• 제목/요약/키워드: Future Contents

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클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 - (A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents -)

  • 두일철;백재용;신현욱
    • 디지털산업정보학회논문지
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    • 제10권4호
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    • pp.181-195
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    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.

기업가 연설문의 주제와 시청자 댓글 간의 관계 분석: 유튜브 콘텐츠를 중심으로 (Entrepreneur Speech and User Comments: Focusing on YouTube Contents)

  • 김성범;이정환
    • 한국콘텐츠학회논문지
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    • 제20권5호
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    • pp.513-524
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    • 2020
  • 최근 유튜브의 성장이 주목받고 있다. 유튜브는 콘텐츠를 소비하는 채널일 뿐만 아니라 소비자의 의사를 표시하는 공간이 되고 있다. 소비자들은 댓글이라는 형식으로 유튜브 안에서 그들의 의견을 표출한다. 이 연구는 유튜브에 업로드되어 시청되는 글로벌 기업가 연설문과 영상을 시청하고 작성한 댓글의 텍스트를 연구대상으로 한다. 텍스트 마이닝 소프트웨어인 Leximancer를 사용하여 각각의 연설문과 댓글을 대상으로 내용 분석(content analysis)을 시행하였다. 각 기업가 연설문의 주제는 대응분석(correspondence analysis)을 사용하여 분석하였고 기업가 개인의 성향과 특성과 관련 있는 주제를 도출하였다. 댓글에서는 각 연설문의 내용과는 관계없이 공통적으로 money, work, need의 주제를 발견하였다. 텍스트의 길이가 다름을 고려하여 추가로 중요도 지표 (Prominence Index) 분석을 실행하였고 연설문 내용과 시청자 댓글의 공통적인 주제를 구성하는 핵심어로 time, future, better, best, change, life, business, need를 도출하였다. 유튜브 연설문의 시청자는 인생과 시간, 미래, 고객의 니즈, 긍정적 변화에 대한 메시지에 대하여 동일한 주제로 반응하는 것으로 나타났다.

CBD 활성화를 위한 미래형 도시공간연출 전략에 관한 연구 (A Study on future oriented urban space production Strategy for Activation of CBD)

  • 오재우;박관일
    • 정보학연구
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    • 제12권3호
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    • pp.25-48
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    • 2009
  • 1. CONTENTS 1) RESEARCH OBJECTIVES The purpose of the study was to propose a future oriented urban space production strategy to offer diverse useful services to citizens to improve international competitiveness of cities in the times of competition that competitive subjects were changed from competition among countries to competition among cities. 2) RESEARCH METHOD In the proposed future-oriented urban space production strategy, the study compared/analyzed main plans related to development of urban space by selecting CBD(Jung-gu) of Busan out of local metropolises in South Korea. 3) RESEARCH FINDINGS In the proposed future-oriented urban space production strategy, the study largely sorted city's function into four scopes function of industrial support, function of social support, function of living support and function of urban infrastructure. 2. RESULTS It is expected that the proposed future oriented urban space production strategy will be utilized as a useful reference model when a lot of local governments, planning a ubiquitous urban space, establish a plan for constructing a ubiquitous urban space.

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지속가능한 미래를 위한 온라인 환경교육 방안 연구 (Study on the On-line Environmental Education for a Sustainable Future)

  • 박태윤;노경임;박현주
    • 한국환경복원기술학회지
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    • 제7권4호
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    • pp.69-78
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    • 2004
  • The purpose of this study was to investigate the ways and possibility of on-line environmental education(EE) for a sustainable future. For the purpose, the researchers reviewed and analyzed 22 Korean and 41 foreign Internet sites related EE. Then, the researchers selected five Internet sites in Korea, U.S.A., UK, New Zealand, and Australia. Researchers analyzed these five sites in depth, specially in the aspect of the education for a sustainable future/development. This analysis indicated that 'The Globe Programme'(UK) and 'Global Education'(Australia) sites contain more contents and activities related sustainable future/development then other three sites. On the basis of analysis, the researchers offered several recommendations for on-line EE for a sustainable future.

의생활 교육내용의 계열화에 관한 연구 (A Study on the Sequence of Contents in Clothing and textile Education)

  • 박일록;이은희
    • 한국가정과교육학회지
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    • 제14권1호
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    • pp.39-54
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    • 2002
  • This study was done to identify contents of clothing and textile education and to systemize its curriculum from elementary school to high school Every time the official curriculum is updated. the suggestion that the contents of Home Economics Education should be systematized never fails to come forth. Unfortunately. it's a fact that there are still insufficient grounds to base this opinion on. and that adequate research has not yet been done in this particular field. Therefore. basic research must be performed in order to systematize the substance of clothing and textile education. Keeping this in mind. the following study strives to find appropriate methods of conducting clothing and textile education, while attempting to provide basic materials for future organization and selection of contents. In order to achieve these goals. the materials have been sorted into three categories : First of all. what sort of concepts is being taught in the subject of clothing and textile. and are the chapters constructed so that different schools can maintain consistency among them\ulcorner Second, how has clothing and textile education been done so far and is the contents correctly synchronized with the students'development\ulcorner Third. haw is clothing and textile education utilized in real life. and has it actually been systematized in a way that encourages practical utilization\ulcorner This study has mostly been done through the research of various documental resources. Also. the analysis has been performed using the systematic contents analysis method. The main results of obtained this study are as follows : As the concepts of clothing and textile education. which are different from each school, has not completely been systematizied. Also. as the contents of clothing and textile education has not correctly synchronized with the students'development. am it has not actually been systematized in a way that encourages practical utilization. Since this study has touched only limited research on the topic of clothing and textile education. it is essential that further research covering a wider array of themes be done in the future.

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An Analysis on Multiplier Effects for the Digital Contents Industry of Korea

  • Jones, Trever;Kim, Shin-Pyo;Noh, Kyoo-Sung;Cho, Jae-Wan
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2004년도 International Conference on Digital Policy & Management
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    • pp.99-109
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    • 2004
  • Key goal of the study is to analyze the economical ripple effect by the digital contents industry. In this study, the results of analysis of multiplier effects of digital contents industry can be summaries as follows: (1) Output multiplier for the manufacturing sector was the highest with value of 3.0509 while that of digital contents industry is the lowest at 1.6511. (2) Employment multiplier is the lowest for the manufacturing sector with value of 4.2895, while that of digital contents industry is the lowest with value of 1.0238. (3) Income multiplier is the lowest for the manufacturing sector with value of 5.3331, while that of digital contents industry is the lowest with value of 1.0081. Therefore, digital contents industry is clearly a new-growth power industry in the future rather than in the present.

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데스크톱 가상화에 따른 디지털콘텐츠 통제방안: 가상폴더방식의 구현사례 (Digital Contents Control for Desktop Virtualization: A Case of Virtual Folder Based Implementation)

  • 윤한성
    • 디지털산업정보학회논문지
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    • 제10권4호
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    • pp.1-9
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    • 2014
  • Recently, with the enlargement of cloud computing, virtual desktop infrastructure(VDI) can be an alternative of the existing personal computer based information environment. For the case of partially introduced VDI coexisting with personal computer environment, we suggest a virtual folder based approach to control the overall digital contents within an organization with a case of implementation. Although a centralizing device was used for storage and sharing of organization's digital contents, it was not easy to accomplish centralizing digital contents completely. It is tried to prevent users from utilizing their own storage in their personal computers or virtual machines and to use virtual folder which transfer and store digital contents to and in EDMS. The virtual folder system of this paper looks like a real folder in a personal computer, but it is another virtual device for outer storage devices including EDMS. It can be an alternative and reference of digital contents control for future applications of cloud computing.

A Study on Practical Method to Enhancing the Creativity Effectiveness for Media Contents Education by Using Artificial Intelligence and Metaverse

  • Jong Bae, Ahn
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.253-260
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    • 2024
  • We studied to aim for exploring practical approaches to enhance the effectiveness of creativity education by using artificial intelligence and the metaverse in the field of media contents. Recognizing the need for educational innovation to adapt to the accelerating changes driven by the advancements in artificial intelligence and the metaverse, and considering the increasing importance of fostering creativity as a key competitive advantage for future talents, we focused on research implementing creativity education in the media contents domain. To achieve this, we conducted this study during a semester-long media contents course utilizing artificial intelligence and the metaverse in real classroom setting. We involved in this study collecting feedback and opinions from students to investigate and identify effective strategies for enhancing the impact of creativity education. As a result, we proposed the utility of media contents class using artificial intelligence and the metaverse in enhancing students' creativity. By elucidating which teaching methods are most effective, we contributed to derive beneficial outcomes for media contents creative education.

미래 IT니즈 유형 도출과 산업별 IT니즈 분석 (Analysis on the Types of Future Keywords and IT Needs by Industry)

  • 김유진;조병선
    • 한국콘텐츠학회논문지
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    • 제12권6호
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    • pp.100-110
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    • 2012
  • 본 연구에서는 전문가 FGI를 통해 일상생활 속 잠재된 IT Needs를 파악하고 설문조사를 통해 이를 검증하고 유형화하여 일반적 특성을 파악하고 T니즈 유형별 미래사회 중요산업 분야를 분석하고자 하였다. 이러한 IT니즈 도출 및 산업별 분석 결과를 통해 미래 IT기술의 방향성을 제시하여 IT융합기술 개발을 위한 기초자료로 활용할 수 있다. 먼저, FGI를 통해 세부활동별 구체적인 미래IT니즈를 통해 키워드를 도출한 결과, 지능화, 통합화, 가상화, 자동화, 개인맞춤화, 안전성 등이 도출되었다. 이를 근거로 설문조사를 통해 IT니즈를 유형화하고 특성을 파악한 결과, 생활자동화 중시, 지능형 실감 중시, 정보탐색 및 편의 중시, 컨버전스 중시형으로 분류되었으며, 각각의 유형별로 일반적 특성이 차이를 보였다. 그리고 미래사회에서는 에너지 분야를 가장 중요시하고 있으며, IT니즈 유형별로 산업별 중요도가 다소 차이를 보이는 것으로 나타났다.

중학생의 도박특성이 향후 도박참여의향에 미치는 영향 (The Effect of Gambling Characteristics on the Future Gambling Participation Intention among Middle School Students)

  • 박완경;이수비
    • 한국콘텐츠학회논문지
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    • 제21권5호
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    • pp.435-445
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    • 2021
  • 최근, 청소년 도박문제가 심각해지고 있다. 본 연구의 목적은 청소년의 인구사회학적 특성 및 도박특성을 살펴보고, 향후 도박참여의향에 어떤 영향을 미치는지 살펴보는 것이다. 이를 위해 한국도박문제관리센터에서 실시한 2018년 청소년 도박문제 실태조사의 자료를 활용하여 중학생 10,228명을 대상으로 𝑥2 및 로지스틱 회귀분석을 실시하였다. 주요 연구결과는 다음과 같다. 첫째, 인구사회학적 특성 중, 성별, 학년, 용돈, 부모의사소통은 향후 도박참여의향과 유의미한 관계가 있는 것으로 나타났다. 둘째, 도박특성 중 도박심각성 및 지출 인식, 도박참여빈도, 도박참여시간, 도박비용, 추격행동경험, 문제도박 수준이 향후 도박참여의향과 유의미한 관계가 있는 것으로 나타났다. 셋째, 로지스틱 회귀분석 결과, 학년, 도박심각성인식, 도박빈도, 추격행동, 문제도박수준이 향후 도박참여의향 확률을 높이는 것으로 나타났다. 이상의 연구결과를 토대로 중학생의 도박문제에 대한 예방 및 개입방안에 대해 논의하였다.