• Title/Summary/Keyword: Service Contents

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The Effect of Service Quality of Farm Party on Cognitive and Emotional Images of the Farmhouse and Revisit Intention (팜파티 서비스 품질이 팜파티 농가의 인지적 이미지와 정서적 이미지, 재방문 의도에 미치는 영향)

  • Kim, Na-Hyung;Kwon, Ki-Joon
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.72-84
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    • 2017
  • This study aims to investigate how the service quality of a farm party affects the cognitive and emotional images of the farmhouse and revisit intentions by designing a research model and testing hypotheses. First, findings of the test show that when it comes to service quality, the physical environment and program contents of farm party have an effect on the cognitive image of the farmhouse while the qualification of party operators does not. Second, the physical environment of the party and party operator's qualification affect the emotional image but the program contents has no effect. Third, The cognitive and emotional images have an effect on the revisit intentions. It is certain that the farm party serves as cultural contents facilitating the rural economy and an emerging business model in the rural tourism. When we approach the farm party as a business model to provide service, not cultural contents as party, however, farmhouses may build a positive image as a new tourist destination and also see their economy facilitated. This study looks into Seoul and Gyeonggi areas and thus is geographically limited and does not cover national phenomenon.

A TransGate System for Convenient Wireless Internet Contents Generation (편리한 무선인터넷 컨텐츠 생성을 위한 TransGate 시스템)

  • Ryu Dong-Yeop;Han Seung-Hyun;Lim Young-Whan
    • Journal of Internet Computing and Services
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    • v.7 no.2
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    • pp.37-52
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    • 2006
  • A mobile device like ceil phone is the necessity of modern people, of ich con be easily connected to a wireless internet through such a mobile device. The demand for a wireless data communication is growing rapidly. However, agencies have not yet completed standardization of a markup language. Due to the development of the Mobile Device, agencies in this field have provided different data formats with each Mobile Device Platform. Traditionally, contents is hand-tailored to suit the target device. A key problem is that the characteristics and capabilities of the mobile device are too diverse to service the most suitable mobile contents. Because of these problems, the need for a re-usable document description language increases. In this paper, we defined Template file that is common data to service mobile devices. We proposed a method that could be an effective wireless web service though design and the implementation of the Call manager & the XSL Generator. In the methodology, when requesting a wireless internet service, a mobile device finds out markup language and a hardware specification of the mobile device through the Call Manager component supports. The XSL Generator component creates the XSL file dynamically that is the most suitable to a device. Finally, contents is serviced to each device by XSLT. It can generate a wireless page more easily by reusing the existing web contents through such course. Therefore, it can save the time and expense for generating a wireless page.

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Design of OpenScenario Structure for Content Creation Service Based on User Defined Story (사용자 정의 스토리 기반 콘텐츠 제작 서비스를 위한 오픈 시나리오 언어 구조 설계)

  • Lee, Hyejoo;Kwon, Ki-Ryong;Lee, Suk-Hwan;Park, Yun-Kyong;Moon, Kyong Deok
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.170-179
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    • 2016
  • It is a story-based content creation service that provides any user with some proper contents based on a story written by the user in order to utilize a lot of contents accumulated on Internet. For this service, the story has to be described in computer-readable representation. In this paper, analyzing the structure of scenario, as known as screenplay or scripts, a structure of story representation, which is referred to as OpenScenario, is defined. We intend users to produce their own contents by using massive contents on Internet by the proposed method. The proposed method's OpenScenario consists two main parts, OSD (OpenScenario Descriptors) which is a set of descriptors to describe various objects of shots such as visual, aural and textual objects and OSS (OpenScenario Scripts) which is a set of scripts to add some effects such as image, caption, transition between shots, and background music. As an usecase of proposed method, we describe how to create new content using OpenScenario and discuss some required technologies to apply the proposed method effectively.

Stereotyping of Social Network Service with Contents of Fashion and Fashion Design Process Using a Method to Form Network (패션을 콘텐츠로 한 소셜네트워크서비스의 유형화와 네트워크 형성 방법을 활용한 패션디자인프로세스)

  • Im, Min-Jung;Kim, Young-In
    • Journal of the Korean Society of Costume
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    • v.64 no.4
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    • pp.21-36
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    • 2014
  • The purpose of this study is to suggest an effective fashion design process using social network services(SNS) as a method to develop designs. Fashion design process was systemized through literature study. The characteristics of social network, and element and method of network formation were investigated, and then design processes using SNS were suggested through survey study. This was done by applying formation of network and its method in SNS with contents of fashion to stage of process to develop fashion design. The study results are as follows. First, Fashion design process using SNS is composed of 5 stages. Second, SNS types with contents of fashion were classified to five types: blog, community, connection of fashion web service and SNS, fashion SNS, and fashion SNS game. Among them, types where development of fashion design and product distribution was done by formation of network are connected type of fashion web service and SNS, fashion SNS type. Fashion design development can be done by compiling, having contests, and cooperative work. A method that can be used for making assessments and decision is voting and predicting the market. Third, Fashion design process using SNS is composed of the stages such as planning, compiling, analysis, decision, implementation, and formation of network. It was analyzed that by connecting stages of collection and evaluation of information through participation of users, new contents were produced and there was a structure that was cycled continuously.

Development and Application of the Metadata Element for the Digital Comic Content (디지털 만화 콘텐츠 메타데이터 요소개발 및 적용)

  • Oh, Sang-Hoon;Cho, Hyun-Joo;Lee, Yong-Bae;Kang, Ji-Hoon;Myaeng, Sung-Hyun
    • The KIPS Transactions:PartD
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    • v.11D no.5
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    • pp.1197-1204
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    • 2004
  • Rights process problem was stated among actors that participated in digital contents distribution while it was various type of digital content service. In order to solve it, It was expressed conceptual and technical elements by reflecting a system. Among them, the interoperability of metadata became a important issue. As for the metadata for contents service, necessity about standardization is stated as a basic framework composing a service system. This paper proposed the metadata element which focus on the rights process that is being a key factor of a DRM(Digital Right Management) system for digital comics contents service. Therefore, it was verified by using Context Model of MPEG-21 RDD with interoperability between metadata elements which developed a XML format and the existing MPEG-21 RDD elements. The study results will become basic materials in the system design that considered metadata element development and interoperability of digital contents of other field

Changes in Geological Contents Knowledge and Self-confidence of Pre-service Elementary Teachers before and after Geological Field Trips (지질답사 전후 예비 초등 교사의 지질 영역에 대한 지식과 지질답사에 대한 자신감의 변화)

  • Lee, Myeon-U
    • Journal of Korean Elementary Science Education
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    • v.29 no.4
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    • pp.484-495
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    • 2010
  • The purpose of this study was to investigate changes in geological contents knowledge and self-confidence before and after the geological field trips. Fifty seven undergraduate students at a national university of education participated in this study. The questionnaires were developed by the researcher to serve the purpose. Findings were as follows. First, before and after the geological field trip, there was no significant difference in changes of geological content knowledge (p<.05). However, participants' self-confidence about the geological field trip changed significantly (p<.01). Second, there were no significant differences in changes of both variables in terms of gender (p<.05). And in this study, participants were grouped into two: science track that selected science areas and non-science track with social study selected in the college scholastic ability test. There were also no significant differences in changes of geological contents knowledge and self-confidence in terms of science or non-science track (p<.05). Third, in terms of the geological content knowledge, 24 pre-service teachers showed an increase, 12 students unchanged, and the 21 participants decreased. In contrast, per participants' self-confidence about the geological field trip, fifty three students indicated an increase with only one participant unchanged, and three preservice teachers decreased on the score. Finally, after the geological field trip, participants' comments indicated that they could feel the mystery of nature with the mind of a great experience. As a result, data showed that pre-service teachers became interested in geology, and motivated more in learning geological area than ever.

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Quality Characteristics of Cod Bone Stock Containing Various Amounts of Tomatoes (토마토 첨가량을 달리한 대구뼈 육수의 품질특성에 관한 연구)

  • Yin, Xue-Feng;Kim, Ki-Bbeum;Noh, Jea-Seung;Choi, Soo-Keun
    • Culinary science and hospitality research
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    • v.19 no.4
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    • pp.231-242
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    • 2013
  • This study was performed to develop cod bone stock using various nutritional elements in cod bone with the addition of various amounts of tomatoes (2%, 4%, 6% and 8%). Moisture contents, pH, L value and Na contents decreased, while the salinity, sugar contents, a value, b value and Mg, K, Ca, Fe contents increased with increased rates of tomatoes. Fourteen types of free amino acid were detected, and stock containing 6% of tomato addition had the highest free amino acid content. In the test on different attributes, tomato content significantly affected the properties of the stock including color intensity, savory flavor, tomato flavor, tomato taste, savory taste and after taste. In the acceptance test, 6% of tomato addition was preferred for appearance, flavor, taste, texture and overall quality. Consequently, the optimal tomato content for maximizing the overall quality of cod bone stock was 6%.

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A Design and Implementation of a Digital Television commerce System Downloading Multimedia Contents using a Mobile (이동단말기를 이용하여 멀티미디어 콘텐츠를 다운로드하는 디지털 TV 상거래 시스템의 설계 및 구현)

  • Hwang, Junho;Choi, Inhwang;Kim, Minkyung;Hwang, Jooyeon;Paik, Doowon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.1
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    • pp.1-7
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    • 2008
  • In this paper, we developed digital TV commerce system using mobile device for multimedia service. This system combines TV and mobile device, and enables a TV viewer to purchase and download the multimedia contents such as songs and video programs onto the mobile devices instantly when the viewer watches the contents. Our system is different from the conventional TV commerce system in the sense that it combines digital TV and mobile device for better service, and the contents such as songs, videos and games are downloaded directly to the devices. Furthermore, our system's data flow is designed for utilizing cheaper network to save costs. We implemented this new service system, and in this paper, we describe the service in detail, comparing with conventional TV commerce system, and we present the architecture and preliminary implementation of the proposed system.

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Methods for the Revitalization about LBS Mobile Games -Comparative Analysis between Internal and Overseas Case Study- (위치기반(LBS) 모바일게임의 활성화방안 -국내게임과 해외게임의 사례연구를 중심으로-)

  • Yu, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.74-84
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    • 2008
  • Mobile game is a killer content among the various mobile contents provided by Telecommunication companies. Recently, Location Based Service (LBS) market is growing rapidly and LBS will be a killer content in the near future. As a consequence, mobile game combined with LBS will be a dominant trend of mobile content. However, there exist some limitations on the revitalization of the mobile service market. In this paper, analysis of the restrictions on the mobile service market is performed and then methods for the revitalization of the mobile service market are proposed various billing system is required to reduce network fee for users, a new policy to protect privacy has to be offered, and the infrastructure for high network performance should be developed. The result of this research will provide key role to find a new and more innovative approach to enhance the interaction design of the future Location Based Mobile Games.

Adaptive Image Converting for More Efficient Mobile Web Service (모바일 웹 서비스를 효율적으로 제공하기 위한 적응적 이미지 변환 기법)

  • Sim, Kun-Ho;Ko, Hee-Ae;Kim, Jong-Keun;Zhao, Mei-Hua;Lim, Yung-Hwan
    • Journal of Internet Computing and Services
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    • v.12 no.2
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    • pp.37-46
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    • 2011
  • The importance of data service with mobile is becoming more and more significant with the development of wireless network. However, due to the several type of mobile devices and contents, there is a problem that mobile contents should be edited according to the features of the mobile devices and the service providers. Fortunately, there is some solutions that convert mobile contents automatically according to mobile operator. Nevertheless, it has some issues that the response time of content service is delayed when converting mobile contents in real-time. In this paper, we propose an image cache replacement algorithm for minizing the volume of the real-time image transformation. Also, using both of the pre-conversion method and the real-time conversion method to improve storage space and response time.