• Title/Summary/Keyword: 오락성

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Design and Development of Digital Contents Authoring System for Cyber University Using Programing Skills (프로그래밍 기법을 활용한 가상대학 컨텐츠 제작 시스템 설계 및 개발)

  • Cho Sae-Hong
    • Journal of Digital Contents Society
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    • v.2 no.1
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    • pp.1-7
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    • 2001
  • The authoring systems for digital contents using multimedia technologies ate requested in many fields such as education, medical science, entertainment market e-commerce and etc. Especially, the emergence of cyber universities and the rapid expansion of on-line education market require the effective contents authoring systems, which have various functions to generate the qualified contents. Therefore, many systems arc developed and currently used. However, since the developed systems considered only the developer's convenience, the generated digital contents by using these systems are failed to draw tile users'(or learners') active interaction with contents. That is, since the users just watch the contents like watching a drama or a film, it causes many problems in delivering the contents effectively or in evaluating the users. This paper presents, develops, and implements the new contents authoring system by using programing languages and/or software tools. The presented, developed, and implemented system mimics the face-to-face education in off-line system, induces the users' active interaction with contents, and continuous evaluation to the users.

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Design and Implementation of Interactive-typed Bluetooth Device interact with Android Platform-based Contents Character (안드로이드 플랫폼 기반의 콘텐츠 캐릭터와 연동되는 체감형 블루투스 기기의 설계 및 구현)

  • Park, Byoung-Seob;Choi, Hyo-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.11
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    • pp.127-135
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    • 2014
  • Interactive-typed devices and contents that have been often applied in the field of entertainment and game are the technology that allows you to maximize the enjoyment and participation of users through the interaction of each. In this paper, we designed an interactive-typed smartphone app that is based on the Android platform, implemented the wearable Bluetooth device to control via a interactive interface with a vibration sensor and three-axis acceleration sensor. We tested the functionality and 3-axis motion's operability by using smartphone app, interface interactive-typed device that has been developed, prove useful as a wearable Bluetooth device that has the convenience of the user. Further, it is shown that by implementing the optimized protocol of the sensor data transfer over Bluetooth, it is possible to reduce the malfunction of the content of the smart phone.

A Subjective Study on Sport Ideologies (스포츠사상에 대한 주관성 연구)

  • Yu, Young-Seol
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.259-268
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    • 2019
  • The purpose of this study was to explore physical education majors' subjective perception on sports ideologies using Q-methodology. This study found four types of subjective perception on sports thoughts. Type I is named 'the type of fair victory and defeat.' The subjects of type I emphasize the items of victory and defeat, fair judgement, a drama without a scrip, etc. Type II is named 'the type of sport philosophy.' The subjects of type II emphasize the items of sport philosophy, theory of one of mind & body, great spirit, hwarangdo spirit, sport logic, self-improving, etc. Type III is named 'the type of communication & social activity.' The subjects of type III emphasize the place for communication, social activity, consideration, improvement of the quality of life, etc. Type III is named 'the type of communication & social activity.' The subjects of type IV emphasize welfare, security for the aged, leisure, entertainment(game), healthy, etc.

Market trends and business opportunities of the smart insole technology (스마트인솔기술의 시장동향 및 사업화 기회)

  • Park, Jae-Sue;Park, Jung-Yong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.7
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    • pp.1389-1397
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    • 2016
  • This study was to evaluate opportunities for the commercialization of smart insole. smart technology is evolving to Insole. Pressure-sensitive sensor or an acceleration sensor is applied to create a balance of the feet and body, is also evolving for entertainment (sports, entertainment, etc.) and health care. Moreover, smart insole can fix an incorrect walking habit by sending a weight value measured by the sensor on a smartphone and during the movement, smart insole helps to correct body balance by measuring the center of gravity moving condition. However, smart tendency of the insole has yet to create a clear boundary in the entertainment and healthcare markets. This is because the fitness band, smart socks, smart shoes can also replace the benefits of a smart insole. Interestingly, the business opportunities are appearing more frequently in health care solution service of electrocardiogram, body temperature, blood pressure, etc., rather than smart devices.

The Gratification Niche of Webcasting and Television in terms of genres (인터넷방과 텔레비전의 장르별 증폭비교 연구)

  • Kang, Myoung-Shin
    • Korean journal of communication and information
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    • v.19
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    • pp.7-36
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    • 2002
  • The purpose of this study is to compare the webcasting and television from the perspective of genres. It adopted the niche theory in analyzing them, avoiding simply comparing the collective average of the two media's gratification. As a result, television turned out to expand broader at niche breadth than the Webcasting and thus presented more diverse functions thar the Webcasting. The niche overlap was investigated with the average of overlapping values. The competition between the two media was rather eased in dimensions of education, culture, and entertainment. And in terms of competitive superiority, the music service sector was the only function that the Webcasting had superiority to television. Upon the results, the Webcasting was absolutely inferior to television in a whole sense. But one thing which requires consideration is that the Webcasting will have functional mergers among genres and thus develop different functions from the corresponding ones of television.

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The Effects of Expectation-Performance, Experience and Feelings on the Festival Visitor's Satisfaction (지역축제의 기대성과, 체험 및 감정이 방문자 만족에 미치는 영향)

  • Jung, Hyung-Shik;Choi, Soow-A;Kim, Young-Shim
    • CRM연구
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    • v.2 no.1
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    • pp.33-52
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    • 2009
  • This research focused on the moderating role of the influence an expectation exerts on a performance by a regional festival and the experience to get visitor's feeling and satisfaction. A survey design was used for the last analysis targeted for the respondent who experienced an experience directly targeted for the regional where a regional festival is promoted actively targeted for the visitor. Results are show a positive influence on the expectation exerts on a performance of festival. In addition, it was confirmed that festival experience activity the role important to feeling and satisfaction of a visitor. We suggest, therefore, that it has to raise the efficiency of the strengthening of an experience program to raise an performance of festival participants and the festival manage to draw out the various feeling formation and satisfaction through participation customers' segmentation.

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User Acceptance of Virtual Personal Assistant Devices : An Extended Perspective of Perceived Value (가상개인비서 기기의 소비자 수용에 관한 연구 : 사용자의 지각된 가치를 중심으로)

  • Yang, HeeTae
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.179-189
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    • 2017
  • The purpose of this paper is to develop a comprehensive research model that can explain potential customers' intentions to adopt and use VPA(Virtual Personal Assistants) devices. This study proposes and validates a new theoretical model that extends the perceived value theory. Partial least squares analysis is employed to test the research model and corresponding hypotheses on data collected from 313 survey samples. Perceived value, perceived usefulness, perceived enjoyment are important factors affecting the adoption of VPA devices. To increase potential users' intention to use, VPA device manufacturers should not only focus on developing utilitarian functions but also fun features based on open development echo-system. This study is the important empirical attempt to examine user acceptance of VPA devices, as most of the prior literature has concerned analysis of usage patterns or technical features.

Examining the Influence of Leisure Involvement and Experience Quality on Behavioral Intentions (여가 관여도, 체험의 질이 행동의도에 미치는 영향에 관한 연구)

  • Park, Keun-Soo;Zhao, Li;Kim, Sunyoung
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.644-656
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    • 2018
  • This study focused on relationships among leisure involvement, experience quality and behavioral intention in the urban parks. A total of 335 were collected, and during the data refinement process, 39 questionnaires were eliminated from the study due to partial and inconsistent responses. thus leading to 296 usable questionnaires out of 335. In the final result, 296 questionnaires were coded for the analysis purpose. The hypothesized conceptual model was used to analyze the Descriptive Analysis and Frequency Analysis, Exploratory Factor Analysis, and Multiple Regression Analysis using SPSS 24.0. The result indicated this: residents' experience quality in urban parks depends on more attraction and centrality of leisure involvement than on the self-experience quality of leisure involvement. The results of this study also indicate that not all experience dimensions are important for resulting in positive behavioral intentions to urban parks. The quality of education, esthetic, and escape experience showed a significant predictor of behavioral intentions, while the quality of entertainment experience did not show a significant positive relationship with behavioral intentions.

Social Contexts and Media-Historical Meaning of the Early 'Noraebang' Culture in Busan Focusing on the Relationship between Noraebang and Karaoke Culture in 1980s (초기 부산 노래방 문화 형성의 사회적 맥락과 매체사적 의미 1980년대 가라오케 문화와의 관계를 중심으로)

  • YOON, Sangkil;CHANG, Il
    • Korean journal of communication and information
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    • v.77
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    • pp.164-199
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    • 2016
  • This study analyzes the socio-economical contexts of Japan's Karaoke inflow in Busan of the 1980s, and examines the relationship between Karaoke culture of the 1980s and 'Noraebang' culture of the early 1990s in Busan from the perspective of the SCOT(social construction of technology) theory. By the end of 1970s, Japan's Karaoke was introduced under the contexts of structural transformations of a geisha tourism in the East Asian regions. Karaoke culture in Busan of the 1970s and 1980s has formulated social recognitions of the novelty of Noraebang culture in the 1990s, although it has done so through the ways of misunderstandings and Nationalism.

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An Analysis of the Contents and Make-up of the Page in a News Story of the Internet Newspaper -focusing on Naver, Daum, Nate, Yahoo- (인터넷신문의 뉴스기사 페이지 구성과 콘텐츠에 대한 분석 -네이버, 다음, 네이트, 야후를 중심으로-)

  • Park, Kwang-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.3
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    • pp.1345-1354
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    • 2014
  • This paper has analyzed how the format of the text page and the contents of space surrounding the text in the news stories of the portal sites are made-up. The result of analysis showed that the formats of the text page in Naver news story were more intricate than those of Daum, Nate and Yahoo. Also, Naver was higher in the number of advertising, the type of advertising, the entertainment contents, and various types of contents than other three portals. Especially, the percentage of new story related to entertainers was the highest. It was the portal site Daum that advertised the news story most of all in its text page. In contrast, it was portal site Yahoo that inserted the advertisements least of all. But from the whole sides, it was found that the formats and contents of the text page of the news story in these three portal sites have similarly been made-up. Consequently speaking, for the serviceability of use in news story, it can be evaluated that the news service method in portal sites is higher than that in press dot coms.