• Title/Summary/Keyword: Contents design

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A study on contents design of online lectures to enhance academic performance -Focused on the classes of Cyber University (학습효과를 높이기 위한 온라인 강의 콘텐츠 디자인에 관한 연구 - 사이버대학교의 강좌를 중심으로)

  • Bae, Yoon-Sun
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.307-314
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    • 2010
  • The demand for cyber education in Korea is constantly increasing and the need for research on online lecture on contents design that increases the learning effect is rising. In this research, the online lecture contents about the technical information type provided by Korea Cyber University was understood and we researched about the most preferred lecture type and the most effective lecture type in learning among the 1,173 students in Korea Cyber University who participated in this online survey. Also, we analyzed if the students' preference for the lecture type depended on their experience on that lecture type and we studied the students' claims postulated on the interface design of the lecture contents. The most preferred lecture type among students was e-Stream+flash and they answered that multi-media type lectures were the most effective lectures in learning. The majority of the students preferred lecture contents that they have experienced before and preferred the menu on the left side of the page in interface design. Not only the completeness, but the applications in design in lecture contents are also an important factor in online lectures. As the demand for cyber education in Korea is increasing, content design that can increase the academic performance should be further researched.

Interactive 3D Convergence Contents Authoring Tool Design for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합 콘텐츠 저작도구 설계)

  • Roh, Chang Hyun
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.425-432
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    • 2016
  • There is little study related to the 3D convergence contents authoring tool for teacher. In this study, we purposed the design of the interactive 3D convergence contents authoring tool for a teacher. To draw the design, firstly, we investigated the authoring environment of teachers and interviewed teachers. Based on this investigations, we proposed the functional requirement and UI/UX(User Interface/User Experience) design of it. And we investigated the level of focusing group satisfication with the UI/UX design. Based on these results, we will implement the authoring tool.

A Study on The Rich User Experiences contents 'Nurimaru Web VR' (Rich User Experiences 콘텐츠 'Nurimaru Web VR' 제작 방법에 관한 연구)

  • Jung, sung-hoon;Lee, dong-hun
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.625-629
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    • 2008
  • The purpose of study is to explore the design elements should be considered so that Web VR Contents can present a variety of experience to users in Web paradigm Changing, and describe through prototype of Busan Nurimaru APCE House's Web VR Contents.

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Textile Design using Contents of Jeju Myth, Jacheongbi (제주신화 자청비(청비) 콘텐츠를 응용한 텍스타일 디자인)

  • Oh, Jeong-Soon;Na, Hyun-Shin;Jang, Ae-Ran
    • Journal of the Korean Society of Costume
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    • v.62 no.7
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    • pp.170-184
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    • 2012
  • The purpose of this study is, as one of Jeju culture contents projects, to suggest a new method to develop the textile design using contents of Jeju Myth, Jacheongbi, in other words, to create mythic patterns by borrowing effectively from the mythic image of Jacheongbi on contemporary fashion. To achieve this, after extracting mythic contents from real animals from the myth (chicken, horse, cow and owl) of Jacheongbi, we draw the animal motifs from a mythic image basis of archetypal symbols and empirical awareness about animals and shamanistic imagination, and create mythic patterns. In order to achieve this design pattern, Adobe Photoshop CS5 Extended was used to design the animal motifs, and then they were arranged via bidirectional layout. And to conclude, development of the creative textile design using the mythic contents of Jacheongbi contribute to invigorating the fashion industry and regional culture contents projects in Jeju, and also become the basis of creating added value to it.

A Study on Scenario-Centered Design Process for Multimedia Contents Planning & Design - through a Case Study of Contents design of Internet Shopping Mall "Shop 'n' Chat" (멀티미디어 컨텐츠 디자인 프로세스에서의 시나리오 활용에 관한 연구 - 인터넷 쇼핑몰 “Shop 'n' Chat“의 컨텐츠 디자인 사례연구를 중심으로)

  • 김현정
    • Archives of design research
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    • v.15 no.3
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    • pp.137-148
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    • 2002
  • As human-centered design has become new paradigm in the field of design, it is also needed to apply scenario-centered design methodology in planning and design new multi-media contents. In this paper, scenario-centered design process for multimedia contnets planning & design was identified through a case study of contents design of internet shopping mall "Shop 'n' Chat". The study was preceded with three kinds of scenarios during design process, which are present situation scenario to find needed contents, behavior prototype scenario to make contents concrete, and future usage scenario to design visual interface. These three stages of scenario are exampled by of finally shopping scenario between 20's girls, internet shopping scenario with using messenger, and finally navigation/interaction scenario in future internet shopping mall.

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Design and Implementation of Education Contents for Prevention of Child Sexual Violence (아동 성폭력 예방을 위한 교육 콘텐츠의 설계 및 구현)

  • Kim, Hee-joo;Shin, Hye-won;Lee, yoon-ji;Won, Hye-mi;Park, Su e;Park, Jung Kyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.179-181
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    • 2017
  • In this paper, we propose the contents of the visual content of the child's own boundaries and implement the contents based on active learning using touch method. The images consist of four modules, each of which consists of content developments, learning concepts, and learning content. The notion of sexual violence is also aimed at fostering awareness that sexual violence is also an extension of the child's safety. Moreover, the learning content of a learning game improves learning outcomes by receiving a 'compliment' if the game succeeds and receives a 'reward' on the game.

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A construction of the exhibition evaluation support system based on GUI by visitors behavior analysis

  • Kim, Dae-Woong;Lee, Joong-Youp;Kaneko, Kousuke
    • International Journal of Contents
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    • v.7 no.3
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    • pp.48-59
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    • 2011
  • The present thesis is on a construction of the system which supports exhibition evaluation of curators, which automatically collects, keeps, and totalizes objective data on visitor behavior in museums, and which comprehensively displays the results by tables and graphs. The system is composed by access points and mobile exhibition exposition devices in the museum operating together. Obtainable visitor information include a user number, an average staying period, contents use hour, and exhibition viewing frequency. Prototype experiment at museums shows that the system is effective in efficient data collection and exhibition evaluation and is expected to become an information collecting tool for visitor research and an exhibition evaluation tool for exhibition improvement.