• Title/Summary/Keyword: Mobile Digital Contents

Search Result 581, Processing Time 0.018 seconds

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
    • /
    • v.9 no.4
    • /
    • pp.177-188
    • /
    • 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.

Design and Implementation of Mobile Security System for Digital contents Rights Protection in Wireless Internet Environment (무선 인터넷 환경에서 디지털 컨텐츠 저작권 보호를 위한 모바일 보안 시스템의 설계 및 구현)

  • Kim, Hoo-Jong;Na, Seung-Won
    • The KIPS Transactions:PartC
    • /
    • v.10C no.6
    • /
    • pp.695-704
    • /
    • 2003
  • As wireless Internet speads widely, circulation of various types of digital contents become active. Therefore, it is necesary to make a mobile-based DRM (Digatal Rights Management) system to protect digital contents from illegal reproduction and to give proper rights to contents users, In this paper, we present a mibile security system, which protects the copyright for digital contents offered throughout the mobile environment. Our security system is focused on presenting mobile-based DRM architecture. Especially, considering mobile device's decrying power, we adopted partial encryption scheme. For this, wecompared and evaluated the performant of each contents encryption scheme (the entire encryption scheme and the partial encription scheme) and proved that a proper DRM system for current wireless devices is the partial encryption system. Our mobile DRM system can be very efficient to protect contents on the wireless Internet environment.

Development of Quality Assurance Criteria for Mobile Device Based e-learning Contents (모바일 기기 기반의 이러닝 콘텐츠 품질관리 평가 기준 개발)

  • Kim, JaMee;Kim, Yong;Kim, Seongjin
    • Journal of Digital Convergence
    • /
    • v.12 no.2
    • /
    • pp.475-482
    • /
    • 2014
  • A wide variety of contents are now provided along with the development of information appliances. The purpose of this study was to examine what should be considered to boost the quality of mobile device based e-learning contents. For this study, 12 evaluation domains and 26 evaluation items were selected using the Delphi method. The factors to be considered for mobile device based e-learning contents quality are summarized 4 factor. In other words, for the purpose of managing the quality of mobile device based e-learning contents, there exist four areas to be considered, 'foundation', 'contents', 'teaching design' and 'technology.' The findings of this study are expected to contribute to the improvement of the quality of the educational contents.

A Study on the Impact of Quality Factors on the Easy of use and Usefulness of Mobile Games (사용자의 사용용이성 및 유용성에 영향을 미치는 모바일 게임 콘텐츠 품질요인에 관한 연구)

  • Han, Hui-Seon;Lee, Jae-Gwon
    • Journal of Digital Convergence
    • /
    • v.4 no.2
    • /
    • pp.87-96
    • /
    • 2006
  • This study first tries to investigate factors that determine the quality of mobile game contents. Based on the information and information system-related studies, our research proposes to show the relationships among the quality of mobile game contents, the level of perceived easy of use and the perceived usefulness. Mobile game contents service providers can get insight on factors that should be considered to improve the quality of contents services. Also, the research findings provide a clue on the success of mobile game service.

  • PDF

A Study on the Implementation of the Mobile Web Contents Guideline for integrating Web and Mobile - Focus on the NewsSite- (웹과 모바일을 연동하기 위한 모바일웹 컨텐츠 가이드라인 구현에 관한 연구 -뉴스 사이트를 중심으로-)

  • Ko, Hee-Ae;Sim, Kun-Jung;Kim, Jong-Keun;Lim, Young-Hwan
    • Journal of Digital Contents Society
    • /
    • v.8 no.2
    • /
    • pp.141-148
    • /
    • 2007
  • As the environment of wireless mobile is developed, the number of users who want to searching the information on the mobile internet is increasing as same as the contents are increasing. However the contents is just offered limited contents which should be charged such as download sounds and images. Users cannot be satisfied with their needs for searching information. The other hands, the reason why cannot achieved the effective comparison with costs is that the costs of development contents is very expensive. So variable contents cannot produced as much as users want. On this papers will introduce the way of producing the mobile contents by low cost. The program 'Mobuilder' will be introduced, which is the program to transfer directly form web contents to mobile contents. And it will propose the guideline to design mobile contents and mobile web will be developed mobile news site by proposed guideline and build the mobile site.

  • PDF

Introduction of Mobile Supporting Functionalities for Promoting the VOD Service of a Digital Cable Broadcasting (디지털케이블방송사의 VOD 서비스 활성화를 위한 모바일 지원 기능 개발 사례)

  • Ko, Kwangil
    • Journal of Digital Contents Society
    • /
    • v.15 no.3
    • /
    • pp.339-346
    • /
    • 2014
  • VOD Service, which has established a solid foothold as a profit model of digital broadcasting companies, is emerging as a key application of the N-screen technologies and services. In the circumstance, broadcasting companies are trying to promoting their VOD services by providing mobile services for improving the VOD service usability. The paper introduces a VOD mobile app (of a domestic digital cable broadcasting), which includes the functions of promoting the VOD programs and events printed on a VOD guide book, directly transmitting the information (e.g., book-marking and remote-control signals) to a set-top box, and watching the video contents stored in the mobile device on TV.

Study on Characteristics of Users for the Mobile Educational Game Contents (모바일 에듀 게임 콘텐츠에 대한 사용자의 특성 연구)

  • Ahn, Kyung-Whan;Hwang, Myung-Cheol
    • Journal of Digital Contents Society
    • /
    • v.10 no.2
    • /
    • pp.333-340
    • /
    • 2009
  • In the era of Web 2.0, the digital contents are becoming major cultural subjects and the scope and added value of digital content technology industry keep increasing. In order to prevent thoughtless expansion of consumption oriented contents to the multimedia motion picture generation and promote the contents industry in educational, industrial or cultural aspect, educational contents should be specialized as strategic products with increased educational and entertaining meaning. As a result, this study analyzed characteristics of users regarding how educational game contents are distributed to consumers by both male and female group. Then, it extracted development factors for expansion of educational games and presented direction to educational game contents development by using educational games according to changes in users in order to secure mobile flat form contents for effective learning.

  • PDF

A Study on Contents Manufactur ing System for Massive Contents Production

  • Ji, Su-Mi;Lee, Jeong-Joong;Kwon, Sang-Pill;Kim, Jin-Guk;Yu, Chang-Man;Lee, Jeong-Gyu;Jeon, Se-Jong;Jeong, Tae-Wan;Kang, Dong-Wann;Park, Sang-Il;Song, Oh-Young;Lee, Jong-Weon;Yoon, Kyung-Hyun;Han, Chang-Wan;Baik, Sung-Wook
    • Journal of Korea Multimedia Society
    • /
    • v.13 no.12
    • /
    • pp.1832-1842
    • /
    • 2010
  • This paper introduces a new automatic processing system: "Contents Factory" for the mass production of contents. Through the contents factory, we provide an authoring environment to improve the usability and the efficiency in producing contents. The contents factory integrates recycling techniques for contents resources, contents development engines, authoring tools, and interfaces into a total processing system. Since it is multi-platform based including mobile devices as well as PCs, one can easily produce complete PC and mobile contents from raw resources. We produced an example, "Sejong square" via the contents factory in order to demonstrate its effectiveness and usability.

An Empirical Study on the Influence of Flow Experience of Mobile Contents on Repurchase Intention (모바일 콘텐츠 FLOW경험이 재 구매 의도에 미치는 영향에 관한 실증 연구)

  • Sun, Chang-Hoon;Moon, Tae-Soo
    • Journal of Digital Convergence
    • /
    • v.9 no.4
    • /
    • pp.131-141
    • /
    • 2011
  • This study empirically analyze the relationship of user's repurchase intentions directly and indirectly as combining user acceptance and flow experience on mobile content services. 360 users who experienced mobile contents are intended for this study, and results of this study expect to contribute a strategic approach to the mobile content application markets and to help the industries related to mobile contents understand the consumer behavior.

Study on the developmental directions of Mobile contents for Mobile e-learning prosumers in Web 2.0 decade (웹 2.0시대 모바일 이-러닝 컨텐츠 소비자의 컨텐츠 활용 확장성 연구)

  • Ahn, Kyung-Whan
    • Journal of Digital Contents Society
    • /
    • v.9 no.1
    • /
    • pp.41-51
    • /
    • 2008
  • In a circumstance that the development of mobile media through the on-line consumer desire in the era of Web 2.0 has promoted extension of personal mobile media on the part of consumers, this study examined consumer trends depending on use of e-learning contents through mobile media. In connection with tendencies through mobile prosumers' consumption patterns and use of mobile educational contents, I analyzed user demands based on characteristics of personal media centering around a communities of e-learning portals. Direction of e-learning technological development calls on mobile communication companies to open their networks and share platform following digital convergence. E-learning contents should be produced in a custom-made way for the personal media. This study is aimed at contributing for advancement of e-learning contents consumers' user convenience implicating examination into consumer demands which are necessary to invigorate e-learning contents.

  • PDF