• Title/Summary/Keyword: 디지털콘텐츠개발프로세스

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Derivation of Methodology Tailoring Rules in Healthcare Industry (의료업에 있어서 방법론 테일러링 규칙의 도출)

  • Choi, Won-Young;Kim, Soon-Gohn
    • Journal of Digital Contents Society
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    • v.12 no.4
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    • pp.593-600
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    • 2011
  • In the case of the domestic medical industry, work is conducting according to the convenience of the developer without guiding principles regarding tailoring and a number of processes and products that should not have been omitted considering the characteristics of corresponding sites were discovered. As a result of this omission, it was found that the delivery period was not met and problems arose for an extensive period of time after the activation of the system. The lack of critical processes and products had a negative impact on the productivity and quality of the software. This paper defines the processes that need to be followed as a basis and the products that need to be prepared during the development of a medical information system. Also, additional processes and products are presented depending upon the condition of the project. Especially, the step-by-step assessment processes and products to manage the assessment results were seriously dealt with in this study to strengthen the compliance of processes and the product quality.

CONTENT PRISM / 게임개발 기술 세미나

  • Kim, Jin-Gyeong
    • Digital Contents
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    • no.8 s.123
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    • pp.87-87
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    • 2003
  • 지난 6월 30일 한국소프트웨어진흥원 주최로 국내 게임 산업의 궁극적인 발전방향 제시를 위해 'To Make Better Games'라는 주제의 세미나에 400여명의 개발자가 참여해 성황리에 마쳤다. 국내 게임의 개선을 위해 개발 프로세스 및 매니지먼트에 대한 다양한 리뷰 및 대안을 제시하고자 하는 목표로 개최된 이번 세미나는 게임 분야의 세미나의 첫 번째 주제로서 게임 제작의 가장 근본적인 요소를 점검하고, 세계 리딩 게임 개발자들의 접근 전략에 대해 청취하고 토의하는 자리라는 평가를 받았다.

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업체탐방 - 클릭큐

  • Korea Database Promotion Center
    • Digital Contents
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    • no.9 s.112
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    • pp.40-43
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    • 2002
  • "복잡한 번역 프로세스를 획기적으로 단축시킬 수 있는 CAT(Computer Aided Technology) 기술과 번역메모리(TM; Translation Memory) 축적을 통해 많은 기업들에게 도움을 줄 수 있을 것으로 확신합니다. 번역을 개인의 노하우에 의존하지 않고 공유할 수 있는 '지식의 자산화'를 위해 ClickQ Travita가 개발된 것입니다." 클릭큐 이청호 사장의 얘기다. 4년간 30억원의 연구개발비를 투자해 개발한 'ClickQ Travita'를 널리 알리는 일만 남았다고 말하는 그는 ClickQ Travita는 기계번역의 한계를 뛰어넘을 휴먼번역 수준으로 올리는데 큰 도움이 될 것으로 확신한다고 말했다.

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A Study on the Development Processes for Digital Contents in the Animation Industry (국내 애니메이션 기업의 애니메이션 콘텐츠 개발과정에 관한 연구)

  • Lee, Han-Chul;Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.10 no.2
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    • pp.246-259
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    • 2007
  • The animation industry, which accelerates the overall development of the Digital contents industry, is a high value-added industry that produces synergy effects in cooperation with key industries such as IT. Effectively serving as a vital energy source for the Korean economy through its positive effects, such as employment creation. In particular, there is the real prospect that the Korean animation industry will gain ground in overseas markets and thus occupy them ahead of others, by advancing overseas in uni son with the hypersonic network industry. In this regard, this study aims to suggest some concrete ways in which to Korean animation companies can enhance their competitiveness. This is accomplished by positively verifying that some major representative methods of competitiveness enhancement, whose effectiveness has been proved in existing manufacturing and production systems. a re also excellently effective for the animation enterprise. In effect, the study has positively applied and carried out such research on Korean animation enterprises.

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Performance Analysis of Fault Tolerance System on Distributed Multimedia Environment (분산 멀티미디어 환경에서 실행되는 결함 허용 시스템의 성능 분석)

  • Ko Eung-Nam
    • Journal of Digital Contents Society
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    • v.3 no.2
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    • pp.255-264
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    • 2002
  • Multimedia is now applied to various real worlds. In particular, the focus of CSCW(Computer Supported Cooperated Work) for multimedia education system has increased. DOORAE is a framework for supporting development of applications running on distributed multimedia environment and multimedia distance education system. EDA is a system is able to detect automatically a software error based on distributed multimedia. It has been designed and implemented for construction and experiment of effective DOORAE environment. It detects an error by polling periodically the process with relation to session. Conventional method detects an error by polling periodically all the process. This papaer explains a performance analysis of an error detection system running on distributed multimedia environment using the rule-based SES and DEVS modeling and simulation techniques. In DEVS, a system has a time base, inputs, states, outputs, and functions.

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A Basic Study on the Possibility of Smart Mobile Application Development for Creating Education and Concepture Design Atypical Architectural Forms (비정형 건축의 정보 및 학습을 위한 스마트 모바일 애플리케이션 개발 가능성에 관한 기초 연구)

  • Park, Sang-Jun
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.14-26
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    • 2017
  • With the development of computer technology, many different kinds of digital design tools have been developed and used. In the circumstance, methodologies of digital process have more been researched. Despite various atypical forms, there have been limits to the application and practical use of the mobile technology for approaches to the creation of architectural forms and various circumstances. Therefore, this study tries to analyze previous studies and actual conditions of mobile application in order to recognize the research necessity and suggest the possibility of the atypical form creation in the mobile environment. In short, the purpose of this study is to recognize the necessity of the smart mobile application for making idea & learning tools, suggest the process based selective application method (not analytical application) of smart mobile application technology to make possible atypical form creation in the initial step of architectural design processes, and propose a new method of mobile application.

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.

A Case Study on Affective Shape Design Development of Tourist Cart (사용자 감성을 고려한 관광용 마차 형상 디자인 개발 사례연구)

  • Iang, Phil-Sik;Choi, Chool-Heon;Jeung, Ki-Sug
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.489-496
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    • 2011
  • In designing cultural product, end user experiences, feelings and satisfaction with form are one of the most important factors. However, the design processes of cultural product typically depend on traditional methods or intuitive, designer driven methods for generating and evaluating form concepts. We applied sensibility evaluation, analysis method and contemporary digital vehicle design process to cultural product. This paper describes the implementation process of internet based design support system that helps assess user's sensibilities of forms created in each stages of design process. The form focused sensibility evaluation approach provides designers with fast and various feedbacks about their design in each stage. Practical application for exterior design of tourist cart of slowcity(ciitaslow) Shinan was illustrated.

The correlation between the study of fusion and Game Development (학문의 융합과 게임개발간의 상관관계)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.651-657
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    • 2015
  • The game engineering is a fusion study that combines exquisite variety of fusion science and engineering. We presents the relationship between multi-disciplinary fusion and game development with the game developer's perspective when developing games. Humanities and sociological knowledge and experience with the developers has significant os impacts to refine the ideas on the game. This paper would present the process of the game design, story making based on the planned operation and the communication as between the team members for efficient operation through the process of creating the actual game, it will show the final version of the game. At the same time, it will research for the relationship between a number of studies for each process.

Suggestion of a Digital Curation Framework for Historical Contents (역사콘텐츠 활용을 위한 디지털 큐레이션 프레임워크 제안)

  • Lee, Hyewon
    • Journal of Korean Society of Archives and Records Management
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    • v.16 no.3
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    • pp.235-256
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    • 2016
  • This study suggested a digital curation framework for supporting the digital policy of institutes that collect memory. As such, it conducted a literature review and an analysis of digital curation models, as well as a focus-group interview of historians and graduate students majoring in historical studies. In this study, digital curation framework refers to an abstract model for supporting policy development and the planning for a high-level view of the archival information service. This implications of this framework are as follows: (1) to emphasize the data life cycle and connection between stages and actions; (2) to make an infra-schema for understanding institutes that create, arrange, or store specific data as the same history contents have to be provided by different institutes and as there are differences in the data's value; (3) to check the present conditions of information services and their systems; (4) to consider the practical applications of contents that have been collected and stored; and (5) to converge all data in one system through the framework and activate diverse works in the context of the framework.