• Title/Summary/Keyword: 디지털콘텐츠대상

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A comparison study on characteristics of IPTV and digital CATV subscribers (IPTV가입자와 디지털 CATV가입자의 특성비교에 관한 연구)

  • Ryu, Gui-Yeol;Rhee, Eun-Jun;Lee, Hyun-Woo
    • Journal of the Korean Data and Information Science Society
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    • v.23 no.4
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    • pp.665-675
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    • 2012
  • The object of study is to compare the characteristics of IPTV (Internet protocol television) subscribers and digital CATV (Community antenna television) subscribers. We used the adjusted residuals. We did gang survey for 100 subscribers in Seoul, Kyeonggi or Incheon regions. Compared to digital CATV, IPTV seems to have appropriate contents for interactive services and high satisfaction level for cost, but high dissatisfaction level for channels. Digital CATV subscribers would know and subscribe passively, compared to IPTV subscribers. IPTV subscribers are more satisfied than digital CATV subscribers even though IPTV is higher cost. Main content of digital CATV is sports, which is not interactive contents. People think IPTV is an innovative service which let subscribers see wanted contents always, but digital CATV is an extension of CATV. So digital CATV cannot use advantages of interactive services. Even though two services are almost same, they are very different in recognition.

CONTENT PRISM / PDA 시장 '황금기 맞나?'

  • Kim, Sim-Hun
    • Digital Contents
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    • no.1 s.116
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    • pp.74-75
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    • 2003
  • 국내 무선 시장은 이통사들이 지배한다. 과도한 표현일 수도 있지만 사실 그말에 크게 반대하는 사람들도 사실은 없으리라 본다. 이통사들이 차세대 통신 시장의 중심으로 PDA에 초점을 둔 행보가 심상치 않다. 최근 이러한 행보의 시발주자는 바로 SK텔레콤이다. SK텔레콤은 자체 통신망에 PDA용 NATE사이트 및 콘텐츠 구축과 전용 브라우저를 개발하는 등 PDA활성화에 주력하고 있다. PDA폰=포스트폰이라는 컨셉을 강조함으로써 일반인들의 관심을 사로 잡겠다는 계산이다. 현재 PDA폰을 자사의 포탈인 네이트에서 서비스하고 있으며, 게임 및 교육관련 콘텐츠가 일반 사용자 대상 PDA사업에서 가장 효율적인 수요처라 판단, 콘텐츠로 파악하고 확대에 힘을 기울이고 있다.

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A Study On Effectiveness of Digital Inking in the Collaboration Learning with Digital Textbook (스마트 교육기반 협력 학습에서 디지털 교과서의 잉킹 효과 연구)

  • Sohn, Won-Sung;Yun, Min-Sik
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.99-106
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    • 2012
  • This study investigated the effects of problem-solving competency of students when they studied with digital textbook contents and digital inking in collaborative learning. The experimental group solved the math problems using basic digital textbook contents and digital inking while the control group solved the math problems using basic digital textbook contents alone. The result of analysis and comparison is as follows, the experimental group with basic digital textbook contents and digital inking showed more improved problem-solving competency than that of the control group with basic digital textbook contents alone, the experimental group showed recorded a higher satisfactory level than that of the control group.

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Design and Development of e-Learning Contents for the NCS Vacational Core Competencies: Focusing on Interpersonal Competency (NCS 직업기초능력 교육을 위한 이러닝 콘텐츠 설계 및 개발 : 대인관계능력을 중심으로)

  • Koo, Yang Mi;Chung, Mi Kang;Jung, Young-Sook
    • Journal of Digital Contents Society
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    • v.17 no.4
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    • pp.243-255
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    • 2016
  • The purpose of this study is to develop the components and design strategies of e-learning content for the development of interpersonal competency, one of NCS vocational core competencies. In order to standardize the educational curriculum and content of interpersonal competency, this study has referred to the educational handbook of NCS vocational core competencies that the Human Resources Development Service of Korea has developed. Based on such standardized content, e-learning content components and design strategies were extracted by analyzing related studies and e-learning cases as well as by conducting surveys and interviews with experts and instructors of the field. Applying components and design strategies extracted through those investigations, the e-learning content for the development of interpersonal competency was developed. Its design's validity and educational effect were evaluated by interviews and surveys with students, professors, and experts. The evaluation results show that the e-learning content was appropriately designed and was effective in learning interpersonal competency as one of NCS vocational core competencies.

기획 / e-Book 솔루션의 종류

  • Lee, In-Cheol
    • Digital Contents
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    • no.9 s.124
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    • pp.48-51
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    • 2003
  • 전자책이란 도서로 간행됐거나 간행될 수 있는 저작물의 내용이 디지털 데이터를 이용해 전자 기록매체, 저장장치에 수록된 뒤, 유무선 정보통신망을 통해 컴퓨터나 휴대단말기로 그 내용을 읽고, 보고, 들을 수 있도록 한 디지털 도서를 총칭한다. 이렇게 볼때 로버트 기요사키가 만든 '부자 아빠, 가난한 아빠'를 한글 문서나 워드로 만들어 개인 PDA에서 읽는 것도 전자책의 형태일 수 있으며, 한국전자북이 판매하는 하이북 단말기에서 'YBM 시사영어사'의 토익을 보고 MP3로 들을 수 있어도 전자책이다. 이렇듯 큰 의미로는 저작물이 도서로 발간됐거나 가능성이 있는 저작물을 디지털 데이터로 변환된 모든 것을 전자책이라 할 수 있지만 본 지면에서는 국, 내외 상업화된 유로 전자책 사이트에서 제공되는 전자책에 활용되는 솔루션만을 대상으로 한다.

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A Study on the Effects of Fandom's Digital Media Use on Social Participation : Focused on the Mediating Effect of the Identification (팬덤의 디지털 미디어 이용이 사회참여에 미치는 영향 연구 : 동일시의 매개 효과를 중심으로)

  • Jang, Hyunsuk
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.480-493
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    • 2021
  • In this paper, we attempt to empirically explain the process by which fandom performs social participation using digital media. To do this, we utilize the concept of identification and the Situational Theory of Publics in a theoretical framework, and study ARMY, BTS fandom. We confirmed a positive association between communication behavior and social participation, and verified a mediating effect of the identification as well. Interestingly, horizontal identification, a fan-to-star friendly relationship, had a greater effect on moving toward social participation than did vertical identification, a fan's blind worship of a star. This study has significance in that it has figured out the relationship of personal feelings to public participation by mobilizing achievements in various research fields.

The Effects of Shopping Orientation of Students Majoring in Beauty On Satisfaction In Beauty Contents and Purchasing Behavior (뷰티전공 대학생의 쇼핑 성향이 뷰티 콘텐츠 만족도와 구매 행동에 미치는 영향)

  • Mo, Jeong-Hee
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.411-420
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    • 2021
  • This study investigated the effect of shopping orientation of college students majoring in beauty on satisfaction in beauty contents and purchasing behavior. For the study, a survey was made and with the use of Spss 21.0, a frequency analysis, an exploring factor test, a reliability test, a correlation analysis, and a linear regression analysis were conducted. The results of the investigation are presented: First, trend-pursuing, convenience-pursuing and pleasure-pursuing orientation had significant effects on satisfaction in beauty contents. Second, in respect to the effects shopping orientation had on purchasing behavior, pleasure-pursuing, trend-pursuing, brand-pursuing, convenience-pursuing and price-pursuing orientation had a positive effect on purchase behavior. Third, as for the effect of satisfaction in beauty contents on purchasing behaviors, the more satisfaction in beauty contents, the more purchase behaviors were found. Therefore, this study aimed to identify the cause and effects between purchase orientation, contents satisfaction and purchasing behaviors in beauty students and provide basic data for marketing strategies.

By Theory of Proportion the Human Body, An Analysis on Character's Proportion in Kids TV Animation on EBS (인체비례론에 근거한 EBS 유아동 애니메이션 캐릭터 등신비율 분석)

  • Suk-Rae, Kim;Jean-Hun, Chung
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.491-499
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    • 2015
  • The potential competency from the animation industry, as known as a foundation which spawned a variety contents from the piece of work, has a high importance in the content development field. The pivotal role of the domestic animation industry has produced the term of convergence content which composed by both educational elements and entertainment features especially from the domestic kids TV animation industry. This study analysis the ideal indicator of the preferred characteristic design being broadcasted on EBS, not only presenting the status of the character proportion rates but also proposing the creative aesthetic indication where the substantial leverage would be available as the purpose of this research.

Evaluation of Teachers and Students on VR/AR Contents in the Science Digital Textbook: Focus on the Earth and Universe Area for the 8th Grade (과학 디지털 교과서 실감형 콘텐츠에 대한 교사와 학생의 평가 -중학교 2학년 지구와 우주 영역 콘텐츠를 중심으로-)

  • Hyun-Jung Cha;Seok-Hyun Ga;Hye-Gyoung Yoon
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.59-72
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    • 2023
  • This study analyzed a group interview with six earth science teachers and eight middle school students to find out the evaluations and criteria they use to evaluate VR/AR contents (two virtual reality content and two augmented reality contents) in middle school science digital textbook. The study found the VR/AR contents were evaluated on four criteria as follows: VR/AR media characteristics; technical operation; user interface; and teaching-learning design. The evaluations can be summarized by each criterion. First, regarding VR/AR media characteristics, interesting features of VR/AR contents were considered relatively advantageous compared to other media like videos. However, its shortage of visual presence and inconvenience of using markers were mentioned as shortcomings. Second, in the technical operation criteria, teachers and students found the following conditions as technically challenging: failing to properly operate on a particular OS; huge volumes of contents in the application; and frequent freezing when using the application. Third, poor intuitiveness and lack of flexibility were found as negative aspects in user interface. Fourth, regarding teaching-learning design, the teachers evaluated whether the VR/AR contents delivered scientifically accurate information; whether they incorporated class goals set by teachers; and whether they can help students' inquiry. It turned out teachers gave negative feedbacks on VR/AR contents. The students evaluated VR/AR contents by assessing whether they help them with learning science but concluded they did not regard them necessary in science learning at school. Based on the findings, this study discusses which development direction VR/AR contents should take to be useful in teaching and learning science.

Effects of Game-Based-Digital Textbook on the Basic Arithmetic Abilities and the Task Attention of Students with Mental Retardation (게임기반 디지털 교과서 활용이 정신지체 학생의 기초연산 수행능력 및 과제집중에 미치는 효과)

  • Lee, Tae-Su;Yi, Seung-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.484-495
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    • 2012
  • The purpose of this study was to investigate the effects of game-based-digital textbook on the basic arithmetic abilities and the task attention of students with mental retardation. To do this, 38 students with mental retardation participated and were assigned to the three groups. The first group only used the traditional text book, the second group only used the game-based-digital textbook, and the third group used both the traditional textbook and the game-based-digital textbook. The third group using both the traditional textbook and the game-based-digital textbook revealed more higher improvement than the other two groups in the basic arithmetic and the task attention.