• Title/Summary/Keyword: Audiovisual

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An Experimental Study on the FRBR Model Adaptation to KORMARC Database : Focusing on Music Materials (FRBR 모형의 KORMARC 데이터베이스로의 적용 가능성에 대한 실험적 연구 - 음악자료를 중심으로 -)

  • Kim, Hyun-Hee;Yoo, Yeong-Jun;Park, Suh-Eun
    • Journal of Korean Library and Information Science Society
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    • v.38 no.2
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    • pp.185-202
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    • 2007
  • This study examines the application of the FRBR model to an integrated KORMARC format using music materials. To do this, first, we analysed an integrated KORMARC format as well as a KORMARC format for audiovisual materials and then based on its analysis results, constructed an algorithm that allows the transformation from KORMARC to FRBR. Second, we used the algorithm to see whether it fits to the existing KORMARC database. Three suggestions were proposed to support the application of the FRBR model on existing integrated KORMARC library catalogues. This study results can be used not only to improve digital library interfaces but also as basic data in revising cataloging rules for the adaptation of the FRBR model.

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Perceptions of Distance University Learners' Satisfaction on Online Lecture Content by Age Group (우수 온라인 강의콘텐츠에 대한 원격대학 학습자의 연령별 인식)

  • Jung, Hyeryung;Woo, Younghee
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.429-437
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    • 2020
  • In this study, we examine the satisfaction and dissatisfaction factors on the perceptions of online lecture content among open and distance university learners, especially focusing on age groups differences. The result of the study shows that clear differences exist between age groups in regards to the factors which insure excellent course in online learning. For example, young adults in their 20s and 30s determined 'useful for practical life, 'screen sensitive to audiovisual', and 'recently created lectures' as the most influential factors for online learning content satisfaction. However, older age groups in their 40s and above apparently showed a high preference for factors such as 'instructor's enthusiasm and attitude', and 'clear and easy-to-understand explanations.' The findings of the study imply that learners' recognition concerning content satisfaction may differ depending on age groups. Moreover, this study suggests that considering the growing importance of online learning in relation to the COVID-19 pandemic, age groups should be considered in developing online course content.

Strategic Experience Design of Shortform Video-based Brand - Focused on LIZIQI's Food Videos - (숏폼(Shortform) 동영상 기반 브랜드의 전략적 경험 디자인 - 李子柒(이자칠)의 미식(美食) 동영상을 중심으로 -)

  • Cui, Ru Ru;Kim, Young Jae
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.185-194
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    • 2020
  • This study aims to figure out how the brand experience design elements works in the Shortform video-based branding through case analysis. The sense, feel, think, act, relate experience of Shortform video brand are provided through the implementation of specific experience design elements in the process of the creators expressing personality through social media channels and communicating and interacting with consumers. As a result, LIZIQI's food videos provided a brand identity as an 'Eastern gourmet' to consumers through the audiovisual stimulation of food in video, the cognitive reinforcement which is combined of identities and products, and the behavioral participation by web sites·electronic media. In addition, a strong brand relationship was established by sharing emotional ties using human factors and responsibility through co-branding. This can be extended to various Shortform video contents-based branding cases, and it will suggest a useful approach to the brand building strategy through strategic brand experience design elements.

The Characteristics of Spectacularity and Narrative in Digital Fiction Film Split Screen (디지털 극영화 화면분할(Split Screen)의 내러티브와 스펙터클적 특성에 대하여)

  • Jang, Mi-Hwa;Moon, Jae-Cheol
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.193-200
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    • 2017
  • Computer technology pursuing more innovative image than before, makes some characteristics which distinguishes the digital fiction film from the analogue fiction film. One hand, the split screen in analogue film aides the development of drama in the aspect of narrative, on the other hand, it controls the psychology of spectator. The composite image in digital fiction film by computer graphic, and elaborated digital editing show many innovation in the field of audiovisual. In this context, I would like to remark on the digital film (2003) directed by Ang-Lee. In , the split screen and the composition of the fast transiition of shots in the scene of laboratory were created by computer graphic program for special effects. As visual special effect plays an important role in digital film, its narrative space creates a space which is distinguishable from that of analogue film.This can be an example which says a lot for the special aspect of digital narrative.

Design and Implementation of Interactive Multi-view Visual Contents Authoring System (대화형 복수시점 영상콘텐츠 저작시스템 설계 및 구현)

  • Lee, In-Jae;Choi, Jin-Soo;Ki, Myung-Seok;Jeong, Se-Yoon;Moon, Kyung-Ae;Hong, Jin-Woo
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.458-470
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    • 2006
  • This paper describes issues and consideration on authoring of interactive multi-view visual content based on MPEG-4. The issues include types of multi-view visual content; scene composition for rendering; functionalities for user-interaction; and multi-view visual content file format. The MPEG-4 standard, which aims to provide an object based audiovisual coding tool, has been developed to address the emerging needs from communications, interactive broadcasting as well as from mixed service models resulting from technological convergence. Due to the feature of object based coding, the use of MPEG-4 can resolve the format diversity problem of multi-view visual contents while providing high interactivity to users. Throughout this paper, we will present which issues need to be determined and how they can be realized by means of MPEG-4 Systems.

The impact of the transient information effect on multimedia learning efficiency (멀티미디어 학습에서 일시적 정보효과가 학습효율성에 미치는 영향)

  • Si, JIhyun
    • The Journal of Korean Association of Computer Education
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    • v.19 no.2
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    • pp.99-114
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    • 2016
  • The transient information effect occurs when long and complex transient information disappear before the learner has time to adequately process it or link it with new information. This study aimed to explore the impact of the transient information effect on multimedia learning efficiency within the cognitive load perspective and how segmentation and pacing of instructional materials interact with the transient information effect. The results revealed that the visualonly instruction(a diagram with long and complex texts) was more efficient than the audiovisual instruction(a diagram with long and complex spoken texts). The overall results suggested that using long and complex spoken texts with a diagram can have a negative impact on learning unless the transient information effect are reduced through segmentation and learner-paced instructions.

The Effect of Bowel Preparation Convergence Program for Colonoscopy (대장내시경 전처치 융합관리프로그램의 효과)

  • Kang, Won-Suk;Kim, Ju-Sung
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.473-483
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    • 2018
  • The purpose of this study was to identify the effects of bowel preparation convergence program for colonoscopy. This study used a nonequivalent control group pretest-posttest design. A sample of 75 clients, who were scheduled for colonoscopy, was included. The experimental group was given bowel preparation convergence program including audiovisual education, walking-exercise and telephone counseling. The data were collected using a structured questionnaire and colonoscopy monitoring and were analyzed using SPSS 21.0 program. The experimental group reported significantly higher compliance of taking bowel preparation agents and test satisfaction(p=.002; p=.001), lower test difficulty and test discomfort than those of the control group(p=.002; p=.001). There were significant differences in level of bowel cleansing and test time required except compliance of diet restriction between groups(p<.001; p=.001; p=.108). This findings indicate that bowel preparation convergence program can be an effective nursing intervention for colonoscopy. The convergence intervention for diagnostic test is needed to be developed in clinical practice.

Fire Safety Education Programs for Preventing Fire Accident of Young Children (유아 화재사고 예방을 위한 화재안전 교육프로그램 개발 방향 탐색)

  • Yoon, Sun-Hwa
    • Fire Science and Engineering
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    • v.26 no.2
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    • pp.112-122
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    • 2012
  • The purpose of this study is to explore appropriate fire safety education programs for young children by both examining the actual damage condition and problems associated with fire accident in young children and considering fire safety education programs in America and legal basis for fire safety education in Korea. The results are as follows. First, the mortality of young children by fire accident in Korea is higher than that of U.K, Germany, and Sweden. Second, it is defined by the Child Welfare Law in Korea to implement the mandatory fire safety education for young children in kindergarten and preschool programs. Third, in order to activate fire safety education programs for young children, the fire safety education needs to be suitable for children's developmental characteristics, and various audiovisual materials and activity programs should be developed and provided. Fourth, fire safety education both for early childhood teachers and parents needs to be interrelated and systemized to reduce the risk of fire accident.

A Study on Health Education Activities of the School Nurses in the Secondary School (중.고등학교 양호교사의 보건교육활동에 관한 연구)

  • 권민숙
    • Journal of Korean Academy of Nursing
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    • v.15 no.2
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    • pp.34-48
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    • 1985
  • The purpose of this study was to find out healtk education activities of the 435 school nurses in the secondary schools in Seoul. A questionaire was sent by mail on March 11, 1985 and received a total of 252 responds till April 4, 1985. Among them, 230 were included in final analysis. Those of 22 school nurses who have worked not more than one year were excluded. The results of the findings obtained of this study are summarized as follows: 1. An average number of health education activities carried out by the school nurses turned out to be 31.7 times/nurse/year. 2. The practice rates of health education activities by contents of health education were revealed as follows: on parasite disease 89.6%, hepatitis 89.1%, physical examination 87.3%, influenza 84.3%, etc. Health education on drinking and smoking, drug abuse were the lowest rate as 37.8% and 40.9%. 3. The practice rates of health education by the school nurses according to the health education methods were shown as follows: instruction by the teacher 90.9%, bulletin boards in the classroom 73.0%, message to home notices 72.676, etc. 4. Difficulties in carrying out health education programs by the school nurse were analysed accord-ing to Likert's five point scale. The scores on item to the no availability of teaching tools and tips were 3.90, no availability of audiovisual aids 3.801 lack of understanding from the school principals 3. 30, insufficient time of the school nurse 3.26, no guidance or unproper form of health education material 3.20, lack of knowledge of educational method 3.18. As a conclusion of this study, the development of the supporting system to health education activities and programs for improvement of school health education is strongly needed from policy making level.

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A study on production of Interaction Digital Poster (상호작용성(Interaction) 디지털포스터 제작에 관한 연구)

  • Yun Hwang-Rok;Kyung Byung-Pyo;Ryu Seuc-Ho;Lee Dong-Lyeor
    • Journal of Game and Entertainment
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    • v.2 no.3
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    • pp.24-29
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    • 2006
  • Nowadays, 'Interaction' is discussed not only in the multimedia field but also as a topic of daily life at the various viewpoints. And as the permmited limit of Interaction by Mutimedia Technology and audiovisual function is getting more activated, It is the time for us to have new understanding of a 'POSTER'. The Poster, as a one-sided information transmission media till now, is faced with its limitation in transmitting messages due to its unconformity between satisfaction of receiver' sdesire for information and installation space. This fact speaks for need of study about Digital Poster as an alternative communication method, and activation of Digital Poster Design Field. Therefore, I would like to present Design process and Examples by using Digital Poster for Maximizing the Communication Effect. And I expect the activation of Digital Poster Field by studying the possibility of development and various method of practical use of digital posters through presenting the examples.

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