• Title/Summary/Keyword: 콘텐츠 저작

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콘텐츠 저작용 다국어 입력기

  • 홍성용;이진영;정태의
    • Review of Korea Contents Association
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    • v.2 no.1
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    • pp.50-62
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    • 2004
  • 국제적인 규모의 많은 행사, 그리고 전반적인 생활수준의 향상으로 인해 외국을 방문하는 관광객의 수는 비약적으로 늘어났다. 또한 전 세계적인 네트 인프라의 발달로 인해 해외여행 중 어디에서나 인터넷을 쉽게 접할 수 있게 되었다. 그러나, 발달된 컴퓨팅 환경 속에서도 각 나라 별로 쉽게 문서를 작성하는 데는 아직 많은 어려움이 존재한다. 자국어를 포함한 한 두개의 외국어를 이용하여 콘텐츠를 작성하는 것은 어느 정도 가능하다 할지라도 그 숫자가 두세개 이상인 경우는 콘텐츠 작성에 많은 어려움이 존재한다.(중략)한다.(중략)

Design and Implementation of Authoring Tools for Multimedia Production (멀티미디어 제작을 위한 저작도구의 설계 및 구현)

  • Yoo Su-Mi;Baik Sung-Wook;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.4 no.1
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    • pp.45-55
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    • 2003
  • Due to the rapid development of information & communication technology under high performance computing environments, the multimedia production techniques have been applied to a variety of multimedia fields such as general banner advertisements including texts, images and animations, and the internet-broadcasting dealing with videos and sounds. This paper presents an authoring tool with main functions to setup events objects (image, animation, sound, button, area) and to setup action functions, so that non-experts can easily produce multimedia including images, sounds, animations and so on. The authoring tool implemented in Java can be applied to the CD-ROM title production as well as the web-site construction. We can expect that when this authoring tool is used for in multimedia production, both cost and time will be reduced due to its convenience and powerful functions. We have a future plan to integrate intelligent multimedia presentation techniques with the presented tool for the autonomous multimedia authoring works.

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The Framework Design for Expansion in UCG Authoring Tool (확장성을 고려한 UCG 저작도구의 구조 설계)

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.75-85
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    • 2008
  • For the activation and wide distribution of User Created Contents (UCC) sites have diversified user-created possibilities. Among these contents, User Created Game (UCG) sites are places where users can create and share their game contents with others. The method of UCG development can be classified into two categories according to the uses' level of professionalism. First, the method of using the authoring tools is suggested for those unfamiliar with the development or creation of contents. Although the authoring tool is easy to use, there are many functional limitations. Second, development using program languages is suggested for trained advanced users but has the limitation of a prolonged development period. This paper proposes a new method, generating the script which will expand the current functional limitations entailed behind the authoring tools used by first time and less trained users. In order to verify the proposed method in a real UCG development environment, a framework encompassing GUI, script generating function and program source generating function were constructed.

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The 2D Drawing-Based Authoring Tool for Scientific Inquiry Learning Virtual Environments (과학적 탐구학습 가상환경을 위한 2차원 Drawing 기반 저작도구)

  • Im, Jae-Won;Park, Kyoung-Shin;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.7
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    • pp.1303-1311
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    • 2009
  • This paper describes a new visual VR authoring tool called DEVISE (Drawing Environment for VR-based Inquiry-learning Science Education) which is designed to support scientific inquiry learning. DEVISE allows users with no programming expertise to easily build the science inquiry learning VR contents by using 2D drawing interface to place 3D objects and specify properties of the virtual worlds or objects. This paper first describes the related works of VR authoring tools and inquiry learning virtual environments. It also explains SASILE, an integrated virtual environment system for supporting science inquiry learning, and its problems. Then, it describes DEVISE system components and its workflow, and it discusses the observation results of user evaluations of developing science inquiry-learning VR contents.

Augmented Reality Authoring Tool with Marker & Gesture Interactive Features (마커 및 제스처 상호작용이 가능한 증강현실 저작도구)

  • Shim, Jinwook;Kong, Minje;Kim, Hayoung;Chae, Seungho;Jeong, Kyungho;Seo, Jonghoon;Han, Tack-Don
    • Journal of Korea Multimedia Society
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    • v.16 no.6
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    • pp.720-734
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    • 2013
  • In this paper, we suggest an augmented reality authoring tool system that users can easily make augmented reality contents using hand gesture and marker-based interaction methods. The previous augmented reality authoring tools are focused on augmenting a virtual object and to interact with this kind of augmented reality contents, user used the method utilizing marker or sensor. We want to solve this limited interaction method problem by applying marker based interaction method and gesture interaction method using depth sensing camera, Kinect. In this suggested system, user can easily develop simple form of marker based augmented reality contents through interface. Also, not just providing fragmentary contents, this system provides methods that user can actively interact with augmented reality contents. This research provides two interaction methods, one is marker based method using two markers and the other is utilizing marker occlusion. In addition, by recognizing and tracking user's bare hand, this system provides gesture interaction method which can zoom-in, zoom-out, move and rotate object. From heuristic evaluation about authoring tool and compared usability about marker and gesture interaction, this study confirmed a positive result.

WAP과 ME를 기반으로 한 무선인터넷 저작도구

  • 김상복
    • Review of Korea Contents Association
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    • v.2 no.1
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    • pp.63-70
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    • 2004
  • 무선 인터넷 개발은 기술 표준, 무선 단말기, 무선망이 가지는 다양성(diversity)과 이질성(heterogeneity)으로 인해 쉽게 접근하기 어려운 현실이다. 무선 단말기가 가지는 인터페이스의 제약과 무선망의 대역폭의 제한으로 인해 유선인터넷 수준의 컨텐츠를 기대했던 사용자들에게 실망감을 안겨주는 것도 사실이다.(중략)

Implementation of an Authoring Tool for Tangible user Interface (실감형 사용자 인터페이스를 위한 XML 기반 저작도구의 구현)

  • Seo, Jin-Seok;Kim, Jun-Ho;Kwon, Duk-Joong;Kim, Hong-Joon;Oh, Sei-Woong;Kim, Joung-Hyun;Kim, Chang-Hun
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.9-16
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    • 2008
  • The design and implementation of the interaction for tangible user interfaces require in-depth knowledge in many different disciplines, such as device control, sensing and calibrating devices, interaction design, low-level programming, and performance tuning. Many trial and error iterations are needed to determine the proper combination of the interaction techniques while using available interaction devices and considering the characteristics of contents. As a result, it takes too much effort and time to achieve maximum usability. This paper introduces a tangible user-interface platform, which is fabricated using various hardware devices and an XML-based authoring tool, which is developed in order to relieve content creators of the burden of the above difficulties. Finally, we demonstrate our work by illustrating some example contents.