• Title/Summary/Keyword: 콘텐츠 구현

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Implementation of Infant Learning Content using Augmented Reality (증강현실을 이용한 유아용 학습 콘텐츠의 구현)

  • Lee, Jong-Hyeok;Cho, Hyun-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.1
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    • pp.257-263
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    • 2011
  • Recently as AR(Augmented Reality) is focus of attention, AR is applied to various fields and is expected its valuable use. In this paper, we implemented the system based on Goblin XNA which supports high resolution model file and higher AR. We confirmed the relation of model output among the number of marker, the location and changes of camera distance. And we produced the infantile studying contents using AR and embodied. In implemented contents, we showed the familiar character to infants on each page marker. As the result of it, we can raise their concentration and at a time studying supporters can use the contents easily as well. Also we put 3 marker on each page of contents to recognize it smoothly in case one part of it is hidden by any obstacle. Finally we maximized the learning effect such as presence and immersion in studying through reinforcing 3D models according to the every situation.

Design and Implementation of Digital Game-based Contents Management System for Package Tour Application (패키지 투어 애플리케이션을 위한 디지털 게임 기반 콘텐츠 관리 시스템의 설계 및 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.872-880
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    • 2022
  • This paper present a design and implementation of a Contents Management System (CMS) to be integrated into a game that uses a Digital Game-based Learning (DGBL) approach for helping tourists learn about tourism spots as a part of the Package Tour Application. In terms of design, this paper shows a system architecture that consists of a database to store the game's content such as tourism spot information, score and question configuration, score history, et cetera, a web application to manage the content and a Rest API to delivers the content to the mobile game. Meanwhile, in terms of implementation, MySQL database and PHP programming language are used. Moreover, a time response performance evaluation is conducted which resulted in between 0.77 s to 1.4 s from CMS to the database. Once successfully integrated with the game, the CMS will allow the game to be played on multiple tours simultaneously, without having to rebuild the game for every package tour group.

A Study on 3D Object and GUI Representation Based on MPEG-4 BIFS for Mobile TV (MPEG-4 BIFS 기반 모바일 방송 환경에서 3D 객체 및 GUI 표현 기술 연구)

  • Yim, Hyun-Jeong;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.677-687
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    • 2009
  • Despite the fact that the mobile environment has favorable conditions for using data contents, it is not easy to implement enhanced data services for mobile broadcasting based on MPEG-4 BIFS. With a structure inherited from VRML, BIFS targets different types of content with a development approach that is not very compatible with broadcasting contents. Furthermore, it is not easy to implement BIFS because the standard is too complicated for the mobile broadcasting environment. Accordingly, this study proposes an enhanced mobile TV contents model that provides interactive 3D objects and GUI for the viewers to interact with the broadcasting contents. By applying the model to the DMB environment, this study suggests a direction for future developments of mobile broadcasting contents. In order to represent 3D graphics on mobile TV, we analyzed MPEG-BIFS 3D nodes and composed a subset of VRML profile, and defined new nodes that can efficiently represent GUI at the content development level. If this study helps facilitate expression of 3D graphics and interactions in data contents composition, enhanced efficiency of contents development is expected to promote the development of various contents suitable for the mobile broadcasting environment.

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VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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Design and Implementation of a Mobile Contents for Learning English Vocabulary (영어 어휘 학습을 위한 모바일 콘텐츠의 설계 및 구현)

  • Lee Jae-Seok;Bae Ihn-Han
    • Journal of Internet Computing and Services
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    • v.5 no.4
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    • pp.43-51
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    • 2004
  • The convergence of mobile communications and handheld computers offers the opportunity to develop technology that will assist individuals and groups to learn anytime, anywhere. In this thesis, we suggest a learning model for educational mobile contents, and implement a mobile contents for English vocabulary learning. The mobile contents consist of two parts: vocabulary learning and vocabulary evaluation. The vocabulary learning provides the mobile learner not only the display of English vocabulary but also the pronunciation of native speaker. The degree of learning achievement is evaluated by the quiz program of game style. Accordingly, the proposed prototype system for English vocabulary learning is designed and implemented, as an exemplar of personal mobile systems for edutainment mobile learning.

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Implementation of Security Algorithm to Preserve Copyright of Education Contents (학원 교육 콘텐츠 S/W 저작권 보호를 위한 알고리즘 구현)

  • Kang, Min-Jae;Pyoun, Do-Kil;Cheong, Sang-Ho;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.324-326
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    • 2011
  • As development of education contents has become more active, it is not much that way to preserve copyright of S/W consuming contents. So this paper studied way to preserve copyright of S/W from MAC address of ethernet and hard disk volume serial number. This study realizes the simple but powerful security algorithm to preserve copyright. So this tightens to preserve copyright of S/W of education contents and will contributes to decrease damages because of using illegal S/W.

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Improvement of Information Service System for Smart Library Based on Bigdata Plateform (빅데이터 플랫폼 기반 스마트도서관 정보서비스시스템의 구현)

  • Min, Byoung-Won;Oh, Yong-Sun
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.263-264
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    • 2013
  • 기존의 도서관 정보서비스는 도서관 업무담당자에 의한 1:n 방식의 온라인 지식서비스만을 강조하였다면 스마트 도서관시스템에서는 빅데이터를 통해 지식을 생성, 검증, 분류하여 지능형지식, 실감형지식, 맞춤형지식, 체험형지식 등을 제공할 수 있다. 또한 빅데이터를 활용한 다자간 콘텐츠 공유, 상호 의견 교환이 가능하며, 집단지성에 의해 구축되는 학습 콘텐츠 및 지식 베이스는 국가의 지식자원 경쟁력을 향상시킬 수 있으며, 차세대 이러닝 환경에서의 지능형 튜터링을 통해 창의적 인재육성, 공교육의 질적 향상, 사교육비 절감, 교육 기회 균등 배분, 지역 및 계층 간 위화감 해소 등 국가정책 목표 실현할 수 있다. 제안된 빅데이터 기반의 스마트도서관 정보서비스시스템에서는 멀티테넌트 환경에서 구현이 가능한 핵심요소들을 개발하였다. 그러므로 초기 투자비용이 거의 없고, 쉽고, 간편하며, 저비용 IT 서비스가 가능한 SaaS 기반의 소프트웨어 온-디멘드 방식의 서비스 모델로 시스템을 구현하였다. 또한 연결방식으로는 N고객:1인스턴스, 제공 프로그램은 동일한 코드 사용, 커스터마이징은 고객이 테넌트별 환경 설정을 통해서 직접 수정가능, 데이터는 테넌트별 자료를 공유해서 사용할 수 있으며 기존의 디지털도서관 시스템 서비스의 단점을 해결할 수 있도록 성능을 개선하였다.

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Implementation of HTML Filter with structured Decks for Wireless Internet Service (무선 인터넷 서비스를 위한 계층 구조의 Deck를 갖는 HTML Filter의 구현 방안)

  • 강경용
    • Journal of the Korea Computer Industry Society
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    • v.3 no.2
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    • pp.179-184
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    • 2002
  • This paper has been studied a implementation of HTML Filter with structured decks. In wireless environment, conventional HTML Filter converts HTML document to WML by once. However, it is more efficient to access a WEB site by transmitting the minimal capacity of core data in WAP environment. Therefore this Paper suggests new HTML Filter that automatically analyze the contents of HTML WEB and transmits it by selecting the one of many Decks that have the structured architecture. Also the protocol between wireless terminal and WAP Gateway is considered. Finally, We test the proposed HTML Filter with structured Decks for some particular web site.

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Development of Contents for Improve the Concentration based on Neurofeedback (뉴로피드백 기반의 집중력 향상 콘텐츠 개발)

  • Park, Tae-Woo;Park, Jun-Mo;Jeong, Do-Un
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.284-285
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    • 2016
  • In this paper, reflecting the index of concentration and real-time EEG measurement, implementation of the game-type content that can be centralized power of training. Implemented content, for more effective training, based on the brain wave difference in each user, by reflecting an indication of concentration, it is possible by level training. In order to evaluate the usefulness of the implemented content, to target the five subjects, is underway to improve training of concentration, through a comparative analysis of the changes in the index of ability to concentrate, to confirm the improvement of the concentration of the user it could be.

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Implementation of VR Content in Traditional Culture Street (전통 문화 거리 VR 콘텐츠 구현)

  • Bae, Min-kyeong;Shin, Yu-cheol;Park, Cheol-woo;Lee, Young-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.487-489
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    • 2022
  • As the use of VR has expanded in many ways, I hope that many people will build good memories if they use this content by realizing traditional cultural streets. Virtual reality is a good way to solve situations that cannot be seen in person or that are hard to see now. By implementing traditional cultural streets in virtual reality, we would like to create and realize traditional cultural streets with the expectation that many people can enjoy and enjoy content comfortably in places they want, and as a result, have a meaningful time.

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