• Title/Summary/Keyword: 융합 콘텐츠

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Classical literacy education based on core competence (핵심역량기반 고전문학교육)

  • Choi, hye-jin
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.203-204
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    • 2019
  • 역량기반의 교육으로 재편되고 있는 현재의 교육목표에 따라 고전문학교육이 어떠한 방식으로 이루어져야 하는지를 살폈다. 특히 콘텐츠 활용과 제작, 융합을 중심으로 고전문학이 현대에도 유의미한 문학이며 문화의 원형이라는 점을 교육시켜야 한다고 보았다.

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특별기획-새 전환기 맞는 방통융합

  • Korean Associaton of Information & Telecommunication
    • 정보화사회
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    • s.185
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    • pp.14-14
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    • 2007
  • 세계는 1990년대 중반 '정보화 혁명'에 이어 2000년대 중반 이후에는 '디지털 융합 혁명'이라는 새로운 물결에 직면해 있다. 디지털기술의 발전과 전송망의 광대역화에 따라 전통적으로 서로 다른 영역이었던 통신과 방송이 네트워크, 서비스, 단말기, 콘텐츠 차원에서 경계가 허물어지는 통신.방송 융합현상이 가속화되고 있다. 이에 따라 IPTV, DMB, 웹캐스팅, 데이터방송 등 기존의 통신과 방송의 속성을 모두 가진 서비스가 우리들의 실생활에 속속 등장하고 있다. 이러한 융합현상은 이용자에게는 새로운 융합서비스 이용을 통한 편익 증진뿐만 아니라 통신.방송 전반의 산업구조까지 근본적으로 변화시키고 국가 경쟁력을 높일 수 있는 좋은 기회가 될 것으로 보고 있다. 이미 세계 주요국은 IPTV서비스를 도입하고 있으나, 세계 최고의 정보통신 인프라를 보유하고 있는 우리나라는 안타깝게도 법제도 정비의 지연으로 아직 도입을 못하고 있다. 우리나라는 IPTV 도입뿐만 아니라, 디지털방송 활성화, 디지털콘텐츠 육성 등 풀어나가야 할 현안들이 산적해 있다. 또한 방송과 통신 전반에 걸쳐 정책과 규제체계를 융합환경에 맞추어 새롭게 설계해야 하는 과제도 있다. 이러한 과제를 순조롭게 해결하기 위해서는 우선적으로 정책과 규제기구를 융합환경에 맞게 개편하는 것이 시급하다. 이번호에서는 방송통신 융합의 주요 이슈 가운데 가장 시급하게 해결해야할 방송.통신 기구개편과 대표적인 방송통신융합서비스인 IPTV서비스 도입정책방안 그리고 방송통신융합법에 대해 전문가들의 특별기고를 통해 살펴보는 자리를 마련한다.

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Dialogue based multimodal dataset including various labels for machine learning research (대화를 중심으로 다양한 멀티모달 융합정보를 포함하는 동영상 기반 인공지능 학습용 데이터셋 구축)

  • Shin, Saim;Jang, Jinyea;Kim, Boen;Park, Hanmu;Jung, Hyedong
    • Annual Conference on Human and Language Technology
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    • 2019.10a
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    • pp.449-453
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    • 2019
  • 미디어방송이 다양해지고, 웹에서 소비되는 콘텐츠들 또한 멀티미디어 중심으로 재편되는 경향에 힘입어 인공지능 연구에 멀티미디어 콘텐츠를 적극적으로 활용하고자 하는 시도들이 시작되고 있다. 본 논문은 다양한 형태의 멀티모달 정보를 하나의 동영상 콘텐츠에 연계하여 분석하여, 통합된 형태의 융합정보 데이터셋을 구축한 연구를 소개하고자 한다. 구축한 인공지능 학습용 데이터셋은 영상/음성/언어 정보가 함께 있는 멀티모달 콘텐츠에 상황/의도/감정 정보 추론에 필요한 다양한 의미정보를 부착하여 활용도가 높은 인공지능 영상 데이터셋을 구축하여 공개하였다. 본 연구의 결과물은 한국어 대화처리 연구에 부족한 공개 데이터 문제를 해소하는데 기여하였고, 한국어를 중심으로 다양한 상황 정보가 함께 구축된 데이터셋을 통하여 다양한 상황 분석 기반 대화 서비스 응용 기술 연구에 활용될 것으로 기대할 수 있다.

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A Study on the Remediation of Game Culture in Video Media (영상미디어의 게임문화 재매개 양상 연구)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.97-110
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    • 2021
  • The purpose of this study is to analyze how video media such as movies and dramas, which aim for one-way and viewing-oriented content, remediates the attributes of games, and to study the influence and convergence of games and video media. There were two main types of game culture convergence patterns of video media. The first is the passive fusion of the content aspect of the game, and the second is the active fusion of the system aspect of the game. Such research is significant as a basic study that reveals that games affect various video media and proves that game media can function as a representative media leading popular culture.

A Study on the Evaluation Factors of Teaching Learning in the Planning of Cultural Contents by Using PBL (PBL 접목한 문화콘텐츠 기획의 교수학습 평가 요소 연구)

  • Hangbo, Won-ju;Bae, Hyojin;Park, Youngil
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.362-373
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    • 2021
  • This study sought to explore the enhancement of the introduction of teaching and learning methods for Problem Based Learning (PBL) and the evaluation factors to evaluate them effectively through an understanding lecture in Cultural Content Planning. It was intended to incorporate a practical zero-volume education methodology of problem-oriented learning and sufficient leading learning to reflect storytelling in the entire process of completing a cultural content with culture, cultural content, and content planning. To this end, the role of teaching methods should be faithful to ensure that teamwork and cooperation can be done organically according to the educational field, practice and situation. Students who take classes were asked to meet demand, reflect it through surveys, apply real-world problems, and acquire the entire course. Learners had to cooperate with each other until planning cultural content and completing the results through classes, and they evaluated themselves and colleagues in teamwork until the last result was completed from creative ideas. The results were shared together and the students were able to investigate the necessary PBL evaluation factors for themselves, and the prior research and survey on the method of PBL evaluation was conducted to derive the factors of understanding of cultural content planning. The derived assessment elements were able to identify priorities between the assessment elements using basic statistics, word cloud analysis, and AHP analysis. The components of the assessment derived were communication skills, basic knowledge, reasoning process, expertise, and evaluation techniques. Through this article, I was able to lead the understanding of cultural content planning to problem-oriented learning classes and encourage students to be familiar and smooth.

Characteristics of Video Contents Related to Waste Cycle in Korean Social Media (한국 소셜 미디어에서 폐기물 순환 관련 동영상 콘텐츠의 특성)

  • Sin, O-Young;Jeong, Sang-Kyu;Ban, Yong-Un
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.229-234
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    • 2021
  • This study identified the characteristics of video contents related to waste cycle in Korean social media. The contents of broadcasting companies were the most popular among production entities, and mainly current affairs contents and educational contents were popular. Among the solutions to recycle wastes, 'Improvement of systems and policies' was predominantly covered in the video as solutions to the waste circulation problems. 'Broadcasting companies', 'local governments', 'non-profit private organizations' and 'central administrative agencies' actively used the social media to deliver solutions and engage consumers. However, very few contents were produced by companies that are socially responsible for waste. The results of this study show the importance of communication-oriented, public-friendly content development in the process of video production related to waste cycle. These are expected to be useful guidelines for decision-making supporting the development and improvement of related systems and policies.

Impact of the Characteristics of ICT Convergence Sports Game Device on Game Satisfaction and Intention to Reuse (ICT융합 스포츠 게임기기의 특성이 만족도 및 재사용의도에 미치는 영향력 분석)

  • Han, Seung-Gyun;Choi, Moon-Jong;Ahn, Hyun-Sook
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.796-805
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    • 2016
  • This study aimed to investigate the influence of the various factors ICT Convergence of Sports Game device on user satisfaction and intention to reuse. For this goal, based on the review of literature and the Extended Technology Acceptance Model, a research model was constructed that consists of playfulness, usefulness, convenience. The proposed model is analyzed to target 271 customers in Daegu National Science Museum experienced ICT Convergence Sports Game Device using Smart Partial Least Square(PLS) 2.0. The result of hypothesis testing are as follows. First, Playfulness, Usefulness, Convenience showed positively significant impact on Game satisfaction. Second, Game satisfaction positively influenced Reuse Intention. Thus, based on the results of the study, ICT Convergence of Sports Game Device seems to help in the development of a contents.

Humanistic Imagination through the Case of Cultural Convergence Contents of Hwang Soon-won 「Sonagi」 (황순원 「소나기」의 문화융합 콘텐츠 사례를 통해 본 인문학적 상상력)

  • Lee, Nae-Kwan
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.199-208
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    • 2018
  • In this paper, Hwang Soon-won's "Sonagi" is considered from the aspect of literary imagination reconstructed into a fusion content of various cultures such as HD TV Literature, Animation, Movie, Musical, CF and the part which changed from the original text. In the TV literature Museum "Sonagi" he created a newly person called a 'Seok-yi' who is a young brother of a boy, a girl's mother who did not exist in the original, and developed the composition more precisely. And In the animation, the main character's dialogue is presented as a speech and it is characteristic that the theme of the work is revealed more effectively. On the other hand, the heroine in the movie says, "I do not like the ending part of the showers." Also In the musical "Sonagi", about 2 tons of water was used to give more vividness and presence to the audience. In this way, the contents of the original works are transformed according to the characteristics of the medium in the various cultural fusion contents based on novels, and thus convey the unique imagination of the director to the audience.

A Study on the Development Direction of Traditional Cultural Contents in the Age of Convergence Media (융합미디어 시대에서 전통문화 콘텐츠의 발전방향 연구)

  • Shan, Xinyi;Chung, Jeanhun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.99-104
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    • 2022
  • In the age of convergent media, traditional media and network media are highly integrated, and benefits are shared, which promotes the increase of traditional culture communication channels, the change of communication methods, and the change of the mode of interaction with audiences. This article analyzes the difficulties of traditional culture dissemination by enumerating some excellent cultural programs in China. At the same time, combined with the current situation of convergence media, it discusses how to transform invisible traditional culture into visual digital content, and make it widely disseminated by means of convergence media. It provides reference for the development of traditional culture, and has enlightening significance for creating high-quality cultural programs and spreading mainstream culture.

XML Data Model and Interpreter Development for Authoring Interactive Convergence Contents based on HTML5 iframe (HTML5 iframe 기반 상호작용형 융합 콘텐츠 저작을 위한 XML 데이터 모형 및 해석기 개발)

  • Lee, Jun Jeong;Hong, June Seok;Kim, Wooju
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.250-265
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    • 2020
  • In the N-Screen environment, HTML5 standard-based content development is inevitable. However, it is still passive the development of HTML5 manipulation type contents due to high development cost and insufficient infrastructure. Therefor we propose an efficient contents development model by convergence multimedia contents (such as video and audio) with HTML5 documents that can implement dynamic manipulation for user interaction. The proposed model is designed to divide the multimedia and iframe areas in the HTML5 layout page included the player for integrated contents control. Interactive HTML5 documents are divided into screen units and provided through iframe. The integrated control player composed based on the HTML5