• Title/Summary/Keyword: 디지털 키즈

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Design and Implementation of a OPAC Prototype for Digital Kids ('디지털 키즈'를 위한 OPAC 프로토타입 개발에 관한 연구)

  • Rho, Jee-Hyun;Lee, Eun-Ju
    • Journal of Korean Library and Information Science Society
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    • v.47 no.1
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    • pp.175-198
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    • 2016
  • This study intends to implement a OPAC prototype for digital kids. To the end, this study applies prototyping techniques that design, evaluate and improve an early sample model. Included in this study are as follows: (1) design a conceptual model of new OPACs based on the information need analysis of digital kids, (2) implement a OPAC prototype with WordPress 4.2 version, (3) evaluate the prototype OPAC from the viewpoint of digital kids and children librarians, and finally, (4) suggest the improved model and implementational strategies for kid's OPAC. 6 fourth and fifth graders in the elementary school and 5 children librarians in public libraries participate in the final evaluation process.

Limits and Problems of the Current OPACs for Digital Kids ('디지털 키즈'를 위한 기존 OPAC의 한계와 과제)

  • Rho, Jee-Hyun
    • Journal of Korean Library and Information Science Society
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    • v.45 no.4
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    • pp.337-364
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    • 2014
  • This research begins from the recognition that the Korean library OPACs have failed in reflecting the information needs of children, and especially the behavioral aspects of digital kids. Maintaining such problem recognition, this research examines the weak points and limits of Korean OPACs for digital kids, and explores the possible solutions. In details, identified at the first hand is digital kids' library use behavior, in particular, their search behavior of library OPACs. Also discussed is on the development of a new generation OPAC for digital kids. The data were collected from a survey with 545 elementary school students, in-depth interviews with 8 carefully selected students among the survey participants, and a direct observation on the children's information search process in 6 libraries.

지니키즈 vs 재미나라

  • Kim, Mun-Yeong
    • Digital Contents
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    • no.2 s.153
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    • pp.84-88
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    • 2006
  • 아이들은 흡수가 빠르다. 처음 보는 것, 처음 듣는 이야기, 처음 겪는 일들 모두 스펀지가 물을 빨아들이듯 빠르고 강력하게 흡수한다. 그래서 부모들은 자녀가 매우 어릴때부터 교육에 대해 고민한다. 아이가 뱃속에 있을 때는 태교에 힘쓰고, 영유아기에는 그 시기에 맞는 교육방법을 찾는다. 유아교육 사이트는 유아기의 자녀 교육을 고민하는 엄마들에게 인기 만점이다. 아이들이 흥미로워할 컴퓨터와 인터넷을 매개로, 재미있는 콘텐츠를 선보이는 유아교육 사이트에서 엄마와 아이는 함께 놀며 배운다.

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2004년 2분기 디지털콘텐츠 대상

  • Sin, Jong-Hun
    • Digital Contents
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    • no.8 s.135
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    • pp.37-42
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    • 2004
  • 정보통신부가 주최하고 한국소프트웨어진흥원과 한국데이터베이스진흥센터가 공동으로 주관하는 2004년 디지털콘텐츠 대상 2분기 시상식이 지난달 15일 정보통신부 14층 대회의실에서 개최됐다. 김창곤 정통부 차관, 최준영 정통부 정보통신정책국장, 고현진 한국소프트웨어진흥원장, 원영희 한국데이터베이스진흥센터 전무 등이 참석한 가운데 진행된 이번 시상식에서는 디지털영상, 온라인게임, 교육용콘텐츠, 모바일콘텐츠, 차세대콘텐츠 등 5개 부문에서 각 1개의 작품이 수상의 영예를 안았다. 이번 2분기 디지털콘텐츠 대상 수상작들은 국내 및 해외시장 출시를 앞두고 있는 성공가능성 높은 작품들로 선정됐다. 디지털영상 부문에서는 시네픽스의 두 번째 작품‘아쿠아키즈’가 수상했고, 온라인게임 부문에서는 씨알스페이스의‘디오’가, 교육용콘텐츠 부문에서는 이니엄의‘짱구교실’이 각각 선정됐다. 모바일콘텐츠 부문에서는 그래텍의‘이카리아2’가 선정됐고, 차세대콘텐츠 부문에서는 포인트아이의‘M-Navi’가 선정됐다. 이번디지털콘텐츠 대상 수상업체들은 향후 정통부의 해외 진출과 마케팅을 위한 각종 활동에 우선적으로 참가하는 혜택을 누릴 수 있으며, 연말에 열리는‘디지털콘텐츠페어 2004’전시회에 참가하고, 대통령상 후보에 오르는 자격을 얻게 된다.

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A Study on Character Design through Successful Cases of OSMU in Early Childhood Educational Contents (유아 교육 콘텐츠에서 OSMU 성공사례를 통한 캐릭터 디자인 연구)

  • Lee, Yu-Seop;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.451-457
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    • 2019
  • Reflecting the current craze for early childhood education, the demand for learning contents has soared, kids content is emerging as a key topic of the contents industry. The industry developing digital content for young learners is called the 'angel industry', it is attracting a lot of attention because of the increased demand for early childhood education. This paper selects characters used in successful digital products to study character design for OSMU children's educational contents. Through advanced research, analysis criteria were prepared and analyzed to derive general success strategies for character design. As a result, common design features in the analyzed characters were found and confirmed the need for further research. Hopefully, this study will contribute to OSMU character design and lead to improved development of educational contents and commercialization of various characters.

Vocabulary Improvement Class Design Linking Elementary School AI Education and Writing Education using 'Machine Learning for Kids' (머신러닝 포키즈를 이용한 초등 AI 교육과 글쓰기 교육을 연계한 어휘력 향상 수업설계)

  • Kim, Ji-Song;Lee, Myung-Suk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.719-722
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    • 2021
  • 최근 인공지능의 새로운 기술들이 하루가 다르게 발전하고 있다. 이에 본 연구에서는 인공지능 교육과 글쓰기 교육을 연계하여 초등학생들의 어휘력 향상을 위한 수업을 설계하고자 한다. 그 방법으로는 본 수업에 앞서 어휘 10문제를 테스트하여 실험에 참가하기 전의 어휘력을 점검한다. 그 후 머신러닝 포키즈를 이용하여 여러 감정에 해당되는 단어들을 다양하게 훈련하도록 하였고, 그 후 관련된 어휘 10문제를 다시 테스트 하였다. 실험 결과 실험에 참가하기 전에는 100점 만점에 58.8점으로 나왔으나 훈련 후의 결과는 평균 68점으로 모든 학생의 성적이 좋아지는 결과를 얻을 수 있었다. 어휘력 문항수가 적은 점과 10명의 실험참가자로 일반화할 수 없는 한계가 있다. 향후 초등교재 한권을 선정하여 어휘를 모두 분석한 후 가장 많이 등장하는 어휘를 골라내어 테스트하여 좀 더 통계적으로 의미 있는 분석을 하고자 한다.

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A Longitudinal Time Series Study on the Viewing Behavior of Digital Media VOD Service Focused on Terrestrial VOD of IPTV for 5 years (디지털미디어 VOD 서비스 시청행태의 종단 시계열추세 연구 - 5년간 지상파VOD의 실적을 중심으로)

  • Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.8 no.9
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    • pp.277-283
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    • 2017
  • This paper deals with a longitudinal time series study on the viewing behavior of digital media service. After holdback of terrestrial broadcasting VOD service was extended in 2013, viewers' terrestrial broadcasting VOD viewing went down sharply. Researcher assumed that there was driven by watching alternative products such as movies, kids, etc. as the cause of the decline of the terrestrial broadcasting VOD viewing. In addition, researcher assumed that the decline of terrestrial broadcasting VOD viewing had an influence on the viewing rate of the terrestrial real-time broadcasting, and confirmed the cause of the decreasing of the terrestrial real-time broadcasting viewing rate. In order for terrestrial broadcasters to retrieve real-time broadcasting and VOD viewing, it is necessary to shorten the VOD holdback and reacquire viewers away from terrestrial broadcasting.

A Study on the Improvement of Concentration through Serious Games (기능성 게임을 통한 집중력 향상에 관한 연구)

  • Cho, Seung-Ju;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.27-35
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    • 2011
  • Concentration is one of the most important factor in learning ability. It is important to improve concentration for learning ability. Most digital kids have been accustomed to addictive media like games since childhood, so traditional methods of teaching and learning has been difficult to give interests for them. Therefore introducing a new teaching methods was inevitable for students with low concentration. This is an experiment to prove the hypothesis that the concentration training by certain serious game would be helpful for improving students' concentration. Not only some serious games but also meditation by music was effective to improve concentration in the experiment. Average people is hard to immerge in meditation. but some serious games involve fun factors like curiosity, challenges, competitions and rewards. Games are not more negative to young people, will be helpful to society in various forms.

Formulating Strategies from Consumer Opinion Analysis on AI Kids Phone using Text Mining (AI 키즈폰의 소비자리뷰 분석을 통한 제품개선 전략에 대한 연구)

  • Kim, Dohun;Cha, Kyungjin
    • The Journal of Society for e-Business Studies
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    • v.24 no.2
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    • pp.71-89
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    • 2019
  • In order to come up with satisfying product and improvement, firms use traditional marketing research methods to obtain consumers' opinions and further try to reflect them. Recently, gathering data from consumer communication platforms like internet and SNS has become popular methods. Meanwhile, with the development of information technology, mobile companies are launching new digital products for children to protect them from harmful content and provide them with necessary functions and information. Among these digital products, Kids Phone, which is a wearable device with safe functions that enable parents to learn childern's location. Kids phone is relatively cheaper and simpler than smartphone but it is noted that there are several problems such as some useless functions and frequent breakdowns. This study analyzes the reviews of Kids phones from domestic mobile companies, identifies the characteristics, strengths and weaknesses of the products, proposes improvement methods strategies for devices and services through SNS consumer analysis. In order to do that customer review data from online shopping malls was gathered and was further analyzed through text mining methods such as TF/IDF, Sentiment Analysis, and network analysis. Customer review data was gathered through crawling Online shopping Mall and Naver Blog/$Caf\acute{e}$. Data analysis and visualization was done using 'R', 'Textom', and 'Python'. Such analysis allowed us to figure out main issues and recent trends regarding kids phones and to suggest possible service improvement strategies based on sentiment analysis.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.