• Title/Summary/Keyword: Digital Writing

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A Convergence Study on Korean Traditional Plant Patterns and 'Zentangle Art' (한국 전통문양 식물문(食物紋)과 젠탱글 아트의 융합연구)

  • Yoon, Hee-Sun;Kim, Ki-Beom;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.285-290
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    • 2019
  • This study is a study on the methodology and possibility of making more creative 'Zentangle Art' works through the effective convergence of digital art during the process of Zentangle Art' which draws patterns using writing instruments such as analog pencils and pens to be. In particular, we studied the convergence of traditional pattern and 'Zentangle Art' by applying the method of making using digital author's authoring tool and the pattern symbol of Korean traditional pattern. And It was studied and analyzed in terms of semiotics. In the future, I intend to study the psychological phenomenon and characteristics of the artist during the production of the works. Later, Zentangle artists and researchers will be presenting the continuing direction of content creation and industrial value.

Hypermedia Tools and Digital Media on English Writing (하이퍼미디어 도구와 디지털 미디어 활용 영어 쓰기)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.729-736
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    • 2014
  • Integrated multimedia education in English language education shifts instructor-orientated education to be more learner-orientated. The goal of this research is to analyze the effects of multimedia such as software, power point, flash animation and video in English language education. Experimental research with student subjects and multimedia in English education were used for this study and divided into the following categories: instructor-focused analysis, student-focused analysis, and response-based analysis. Teacher-focused analysis is comprised of prediction analysis and backward induction methods. This study aims to analyze whether multimedia tools achieves its intended effects, and to describe what sort of effects are achieved by the tools. This research intends to confirm the effectiveness and helpfulness of multimedia tools in school classrooms.

A Recognition Algorithm of Handwritten Numerals based on Structure Features (구조적 특징기반 자유필기체 숫자인식 알고리즘)

  • Song, Jeong-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.151-156
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    • 2018
  • Because of its large differences in writing style, context-independency and high recognition accuracy requirement, free handwritten digital identification is still a very difficult problem. Analyzing the characteristic of handwritten digits, this paper proposes a new handwritten digital identification method based on combining structural features. Given a handwritten digit, a variety of structural features of the digit including end points, bifurcation points, horizontal lines and so on are identified automatically and robustly by a proposed extended structural features identification algorithm and a decision tree based on those structural features are constructed to support automatic recognition of the handwritten digit. Experimental result demonstrates that the proposed method is superior to other general methods in recognition rate and robustness.

Digital Multimodal Storytelling: Understanding Learner Perceptions (디지털 멀티모달 스토리텔링: 학습자 인식에 대한 이해)

  • Chung, Sun Joo
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.174-184
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    • 2021
  • The present study intends to understand how multimodality can be implemented in a content course curriculum and how students perceive multimodal tasks. Twenty-eight students majoring in English were engaged in a digital storytelling assignment as a part of the content curriculum. Findings from the questionnaire and reflective essays that investigated students perceptions of digital storytelling showed that students felt that the assignment helped them engage in the task and felt motivated. In comparison to traditional writing tasks, students perceived digital storytelling to be more engaging and motivating, but felt that the assignment required more mental effort and caused more anxiety. By supporting students to explore technology and implement multimodal aspects in the learning process, digital storytelling can encourage engagement and autonomous learning to create meaningful works that are purposeful and enjoyable.

Policies and Measures for Managing Personal Digital Legacy (개인의 사후 디지털 기록관리를 위한 정책과 방안)

  • Kim, Jinhong;Rieh, Hae-young
    • The Korean Journal of Archival Studies
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    • no.72
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    • pp.165-203
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    • 2022
  • Many people create records in digital space, and the amount of digital records left after individual dies has increased. The digital record left by the deceased is different from the record heritage that has physical substances. In many cases, the records of the deceased not just belong to the deceased, and many deceased did not explicitly disclose their online accounts and method of dispose of digital records during their lifetime, so this problem may lead to problems of inheritance to the bereaved family. In addition, digital records may be neglected or deleted after a person's death due to software problems, specific platform's terms of use, account deletion by bereaved family, etc. This leads to the problem that daily records, which are important clues to the social aspects at the time, are easily lost. Several studies have revealed that individuals are interested in preserving their digital records, but do not know how to do it, so they are benign neglect. For this reason, it is necessary to pay attention to personal digital records and personal digital legacy, and to prepare related policies and plans. Accordingly, this study analyzes problems related to the management of digital records after an individual's death, related to laws and systems, the status and policies of platforms and industries, the status of personal record management, etc. Various solutions were suggested, such as a need for enactment for digital personal record management act, platform's explicit policy for individual's post-mortem records, digital records management plan for archival institutions, individual's a preemptive management plan for his/her own records, and a method for writing a will related to digital account information.

Design and Development of Hybrid Documents Authoring Tool (하이브리드 문서 저작도구의 설계 및 개발)

  • Hong Kwang-Jin;Jung Kee-Chul
    • Journal of Korea Multimedia Society
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    • v.9 no.4
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    • pp.377-387
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    • 2006
  • Digital documents takes place of paper (off-line) documents, because of the advantages of digital (on-line) documents: supply of information using dynamic contents and good to communize. However, users prefer paper documents to digital documents with the advantages of paper documents: inexpensive, handy to carry, and good to read. Therefore, for providing advantages of digital documents to users who prefer paper documents, many laboratories study about methods which augment digital documents to paper documents. In this paper, we propose the Hybrid Documents Authoring Tool (HDAT), which can insert, delete, and modify on-line information to the off-line. The proposed system is a unified authoring tool for reading and writing of on-line information. And we provide the most natural environment to users using computer vision technology without additional devices such as markers or patterns to retrieve documents. As shown by experimental results, we make sure that our proposed system has high usability and good efficiency on various environments through we measure the low-level of system requirement.

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Application authoring tool for the use of the efficiency of a literature class (문학수업의 효율성을 위한 애플리케이션 저작도구의 활용)

  • Nam, Sukhee
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.423-428
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    • 2013
  • This paper is to suggest how to apply smartphone application making for literature class as a learning tool. New specialists in literature are not satisfied with the traditional learning methods for the acquisition of theoretical knowledge any more. They try to learn the making process of smartphone application using app writing tools to meet their attention and needs. As a result, they can experience "deterritoriatization" of their major. Such a new learning method not only makes the learners build up their literary knowledge, but also plays a part to meet their needs to make it reality as a practical method that satisfies their learning needs. On this basis, there can be a possibility for literature to be the important resource of the contents development for mobile application.

An XML and Component-based IDE for Document Flow Application

  • Xiaoqin, Xie;Juanzi, Li;Lu, Ma;Kehong, Wang
    • 한국디지털정책학회:학술대회논문집
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    • 2004.11a
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    • pp.299-310
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    • 2004
  • Business process in e-government mostly embody as the flow of documents. Constructing a web-based document flow system becomes an critical task for today s digital government. But few of them use an off-the-shelf workflow product. Why? One of the reasons is that most of the workflow system are heavyweight, monolithic, and package a comprehensive set of features in an all-or-nothing manner. Another reason is that workflow technology lacks the constructs and modeling capability as programming language. It is incumbent on government IT organizations to transform their solution development to component-based computing model. Component technology isolates the computation and communication parts, but how to compose different software components is still a hard nut. An integrated development environment is necessary for CBSD. In this paper we propose a XML and component-based document flow-oriented integrated development environment (DFoIDE) for software developers. By writing some xml configure file, and operate on DFoIDE, developer can construct a workflow application quickly. This method divides system to several components and the activities in process are implemented as business component. Different components are discribed detailedly in this paper, especially one of the core component. Component Integrating Tool. Different perspectives in workflow application are seperated and depicted as different XML files. Correspondly, A component composition method for developing workflow application instead of workflow itself is proposed.

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A Study on Guideline for the Digitalized R&D Information Security (전자화된 연구개발정보 보호를 위한 가이드 개발 연구)

  • Kyung, Tae-Won;Kim, Kyung-Hun;Song, Young-Jae
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.341-347
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    • 2012
  • The study provides the direction for constructing and operating ELN(Electronic Laboratory Notebook) system for systematic record, management and reliability security of the document. Firstly, Present the standard of the system environment for writing and management of ELN. Secondly, Establish guidelines for systematic maintenance and operation of ELN system. Thirdly, Draw up guidelines of inspection whether ELN system is managed in according with the standards and procedures. Therefore, it is expected that these guidelines contribute to vitalize ELN and set foundation of application for researching and developing information in the medium and long term.

I-Ching Storytelling Web-Cartoon Game (주역 스토리텔링 웹-카툰 게임)

  • Shim, Kwang-Hyun;Lee, Ki-Hyung;Kwon, Ho-Chang;Kim, Jin-Hee;Choi, Dae-Hyuk
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1265-1271
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    • 2009
  • 'I-Ching Storytelling Web-Cartoon Game' suggested by Prof. Shim and Research Group may provide users with the opportunity of writing story based on I-Ching. I-Ching is the cosmological thoughts intrinsic to East Asian culture. In the perspective of the narratology, I-Ching can bee seen as a kind of database of narratives since it classifies all events emerging from the meet between the actor(human-人) and the background(time/space-天地) as the story material into 384 narrative elements(sequence) and 64 themes(motive), and consistently constructs their causal relationships. So while trying to articulate I-ching with the digital storytelling methodology, we developed the web-cartoon game. With this game, users can creatively make their own story as a play by freely interpreting, retrieving, and recomposing those 386 narrative elements and 64 themes with the I-ching's narrative guideline.

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