• Title/Summary/Keyword: 창의적 기능

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A Study on Creative Industry Development Vision based on Digital Contents (지식창출형 콘텐츠 기반 창조산업 육성방안)

  • Noh, Si-Choon;Bang, Kee-Chun
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.47-53
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    • 2012
  • Economic crisis, efforts to overcome the digital content industry development at home and abroad have been racing in the country's future lies in the digital content industry. Therefore, the digital content industry through vision, model identification knowledge-based global digital content market-based deployment is required. For research purposes the digital content industry to derive an alternative to national industrial development that will lay the groundwork. The deployment order for the first digital content industry, SWOT analysis performed to derive the Korean-specific model. As a result, measures based on the advancement of digital content industry as a long-term vision and specific goals are presented as staged. The age of convergence of the u-media content markets in government, corporations, consumers, and these form the structure of a virtuous cycle distribution systems for energy by being active, synergistic effects are obtained. Above all, based on the content industry to secure internal and external growth is key. Vision of the digital content, the growth momentum of the national social development policies to be used as a role model by changing the way a series of courses is required.

A study on the procedure and method for engineering comprehensive design for collaboration between engineering and design (공학과 디자인의 협업을 위한 공학 계열 종합설계의 수행절차와 방법 연구)

  • Huh, Won-Whoi
    • Journal of the Korea Convergence Society
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    • v.11 no.5
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    • pp.125-130
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    • 2020
  • Universities that hold engineering education accreditation emphasize the importance of design education. In particular, comprehensive design courses in the engineering field are designed to produce the result reflecting the functional and limiting factors of the design. Systematic design education is also important, but the application of multidisciplinary convergence education is very high in view of the comprehensive design curriculum as a creative education program. This study describes a case study of convergence of curriculum and engineering and design, focusing on the 2019 comprehensive engineering design subject of the researcher. For the collaboration between engineering and design, the process of developing students' ideas and applying them to actual results was presented as the procedures of planning and theme selection, content design, software design, presentation and evaluation. As a result, it is meaningful that the method of convergence between engineering and design was presented without focusing only on technology in the comprehensive design subject of engineering by applying a design that considers the user in producing the work.

A Study on Socio-cultural Functions of Game-Making Events (게임개발대회의 사회문화적 기능에 대한 연구)

  • Ma, Eunjeong;Choi, Sung-Youn
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.77-90
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    • 2019
  • This paper discusses the shaping of game culture and the socio-cultural functions of game-making events based on co-production ideation by meta-analysis. Research has shown that the experience in this event helps to reshape the perception of the game culture, which eventually will lead to the extended meanings of game culture. It can also be seen that the game-making event serves as an educational platform for building the next generation competencies.

Device Virtualization Framework for Smart Home Cloud Service (스마트홈 클라우드 서비스를 위한 디바이스 가상화 프레임워크)

  • Kim, Kyungwon;Park, Jongbin;Kum, Seungwoo;Jung, Jongjin;Yang, Chang-Mo;Lim, Taebeom
    • Telecommunications review
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    • v.24 no.5
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    • pp.677-691
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    • 2014
  • Connectivity is becoming more important keywords recently. For example, many devices are going to be connected to the internet. It is usually called as the IoT(internet of things). Many IoT devices can be evolved as a part of giant system of the world wide web. It is a great opportunity for us, because many new services can have emerged through this paradigm. In this paper, we propose a device virtualization framework for smart home service. The proposed framework connects the many home appliances devices and the internet using a dynamic protocol conversion. After our protocol conversion for device virtualization, our framework provides a RESTful API to access the resources of device through the internet. Therefore, the proposed framework can provide a variety of services, so it also can be developed into the ecosystem for smart home service. The current framework version only supports UPnP enabled devices of the home, but it can easily be extended to many other home middleware solutions. To verify the feasibility of the framework, we have implemented several service scenarios.

A Learning System using RSS AND WiKi (RSS와 위키를 활용한 학습시스템)

  • Lee, Hang-Sun;Back, Heung-Yun;Lee, ,Se-Hoon;Yoo, Won-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2009.01a
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    • pp.141-146
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    • 2009
  • e-learning은 교육의 새로운 패러다임으로 각광받고 있다. 하지만 일방적인 강의식 교육으로 학습자의 참여도와 만족도등의 문제점이 있다. 또한 시스템 구축과 콘텐츠 제작 비용에 많이 투입되지만 효과성이 낮다는 지적이 있다. 이에 본 논문에서는 웹 2.0의 기술을 활용하여 기존의 문제점을 해결하는데 목적이 있다. 웹 2.0의 기술 중에 본 연구에 활용할 기술은 RSS와 위키이다. RSS는 웹 사이트의 콘텐츠를 공유하고 주고받을 수 있도록 만든 표준이다. 콘텐cm들 중에는 학습 자료로 추가 비용 없이 활용할만한 것이 많이 있다. 위키는 구성원간의 지식공유가 효율적으로 이루어 질수 있는 기능을 제공한다. 학습자들의 상호작용을 높힐 수 있는 도구이다. RSS와 위키를 접목하여 학습 시스템을 설계 및 구현하였다. 적용결과 기존 e-learning을 사용하여 학습한 집단보다 창의적 글쓰기에 RSS와 위키를 활용하는 학습 시스템이 학습에 더욱 효과적이라는 것을 보였다.

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A Study on providing Open Home IoT Services of Brodcasting Communication Service Provider (방송통신사업자의 개방형 홈 IoT 서비스 제공 방안 연구)

  • Kim, Choong-Soo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.11a
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    • pp.45-48
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    • 2014
  • 최근 국내외에서 모든 사물이 인터넷에 연결되는 초(超)연결혁명이 진행 중이며, 앞으로 사물인터넷 기반의 다양한 혁신과 사업기회가 창출될 것으로 전망되고 있다. 하지만 국내의 경우 세계 최고 수준의 광대역 방송통신 인프라 및 IoT 기기 제조역량 등을 갖추고 있으나, 표준 기반의 개방형 IoT 플랫폼의 부재로 국내 기업의 시장 진입이 어려운 상황이다. 대기업은 개별적으로 플랫폼을 개발중이나 글로벌 시장에 대한 주도력이 부족하고, 중소기업은 플랫폼 부재로 시장진입이 어려워 향후 스마트 폰 산업에 이어 IoT 산업마저 글로벌 기업에 종속될 우려가 있다. 이에 본 논문에서는 국내외 다양한 분야의 기업들이 참여하여 다양한 홈 IoT 제품과 서비스를 개발할 수 있도록 특정 플랫폼이나 솔루션에 제약 없이 다양한 IoT 기기를 연결, 제어가 가능한 표준 기반의 개방형 홈 IoT 서비스 제공 방안을 연구하였다. 실험 결과에서는 제안된 개방형 홈 IoT 플랫폼을 통해 Z-Wave, IP, ZigBee, IrDA 등 다양한 통신 방식을 사용하는 홈 IoT 기기를 제어하고 정보 수집하여 사용이 가능함을 보여주었고, 이를 기반으로 플랫폼을 빅데이터 기술 및 기계학습 기능을 추가적으로 고도화하면 다양한 사물로부터 수집된 정보와 방송 정보, 웹 정보 등을 융합한 서비스 제공 등 소비자 중심의 창의적인 신규 방송통신 융합서비스 제공이 가능할 것으로 기대가 된다.

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A Study no the On-line Cyber Contents Managing Platform Considering Web-based Study Characteristics (온라인 학습 특성을 고려한 콘텐츠 제공 플랫폼에 관한 연구)

  • 송은성;오용선
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.63-69
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    • 2004
  • Information society, which requires knowledge-workers having creative and active problem-solving ability, needs development of on-line educational contents technique from existing teacher-oriented to learner-oriented education. Special quality of most on-line studying contents is real condition that is not satisfying on-line studying special quality that learner-oriented becomes center by lacking functions of lecture progress of teacher-oriented, contents manufacture and contents offer platform than learner-oriented. Wish to propose about way to compose existent contents offer platform and complementary situation about contents offer platform for on-line education of learner- oriented that is on-line studying special quality in this research.

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Making Photomontage using Transfer Mode (Transfer Mode를 활용하는 포토몽타주제작기법)

  • Yoon, Young-Beam;Kim, Sung-Hyun
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.102-109
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    • 2013
  • The purpose of this study is to express imagination which is not limited to the description of the facts and reproduce the photos as a media to explore the new possibilities for creative expression and the experience of the day-to-day operations for the implementation of the scheme of art genre. The art work for this study using digital images in Autodesk Combustion Workspace as the upper and lower layers were synthesized using the Transfer Mode feature. This study proposed a new photomontage production model, and challenged for the Possibility of a variety of visual representations of media art. Especially the production presents in this study can be applied to various video.

Development of the Teaching & Learning Model for Computer Education in U-learning Environment (U-러닝 환경에서 컴퓨터 교육을 위한 교과 교수·학습 모형 개발)

  • Jung, Min-Six;Kim, Hye-Min;Lee, Yun-Bae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.1002-1005
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    • 2009
  • 정보 통신 기술의 발달은 전산화, 정보화, 지식 정보화 과정을 거쳐 현재 차세대 패더다임인 유비쿼터스화 단계에 이르렀다. 시간과 장소에 구애받지 않고 언제 어디서나 창의적이고 효율적인 학습자 중심의 교육환경을 제공할 수 있는 u-러닝 기술은 7차 교육과정 수행과 함께 필수적인 요소로 부각되고 있다. 최근 교육과정이 u-러닝 환경으로의 변화에 따라 교수 학습 체계 역시 변화가 예상된다. 그리고 ICT를 활용한 교수 학습 모형과 교과별 콘텐츠에 대한 개발이 활발한 이유도 현재 u-러닝이 적극 추진되면서 교육환경에 대한 새로운 요구와 필요성이 증대되고 있기 때문이다. 따라서 교육환경인 u-러닝 시대에 맞추어 교과목에 대한 교수-학습 모형 연구가 이루어 져야 할 것이다. 본 연구에서는 선행 연구된 학습모형을 비교, 분석하여 유비쿼터스와 u-러닝에 대한 특성과 기능, 유비쿼터스 컴퓨팅 기술에 대해 고찰한다. 그리고 기존 컴퓨터 교과 분석을 통하여 컴퓨터교과의 중요성과 교육방법 영역, 컴퓨터교과 교수-학습 모형에 대한 연구를 통해 u-러닝 환경에서의 컴퓨터 교육을 위한 프로젝트 기반 교수-학습 모형을 설계하고 구현한다.

Developing the Education Program for Invention Gifted Students by Reverse Engineering Teaching Methods (Focusing on the development and effectiveness of RSP program) (역공학 교육방법을 활용한 발명영재교육 프로그램의 개발: RSP 프로그램의 개발 및 효과성을 중심으로)

  • An, Duk Geun;Park, Kyungbin
    • Journal of Gifted/Talented Education
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    • v.25 no.5
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    • pp.731-747
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    • 2015
  • The purpose of this RSP program is to enhance the invention gifted students' creative thinking and self-efficacy in studying. This program has 20 subcategories and interesting activities attracting students' attentions which are based on TRIZ's 40 principles of invention. 3-Steps to learning, which are - experiencing, recognizing, and inventing are arranged as teaching methods of RSP program. In the first step, experiencing, students are motivated and get a glimpse of the principles of invention while experiencing innovative products. In the next step, recognizing, students grasp the related scientific principles from the products. In the last step, inventing, students are given keys to solutions for problematic situations and then they create new ideas after repetitive encounters with several products made by similar principles. RSP program is different from other programs in that it has this 'inventing' step, where students can create new ideas based on related basic knowledge. In conclusion, RSP program is systematically well organized with 4 steps(purpose, contents, teaching method and evaluation) and is shown to enhance invention gifted students' creativity and self efficacy in studying. Therefore, the RSP program is shown to be a reliable and useful program, and may be used in the classes for positive results.