• Title/Summary/Keyword: Experiencing Contents

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Design of Block-based Image Descriptor using Local Color and Texture (지역 칼라와 질감을 활용한 블록 기반 영상 검색 기술자 설계)

  • Park, Sung-Hyun;Lee, Yong-Hwan;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.12 no.4
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    • pp.33-38
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    • 2013
  • Image retrieval is one of the most exciting and fastest growing research fields in the area of multimedia technology. As the amount of digital contents continues to grow users are experiencing increasing difficulty in finding specific images in their image libraries. This paper proposes an efficient image descriptor which uses a local color and texture in the non-overlapped block images. To evaluate the performance of the proposed method, we assessed the retrieval efficiency in terms of ANMRR with common image dataset. The experimental trials revealed that the proposed algorithm exhibited a significant improvement in ANMRR, compared to Dominant Color Descriptor and Edge Histogram Descriptor.

A Study on the Game Quality Management Methodology (게임품질관리 수업 개선을 위한 게임 플레이 분석 시스템 설계)

  • Lee, Yoon-Yim;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.85-94
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    • 2019
  • This paper aims to improve teaching methods for changing the game-related department and game quality management classes of A university from theoretical to practical classes. The main goal is to design and develop a game play analysis system. The design and development of the game play analysis system enables the company to experience the overall process of game development that meets the requirements of the industry. Designs for systems that can improve understanding of game content by experiencing debugging to testing.

Developing the Education Program for Invention Gifted Students by Reverse Engineering Teaching Methods (Focusing on the development and effectiveness of RSP program) (역공학 교육방법을 활용한 발명영재교육 프로그램의 개발: RSP 프로그램의 개발 및 효과성을 중심으로)

  • An, Duk Geun;Park, Kyungbin
    • Journal of Gifted/Talented Education
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    • v.25 no.5
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    • pp.731-747
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    • 2015
  • The purpose of this RSP program is to enhance the invention gifted students' creative thinking and self-efficacy in studying. This program has 20 subcategories and interesting activities attracting students' attentions which are based on TRIZ's 40 principles of invention. 3-Steps to learning, which are - experiencing, recognizing, and inventing are arranged as teaching methods of RSP program. In the first step, experiencing, students are motivated and get a glimpse of the principles of invention while experiencing innovative products. In the next step, recognizing, students grasp the related scientific principles from the products. In the last step, inventing, students are given keys to solutions for problematic situations and then they create new ideas after repetitive encounters with several products made by similar principles. RSP program is different from other programs in that it has this 'inventing' step, where students can create new ideas based on related basic knowledge. In conclusion, RSP program is systematically well organized with 4 steps(purpose, contents, teaching method and evaluation) and is shown to enhance invention gifted students' creativity and self efficacy in studying. Therefore, the RSP program is shown to be a reliable and useful program, and may be used in the classes for positive results.

Study on Development of LED Camping Light Design Based on IOT and Emotional Lighting Contents (IOT 및 감성조명 콘텐츠 기반의 LED 캠핑등 디자인 개발에 관한 연구)

  • Kim, Hee-Jun
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.332-342
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    • 2018
  • This study is aimed at suggesting information about technical choices for designing LED camping lights based on emotional lighting contents of integrated IOT and design areas which take a central role in creation and knowledge based industries and the procedure for materializing them. 'i-Light,' a portable LED camping light, is 'connected lighting' connecting men, space and emotion and a smart camping light based on IOT and emotional lighting contents. 'i-Light' has two functions. One is about lighting for adjusting color and color temperature naturally and the other is about safety for detecting harmful gases. 'i-Light' also has various emotional functions for experiencing interaction and taste of light. For the purpose, portable LED camping lights were designed, first of all, and then a highly color rendering/full-color lighting module, a smart sensor module and an IOT device platform were developed. In addition, efforts were made to establish detailed data about emotional lighting contents and to develop a Web application based on them. Finally, prototypes of portable LED camping lights were made to get a test bench and usability evaluation from related organizations. According to the results, all of 12 developed emotional lighting contents and three IOT safety sensors were suitable and prototypes were satisfactory. This paper will suggest a direction about actual technical choices for development of contents and products integrating artificial intelligence and big data and about the procedure for materializing them.

A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
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    • v.12 no.1
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    • pp.77-91
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    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.

A Phenomenological Study on Growth Experience of Youth with Part-time Jobs (아르바이트 청소년의 성장경험에 관한 현상학적 연구)

  • Koo, Seung-Shin
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.406-419
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    • 2017
  • This study is to explore the essence and meaning of part-time job experience, in particular, to deduce growth experience through part-time jobs. This study is based on time-experience of phenomenological research method developed by the van Manen. For this research, the research data was collected by reviewing high school student part timer in Gyeonggi-do, those who had experience of average of two-year part time work or currently at work, and by undertaking in-depth interviews with seven of them from the March to April of 2017 with the agreements of the participants of this study. Time-experiences, i.e. part-time job experiences of youths, can be arranged as the following subjects. 'the feeling necessity part-time job and seeking it', 'adapting hard life of part-time', growth-experiencing through part-time work..The necessities for part-time job are feeling up consumption needs, aidsing domestic economy, pursuing independence, social and leisure life, self growth and preparing for the future. Adapting of part-time jobs are mastering, enduring, skillfuling work related to work adatation, and enduring ostracizing of old members, stopping and lasting, building bonds related to relationship adaptation. Growth-experiencing through part-time work are formig rational management for money, mental growth, preparing for the future. Based on these findings, the suggestion and limitation of the study were presented.

The Influence of COVID-19 on the Life of Artists : Focusing on the Survey of Artists (코로나19가 예술인의 삶에 미치는 영향 : 예술인 실태조사를 중심으로)

  • Jang, Woo-Hyeon;Lee, Ji-Yeon
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.301-313
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    • 2021
  • This study was conducted on 253 artists for a month from April 19, 2020 to study the influence and countermeasures of COVID-19. The analysis results are as follows. First, as a result of frequency analysis, the timing of the occurrence of COVID-19 and the period of the decrease in artist's artistic activities were consistent, and the subjective socioeconomic level perceived by the artist was degraded from COVID-19. Second, as a result of the multivariate variance analysis, the income level and employment environment of artists affected the variables associated with COVID-19. Third, as a result of the hierarchical analysis analysis, the income level and the socioeconomic level changes due to COVID-19, and concerns about COVID-19 infections, have been shown to have had a significant impact on the level of stress felt by artists. Fourth, as a result of qualitative research, the artist reported that he was experiencing economic and psychological difficulties due to the influence of COVID-19, and emphasized the need for policy support as a way to cope with them. We hope that the results of this study will be used as empirical data in the process of developing support systems and programs for artists experiencing economic constraints and social alienation due to COVID-19.

Environmental Education for the Early Childhood Children based on the Environment-friendly Life Style (환경친화적 생활양식에 기초한 유아의 환경교육)

  • Yoon, Sook-Hyeon
    • Journal of Family Resource Management and Policy Review
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    • v.16 no.1
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    • pp.21-39
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    • 2012
  • The purpose of this study is to propose the direction of environmental education for early childhood children based on the environment-friendly life style and to improve the possibility of application of it at home and kindergarten. This study reviewed reflectively the early studies on the concepts of ecocentrism, the emerging process of it, the importance of environmental education for early childhood children based on the ecocentrism, and the practice of these kinds of education at home and kindergarten. The main concepts connected to the environment-friendly life style based on ecocentrism, that is, 'preservation of nature', 'interdepentence', 'wholeness', 'equilibrium' are the foundations of environmental education for early childhood children. When these kinds of concepts are considered, the aims of environmental education for early childhood children should be focused on the life style that attaches great importance to the symbiosis of human being and nature. The educational contents and methods in harmony with ecocentrism are as follows: The educational methods should be connected to the education based on ordinariness, the learning through adults' model, the family-community-centered activities, and ways of thinking of the unity of knowledge and conduct. And educational contents should include all of the life styles in clothes, food, and shelter. And the educational methods also should be connected to the education through joint working of children and teacher, play-centered education, activities considering ages and individual variations, and education connected home. And educational contents should include many different kinds of activities of experiencing nature outside home and kindergarten.

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Studies Inquiry on School Dietary Education in the Home Economics Education (가정교과교육에서의 학교식생활교육 모색)

  • Kim, Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.22 no.3
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    • pp.189-203
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    • 2010
  • Recently, Korean society is experiencing many serious dietary problems of adolescents. There is an urgent need to revitalize and improve the effects of dietary education program for middle and high school students. The purpose of this study is to establish the basis for dietary education in school. This research was conducted using various dietary education program of foreign countries in order to find a way to increase the effects of the program so that more and more adolescents can participate in and eventually get benefits from it. We analyzed contents of the program and the ways how the program is actually conducted in other countries. We were able to find some important factors for developing new directions of dietary education program contents. The dietary education for middle school students requires a practical integrative approach based on home economics education. This study was initiated from the probing question of how should we set dietary education goals and contents of middle and high school. It will definitely play a important role in establishing a standard framework for dietary education based on the Home Economics Education in middle and high school students.

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The impact of the Characteristics of Posting at Social Media Service on the Consumer Responsiveness in the Comics Publication Industry (출판 만화 기업의 소셜 네트워크 서비스 게시글의 속성이 소비자 호응도에 미치는 영향)

  • Jeon, Hyesun;Shin, Hyung-Deok
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.391-397
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    • 2013
  • Recently, comics pulication industry is experiencing long-time recess in Korean market. To overcome the difficulties firms are trying to develop various tools which fit new technological environments, but previous research tend to have focused too much on web-base contents such as webtoons, rather than communication effectiveness through social network services. Thus, this study investigated the relationship between the characteristics of postings at social network service and the consumer responsiveness. In the results, we found that posting with visual images and event invitations were positively associated with consumer responsiveness, and the amount of information was negatively associated with the responsiveness. This study shows some implications on how firms can effectively enhance communication with consumers through social network service.