• Title/Summary/Keyword: 콘텐츠 활용 분석

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The study on User Requirements for Virtual Reality (VR) Content Services in Library Using the Technology Acceptance Model (기술수용모델을 활용한 도서관 가상현실(VR) 콘텐츠 서비스 이용자 요구에 관한 연구)

  • Kyungjae Bae;Sun Young Kwon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.35 no.3
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    • pp.227-246
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    • 2024
  • This study aims to identify the current usage patterns of VR content among users and their demands for VR content services in libraries. An online survey was conducted, receiving responses from 229 individuals with experience using VR content. The Technology Acceptance Model (TAM) analysis revealed a good model fit, indicating that users' perceptions of the usefulness and ease of use of VR content are significantly related to their satisfaction and intention to reuse VR content. These findings suggest that to enhance satisfaction with VR content services in libraries, it is essential to improve user convenience and create an immersive environment. Additionally, respondents indicated that VR content services could increase library user satisfaction and the intention to revisit the library. The most preferred VR content themes were games (action, strategy, etc.), travel, and space/ocean, in that order. While the overall feedback on providing VR content services in libraries was positive and filled with anticipation, some respondents expressed concerns about the potential lack of utility and the possibility of poor equipment management.

Inquiry based Online Contents Development for Elementary Science Class (초등학교 과학교과의 온라인 탐구형 콘텐츠 개발)

  • Kim, In-Sook;Cho, Eun-Soon
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.457-464
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    • 2008
  • This study is to design, develope, and deploy of e-learning inquiry based content in elementary science class. First, this study analyzed related literature review, case studies, and inquiry based class models for seeking better applicable design and development modes. From focus group meeting, experts discussed the inquiry content design ideas for elementary students for science class. This study finally established its own inquiry design mode for online science class with the flow of understanding of problem, sep up hypothesis, problem solving, and solution analysis. The developed content was deployed in real classroom setting to see how students received the contents and how well they processed the learning activities. We found that inquiry based online content, especially when applied to science subject, can be effective in students interests and their motivations. We also observed that there were a few managerial errors such as detailed lesson guidance and tutor support for students activities. This study concluded that inquiry based online contents should be designed considering students interests based on learning subjects and also developed in terms of students interests and strong motivation as well. We suggest that related research should be expanded toward to other subject than science and various students age groups.

Current Status of Geo-referenced Contents and a New Street Level Contents (공간정보 콘텐츠의 현황 및 새로운 거리 수준 콘텐츠)

  • Yoon, Bo Ram;Choi, Kyoung Ah;Lee, Im Pyeong
    • Spatial Information Research
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    • v.22 no.6
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    • pp.91-103
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    • 2014
  • The high popularity of geo-referenced mash-up improves the quality and availability of geo-referenced contents. Such contents which accurately represent the real world in street level as well as in aerial level have appeared. Despite the advent of geo-referenced contents of street level, it is still hardly used for mash-up. In this study, we thus find out its obstacles to spatial mash-up and solutions to overcome them to activate the mash-up based on street level contents. By analyzing the current geo-referenced content with respect to its spatial scope and the way of representation, we draw the limitations of current street level contents. Furthermore, we propose the 'new media geo-referenced content' as a solution to overcome those limitations. With 'new media geo-referenced content', it is able to determine the 3D coordinates of given object in real world. Using those coordinates, database linkage can be more closer, flexible and organic. Such 'new media geo-referenced content' can contribute to activation of geo-referenced contents in street level and its mash-up.

The Analysis and Practical Use of Web Sites for Participation and Access in the Age of Digital Intelligence (디지털 지능 시대의 소셜 미디어 참여와 접근을 위한 웹사이트 분석과 활용 방안)

  • Jung, Deok-Gil;Jung, Min-Po;Cho, Hyuk-Gyu;Lho, Young-Uhg;Cho, Jae-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.117-120
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    • 2011
  • 최근의 디지털 기술 및 컴퓨터, 통신 기술의 개발과 확산을 통해 다양한 소셜 미디어의 사용에 따른 디지털 사회가 생성되고 디지털 지능이 출현하여 새로운 디지털 문화와 커뮤니티가 생겨나고 있다. 이러한 추세에 따라 산업체, 교육계 등에서 소셜 미디어의 사용 및 채택 효과에 대한 연구가 필요하다. 또한, 소셜 도구의 사용 기법과 활용 방안이 필요하며, 사용 실태에 대한 조사가 필요하다. 이에 따라, 이 논문에서는 소셜 미디어를 개인 및 회사의 업무에 사용할 수 있는 있는 활용 방안을 마련하기 위하여, 소셜 미디어의 참여와 접근 방안 등에 대한 방법론을 조사하고 제시한다. 소셜 미디어에 접근하고 활용하기 위하여 웹 로그 분석 도구 및 소셜 미디어 콘텐츠 도구 등에 대하여 살펴보고, 웹 사이트 분석과 활용 방안 마련을 위하여 소셜 미디어 메트릭스 활용 방안을 제시한다.

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Expression of Cartoon Rendering Method in Image Contents (영상 콘텐츠에서 카툰 렌더링기법의 활용)

  • Kim, Jong-Seo;Kwak, Hoon-Sung
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.142-151
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    • 2007
  • The rapid development of 3D computer graphics makes traditional cell-animations expressed by several digital techniques and makes traditional cell-animations expand their own area through several continuous tries. There are two types in rendering method. The one is Photorealistic rendering to realize accurate images like photos and the other is Non-photorealistic rendering to realize human's flair and artistry. This paper examines applications of cartoon rendering techniques among several Non-photorealistic rendering techniques. This paper analyzes production cases and examines features of cartoon rendering techniques in the latest movies, games and advertisements of image contents. And this paper will be able to help making more sensual, familiar and in-depth products, as understanding applications, merits and demerits of the latest cartoon rendering techniques through these investigations.

An Implementation of Mobile Messenger Application for Kindergartens and Nurseries (영유아교육기관용 모바일 메신저 어플리케이션 구현)

  • Han, Dong-Gyoon
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.401-412
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    • 2012
  • Communication through smartphones is creating a new paradigm of mobile communication beyond the restrictions of mobility and space. The mobile instant messengers of the smartphone, which began on the desktop environment, are providing various communication features, including multimedia contents, texts, and voice. Kindergartens and nurseries are using Websites, phones, SMS, printed materials, handwritten notifications, etc. to communicate with the parents. IsPlus was developed to facilitate the communication between the parents and the teachers, including exchanges of pictures and videos, chatting, and attendance management using smartphones. This is meaningful in that it is an early smartphone mobile messenger for educational institutions for infants and preschoolers. This study presented a new approach to the development of a mobile messenger for a specific group of users by analyzing the user environment, communication types, application planning process and interface design development using storytelling.

A Study on Social Contents-Recommendation method using Data Mining and Collective Intelligence (데이터 마이닝과 집단 지성 기법을 활용한 소셜 콘텐츠 추천 방법에 대한 연구)

  • Kang, Daehyun;Park, Hansaem;Lee, Jeungmin;Kwon, Kyunglag;Chung, In-Jeong
    • Annual Conference of KIPS
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    • 2014.11a
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    • pp.1050-1053
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    • 2014
  • 웹 기반 서비스의 발전과 스마트 기기의 보급으로 사용자들은 다양한 웹 서비스들을 이용할 수 있게 되었고, 소셜 웹과 같은 사람들 간의 관계를 형성함으로써 정보를 주고받는 서비스에 접근하여 자신만의 콘텐츠를 생성, 공유하기가 용이해졌다. 그러나 소셜 웹 사용자들이 증가하고 지식의 양이 늘어남에 따라, 방대한 양의 지식들 중 필요한 정보만을 효율적으로 창출해내고자 하는 연구 또한 시도되어 왔다. 그러나, 기존의 방법은 다수의 서비스 사용자들의 공통적인 관심사가 반영된 결과를 도출해내기에는 부족하다는 단점이 있었다. 그리하여, 본 논문에서는 집단 지성 알고리즘과 의사 결정 나무를 활용하여 소셜 웹을 이용하는 사용자들의 태그와 URL 정보를 토대로 트렌드를 분석, 콘텐츠를 추천하는 방법을 제안하고, 이를 통하여 다수 사용자들의 기호가 반영된 다양한 정보들을 소셜 웹 사용자들에게 제공해줄 수 있음을 보인다.

Design and Implementation of Rowing Machine System using VR Contents (VR 콘텐츠를 응용한 로잉머신 시스템의 설계 및 구현)

  • Ban, Hyun-Jin;Yun, Da-young;Kim, Jae-rim;Baek, Se-yeon;Lee, Na-young;Chang, Young-hyun;Kim, Jung-min
    • Annual Conference of KIPS
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    • 2020.05a
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    • pp.91-94
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    • 2020
  • 본 연구에서는 4차 산업혁명의 핵심 분야인 가상현실을 헬스 엔터테인먼트 서비스에 응용하는 시스템을 개발하였다. 스마트폰에 내장된 GPS와 GYRO센서를 활용하여 로잉머신의 동작 상태를 이중 데이터로 측정하고, 분석한 값을 활용해서 Unity를 사용하여 AR 어플리케이션을 설계, 구현하였다. 어플리케이션을 AR 글라스를 통해 실행한 결과, 생동감 넘치는 운동 환경을 사용자에게 제공한다. 그러나 사용자의 시각적 부담 과다로 인하여 로잉머신 운동효과 경험에 부분적 장애를 유발할 수 있어 2차적 개선으로 VR 콘텐츠로 전환을 적용하여 안전한 운동효과를 검증하였다. 본 연구의 VR 콘텐츠 개선기술을 적용하면 사용자 안전에 우선하는 헬스 엔터테인먼트 시장의 활성화가 기대된다.

Study on the System Implementation for a Reliable Auction Right Analysis System with a Focus on Commercial Zone Analysis (상권분석시스템을 통한 신뢰성 기반의 상가건물 권리분석 프로그램 개발에 관한 연구)

  • Kim, Sangbeom
    • Journal of Digital Contents Society
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    • v.16 no.5
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    • pp.767-773
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    • 2015
  • This study suggests a reliable auction right analysis system that improves the existing auction right analysis in a sense that the system is more applicable to a real economic world. The existing study has used an auction successful bidding price rate and an auction successful contract price for its estimation of the auction right analysis. But in this paper the degree of market vitality which is provided from the commercial zone analysis is used as an input variable so the expected auction price can be estimated and the auction right analysis is conducted in that manner.

Credibility of Korea Oriental Medicine Web Sites (한의학 웹 사이트의 신뢰성 분석)

  • Yea, Sang-Jun;Jang, Hyun-Chul;Kim, Sang-Kyun;Kim, Chul;Song, Mi-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.189-196
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    • 2009
  • We analyzed 53 representative Korea oriental medicine web sites to measure the credibility and satisfaction using objective valuation basis. First we analyzed qualitatively the general sites' characteristics composed of operational status, kernel service, organization and payment. Secondly we calculated the sites' credibility categorized as expertise factors, trustworthiness factors, sponsorship factors and other factors to deduce the key factor. we expect the result can be used as the indicator for developer to improve the Korea oriental medicine web sites. And we expect the result can be used as the objective credibility for the web user to confirm the contents of Korea oriental medicine web sites.