• 제목/요약/키워드: Content design

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NCS 직업기초능력 교육을 위한 이러닝 콘텐츠 설계 및 개발 : 대인관계능력을 중심으로 (Design and Development of e-Learning Contents for the NCS Vacational Core Competencies: Focusing on Interpersonal Competency)

  • 구양미;정미강;정영숙
    • 디지털콘텐츠학회 논문지
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    • 제17권4호
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    • pp.243-255
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    • 2016
  • 본 연구의 목적은 국가직무능력표준(NCS)에서 제시된 직업기초능력 중 대인관계능력 교육을 위한 이러닝 콘텐츠 구성요소 및 설계 전략을 도출하는 것이다. 대인관계능력 교육과정 및 내용은 표준화를 위해, NCS 개발 및 운영을 주관하는 한국산업인력공단에서 개발한 NCS 직업기초능력프로그램을 준용하였다. 표준화된 내용을 토대로 이러닝 콘텐츠 구성요소 및 설계 전략을 도출하기 위하여 선행연구 및 이러닝 사례 분석, 교수자 및 전문가 대상 설문과 면담 조사를 실시하였다. 조사 결과를 토대로 이러닝 콘텐츠를 개발하였으며, 개발된 이러닝 콘텐츠의 설계 전략의 타당성과 교육적 효과 분석을 위해 학생, 교수자, 전문가를 대상으로 평가를 실시하였다. 평가 결과, 적용한 이러닝 콘텐츠의 설계 전략이 적절하며, 개발한 이러닝 콘텐츠가 NCS 직업기초능력의 대인관계능력을 학습하는 데 도움이 되는 것으로 나타났다.

A Prototyping Tool of Free-Coding-Type Microcontroller Board for Design Education

  • Nam, Wonsuk
    • International Journal of Advanced Culture Technology
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    • 제6권3호
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    • pp.129-141
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    • 2018
  • As the scope of social expectations and roles in the design field has expanded, the demand for education to cope with changes in the technology environment is increasing in design education. In response to this trend, microcontroller board-type design-prototyping tools have also been introduced into design education, and much educational content is being developed. However, there is the perception that students who are majoring in design without engineering knowledge are still barred from entry. A variety of educational content and tools have been developed to solve these difficulties, although there are several limitations to their practical application. Especially, in the design education courses in universities, the functional expectation level for prototyping is high, but most of the content developed for solving the difficulties has been developed for the lower education levels, and it could be said that a great deal of learning is necessary to solve the problem. In this study, students were asked about microcontroller board utilization and their satisfaction with their design through questionnaires and with the developed microcontroller board development direction via Focus Group Interviews. Based on this, we tested microcontroller boards that eliminate the coding process and which students can use to create and prototype their work as a suggestion to fulfil demand. After using the board, both the usability and improvement of the product were checked. Confirmation of the usefulness of the free- coding-type microcontroller was obtained through this study along with the possibility of responding to various educational demands by applying the application design related to this product.

친환경패션에 나타난 디자인적 요소의 특성 -선행연구의 내용분석을 중심으로- (Characteristics of Design Elements in Environment-Friendly Fashion -Focus on the Content Analysis of Previous Literature-)

  • 하승연;박재옥
    • 한국의류학회지
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    • 제33권8호
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    • pp.1280-1292
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    • 2009
  • In the current fashion design, the 'environmental friendliness' affects the practically and conceptuality in all industry and culture sectors. This study seeks to examine specific design elements as the content of design factors in environment oriented fashion. The subjects of this paper are studied through scholarly journals that are confined to those from 1990 (when naturalism and ecology trends started to be in fashion) to February 2009. This study used 'Naturalism', 'Green', 'Environment-friendly', 'Eco', 'Sustainable', 'Well-being' and 'Lohas' as key words for the literature search. The analysis is performed through a content analysis and the unit of analysis is based upon the adjectives, nouns, and phrases related to the content of the design elements such as line, color, and textiles. In the results, more expression is natural, minimal, transformable, and sportive style in line, YR, white, soft, pale, and dull tone in color. The prominent textiles and texture were natural fabrics, environment-friendly fabrics, recycled fabrics, natural dyeing, functional finishes, rustic surfaces, flexibility, and extensibility. The results of this paper will help in future fashion design product development for environment-friendly fashion brands.

Experimental study on the tensile strength of gravelly soil with different gravel content

  • Ji, Enyue;Chen, Shengshui;Zhu, Jungao;Fu, Zhongzhi
    • Geomechanics and Engineering
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    • 제17권3호
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    • pp.271-278
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    • 2019
  • In recent years, the crack accidents of earth and rockfill dams occur frequently. It is urgent to study the tensile strength and tensile failure mechanism of the gravelly soil in the core for the anti-crack design of the actual high earth core rockfill dam. Based on the self-developed uniaxial tensile test device, a series of uniaxial tensile test was carried out on gravelly soil with different gravel content. The compaction test shows a good linear relationship between the optimum water content and gravel content, and the relation curve of optimum water content versus maximum dry density can be fitting by two times polynomial. For the gravelly soil under its optimum water content and maximum dry density, as the gravel content increased from 0% to 50%, the tensile strength of specimens decreased from 122.6 kPa to 49.8 kPa linearly. The peak tensile strain and ultimate tensile strain all decrease with the increase of the gravel content. From the analysis of fracture energy, it is proved that the tensile capacity of gravelly soil decreases slightly with the increasing gravel content. In the case that the sample under the maximum dry density and the water content higher than the optimum water content, the comprehensive tensile capacity of the sample is the strongest. The relevant test results can provide support for the anti-crack design of the high earth core rockfill dam.

Design of 8K Broadcasting System based on MMT over Heterogeneous Networks

  • Sohn, Yejin;Cho, Minju;Paik, Jongho
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권8호
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    • pp.4077-4091
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    • 2017
  • This paper presents the design of a broadcasting scenario and system for an 8K-resolution content. Due to an 8K content is four times larger than the 4K content in terms of size, many technologies such as content acquisition, video coding, and transmission are required to deal with it. Therefore, high-quality video and audio for 8K (ultra-high definition television) service is not possible to be transmitted only using the current terrestrial broadcasting system. The proposed broadcasting system divides the 8K content into four 4K contents by area, and each area is hierarchically encoded by Scalable High-efficiency Video Coding (SHVC) into three layers: L0, L1, and L2. Every part of the 8K video content divided into areas and hierarchy is independently treated. These parts are transmitted over heterogeneous networks such as digital broadcasting and broadband networks after going through several processes of generating signal messages, encapsulation, and packetization based on MPEG media transport. We propose three methods of generating streams at the sending entity to merge the divided streams into the original content at the receiving entity. First, we design the composition information, which defines the presentation structure for displays. Second, a descriptor for content synchronization is included in the signal message. Finally, we define the rules for generating "packet_id" among the packet header fields and design the transmission scheduler to acquire the divided streams quickly. We implement the 8K broadcasting system by adapting the proposed methods and show that the 8K-resolution contents are stably received and serviced with a low delay.

아이들이 책을 좋아하게 만들 디지털 콘텐츠 디자인 (Digital Content Design Making Children Like Reading Books)

  • 왕린;이하나
    • 한국콘텐츠학회논문지
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    • 제16권11호
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    • pp.20-28
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    • 2016
  • 최근 현대사회의 다양한 스마트기기들이 보편화됨에 따라 스마트기기를 활용한 유아용 콘텐츠들이 주목을 받고 있다. 이러한 유아용 콘텐츠들은 한꺼번에 다양한 요소들을 접할 수 있다는 점과 편리함 때문에 많은 부모들과 선생님들 사이에서 사용되고 있다. 그러나 스마트기기를 활용한 유아용 콘텐츠들의 과도한 이용은 아이들의 상상력 저하, 언어발달 저하 등에 문제로 우려의 목소리를 받고 있다. 따라서 본 연구는 현 세대의 아이들이 스마트기기를 이용한 콘텐츠를 통해 최종적으로 아날로그 책을 통한 독서를 좋아하도록 디자인하고자 한다. 우선 현재 스마트기기의 유아용 콘텐츠들로 사용되는 멀티미디어들의 특징을 그림책비디오, 애니메이션, 멀티미디어동화, 앱북 4종류로 나누어 알아보았으며 이를 토대로 디지털 콘텐츠의 활용 방안들에 대한 근거를 마련하였다. 이러한 본 연구는 아이들이 책을 좋아하게 만들 디지털 콘텐츠를 디자인 하는데 있어 가이드라인 역할을 수행할 것이다.

Perceived Authenticity through Short Video: Audience Perceptions of Emerging Independent Fashion Designers Self-Presentations

  • YAO, JIAHUI;KIM, SEHWA
    • International Journal of Contents
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    • 제17권4호
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    • pp.101-118
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    • 2021
  • The prevalence of We-Media short videos has attracted emerging independent fashion designers (EIFD), a new force in the fashion industry directing their brand promotion to We-Media for amassing online followers. However, compared to famous content generators, EIFDs' creative, design-based visual appeal has not provided them with the significant edge. The former's success is admittedly supported by the platform backstage algorithm. Yet, the content is the cornerstone for building relationship between the sender and the reception. The authentic perception of the content is one of the basic appeals for which the audience chooses to follow the source. Therefore, with the EIFD short video as the research content, this study is established from the audience's perspective to understand the different dimensions of their authentic perceptions of EIFDs short video. The study was conducted mainly in the form of the Q method. The collection of 52 Q samples were realized through the Focus Group Interview and literature review on multidimensional authenticity. Thirty-six subjects participated in the sorting of the Q-sets. Finally, four dimensions of audience authenticity perceptions of EIFDs were derived: 'ingenuity', 'relevant', 'transparent', and 'experiential'. The corresponding short video content design strategies are suggested for effective communication of EIFDs and their personal brands.

A Case Study: Design and Develop e-Learning Content for Korean Local Government Officials in the Pandemic

  • Park, Eunhye;Park, Sehyeon;Ryu, JaeYoul
    • International Journal of Contents
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    • 제18권2호
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    • pp.47-57
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    • 2022
  • e-Learning content can be defined as digital content to achieve educational goals. Since it is an educational material that can be distributed in offline, online, and mobile environments, it is important to create content that meets the learner's education environment and educational goals. In particular, if the learner is a public official, the vision, philosophy, and characteristics of each local government must reflect. As non-face-to-face online education expands further due to the COVID-19 pandemic, local governments that have relied on onsite education in the past urgently require developing strong basic competency education and special task competency content that reflect regional characteristics. Such e-learning content, however, hardly exists and the ability to independently develop them is also insufficient. In this circumstance, this case study describes the process of self-production of e-learning content suitable for Busan's characteristics by the Human Resource Development (HRD) Institute of Busan City, a local government. The field of instructional design and instructional technology is always evolving and growing by blending technological innovation into instructional platform design and adapting to the changes in society. Busan HRD Institute (BHI), therefore, tried to implement blended learning by developing content that reflected the recent trend of micro-learning in e-learning through a detailed analysis. For this, an e-learning content developer with certain requirements was selected and contracted, and the process of developing content through a collaboration between the client and developer was described in this study according to the ADDIE model of Instructional Systems Development (ISD).

글로벌 패션 유튜버의 콘텐츠 유형과 특성에 관한 사례연구 (A case study on the content types and characteristics of global fashion YouTubers)

  • 김고운;김윤
    • 복식문화연구
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    • 제28권3호
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    • pp.389-407
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    • 2020
  • With YouTube's overwhelming share of the market, research on analyzing the types of content on YouTube is essential. An analysis of major global fashion YouTubers that the types of video content could be largely classified into three main categories: Fashion, beauty and daily life. The fashion category was subdivided into styling and fashion product review content type. The beauty category was subdivided into tutorials, beauty product reviews, and beauty tip content types. The daily life category was subdivided into daily sharing, consultation, and Q & A content types. Video content within fashion YouTuber channels is accompanied by expertise in fashion and beauty. At the same time, videos on daily life are uploaded, and through interactive communication with viewers, YouTubers form an intimate bond with subscribers. Content emphasizing entertainment, not just information delivery that introduces fashion products, is attracting growing interest among subscribers. This study analyzed the content of the increasingly popular fashion YouTuber channels and determined its important characteristics. The study makes a significant contribution to academic research by laying a foundation for future studies of YouTube content in the fashion field. Since differences in country of birth and race among YouTubers may influence content production, follow-up research will be conducted on the types and characteristics of domestic fashion YouTubers.

비선형 만족도 함수를 이용한 설계평가 방법의 개발 (Development of Design Evaluation Method Through Nonlinear Satisfaction Function)

  • 문용락;차성운
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2001년도 춘계학술대회논문집C
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    • pp.420-425
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    • 2001
  • The information content is determined by establishing the system range for each of the FRs and by determing the overlap between system range and the design range (i.e the designer-specified range). However, conventional information content doesn't include designer's intention sufficiently. In this paper, the satisfaction function is presented to embody designer's intention by calculating information contents. The satisfaction function is created in order to deal with the uncertanties involved in determining the design range and the system range in terms of a given physical parameter. So, the satisfaction function help designer to choose the optimal design among many proposed design.

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