• Title/Summary/Keyword: convergence digital contents

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A Study on Senior friendly function Game Industry and Culture Contents Technology(CT) R&D development process. (고령친화 기능성 게임산업과 문화콘텐츠 기술(CT) R&D 발전랑안의 모색)

  • Kim, Yeon-Jeong;Park, Hyun-Sik
    • Journal of Digital Convergence
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    • v.7 no.4
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    • pp.57-65
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    • 2009
  • This study explored the current supply status on Contents Technology R&D(research and development) and friendly function Game Industry targeting to elderly consumers. The game contents including the functional components are categorized the sixth category of CT R&D's fundamental planning. The function game targeting to elderly focused on emotional and physical recovering to barrier, user friendliness, simplicity and certainty of game performance. The purpose of game participation are health, well-being, psychological wellness and communication. The functional game consisted of various version procedure by socio-demographic, the accessibility to game media and device.

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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
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    • v.9 no.4
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    • pp.131-141
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    • 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.

A Study on humanistic Imagination of Games using Oral Literature (구비문학을 활용한 게임의 인문학적 상상력에 관한 고찰)

  • Lee, Jae-Hong
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.279-286
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    • 2012
  • Game contents are the driving force of the digital media era. As the gaming industry grows bigger, contents technologies are also rapidly developing in both their quality and quantity, while the story sources of the contents are depleting. Accordingly, digging out new stories that can support development of the cultural contents industry is emerging as an urgent issue. Since games took roots as a form of contents in our society, negative images have outweighed positive aspects. This study aims at finding cures for the side effects from storytelling. Important factors here are how to converge the technical nature of engineering imagination and the epic nature of humanities imagination. Recently, The excavations of the story is very important. This article demonstrates cases where the oral literature, an archetypical cultural genre, provides the sources of game storytelling.

A Study on the Trend of Korean Pop Music Preference Through Digital Music Market (디지털 음악 시장을 통해 본 한국 대중가요 선호경향에 관한 연구)

  • Chung, Ji-Yun;Kim, Myoung-Jun
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1025-1032
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    • 2017
  • Recently the domestic popular song market has been growing mainly in digital sound sources. As a result of analyzing the top 100 music charts from 2012 to 2016 through digital sound sources and musical scores, the average annual BPM has fallen by 11.26 over five years. Every year, The style of music has diversified every year, and the proportion of Hip-hop has doubled from 8.5% in 2012 to 17.8% in 2015. Dance music and ballads have a high preference rate, but the relationship is inversely proportional. Singer composition was inversely proportional to the ratio of female solo to male group. Especially, the relationship between BPM and the Major/Minor key is that 81.42% for slow tempo songs is Major key and 53.85% for fast tempo songs is minor key. In the case of TV drama OST, the solo singer 's music was preferred, the music style was 80% pop and 20% ballad.

A Study on the Characteristics Satisfaction in Digital Convergence based Micro-Learning (디지털융합 기반 마이크로러닝 특성 만족도 연구)

  • HAN, Tae In
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.287-295
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    • 2020
  • This study defined the characteristics of micro-learning emerging by mobile learning and micro-contents in the e-learning field, and analyzed the satisfaction of application, to see if micro-learning could become a new learning type in the future. To this end, the characteristics of micro-learning were defined through preliminary literature analysis, the characteristic satisfaction was verified in the well-equipped micro-learning site, and any other technical functions were suggested through expert opinion gathering. It was suggested that the future technology of e-learning should be linked to technical functions such as learning analysis and performance measurement. According to the results of this study, if micro-learning reflects its functional characteristics well, it will become an effective learning type in the e-learning field and will greatly contribute to education, learning, and training for the new millennial.

A Study on Secure Digital Convergence Curation System to WebShell (웹셀에 안전한 디지털 융합 큐레이션 시스템에 관한 연구)

  • Shin, Seung-Soo;Kim, Jung-In;Lee, Jun-Yeon
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.187-195
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    • 2015
  • In the knowledge and information society which came into being with the advancements made in information and communication technology, there is an increasing perception of the importance of having knowledge and therefore being able to appropriately respond to the rapidly-changing society. Along with this, for the paradigm that stresses creativity and character, there must accompany advanced ways of conducting education which are capable of supporting changes in the educational objectives and contents. With respect to this, there is a need for sustained and long-term research into ways of utilizing SNS and ICT in the field of education. Accordingly, in this paper, a digital curation system was developed for educational contents that aim to develop one's creativity and character. Recently, web hacking is taking place actively. In this paper, a digital curation system that is secure against WebShell - one of the web hacking methods - is analyzed, as well as how to appropriately deal with this type of an attack.

Factors Influencing Cyber Copyright Ethics Reception and Policy Alternatives in Digital Convergence Era (사이버 저작권윤리(Cyber Copyright Ethics)의 수용에 관한 연구: 영향요인도출)

  • Lee, Ki-Shik
    • Journal of Digital Convergence
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    • v.9 no.6
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    • pp.57-70
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    • 2011
  • In this paper, the author focused on the establishment of structural equation model for cyber copyright ethics based upon literature reviews. And to draw a factors influencing cyber copyright ethics reception, author are applied a human-technology-contents-culture (HTCoC) perspectives. The basic idea is that copyright ethics is one of the most significant solutions to protect copyrighted materials. Among solutions like technology, institution and legal framework, ethics may be the most powerful alternatives to face with copyright infringement. Among variables, copyright culture is appeared that can mediate the other factors in cyberspace. Concluding remarks is that more sound and sustainable cyber copyright ethics is needed to cope with unexpected negative use of information technology in digital convergence era.

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

An Architecture and Software Process for the Convergence of Heterogeneous Medical Recording Contents (이질적인 의무기록 콘텐츠의 융합을 위한 시스템 아키텍처와 소프트웨어 프로세스)

  • Kim, Jong-Ho
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.501-510
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    • 2011
  • Most of electronic medical record systems which have been built in Korean hospitals are based on source oriented medical record approach. These systems hardly satisfy diverse objectives owing to the innate imperfections in system architecture and development methodology. Thus, the hybrid of source oriented and problem oriented approach is highly desirable. The purpose of this study is to present an architecture and methodology required to construct hybrid electronic medical record system and to develop a prototype based on them. Analyzing the clinical processes and data requirements of problem oriented medical record approach we developed a software process model as weel as an architecture model which consists of legacy system, clinical data repository, problem list database, prospective plan database, user interface, and synchronization procedures.

A Suggestion for the Convergent Type of the Cultural Content Production System Using Holography and Augmented Reality (홀로그래피와 증강현실을 활용한 융합형 문화콘텐츠 제작시스템 제안)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.177-184
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    • 2012
  • A hologram projects a 3 dimensional video as same as a real subject and it is made by principles of holography. Many researches about holographic technology have been developed. Studies for visualization of 3D videos, holographic storages, and optical media have proceeded mostly in engineering. It is hard to find any researches about the convergent system from the viewpoint of interactive elements and motion graphic design such as this paper's concept. Most studies of augmented reality have been developed in the domain of technology and education but the field of content production. AR has been convergent with various fields and media, so it is time to make an active progress in the study of convergent content development. The goal of this study is to develop cultural contents and create new values through the convergence of holography and AR. The purpose of this paper is to propose the way of developing the convergent type of cultural contents and construct the production system by the new approach to users using the convergence technology of holography and augmented reality.