• Title/Summary/Keyword: 멀티미디어 전자책

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Accessibility Automatic Inspector Library for EPUB and its Components (전자책 장애인 접근성 자동 검증도구용 라이브러리 연구)

  • Kim, Hyun-Young;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.330-335
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    • 2017
  • We have heard about several keywords of the fourth industrial revolution such as automation, artificial intelligence and connectivity. And electronic publishing systems and ebooks will enable us to experience a new industrial revolution without discrimination. On that level, it is necessary to study a method of automatic accessibility tool for electronic publishing. There are some studies on accessibility standard specifications, accessibility guidelines, and accessibility certificate criteria. but there is little research about automatic inspection tools in electronic publishing area. This paper proposed a library for accessibility inspector of EPUB and its components based on IDPF EPUB accessiblity guidelines and TTA accessibility certificate criteria for reading disabled people. After implementing the library that can be connected to SIGIL, which is the most widely used in Korea, we verified its functionality and its coverage with Korean commercial EPUB files.

A Study on Perception and Academic Achievement of Electronic Textbooks (전자교과서에 대한 인식과 학업 성취도에 관한 연구)

  • Kang, Oh-Han;Kim, Tae-Han;Park, Hui-Seong
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.82-84
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    • 2005
  • 본 논문에서는 전자교과서 개발을 위한 새로운 모형을 제시하였으며 이를 적용하여 초등학교에서 교재로 사용할 수 있도록 교육과정의 내용을 중심으로 사회과 전자교과서를 구현하였다. 또한 구현한 전자교과서에 대한 교사들의 인식과 학습자의 학업성취도를 조사하고 분석하였다. 구현한 전자교과서의 사용자 인터페이스는 책 메타포를 활용한 네비게이션을 적용하였으며, 온라인의 장점을 살린 외부 사이트 연결이나 외부 프로그램과의 연결 외에도 풍부한 멀티미디어 자료를 제공하였다. 실험 결과 학습자의 학업성취도 측면에서 지식,이해 영역과 기능 영역에서 학습자의 학업성취도가 높게 나타났다.

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Fairy tale experience system using VR (가상현실 기술을 활용한 동화 체험 시스템)

  • Yoo, Sangwook;Kim, Suhyeon;Kim, Jonghyun;Hwang, Chanho;Choi, Hyosub
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.482-485
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    • 2020
  • 최근 물리적 언택트(Untact)와 사회적 온택트(Ontact)를 이끄는 기술에 대한 관심이 커지면서 가상현실(VR:Virtual Reality) 기술을 활용한 교육이 주목받고 있다. 이와 더불어 교육 환경이 경험과 체험 위주의 맞춤형 교육으로 급격히 변화함에 따라 사용자 요구를 만족시킬 콘텐츠는 부족한 실태이다. 따라서, 본 논문에서는 효과적인 독서교육을 위해 종이책과 전자책을 비교 설명하며 가상현실 기술을 활용한 동화 체험 시스템을 제안하였다. 사용자 얼굴 3D 텍스처 모델링과 멀티플레이어를 통해 비대면 실감형 콘텐츠와 공공데이터를 활용하여 동화선택 기능을 구현하였다. 이처럼 교육적인 관점에서 스스로 선택한 동화를 함께 체험하고 인지한다는 점에서 효과적이다.

A Study of Development Process for Web-Based System and Web Server Construction (웹 기반 시스템의 개발 프로세스에 관한 연구 및 웹 서버 구축)

  • 김만중;박만곤
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05c
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    • pp.16-21
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    • 2002
  • 현재의 웹은 신문, 잡지, 책 등의 온라인 출판뿐 아니라, 전자상거래, 금융, 가상 공동체, 마케팅, 광고 둥의 다양한 분야에서 실생활과 밀접하고, 기업에서도 웹 사이트가 제품 홍보 뿐 아니라 제품의 판매, 마케팅 등 매출에 막대한 영향을 미치는 중요한 위치를 차지하고 있다. 웹 사이트의 규모가 커지고 복잡해져감에 따라서 소수의 웹 디자이너들이 웹 사이트를 개발했던 것에서 개발에 필요한 인력과 그 역할을 나누게 되었고, 다른 제품처럼 납기를 위한 일정 관리가 필요하게 되었다. 그동안 웹 사이트 개발에 있어서 일련의 과정들에 대한 정형화되고 표준화된 작업 방법을 별로 적용하지는 않았다. 소프트웨어 공학을 그대로 웹 사이트 개발에 적용할 수는 없지만, 점차 웹 사이트가 소프트웨어 처럼 되어 가고 있고, 현재 웹 사이트 개발에 있어서 필요한 표준 개발 방법론이나 프로젝트 관리 둥을 소프트웨어 공학에서 적용시킬 수 있다. 본 논문에서 웹 사이트 개발에 있어서 더 나은 생산성과 품질을 얻기 위해 기획, 설계, 개발, 그래픽 디자인, 정보 설계, 컨텐츠, 테스트, 유지보수 등의 일련의 과정들을 프로세스화 하고, 구조적으로 접근하는 방법을 소프트웨어 공학의 표준 개발 방법론이나 프로젝트 관리, 품질관리 등에 관한 연구와, 실제로 이러한 방법론을 적용한 웹 서버을 구축하였다.

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Changes in Production of Digitalized Educational Materials (디지털 교육 자료 제작의 변화 방향)

  • An, SangJin;Seo, YoungMin;Lee, YoungJun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.159-162
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    • 2012
  • 본 논문에서는 앞으로의 스마트 교육에서 활용 가능한 디지털 교육 자료 제작의 현재 상황과 미래에 대하여 논의하고자 한다. 디지털 교과서 개발 방향은 일방향적인 제작 및 배포의 과정과, 교사와 학생이 활용 가능한 교육 자료 저작도구의 개발로 나누어 생각할 수 있다. 현재까지의 전자책 저작도구는 텍스트를 어떠한 방식으로 표현하는지에 관심을 두었다면 앞으로의 저작도구는 다양한 멀티미디어 자료를 쉽게 조작하여 결과물을 만들어내는 방식으로 변화해야 할 것이다. 이를 위해 저작물이 유통될 수 있는 디지털 생태계를 구축하고 관련된 저작도구를 보급하여 학교 현장에서 활용되도록 노력해야 할 것이다.

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A Feedback Clue Model for Dynamically Updating e-book Content from User Feedback (전자책에서 동적 사용자 피드백의 편집을 위한 피드백 클루 모델의 제안)

  • Choi, Ja-Ryoung;Hwang, JungSoo;Sin, Eun-Joo;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.313-321
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    • 2017
  • The emergence of E-book have allowed readers to interact with other readers and to actively participate (e.g. social reading). Furthermore, there is a growing demand in writer's community to take the advantage of the feedback from their readers to update the content of E-book. To do that, they require the service that utilizes the user feedback while creating or updating the e-book content. This study aims to let authors collect and to apply the reader's feedback on E-book content. However, in order to apply the user feedback, users first need to explicitly type the feedback, and even if they do, authors need to develop the software to automatically analyze and to apply the user feedback. This makes difficult for authors without programming background to produce E-book with automatic content adaptation. In this paper, we propose Feedback Clue Model to generate, analyze and apply the user feedback into E-book content. Based on this model, we develop the block editor which allows easy implementation of E-book that can be dynamically updated.

A Study Funology for Reformatting to App Book: Focused on 'Moo, Baa, La La La!' of App Book (앱북(App Book)으로의 매체 전환을 위한 퍼놀로지(Funology)에 관한 연구: '무, 바, 라라라!(Moo, Baa, La La La!)' 앱북(App Book)을 중심으로)

  • Kwon, Jieun;Kim, Boyoung
    • Cartoon and Animation Studies
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    • s.30
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    • pp.221-243
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    • 2013
  • Recently, traditional books based on printing on the paper have expanded to e-book media in smart device because of developing digital technology. Especially, app book applied application makes users' experience increase and provides immersion to them, because it allows them basically delivering information, educational effect and fun elements with multimedia technology. There are various experimental trials to make enhance effect of reformatting for application media. The purpose of this study is to analyze reformatting effect for app book with funology which is convergence of digital technology and a fun. Then this article would provide design guide and be applied to new application contents. For this research, the first of all, we would discuss concept and elements of funology by publication including thesis, articles, and books. Secondly, this article will be focused on 'Moo, Baa, La La La!' which is reformatting application for iPad to analyze type of funology. Thirdly, we would make sure that app book makes users get emotional effect comparing original book by FGI(Focus Group Interview). In conclusion, sensitive funology used the sound allows user emotional effect and they prefer to intuitive and immediate motion and response of interactive funology. In other way, funology of fun in itself which is strong concept in original book diminishes in app book. Then users concentrate interactive factors like game structure. This results make that app books could be created by strength of original contents and advantage of funology. Therefore this makes us expect the possibility of reformatting effect with funology and we need to discuss the points of issue that there are considerations and limitations to successful app book for users.

Design of Invisible Watermarking for Biometric Image of Electronic ID Card (전자신분증용 바이오 영상을 위한 비인지 워터마킹 설계)

  • Shin, Yong-Nyuo;Lee, Yong-Jun;Kim, Won-Gyum
    • Journal of Korea Multimedia Society
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    • v.11 no.11
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    • pp.1555-1565
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    • 2008
  • Biometric information such as face and fingerprint information is highlighted in many security areas, including authentication, due to its uniqueness and convenience factors. However, if exploited maliciously, it can cause more serious damage than traditional security measures, like passwords. This paper reviews the watermarking method that is able to verify the integrity of this biometric information. The watermark to be inserted is the date of the biometric information acquisition. It is combined with 16-bit Cyclic Redundancy Checks prior to insertion. In particular, face and fingerprint images are saved in a specific compressed format. The proposed watermarking algorithm will be designed in such a way as to remain resilient against compression. The watermark inserted at the acquisition stage will be extracted at each storage and deployment stage, so that the integrity of the biometric information can be verified.

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Timing Agency in Digital Comics : Focused on Multimedia Comics (전자만화의 타이밍 에이전시 : 멀티미디어와 혼합된 만화를 중심으로)

  • Yoh, Mi-Ju
    • Cartoon and Animation Studies
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    • s.27
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    • pp.79-97
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    • 2012
  • Comic book readers have respectively different reading speed and this means that time in comics is translated by readers' view. The authors arrange panels and gutters to control time, but time recognition in comics depends on the readers and generally it is the readers' role. On the contrary, the phenomenon having occurred by infinite canvas varied the authority of timing. Infinite canvas can give the comic book authors more authority of controlling timing than the readers by intervening in readers' relative time as an agents and transforming their fictive time into absolute time. Following to the concept of "Agency" in games, agency is the power which satisfies the players by reemergence of their intentions. Since some of digital comics absorbed the properties of other media such as animation and sound, we can see that the reader's timing agency is shifted to the author's timing agency. The purpose of this study is to analyse this phenomenon and to remind that agency motivated by the balance between material constraints and formal constraints becomes a condition of readability of digital comics but excessive timing constraints given to the readers causes a decrease of the readers' timing agency. This also can be a considerable matter when we produce digital comics.

A Study on the Operating Conditions of Lecture Contents in Contactless Online Classes for University Students (대학생 대상 비대면 온라인 수업에서의 강의 콘텐츠 운영 실태 연구)

  • Lee, Jongmoon
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.32 no.4
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    • pp.5-24
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    • 2021
  • The purpose of this study was to investigate and analyze the operating conditions of lecture contents in contactless online classes for University students. First, as a result of analyzing the responses of 93 respondents, 93.3% of the respondents took real-time online lectures (47.7%) or recorded video lectures (45.6%). Second, as a result of analyzing the contents used as textbooks, it was found that e-books (materials) and paper books (materials) were used together (36.6%), or e-books or electronic materials (36.6% and 37.6% respectively) were used in both liberal arts (47.3%) and major subjects (39.8%). In addition to textbooks, both major subjects and liberal arts highly used web materials (47.6% and 40.5% respectively) and YouTube materials (33.3% and 48.0% respectively) as external materials. Third, both liberal arts and major subjects used 'electronic files in the form of PPT or text organized and written by instructors' (62.9% and 58.1% respectively), 'internet materials' (16.7% and 19% respectively) and 'paper book or materials' (10.4% and 12.3% respectively) to share lecture contents. For the screen displayed lecture contents, 93.5% of the respondents satisfied in major subjects, and 90.2% of the respondents satisfied in liberal arts. These results suggest developing multimedia-based lecture contents and an evaluation solution capable of real-time exam supervision, developing a task management system capable of AI-based plagiarism search, task guidance, and task evaluation, and institutionalizing a solution to copyright problems for electronicizing lecture materials so that lectures can be given in the ubiquitous environment.