• Title/Summary/Keyword: 인터랙티브 전자책

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Storyboard based Assessment of Readers' Understanding on Interactive E-Book Contents (인터랙티브 전자책의 스토리보드 기반 독자 이해도 평가법)

  • Kim, Cewon;Nam, Yanghee
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.117-125
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    • 2013
  • Existing works to measure readers' understanding of interactive e-books have mainly employed quantitative approach which are difficult to get direct interpretation of the evaluation results. Attentive to interactive, visual and narrative features, this paper proposes a new method for measuring readers' engagement by making them to reconstitute a storyboard. Experimenting with real readers, we validated that this method could give a qualitative assessment that allows finding out problematic narrative phases and the adequacy of interaction formation.

Development Trend of Interactive Multimedia Electronic Book (양방향 멀티미디어 전자책의 개발 동향)

  • Lee, EunJi;Ju, Da Young;Kim, Jinhwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.385-387
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    • 2010
  • 이 논문에서는 유료 콘텐츠 시장을 위한 양방향 멀티미디어 전자책의 개발 동향이 기술된다. 먼저 기존 전자책의 문제점과 실패 원인이 분석되었으며, 전자책이 최근 고부가가치 산업으로 인정받고 있는 이유가 실제 사례와 함께 기술되었다. 전자책의 성공을 위해서는 수준 높은 콘텐츠의 제공이 필수적이며, 사용자와의 상호작용도 매우 중요한 요인으로 반영되고 있다. 단순한 형태로 구성된 기존의 전자책과는 달리 양방향성 멀티미디어적인 요소를 이용하여 콘텐츠에 대한 흥미와 학습효과를 극대화할 수 있는 차별화된 전자책들이 고가에 소비되고 있다. 앞으로 유료 전자책은 단방향성 지식전달을 위주로 하는 콘텐츠보다는 양방향성 멀티미디어 콘텐츠로 개발되는 것이 바람직하며 3D 및 증강현실 등 최신기술이 적극 활용될 필요가 있다.

eBook Annotation Modeling Applied on EBKS (EBKS에 적용한 전자책 Annotation 모델링)

  • 고승규;이현찬;최윤철;임순범
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.607-610
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    • 2001
  • 기존의 전자책 환경에서 종이책과 구별되는 특징은 네트웍을 통한 저자와 독자, 출판사간의 인터랙티브(interactive)한 정보 교환이 가능하다는 점이다. 이러한 교환은 기존의 종이책에서 사용하는 Annotation을 이용하면 가능하다. Annotation이란 원본 문서에 부가적으로 추가되는 정보를 의미한다. 그러므로 Annotation과 원본 문서는 밀접한 관계를 갖는데 기존의 Annotation 모델링은 원본 문서를 고려하지 않고 Annotation만을 별개로 모델링하였다. 이에 본 논문에서는 Annotation을 보다 효과적으로 활용하기 위하여 annotation과 원본 문서를 동시에 표현하는 모델링에 대해 제안한다. 그리고 본 모델링은 전자책 표준인 EBKS에 기반하며, 모델링 결과를 웹 자원을 기술하는 표준인 RDF를 이용하여 표현한다.

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The Implementation of an EPUB3.0-Based Fixed Layout e-Book (EPUB3.0 고정형 레이아웃 전자책 구현)

  • Moon, Hyun-Suk
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.105-112
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    • 2015
  • The recent announcement of the EPUB3.0 e-book standard with enhanced features is expected to bring about much development and change to the production and circulation of e-books. This study thus set out to implement an EPUB3.0-based e-book containing various layout screens and interactive functions to stimulate readers' interest and investigate the production method considering the simultaneous publication of paper book and e-book. As for methodology and content, the investigator completed an edition and layout design and added an interactive function to it with Adobe Indesign CC(2014) and saved it as an EPUB3.0 file. She then opened the save EPUB file in the Sigil program, checked its specific codes and errors, and made revisions for its completion. The completed EPUB3.0 file was put to the test by installing four EPUB viewers, which were capable of implementing the EPUB3.0 features well based on the fitness results of epubtest.org and uploading files, in desktop and mobile devices. The present study claims its significance by implementing an EPUB3.0-based e-book capable of fixed layout and interactive features, cutting down the time and costs to make an e-book considerably by linking and using a production program, and proposing the possibility of simultaneous publication of paper book and e-book.

The Study Conversion of EBKS and HWP Document Standards (HWP 문서와 EBKS 문서간의 변환 기법에 관한 연구)

  • 고승규;손원성;최윤철;정병희;이경호;임순범
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.553-558
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    • 2001
  • 종이책의 디지털 형태인 전자책은 종이책에 비해 인쇄와 유통, 저장 관리가 효율적이고, 인터랙티브한 멀티미디어 정보 표현 등이 가능한 장점을 지니고 있기 때문에 향후 시장이 급성장할 것으로 예측되며, 현재 전자책 시장의 선결 조건인 전자책 문서 표준 및 저작권, 단말기의 해상도 문제 등이 하나씩 해결되어 가고 있다. 그러나 아직까지 전자책의 활성화를 위한 전자책 컨텐츠의 숫자가 많이 부족한 현실이다. 이에 본 연구에서는 전자책 컨텐츠를 확대하기 위하여 기존의 종이책으로 작성된 저작물을 전자책으로 변환하는 기법에 대해 연구한다. 특히 기존 종이책을 저작하는 문서 도구 중에서 가장 대중적이고 사용하기 쉬운 HWP문서와 EBKS 전자책 문서 표준간의 변환 기법에 대해 연구한다. 이 변환 기법은 단순히 HWP 환경에서만 적용가능한 것이 아니라 Quark이나 MS-WORD등의 다른 문서 저작도구에서도 사용가능한 일반적인 방법이다.

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Digilog-book: A Novel Concept of Media (새로운 개념의 미디어 디지로그북)

  • Kim, Hae-Sun;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1293-1300
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    • 2009
  • The recent advent of the digital age changes socio-cultural environments. Since the value of technology is moving to the value of culture, new research areas which are the convergence of emotion, knowledge, and technology. These trends enlarge interactive digital multimedia in daily human life. One of them, book, also envolves new concept. Over electronic book, we present digilog book which is fusion of old-media and digital media. In this paper, we define digilog book as a new conceptual media and discuss it in details. Several digilog books are showed as an example and its authoring tool, ARtalet is introduced.

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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 Evaluation of the Reading Culture Promotion Project and Develpment Direction of Smart Era at the National Library for Children and Young Adults (국립어린이청소년도서관의 독서문화진흥사업 평가와 스마트 시대 발전방향에 대한 연구)

  • Kang, Ji Hei;Cha, Sung-Jong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.203-221
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    • 2020
  • This study closely analyzed changes in the educational environment and changes in the needs of children's and young people's reading culture programs, which are directly beneficiaries of the promotion of reading culture as they enter the fourth industrial revolution. It also comprehensively evaluated the reading culture promotion project for children and adolescents promoted by the National Children and Youth Library and proposed a reading culture promotion project that meets the needs of the smart era. This study investigated the cases of various domestic and foreign reading culture promotion projects to divulge trends. The authors invited experts from public libraries and school libraries with experience of the reading culture promotion projects and performed Focus Group Interviews (FGI). The authors evaluated individual reading culture program based on the PDCA method (Plan, Do, Check, Act). Based on the data obtained through case studies and expert evaluations, the development plan of reading culture promotion project and the strategy of promoting new projects to be pursued in the National Children and Youth Library were presented. By gathering the results of the research, 'Interactive e-book making platform production / distribution business', 'Game-type reading program production / distribution business', 'Habruta reading culture dissemination project using backward learning method', 'Youth coding branding "Teen-Start -Up"' were proposed as new services.