• Title/Summary/Keyword: Digital Contents Industry

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The effect of mindmap online educational contents on college students' higher thinking ability and self-directed learning attitude (마인드맵 온라인 교육 콘텐츠가 대학생의 고등사고능력 및 자기주도적 학습태도에 미치는 영향)

  • Cha, Seungbong;Park, Hyejin
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.18 no.4
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    • pp.55-65
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    • 2022
  • The purpose of this study is to develop online educational contents and verify its effectiveness in order to strengthen the learning capabilities of college students. The theme of mind map online education contents is a mind map series for effective learning arrangement, and has been developed into a total of six contents. Each contents consisted of 20-30 minutes, and the details consisted of the concept, principle, learning case, how to write a mind map, and how to use a digital mind map. The results of the study are as follows. First, it was confirmed that the higher thinking ability of college students who took the mind map online education contents was improved. Second, it was confirmed that the self-directed learning attitude of college students improved after taking the mind map online education contents. Third, the reason why students' higher thinking ability and self-directed learning attitudes improved in this study is that they were developed in consideration of the composition of contents and appropriate video time. Therefore, in order to increase the effectiveness of online educational contents, it is necessary to examine specific cases using concepts from conceptual approaches to specific topics, and to faithfully reflect the procedure in which each learner can actually use the concept.

Special Effect Generator for Various Digital Contents (다양한 디지털 콘텐츠를 위한 특수효과 생성기)

  • Song Seung-Heon;Kim Eung-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.572-575
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    • 2005
  • In digital contents industry there is a high demand to convincingly mimic the appearance and behavior of natural phenomena such as smoke, waterfall, rain, and fire. Particle systems are methods adequate for modeling fuzzy objects of natural phenomena. It is clear which parameter of which action in a particular effect should be modified for a particular visual result. The generator is usable for offline animation and for real-time special effects in digital contents and virtual reality. The application programmer is able to specify different accuracy needs for different effects. This paper design special effect generator for make low-price and high-quality digital contents in reflection industry and virtual reality applications.

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A Study on needs of Software Development for Korean Image Restoration through Cases of Classical Film Restoration (고전영화복원 사례를 통한 한국형영상복원 소프트웨어 개발 필요성에 관한 연구)

  • Kim, Cheeyong;Han, Myung-Hee;Kim, Jong-Chan
    • Journal of Korea Multimedia Society
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    • v.17 no.12
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    • pp.1528-1536
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    • 2014
  • Although the process about korea image restoration contents program development and liberalization have cultural and artistic worth, it is not possible to restore technically or cost enormous expense. In the study, it suggest the needs of korea image restoration contents program development through image restoration case. It is revitalize that the study in digital image restoration technical prepare the ground for passing high-qualities cultural legacy by restoring classical film. We think the development of korea image restoration software will strengthen the basis to the new creation industry of high value-added in the global cultural prosperity industry.

The Study on Digital Cinema's Utility as a Film Production Tool and Influence for Korea Film Industry (디지털 시네마의 영화제작 도구로써 효용성과 한국영화산업에 대한 영향 연구)

  • Park, Chur-Woong
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.128-137
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    • 2007
  • Digital cinema industry in Korea is developing very fast. It makes the structure of Korea film industry being changed with outstanding D.I process, reduction of production cost, the convenience of distribution & screening and easy transferring to other platforms. The main reason of this fast development is due to Korea film industry monopoly structure by a few companies. In addition, Huge Korea mobile communication companies are pushing Digital cinema industry to go faster with their own net work and platforms. However, Korea digital cinema industry still has problems like standardization in releasing, the lake of data in post-production and overuse in production. It is the time that we have to think about best way for the healthy development of Korea digital cinema industry more than the fast development of it.

Construction of Two-Dimensional Database of Korean Traditional Shoes for the Development of Cultural Contents(1) (문화콘텐츠개발을 위한 한국 전통신발의 2D데이터베이스 구축(1))

  • Park, Hea-Ryung
    • Fashion & Textile Research Journal
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    • v.12 no.6
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    • pp.796-811
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    • 2010
  • Research materials of Korean traditional shoes have so far been mainly literary explanations or plane pictures expressed on the basis of the explanations and photographs of incomplete forms of relics excavated and it makes us have difficulty in observing them visually and producing products with them by design application. This project is to establish database of literal data of Korean traditional shoes and visual data using 3D in order to make the foundation of developing culture industry contents using Korean traditional shoes. According to the initial research plan. first. it analyzed and arranged the Korean traditional shoes into period. sex and function as the research goals of the first year. categorized the form. composition. materials. patterns. and colors of traditional shoes and then database of the materials was performed with text. Second. visual image materials including forms. composition. materials. patterns. and colors of traditional shoes were established as database with scanner. digital camera and computer 2D. Results of such a database will be able to be used as important materials which can be the foundation of culture industry contents development of traditional shoes and be the materials for developing digital culture contents of traditional shoes and teaching Korean traditional culture.

Analysis the Types of Consumer Damages Incurred by Using a Digital Contents (디지털콘텐츠 소비자 피해유형 분석)

  • Nam, Su-Jung;Lee, Eun-Hee;Park, Sang-Mi
    • Korean Journal of Human Ecology
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    • v.16 no.6
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    • pp.1197-1209
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    • 2007
  • The advance of digital contents industry shifts the focus of consumptions; from analogue to digital ones. It gives significant impact on individual life as well as overall society and culture, and it leads to the increased consumption of digital contents. Nevertheless, current digital contents industry fails to secure the sufficient consumer protection systems including relevant rules and laws which regulate the distribution, use, and other transaction activities of digital contents and the efforts, on the part of contents providers, to provide information to consumers and to protect them. Digital contents, by its nature, is different from the existing products so that its nature is likely to cause unique consumer problems totally different from the offline transactions and the electrical transactions of existing products. This study, therefore, aims to identify the possible problems which may be incurred by consumers in their use of digital contents, specify the types of consumer damages, and provide the underlying materials to improve the systems related to digital contents and take legally complementary measures for consumer protection. To identify the types of consumer damages, this study analyzed the results from consumer counselling cases, experts opinion survey, and FGI. For consumer damage cases, this study analyzed the consumer complaints received by open consumer counselling sites of the Korea Consumer Agency and Seoul Electronic Commerce Center. For experts opinion survey, it conducted questionnaire survey of the group of experts from digital contents manufacturers or providers, and those who treated consumer damages directly. For FGI analysis, it organized a panel of students and employees who had used digital contents to understand the types of consumer damages. The results of this study can be summed up as follows. Based on the results from consumer counselling cases, experts opinion survey, and FGI analysis, the consumer damages related to digital contents can be classified, in their nature, into economic or financial damages (25 cases), emotional or psychological ones (15 cases), time-related ones (7 cases), physical ones (4 cases), and privacy-related ones (i.e. leakage of personal data)(3 cases). More specifying the types of damages, damages can be subdivided into contract-, charge-, maintenance-, use-, individual-related ones and other ones. Among them, both contract- and charge-related damages appeared only in the economic or financial damages, whereas user-specific individual damages appeared only in physical and emotional or psychological ones. On the other hand, maintenance- and use-related damages and other ones were observed in both categories of economical or financial damages and time-related ones. Use- and privacy-related damages, in particular, caused emotional or psychological damages.

The Influence of Mobile Contents on the learner's learning satisfaction in the Smart Learning Environment (스마트러닝 환경에서 모바일 콘텐츠가 학습자의 학습만족도에 미치는 영향)

  • Kim, Chang Hee
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.177-188
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    • 2013
  • Since the world entered the age called "Smart Revolution", there has also been a lot of changes in the field of education. In educational environment, there is a growing interest in smart learning based on mobile contents, with the development of Smart Devices and ubiquitous technology. This paper is about a research on what effects smart learning has on leaner side when learners make active use of mobile contents in this age of Smart Revolution. First, we embodied teaching plans for some practical classes in forms of mobile contents using M-bizmaker. After the learning process based on the embodied contents for students, we analyzed the survey results on 4 sections-their use of apps, screen composition, technical support, interactions. We also studied the results of a questionnaire on 4 sections-contents, information offering, feedback systems, learner assessment-to evaluate their satisfaction. The research suggests that learner satisfaction can be improved with smart learning based on mobile contents embodied for leaners.

A Study on Policy Planning through Case Analysis of Leading Company in Digital Contents (디지털콘텐츠 선도기업 사례 분석을 통한 정책 방안 연구)

  • Kim, Min-Cheol;Choe, Seong;Kim, Sin-Pyo
    • 한국디지털정책학회:학술대회논문집
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    • 2005.06a
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    • pp.231-238
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    • 2005
  • The purpose of this paper is to analyze the case of leading company in digital contents to promote industrial competitiveness of Korea. Analysis of this case study focuses on function and roles of leading company in digital contents industry. The main results of the paper are as follows: First, the government should prepare, main, and improve required technological and legal infrastructure for digital contents as quickly as possible. Second, the diffusion of the new digital contents companies can be promoted by ensuring fare competition and reliable market. For the inducing of this results, brainstorming methodology of related expert and survey research with leading company were applied to this paper.

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A Comparative Study of the Digital Content Industry and its Assessment Frame (디지털 콘텐츠 세부산업의 평가프레임 제안 및 유망성 비교분석)

  • Park, Dong-Un;Park, Young-Seo;Kim, Eun-Sun
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.38-44
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    • 2006
  • With the expansion of internet diffusion, the digital content industry in such sector game, animation and e-learning shows rapid growth and, accordingly it becomes important for policy makers to provide its technical R&D directions ensuring successful commercialization. This paper provides details on the business and industry assessment, and further, proposes substantial support over industries as well as academia. The Business Opportunity Engineering(BOE) process, revised and systemized assessment frame of the seven steps of SRIC-BI process, has been applied to assess and compare the digital content business and industry.

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A study on revitalization plans of digital cinema (디지털영화 활성화 방안에 관한 연구)

  • Seo, Seong-Hee
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.445-451
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    • 2007
  • This study was started to not only resolve structural problems such as lack of contents, an unstable structure of earnings, and reduction of an additional market in Korean film industry through revitalizing digital cinema, but also make digital cinema become a power for growing Korean film industry furthermore. In the section of revitalizing digital cinema production, I suggest that expanding an audience base of low budget art cinema using digital technology will contribute to diversity film contents, and joint production with broadcasters by digital technology will expedite growing film industry as well as revitalizing digital cinema production. In the section of revitalizing digital cinema distribution, I insist, we should make effort positively to build reasonable hold-back and so on in order that film industry's positive participation in the market of digital film distribution and new media such as DMB or IP-TV may become an additional market to film industry. In conclusion, we can gain a foothold to leap toward a Position of cultural technology Power through efforts to resolve problems inherent in digital cinema.