• Title/Summary/Keyword: 디지털 환경권

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A Study on an Application of HyFlex Learning Model for Early Childhood Education in the PostCOVID-19 era (PostCOVID-19 시대 유아교육을 위한 HyFlex 수업모형의 적용 가능성 탐색)

  • Kim, Sun-Hee
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.311-320
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    • 2021
  • This study aims to explore the applicability of the HyFlex Learning Model as a new form of early childhood education in the post-COVID-19 era. In order to achieve the purpose of this study, first, the current challenges of early childhood education and the form of early childhood distance education in Korea were examined. Second, after examining the outline and characteristics of the HyFlex Learning Model(HLM) and the application cases of overseas institutions, in particular, the cases of applying the HLM in overseas early childhood education institutions were reviewed. Third, things to consider when applying the HLM in the field of early childhood education in Korea were derived. As a result, the HLM was investigated to be applicable not only in higher education but also in early childhood education as a model that emphasizes the learner's choice, learner-centered/directed, and activity. In order to apply the HLM to the early childhood education field in Korea, several points to be considered were proposed. Finally, the contribution of this study and further study were suggested.

Delphi Research on Usability Test Framework of Metaverse Platform - Case of Roblox, Zepeto, and Gathertown (메타버스 플랫폼 사용성 평가체계 구축에 관한 델파이연구 - 로블록스, 제페토, 게더타운 사례를 중심으로)

  • Lee, Han Jin;Gu, Hyun Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.179-193
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    • 2022
  • Amid the explosive growth of various metaverse platforms, there is no unified indicator to measure, analyze, and evaluate based on customer experience. Therefore, the usability evaluation factors in metaverse were identified through a heuristic methodology and literature review, to evaluate the metaverse, a two-to three-dimensional virtual world platform. A measurable system was established by subdividing 20 items in 5 fields, including user control, information structure, design and content, and usage environment, derived through Delphi technique. Based on this, after experiencing the actual contents of major metaverse platforms such as Roblox and Zepeto, usability was evaluated and comparative verification was conducted. As a result, it was estimated that metaverse user experience could be improved as its utility was derived relatively high in terms of user control and content. This study constitutes a theoretical contribution by extending the usability evaluation system, which has been widely used in the field of service design, to the fields of extended reality and mixed reality. At the same time, it has practical key findings of providing basic judgment standards to stakeholders in the metaverse field, as well as policy implications for digital capability enhancement and industry revitalization.

Survey and Analysis of the Audio Description Acceptance for Improving the Media Accessibility of the Visually Impaired (시각장애인 미디어접근권 향상을 위한 해설오디오 수용도 조사 및 분석)

  • Jang, Inseon;Ahn, ChungHyun;Seo, Jeongil;Lee, Eun Ha;Kang, Wan Sic
    • Journal of Broadcast Engineering
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    • v.22 no.2
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    • pp.214-233
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    • 2017
  • For people with physical or sensory limitations, broadcasting is the main means of information acquisition and leisure. Recently, changes in the media environment, such as convergence of broadcasting and communication, digital mobile conversion of broadcasting, and active media usage behavior of users, make broadcasting accessibility of the disabled difficult, and as a result, the information gap between the disabled and the non-disabled is increasing. A notice on broadcasting rights for the disabled was enacted in consequence of the amendment of the Broadcasting Law in July 2011 and the web accessibility guideline became more effective with the amendment of the National Informatization Act in 2013 so that legal basis for the right of media access for the disabled was established. However, media services for them are still lacking quantitatively and qualitatively. In this study, we describe the present status of the audio description service for the visually impaired, and analyze the results of the questionnaire survey on the usage status, satisfaction and improvement requirements of the audio description service for 100 visually impaired people.

Study for the meaning of facade as media (디지털영상으로써 미디어파사드의 매체적 의미성 연구)

  • Lee, Jong Han
    • Cartoon and Animation Studies
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    • s.31
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    • pp.209-226
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    • 2013
  • With rapidly changing multimedia environment, various artistic changes and digitalized up-to-date social infra, urban environment construction based on culture contents has been activated. The large image in front of urban building that is expressed as media-façade, increasing rapidly in a recent period, is not a new thing at all. In addition, IT technology molten in city space is testing the possibility of new media through the meeting with architecture. However, unlike its infra enlargement, the definition about media-façade is not clear so the system was constructed in a level of night lightscape or outdoor image advertisement. The purpose of this guideline is the regulation from the negative aspect rather than the possibility of various visual, artistic media expressions. Therefore, it could not show essential concept of media-façade. Moreover, most of companies or building owners focus on short-term profit and marketing effect rather than prepare various contents so they can not use constructed infra properly. After all, in many cases, they discolor the meaning of media-façade. This paper is a pilot study to grasp the current definition of media-façade to construct right guideline of media-façade. On the basis of this study, it will prepare academic definition of media-façade and construct the guideline for design evaluation.

The 1:5,000 Forest Soil Map: Current Status and Future Directions (1:5,000 산림입지토양도의 제작과 활용 및 향후 발전 방향)

  • Kwon, Minyoung;Kim, Gaeun;Jeong, Jinhyun;Choi, Changeun;Park, Gwansoo;Kim, Choonsig;Son, Yowhan
    • Journal of Korean Society of Forest Science
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    • v.110 no.4
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    • pp.479-495
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    • 2021
  • To improve on the efficient management of forest resources, it is necessary to create a forest soil map, which represents a comprehensive database of forest lands. Although a 1:25,000 scale forest site map has been used in Korea, the need for a large-scale forest soil map with high precision and information on forest lands that is specialized for individual purposes has been identified. Moreover, to keep pace with the advancement in forest management and transition to a digital society, it is essential to develop a method for constructing new forest soil maps that can diversify its use. Therefore, this paper presented a developmental process and used a 1:5,000 scale forest soil map to propose future directions. National maps showing the soil type, depth, and texture were produced based on the survey and analysis of forest soils, followed by the Forest Land Soil Map (1:5,000) Production Standard Manual. Alternatively, forest soil map data were the basis on which various other maps that can be used to prevent and predict forest disasters and evaluate environmental capacities were developed. Accordingly, ways to provide appropriate information to achieve the national forest plan, secure forestry big data, and accomplish sustainable forest management that corresponds to the national development plan are proposed based on results from the current study.

The Effect of Street Gardens on Psychological Restoration (도심 가로정원의 심리적 회복효과에 관한 연구)

  • Kwon, Hyun-Sook;Hahm, Yean-Kyoung;Kim, Hae-Ryung;Yoon, Hee-Yeun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.45 no.1
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    • pp.35-51
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    • 2017
  • Street gardens, a series of streetscape improvement projects led by Seoul City Government, are initiated for the purpose of providing aesthetic satisfaction and mental refreshment to pedestrians. In order to investigate whether street gardens indeed promote the psychological health of the users, questionnaire surveys were conducted on three selected street gardens - at Gangnam-daero, Digital-ro, and Teheranro - and their comparison sites located on the same streets, which have a similar physical environment but without a street garden. The survey questionnaires, based on Attention Restoration Theory, were composed of Perceived Restorativeness Scale-11 with the eleven individual questions grouped into four categories: 'Fascination', 'Being away', 'Coherence', and 'Scope'. The survey questionnaires also ask about physical components that promote psychological improvement in the aforementioned categories. The collected data was analyzed with factor analysis, reliability analysis, and independent t-test. The results suggested that street gardens had a relatively positive effect on the psychological restorativeness of the users. In particular, they gave fascination and interest to the users. However, they did not offer a feeling of being away to the users, which revealed the limitation in the psychological improvement effect of street gardens. The physical components of the street garden that have led the psychological restorativeness effect were wooden bench, tree, and flower. This result corresponds to an extant theory that natural factors have a positive effect on the psychological restorativeness within a hardscape. This research will shed light on the planning and design guidelines for the street garden project.

Characteristics and Implications of Sports Content Business of Big Tech Platform Companies : Focusing on Amazon.com (빅테크 플랫폼 기업의 스포츠콘텐츠 사업의 특징과 시사점 : 아마존을 중심으로)

  • Shin, Jae-hyoo
    • Journal of Venture Innovation
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    • v.7 no.1
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    • pp.1-15
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    • 2024
  • This study aims to elucidate the characteristics of big tech platform companies' sports content business in an environment of rapid digital transformation. Specifically, this study examines the market structure of big tech platform companies with a focus on Amazon, revealing the role of sports content within this structure through an analysis of Amazon's sports marketing business and provides an outlook on the sports content business of big tech platform companies. Based on two-sided market platform business models, big tech platform companies incorporate sports content as a strategy to enhance the value of their platforms. Therefore, sports content is used as a tool to enhance the value of their platforms and to consolidate their monopoly position by maximizing profits by increasing the synergy of platform ecosystems such as infrastructure. Amazon acquires popular live sports broadcasting rights on a continental or national basis and supplies them to its platforms, which not only increases the number of new customers and purchasing effects, but also provides IT solution services to sports organizations and teams while planning and supplying various promotional contents, thus creates synergy across Amazon's platforms including its advertising business. Amazon also expands its business opportunities and increases its overall value by supplying live sports contents to Amazon Prime Video and Amazon Prime, providing technical services to various stakeholders through Amazon Web Services, and offering Amazon Marketing Cloud services for analyzing and predicting advertisers' advertising and marketing performance. This gives rise to a new paradigm in the sports marketing business in the digital era, stemming from the difference in market structure between big tech companies based on two-sided market platforms and legacy global companies based on one-sided markets. The core of this new model is a business through the development of various contents based on live sports streaming rights, and sports content marketing will become a major field of sports marketing along with traditional broadcasting rights and sponsorship. Big tech platform global companies such as Amazon, Apple, and Google have the potential to become new global sports marketing companies, and the current sports marketing and advertising companies, as well as teams and leagues, are facing both crises and opportunities.

Problems and Improvement of Restrictions of Ad for Pay TV Market (유료방송시장의 광고규제 정체 원인과 규제완화 방안)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.123-135
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    • 2012
  • As contents go digital and networks go broadband, there are a lot of changes made to Ad market caused by multimedia and multichannel environment. While platforms as the contents distribution window are increasing, the reality is that additional Ad revenue through platforms is concentrated on mammoth exclusive media because there are small number of the media that has control over platforms is able to create production and provide capital. In addition, as Media rep laws is passed at the Assembly plenary session, tipping effect in Ad market concentrated to some media. In this reality, pay TV market is expected to be within its direct orbit as it is predicted to produce new contents and distribution growth thanks to a wide variety of genres and experimental challenge. Thus, this study is to propose the methodology and an alternative for pay Ad market expansion. As the result of this research, an improvement scheme of indirect advertisement, virtual advertisement, and prohibited advertising item is suggested, and methodology for advertising market expansion is suggested through enterprise and government.

Implementation of Integrated Receiver for Terrestrial/Cable/Satellite HD Broadcasting Services (유럽형 지상파/케이블/위성 멀티모드 HD 방송 수신이 가능한 통합 수신기 구현)

  • Lee, Youn-Sung;Kwon, Ki Won;Kim, Dong Ku
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.11
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    • pp.2113-2120
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    • 2015
  • This paper presents an integrated receiver to support multimode broadcasting standards such as DVB-T2, DVB-C2, and DVB-S2 in a single platform. The integrated receiver consists of a tuner block, a receiver engine, a frame processor, and an A/V decoder. The receiver engine includes a channel decoding engine and a demodulation engine to perform OFDM and APSK demodulations. The frame processor performs deinterleaving and BB frame decoding functions. The demodulator engine and the frame processor are implemented in two FPGA devices and DSP-based embedded software, respectively. To verify the functionality of the integrated receiver, it is tested in the laboratory. Commercial PC-based modulators are used to generate the DVB-T2, DVB-C2, and DVB-S2 modulated signals. The integrated receiver was tested under various operation modes as specified in the standards such as DVB-T2, DVB-C2, and DVB-S2 and showed successful operation in all the scenarios tested.

Correlation between Taste and Fashion in Contemporary Consumer Society and Popular Culture (현대소비사회에서의 취향과 유행의 상관성과 대중문화의 역할)

  • Park, Ki-Ung;Jo, Jung-Yeon
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.165-175
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    • 2010
  • This paper claims the argument that the taste of own is not the intrinsic value but is determined by the environment or habitus, based on Bourdieu's theory. This concept of taste leads up to a natural stream of imitation and alignment. We conclude that the stream is the fashion which be justified by the major agreement. But the nature of fashion exists in hegemony and determines a sense of kinship or a point of difference. In this regard, popular cultures as a window circulated fashion have a negative consequence that can be method of discriminating the minority and justifying vested rights. Accordingly, we have to become wary of the strategy of control using fashion and popular cultures, and need to recognize the prior paradigm about fashion. In the process, we can expect that fandom or counter cultures based on digital high technology constitute subjectivity and dynamics of popular by interaction between the objects.