• Title/Summary/Keyword: content design

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Gamified Contents Management System design for continuous and voluntary participation of Users (사용자의 지속적이며 자발적인 참여를 위한 게임화 기반의 콘텐츠 관리 시스템 설계)

  • Choi, Won-Kyum;Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.5-16
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    • 2018
  • It is very difficult, but important, to induce and maintain voluntary user engagement in content. For example, many Internet contents provide financial rewards for the user's participation and maintenance. However, there are limitations to methods such as stimulating only external motivations, such as monetary rewards, and sophisticated design and management are needed to obtain sustained and voluntary user participation in content. For this purpose, we propose a Gamified CMS that extends the existing Content Management System (CMS) by referring to the example of the Gamified Learning Management System. This will ultimately increase the participation and commitment of users in content.

Design of Mobile Learning Contents using u-smart tourist information (u-스마트 관광정보를 이용한 모바일 학습 콘텐츠 설계)

  • Sun, Su-Kyun
    • Journal of Digital Convergence
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    • v.12 no.3
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    • pp.383-390
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    • 2014
  • In recent years, the convergence of IT and IT sightseeing tour has emerged as a fusion of academic disciplines in the future. Convergence study of social data analysis, raising the heat. Social Network Services (SNS) being utilized in many areas of marketing and to apply the case study is also increasing. This study is based u-smart tourist information systems for mobile learning content design. This is the pattern of things in the template library for things to increase the effectiveness of the learning content to mobile learning content to be converted to a. Design of mobile learning content using u-smart things smart phone app (App) and XMI to go through the design process of utilizing the heat. Future through the design process by implementing a mobile learning content to meet information quality tourist information content to create mobile learning content and learning things that can be content to live it up advantage.

Designing Online Public Education Contents in Korean Medicine Using the Rapid-Prototyping Instructional Systems Design Model

  • Jiseong Hong
    • The Journal of Korean Medicine
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    • v.43 no.4
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    • pp.74-88
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    • 2022
  • Objectives: The purpose of this study is to design Korean-themed online public education content in Korean medicine using rapid prototyping instructional systems design (RPISD). This study presents cases of developing and converting face-to-face general education programs designed to increase the interest in and understanding of Korean medicine for the public into online programs within a short timeframe. Methods: This qualitative study is design and development research, which used the RPISD model to analyze the available resources utilized in the rapid development of public educational content and propose systematization and optimization measures by analyzing the needs of clients, learners, and the environment. The <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was developed according to the model procedure, which involved needs analysis, development of course materials and manuscript, and storyboard creation and its filming and editing. Usability tests were conducted at all stages, and the opinions of clients, instructors, experts, and instructional designers were accommodated and reflected at each stage. Results: Using the rapid prototyping model, <Treasured Mirror of Eastern Medicine(DUBG)Open Course> was organized into five classes of 20 minutes each. Each class was developed in Korean and included English, Chinese, and Japanese subtitles in addition to Korean under the cooperative instructional design among clients, subject-matter experts, instructional designer and learners. Conclusion: The cooperative instructional design of stakeholders is significant in developing Korean medicine public education content online through extensive interaction and feedback from stakeholders in the early stage of educational content development.

Software Design Framework for Content Creation (콘텐츠 제작을 위한 소프트웨어 디자인 프레임워크)

  • Oh, Jung-Min;Moon, Nammee
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.11
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    • pp.815-822
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    • 2013
  • Nowadays, the various kind of software packages that support content creation consumed in touch-type terminals as an application have come into the market. These softwares have a different style of user task compare to existing user task. The reason why difference style has been appeared for now is because interaction timing has a important role of both content creation and consumption. For this reason, in this paper, we propose a software UI design framework for content creation using MB-UID and UCD model based on task modeling. The proposed framework is made up of five steps: business rule model, creation role model, creation flow model, creation action model, presentation model. Through this framework, we handle the interaction between a content creator and software user interface at the content creation phase. At the same time, we consider a possible interaction type which can occur by consumers at the consumption phase in advance.

Research on Fashion Edutech XR Content Applying Skeuomorphism (스큐어모피즘을 적용한 패션 에듀테크 XR 콘텐츠 연구)

  • Hyang-Ja, Kim
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.560-567
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    • 2023
  • This study aims to rediscover the industrial value of a borderless service in the hyper-connected era by producing fashion content at the forefront of the cultural industry as XR content and contributing to developing fashion content for edutech. The research method employed design aesthetic theory, while the empirical proposal utilized scientific knowledge information to build a framework for 3D convergence content. The characteristics of fashion content exhibitions that apply the neumorphism technique are as follows: The first is a virtual space that produces clothing culture by type. Africa, where dyeing and crafts are developed, selects a product-oriented exhibition type; Asia, where weaving and textiles are excellent, selects a random movement type; and Europe, where the evolution of clothing design over time is evident, selects a guided movement type to create a three-dimensional fashion edutech. The goal was to produce content. The second is creative reproducibility, which combines a new fashion design that embraces the aura of the original with a trendy sense. The realistic folk costume style of the original allowed for its implementation in the AR exhibition space using historical traditional style techniques such as weaving and textiles. The third is building organic, modular content. By designing and then saving/editing/arranging the basic VP zone for each style, learners and instructors can freely edit the content for each fashion class topic and create various presentations to ensure that it functions as non-face-to-face edutech content around the world.

Theoretical Approach to Calculate Surface Chloride Content $C_s$ of Submerged Concrete under Sea Water Laden Environment

  • Yoon, In-Seok;Ye, Guang;Copuroglu, Oguzhan;Shalangen, Erik;Breugel, Klaas van
    • Proceedings of the Korea Concrete Institute Conference
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    • 2006.05b
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    • pp.197-200
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    • 2006
  • The ingress of chloride ions plays a crucial role for service life design of reinforced concrete structures. In view of durability design of concrete structures under marine environment, one of the most essential parameters is the surface chloride content of concrete. However, on the basis of the results of in-situ investigation, this value has been determining in the numerous studies on the durability design of concrete structures. Hence, it is necessary to confirm the range of the surface chloride content in order to establish a unified durability design system of concrete. This study suggests a rational and practical way to calculate the maximum surface chloride content of submerged concrete under marine environment. This approach starts with the calculation of the amount of chloride ingredients in normal sea water. The capillary pore structure is modeled by numerical simulation model HYMOSTRUC and it is assumed to be completely saturated by the salt ingredients of sea water. In order to validate this approach, the total chloride content of the mortar and concrete slim disc specimen was measured after the immersion into the artificial sea water solution. Additionally, the theoretical, the experimental and in-situ investigation results of other researchers are compiled and analyzed. Based on this approach, it will follow to calculate the maximum surface chloride content of concrete at tidal zone, where the environment can be considered as a condition of dry-wetting cycles.

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Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.283-288
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    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.

Content-search in Distributed Environment Using Standard Product Model (STEP) (분산환경에서 표준제품모델(STEP)을 이용한 내용검색)

  • 손정모;유상봉;김영호;이수홍
    • Korean Journal of Computational Design and Engineering
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    • v.4 no.4
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    • pp.285-294
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    • 1999
  • This paper presents a content-search system built on distributed environments using the open product model of STEP, The content-search system searches design data for given product descriptions such as part name and features. Distribute object interfaces has been defined by IDL and distributed product data are searched through CORBA protocols. Web interfaces are also provided for interactive user interfaces. Given a user request, a mediator interacts with distributed search servers and sends collected results back to the user. The mediator has such metadata as location, program name, and other information about product data stored on distributed system. The search servers use SDAI interfaces to search STEP files or databases. The content-search system promotes the reuse of previous design within a company and the outsourcing of part designs.

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