• Title/Summary/Keyword: content creation

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A Study on an Efficient e-learning Content Creation and Maintenance Method (효과적인 e-learning 콘텐츠 생성 및 관리기법에 관한 연구)

  • Cho, Soo-Hyun;Kim, Young-Hak;Kim, Myoung-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.3
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    • pp.15-25
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    • 2008
  • Recently, with the growing use of e-learning, instructors develop new online courses using a variety of contents and then store the results on their computers. These contents should be updated with new information as time goes on, and a new content also can be produced by reusing these ones. However, a lot of time will be needed for instructors to search, edit, and manage various contents stored from place to place on their computers. Currently, the development of the e-learning content management tool. which performs efficiently these functions on the PC environment, leaves much to be desired. Therefore, in this paper, we proposed an e-learning content creation and management system which can manage efficiently a variety of contents stored from different locations on an instructor's computer and can develop easily new online courses. The proposed system can be used widely to develop contents for instructors based on the PC environment. For performance evaluation, this paper compared the proposed system with the previous system according to the retrieval time of content keyword, and the experiment showed that our system is much better than the previous one.

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Development of Stereoscopic 3D Personalized Adventure Game: HowSee (3D 체험형 어드벤처 게임 "HowSee" 개발)

  • Lim, C.J.;Chung, S.T.;Choi, Seung-Hoon;Lee, Chang-Nam;Song, Jang-Sup
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.13-22
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    • 2011
  • Advances in display technology, stereoscopic (S3D) in the development of social interest in the content development approach is high but it does not make the standardization of interactive 3D content creation performance is very poor. In this paper, real-time video input from an infrared camera that is based on eye tracking implementation user interface developed 3D interactive adventure game "HowSee" was the process of developing skills in the process, an efficient 3D content production methods were presented. unnormalized S3D-based game content production process on how this development occurred in the trial and how to troubleshoot S3D games, etc. to streamline content creation can be a basis for.

A Content Analysis on the Biomedical cluster: Focusing on the case of HongReung Digital Healthcare InnoTown (바이오·의료 클러스터 조성 및 활성화 방안에 대한 내용분석 연구: 홍릉 디지털 헬스케어 강소특구 사례를 중심으로)

  • Park, Kyuhong;Kim, Taehyung;Park, Yeonsoo;Song, Changhyeon
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.761-776
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    • 2022
  • For fostering the biomedical industry, the formation of a high-tech-based innovation cluster is continuously being promoted. Accordingly, studies dealing with domestic clusters are being conducted based on case studies on major overseas clusters, but they are limited to a single case. In this paper, content analysis was used based on the literature about innovation clusters and bio-medical industry to comprehensively summarize the factors to be considered for the creation and activation of bio-medical clusters. Subsequently, the factors derived through content analysis were applied to the case of the Hongreung Innotown. The requirements for the successful creation of the Hongreung Innotown, it is required to improve settlement conditions, prepare systems to create start-up culture, and revitalize translational research, attract investment, and cooperate and connect with local clusters.

Semi-Fragile Watermarking for Telltale Tamper Proofing and Authenticating

  • Ko, Han-Ho;Park, Sang-Ju
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.623-626
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    • 2002
  • Extreme development in digital multimedia has raised anxiety in the minds of copyrighted content owners. This has resulted in the creation of several watermarking techniques. This paper, proposes a method of embedding a perceptually transparent digital signal, named semi-fragile watermark in the wavelet domain, utilizing the characteristics of the human visual system. So as to detect attacks inflicted on the content and use an algorithm to specify the character of the attack.

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Heparin Release from Polyethyleneoxide-Polydimethylsiloxane Devices (폴리에틸렌 옥사이드-실리콘 Segment Device 에서 헤파린 용출)

  • 김성호
    • YAKHAK HOEJI
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    • v.30 no.6
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    • pp.306-310
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    • 1986
  • The release of heparin from monolithic devices composed of different ratios of polyethylene oxide(PEO MW 20,000) and polydimethylsiloxane was investigated. Water soluble PEO plended into the polydimethylsiloxane proved a controlled release of heparin. The release rate of heparin could be controlled by varying the content of PEO and loading dose of heparin. The release rate of heparin from the devices increased as the content of PEO and heparin in the devices increased. The release rate of heparin from devices were related to nature of solute(ionic strength) and temperature. The release mechanism may be associated with the creation of pore or domine through the devices the water-uptake and the change in the physical structure of the polydimethysiloxane network.

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Role of the Strain Energy in Diffuse Phase Transition of (Pb, Ba)(Zr, Ti)O3 ((Pb, Ba) (Zr, Ti)O3계의 확산된 상전이에 있어서 Strain Energy의 역할)

  • 이재찬;주웅길
    • Journal of the Korean Ceramic Society
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    • v.24 no.6
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    • pp.586-592
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    • 1987
  • The role of the strain energy and phase stability in the diffuse phase transition have been investigated in the highly disordered solid solution, (Pb1-xBax)(Zr0.4Ti0.6)O3 (0.2 x 0.4). X-ray diffraction analysis indicates that tetragonality (c/a) decreases with the increasing Ba content. Also as the Ba content increases, phase transition becomes more diffuse and at the same time dielectric relaxation as a function of measured frequencies in the 1KHz-10MHz range occurs very pronouncedly. In the Ba content range, 0.2 x 0.35, hysteresis loops are routinely observed and the loop is observed to narrow shape as the Ba content increases but becomes very slim at 40mol% Ba content. Moreover thermal analysis shows that there is no abrupt change in the thermal expansion coefficient below the apparent transition temperature at which dielectric constant becomes maximum. From the above results, it has been concluded that creation of the strain energy due to the distorthion that occurred during the phase transition suppresses diffuse phase transition.

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Types and Characterization of Online Game vs. G-learning Content (온라인게임과 G-러닝 콘텐츠 유형 및 특성 분석)

  • Bae, Jae-Hwan;Ok, Soo-Yol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.621-625
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    • 2010
  • Currently most of the educational content to learners to provide more learning opportunities despite the inevitable in terms of its content and format have not only due to the limitations and problems, this alternative to the creation of a new generation of educational content, research is required urgently. In this paper, G-learning content, online games and through the analysis of the type and characteristics is to overcome this problem.

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A Study on Artificial Intelligence Based Business Models of Media Firms

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.56-67
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    • 2019
  • The aim of this study is to develop Artificial Intelligence (AI) based business models of media firms. We define AI and discuss 'AI activity model'. The practices of the efficiency model are home equipment-based personalization and media content recommendation. The practices of the expert model are media content commissioning, content rights negotiation, copyright infringement, and promotion. The practices of the effectiveness model are photo & video auto-tagging and auto subtitling & simultaneous translation. The practices of the innovation model are content script creation and metadata management. The related use cases from 2012 to 2017 are introduced along the four activity models of AI. In conclusion, we propose for media companies to fully utilize the AI for transforming from traditional to successful digital media firms.

A Research on AI Generated 2D Image to 3D Modeling Technology

  • Ke Ma;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.81-86
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    • 2024
  • Advancements in generative AI are reshaping graphic and 3D content design landscapes, where AI not only enriches graphic design but extends its reach to 3D content creation. Though 3D texture mapping through AI is advancing, AI-generated 3D modeling technology in this realm remains nascent. This paper presents AI 2D image-driven 3D modeling techniques, assessing their viability in 3D content design by scrutinizing various algorithms. Initially, four OBJ model-exporting AI algorithms are screened, and two are further evaluated. Results indicate that while AI-generated 3D models may not be directly usable, they effectively capture reference object structures, offering substantial time savings and enhanced design efficiency through manual refinements. This endeavor pioneers new avenues for 3D content creators, anticipating a dynamic fusion of AI and 3D design.

User Perceptions of a Digital Archive for Content Creation: Focused on the Korea Creative Content Agency (KOCCA)'s 'Culturing' (창작 목적 디지털 아카이브 콘텐츠 활용에 대한 이용자 인식 연구 - 한국콘텐츠진흥원 컬처링(Culturing) 웹 사이트를 중심으로 -)

  • Park, Yong Min;Kim, Yang-woo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.1
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    • pp.285-310
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    • 2020
  • A significant number of studies have been conducted on user perceptions of archive and record contents for the National Archives of Korea (NAK) and local record centers in the field of archives and records management in Korea. Yet, there has not been such a research on the use of digital archive contents designed for contents creation. Accordingly, this study investigated user perceptions of the use of the contents on the Korea Creative Content Agency (KOCCA)'s Culturing archive designed for creation purposes. A survey was conducted, examining the user's degree of interests, the expected user preference of the use and the expected extent of help by the contents of the archive. For the analyses of the survey data, this study performed one-way ANOVA for the comparative analyses of the means related to the subjects' general characteristics and the perceptions, along with cross-tabulation analyses for the association among the same items and nominal variables related to perceptions. On the basis of these analyses, this study suggests the following: ① to supplement the contents of the archive; ② to design customized interfaces and to enhance the readability; ③ to reinforce site PRs for large portal sites and creators' groups.