• Title/Summary/Keyword: Play Contents

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Arrangement of narrative events and background in the contents of VR 360 video (VR 360 영상 콘텐츠에서의 서사적 사건 및 배경의 배치)

  • Lee, You-Na;Park, Jin-Wan
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1631-1639
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    • 2018
  • VR 360 video contents requires new visual language research in that the viewer inevitably makes partial appreciation unlike traditional video contents. In this study, we paid attention to the fact that arrangement of events and background elements in the 360-degree extended background of VR 360 video contents will play a major role in guiding the audience. Therefore, this study focuses on the arrangement of events and background elements from a narrative point of view, and analyzed the aspects of VR 360 video contents cases.

Design of MMT-based Broadcasting System for UHD Video Streaming over Heterogeneous Networks (이 기종 망에서의 UHD 비디오 전송을 위한 MMT 기반 방송 시스템 설계)

  • Sohn, YeJin;Cho, MinJu;Paik, JongHo
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.16-25
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    • 2015
  • Even if the demands for ultra-high-quality multimedia contents are increasing, it is difficult to produce, encode, play and transport ultra-high-quality contents under the existing broadcasting environment. By the reason, various technologies for the UHD contents have been developed in order to satisfy the user's needs. In this paper, we propose a design methodology of a broadcasting system, which consists of two parts, for UHD services with two parts. At the transmit part of the proposed system can encode a video into several layered-bitstreams hierarchically, and then transport each bitstream over heterogeneous networks. The receiver part can play the received video by composing the separated bitstreams. The proposed system can adaptively provide both HD and UHD contents according to user's reception conditions by using the heterogeneous networks.

A Comparative Study of South and North Korea on Mathematics Textbook and the Development of Unified Mathematics Curriculum for South and North Korea (II) - Focusing on the Elementary School Textbooks of South and Those of North Korea - (남북한 수학 교과서 영역별 분석 및 표준 수학 교육과정안 개발 연구 (II): 남북한 초등학교 수학교과서의 구성과 전개방법 비교)

  • 임재훈;이경화;박경미
    • School Mathematics
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    • v.5 no.1
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    • pp.43-58
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    • 2003
  • This study intends to compare the structure of contents and the way of developing concepts in mathematics textbooks of south and those of north Korea. After thorough investigations of the textbooks from south and north Korea, the following three characteristics were identified. First, the mathematics textbooks of south Korea tends to spread out contents across several grades, while those of north Korea have a tendency of centralization in terms of locating contents Second, in the textbooks of South Korea, mathematics concepts are permeated through real world situations, and students gradually acquire those concepts mostly through activities. This is different from the approach of the north Korean textbooks in which various problems play a key role in explaining concepts. Third, the main strategy of introducing contents in the textbooks of south and that of north Korea corresponds to 'guidance' and 'explanation' respectively. Exploratory questions leading to the concepts are more emphasized in the textbooks of south Korea, on the other hand, meaningful explanations play an important role in the textbooks of north Korea.

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A Study on the Characteristics of Children's Digital Experience Center using Interection (인터랙션을 활용한 어린이 디지털체험관의 특성에 관한 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.437-444
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    • 2018
  • The purpose of this study is to comprehend the trend of digital experience centers' development direction and to find out the types of experiences, the characteristics of interaction and the attribute of contents by selecting 4 digital experience centers opened from 2008 to 2018. The types of digital experiences are operation, sensibility, reaction and induction based on precedent studies. The types of interaction are operation, touch and sensor. The attributes of contents are game, play and education. The result shows that the ratio of operation experiences is gradually higher. In the types of interaction, the trend is switching to operation and touch. The offer of experience activities by play type is getting higher. This study is intended to help create an empirical interaction of the content of the children's digital experience centers that will be deployed in the future.

A Hybrid Storage Architecture with a Content Caching Algorithm for Networked Digital Signage (네트워크 디지털 사이니지를 위한 콘텐츠 캐싱 알고리즘을 적용한 하이브리드 스토리지 구조)

  • Nam, Young-Jin;Jeong, Soon-Hwan;Park, Young-Kyun
    • Journal of Korea Multimedia Society
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    • v.15 no.5
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    • pp.651-663
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    • 2012
  • Networked digital signage downloads necessary multimedia contents from a large-sized storage on WAN to its local disk of a limited size before starting their playback. If the required time to download the entire contents gets longer, a start time to play the contents at the digital signage could be delayed. In this paper, we propose a hybrid storage architecture that not only inserts an iSCSI storage layer between the existing local disk and the WAN storage, but offers a contents caching scheme in order to obtain all the necessary contents in digital signage rapidly. The proposed caching scheme determines how to place the downloaded contents both in the local disk and the iSCSI storage. Uniquely, the proposed caching scheme manages the iSCSI storage space by dividing it into two regions: (1) in one region, the digital signage can play the contents directly without downloading them into the local disk; (2) in the other region, the digital signage cannot. Performance evaluations on a simulator and an actual system with workloads of various contents show that a contents-downloading time of the hybrid storage architecture is at maximum three times shorter than that of the existing storage architecture.

The Intention during the Interaction between Infants and Their Teachers while Playing Freely (자유놀이에 나타난 영아와 교사의 상호작용 의도)

  • Cho, Hye Kyung
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.203-216
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    • 2018
  • The purpose of this study is to clarify what teachers interaction is who try to develop their infants, by examining the intention of beginning the interaction between teachers and their infants, while playing freely at a child care center. The author used a qualitative research method. The subjects of this study are nine infants and three teachers. The author videotaped all the session focusing on the interactions between teachers and their infants. The author observed all the sessions for three months. The author also interviewed the teachers. She also collected the manual of the target daycare centers, its study plans, its observation logs, and the observation logs of the infants' activities and analyzed them. The intention of infants' interaction with their teachers is to know how to play by using some toys. A second intention is to see the contents of the picture book related to the daily routine. A third intention is to satisfy emotional needs. The intention of teachers interaction with their infants while playing freely is to help explore things and try to play. Another intention is to make a transition from teacher-centered play to infant-centered one. A third intention is to pacify infants expressing thoughts by crying. A future research which will increase the quality of the interactions and will be helpful for the development of infants and will focus on infants will be needed.

Exploring Children's Play in Gardening (텃밭 가꾸기에서 나타나는 유아 놀이 탐구)

  • Kim Minjung;Lee Sujung
    • Journal of Christian Education in Korea
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    • v.76
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    • pp.281-302
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    • 2023
  • Purpose of Study: The purpose of this study was to analyze children's play patterns in gardening. Through this, we aimed to have significance as basic research to find ways to support children's play in gardening. Research Contents and Methods: From August to October 2022, a total of 15 participant observations and interviews were conducted with 13 children (9 4-year-olds, 4 5-year-olds) aged 4-5 years at J Daycare Center in Gyeonggi-do. The collected data was transcribed, categorized, and analyzed. Conclusions and suggestions: Children's play patterns in gardening were 'sympathetic play', 'intuitive play', and 'imaginative play'. In the garden, where nature can be easily accessed, children shared emotional interactions and feelings with nature through peer relationships. Children encountered nature in the garden and experienced intuitive, sensory play. Children made up plants, animals, and objects related to the garden and showed their imagination. Children's playfulness was revealed in gardening, and sensitivity and curiosity about changes in nature were revealed through continuous interest in nature through understanding of the mutually beneficial relationship with nature. Gardening should be approached as a long-term, continuous experience rather than a hands-on or one-time experience.

Utilization of Work Song for Infant-Mother Interaction (영아-어머니의 상호작용을 위한 노동요의 활용 방안 탐색)

  • Kwon, Hye-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.269-280
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    • 2008
  • This study was intended to reconsider the work song in the modem children's life and to search its utilization plan. For it, folk songs were collected from internet website("Search for Korean Forlk song") and books, then the proper work songs suitable for the purpose of the study were selected. Selected work songs were reformed in order to utilize in a daily life including infant daily life and play in the home with mother. That is, the work song was presented to be utilized while changing a diaper, massaging, taking a rest, letting children take a nap, whispering in the children's ears, taking a bath, exercising after the bath, doing a body play, and facing each other.

Storytelling Model of Computer Games - Focused on Analysis of Starcraft by Greimas's Schema of Narrative Theory (컴퓨터게임의 스토리텔링 모델 - 그레마스의 설화도식을 이용한 스타크래프트 분석을 중심으로)

  • Park, Tae-Soon
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.103-113
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    • 2007
  • This paper attempts to construct a storytelling model of computer games by using the Greimas's schema of narrative. Analysis target is multi-play of Starcraft, which has the non-linearity and interactivity. As a result, the process of manipulation and sanction, occurred in epistemological level at very short time and the process of competence had lots of small schema of narratives and repeated that small narratives. This model may be applied to other games, because it looks that most of games have very short process of manipulation and sanction at epistemological level and have long process of competence as main game play.

A study about multi platform environment game character development (멀티 플랫폼 환경 게임 캐릭터 개발 방법에 관한 모델 연구)

  • Choi, tae-jun;Ryu, seuc-ho
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.647-651
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    • 2007
  • Game was begun to sell to multi platform rather than is sold as a title of a kinds of machine since some moment. In case of competition flag species such as PS (Play Station) or XBOX, there is 'Final Fantasy', 'Gear of War' masterpiece. However, title of game was begun to manufacture to multi platform and this is step that much games are manufactured to multi platform by selection of game developers to minimize danger by production cost rise of game. About game character development method in multi platform surrounding that this research is such game character abstract of multi platform and multi platform environment direction for multi platform through analysis and example proposal to basis data for presentation utilize wish to.

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