68 experts in order to analyze the relative importance of important factors. The main findings are as follows: 26 critical factors are drawn from the case studies and they could be classified into four categories, named as 'the capacity building to excavate and utilize cultural resources which are having potential power', 'the establishment of institutional basis for making projects good progress', 'the boosting of internal capability of locals in the process of project', and 'the preparation of cultural governance and multidirectional networking strategies among persons concerned or stakeholder'. The analysis of relative importance of factors shows that among others, 'the capacity building to excavate and utilize cultural resources which are having potential power' is the most fundamental factors to achieve policy goals. There are few studies that have drawn factors from multi-case studies. In this respect, it is far from being complete but meaningful to a little more enhance the generalization of research findings.

The Effects of Educational Contents Authoring in a Project-Based Learning using NetLogo for Pre-service Teachers' Creativity (PBL 기반의 NetLogo를 이용한 교육용 콘텐츠 저작이 예비중등교사의 창의성에 미치는 효과)

  • Kim, Jin-Young;Park, Hong-Joon;Jun, Young-Cook
    • Journal of Engineering Education Research
    • /
    • v.14 no.4
    • /
    • pp.29-38
    • /
    • 2011
  • The objective of this study is the analysis of the effects of educational contents authoring in a PBL using NetLogo Pre-service teachers' creativity. With utilization of the analysis, we attempted to draw implications on the factors considered in instructional design. To compare their creativity before and after class, we have done pre-service teachers test for each Pre- and Post- TTCT and LCT. Based on the analysis, as a result, there has been a significant improvement in their creativity, most especially in the 'fluency' subcategory.