• Title/Summary/Keyword: 콘텐츠 효과 평가

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Reliability and Validity Assessment in 3D Video Measurement (3D 영상 평가를 위한 측정도구 신뢰도와 타당도 분석)

  • Chung, Dong-Hun;Yang, Ho-Cheol
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.49-59
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    • 2012
  • Although 3D stereoscopic movies had been paid attention to a few times since the 1900's, the interest had not been last. Most researchers pointed out the reason came from human factors because the early in the 3D technology growth had to develop technological possibility to realize 3D videos and ignore the importance viewers' perspective. In the 2D video research, many studies have explored the factors which make people got immersed or involved and felt visual fatigue, but they have not been the main issues in the 3D research until now. The present research believes human factor issue is one of the most important parts to accelerate 3D industry and thus, we try to make reliable and valid assessments to evaluate 3D video which are perceived characteristics, impression, and presence.

Players Adaptive Monster Generation Technique Using Genetic Algorithm (유전 알고리즘을 이용한 플레이어 적응형 몬스터 생성 기법)

  • Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.43-51
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    • 2017
  • As the game industry is blooming, the generation of contents is far behind the consumption of contents. With this reason, it is necessary to afford the game contents considering level of game player's skill. In order to effectively solve this problem, Procedural Content Generation(PCG) using Artificial Intelligence(AI) is one of the plausible options. This paper proposes the procedural method to generate various monsters considering level of player's skill using genetic algorithm. One gene consists of the properties of a monster and one genome consists of genes for various monsters. A generated monster is evaluated by battle simulation with a player and then goes through selection and crossover steps. Using our proposed scheme, players adaptive monsters are generated procedurally based on genetic algorithm and the variety of monsters which are generated with different number of genome is compared.

Development and application of Scenario-based Admission Management VR contents for nursing students

  • Kim, Yu-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.209-216
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    • 2021
  • In this paper, I developed a scenario-based admission management virtual reality (SAM VR) content for practical training for nursing students and verified the effectiveness. The SAM VR contents used in the study was developed by the researcher using Gear VR and smartphone according to the standard practical procedure suggested by the Korea Acreditation Board of Nursing Education and Evaluation. In the 30 experimental groups who received practical training using SAM VR contents, learning flow, learning confidence, and learning satisfaction increased statistically significantly after the practical training (p<.001). In the control group, who received practical training in the traditional way, learning confidence increased after the practical training (p<.005), but there was no change in learning flow and learning satisfaction (p>.005). It was verified that the SAM VR contents are effective practical education contents for nursing students' learning flow, learning confidence and learning satisfaction.

The Status and Direction of Creative Writing Education (창의적 글쓰기 교육의 현황과 방향)

  • Kim, Minhee
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.311-321
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    • 2020
  • This paper presents the current status of creative writing education through examining studies which have been published since 2000 and discusses the future direction. Following the Korean government's educational slogan to nurture creative and competent talents, creative writing, as one of foundational skills across disciplines, had begun to be introduced into the curriculum of liberal arts colleges from early 2000s and has become a required course since 2015. Although many studies on creative writing education have been conducted during this period, whether creative writing, which enhances creativity dealt in cognitive sciences, can be recognized as an independent field of study calls for in-depth discussion. The ongoing issues concerning creative writing education involve a lack of professional instructors and absence of the operational and evaluative system. What's necessary is a clear definition of the extent of creative writing education; the educational efficiency of the proposed contents also need further verification. Therefore, as the basis for future constructive conversation, the current paper recapitulates the literature on creative writing education in Korean universities, classifying studies based on periods and cases of contents, and presents the direction regarding the operation of and research on creative writing education.

A Study on Technology Evaluation Models and Evaluation Indicators focusing on the Fields of Marine and Fishery (기술력 평가모형 및 평가지표에 대한 연구: 해양수산업을 중심으로)

  • Kim, Min-Seung;Jang, Yong-Ju;Lee, Chan-Ho;Choi, Ji-Hye;Lee, Jeong-Hee;Ahn, Min-Ho;Sung, Tae-Eung
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.90-102
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    • 2021
  • Technology evaluation is to assess the ability of technology commercialization entities to generate profits by using the subject technology, and domestic technology evaluation agencies have established and implemented their own evaluation systems. In particular, the recently developed technology evaluation model in the fields of marine and fishery does not sufficiently reflect the poor environment for technology development compared to other industries, so it does not pass the level of T4 rating, which is considered appropriate for investment. This is recognized as a challenge that occurs when the common evaluation indicators and evaluation scales used in other industries, and when the scoring system for T1 to T10 grading is similarly or identically utilized. Therefore, through this study, we intend to secure the appropriateness and reliability of the results of the comprehensive rating calculation by developing technology evaluation models and indicators that well explain the nine marine and fisheries industry classification systems. Based on KED and technology evaluation case data, AHP-based index weighting and Monte Carlo simulation-based rating system are applied and the results of case studies are verified. Through the proposed model, we aim to enhance the usability of R&D and commercialization support programs based on fast, convenient and objective evaluation results by applying to upcoming technology evaluation cases.

Learning English Vocabulary Using Synonyms And Antonyms System Design (동의어와 반의어를 활용한 영어 어휘 학습 시스템 설계)

  • Jun-Hyeok Ok;Hong-Jun Jang;Byoungwook Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.21-22
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    • 2023
  • 영어 공인 시험에서 영어 어휘는 가장 중요한 요소 중 하나이다. 그러나 기존 영어 어휘 학습 시스템은 단순히 어휘 교재의 콘텐츠를 디지털화한 것에 그치고 있다. 영어 어휘 학습에서 동의어에 대한 학습은 언어 능력을 향상시키고 다양한 상황에서 효과적으로 의사소통할 수 있는 능력 향상에 도움이 된다. 본 연구에서는 학습자들이 영어 어휘 학습을 효과적으로 할 수 있도록 동의어 및 반의어를 활용할 수 있는 학습 시스템을 제안한다. 본 시스템은 동의어와 반의어에 대한 정보가 필요한 영어 어휘를 입력으로 받아 생성형 AI에서 동의어 및 반의어에 대한 정보를 생성한 후에 반환하는 기능을 수행한다. 본 시스템은 학습자들이 어휘 평가에서 오답으로 답한 어휘에 대해 동의어 및 반의어에 대한 추가적인 어휘와 예문을 제공하여 영어 어휘 학습의 효율성을 높일 수 있을 것이다.

A Systematic Literature Review of Research Trends in Domestic Gamification (국내 게이미피케이션 연구동향에 관한 체계적 문헌고찰)

  • Han, Anna
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.566-578
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    • 2018
  • The purpose of this study is to examine trends and achievements of domestic gamification studies and to suggest further research directions. For this purpose, I collect references in domestic gamification and then analyze them through a systematic literature review. Through search DB, 131 references were collected, the references were analyzed by year, purpose, research type, research methods, and research results. The results showed that the amount of gamification research has increased steadily, and academic discussion in the non-game context has increased sharply since 2015. The results of analysis by research purpose showed that the most research was conducted to evaluate the effectiveness of the strategy, program, and design of gamification. The results of research type showed solution, evaluation, position paper, and validation study in that order. In terms of research methods, literature research was the most common, followed by quantitative, qualitative and mixed research. In the analysis of 45 papers that reported the research results, it was found that there were 21 articles about psychological effects, 17 articles about behavioral effects, and 7 articles about psychological and behavioral effects. Further research directions are suggested based on the review results.

Empirical Study on the Needs and Effectiveness of the Educational Program for Successful Aging (성공적 노후 교육프로그램의 수요도 및 효과성에 대한 실증적 연구)

  • Jeong, Jong-Bo;Lim, Wang-Kyu
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.335-351
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    • 2011
  • The purpose of this study was twofold; one was to investigate the elderly people's educational needs on successful aging(Study 1), and the other was to construct the educational program for successful aging and evaluate its effectiveness(Study 2). For Study 1, data were collected with structured questionnaires from the 166 elderly people participating in the government job creation projects for the aged in Gwangju and analyzed using frequency analysis and means-of-different tests. It was found that most of the elderly people strongly desired the education successful aging in terms of health care, finance, social participation, leasure, social network and self acceptance. In Study 2, the educational program for successful aging was constructed based on the results of Study 1 and the effectiveness of the program was evaluated using one-group pretest-posttest experimental design. Data were collected from 34 voluntary participants in the program before and after the implementation of the program and analyzed using the paired samples t-test technique. It was found that the program had a positive effect on the improvement of the elderly people's understanding of successful aging in terms of health care, finance, social participation, leasure, social network and self acceptance. Based on these results, the implementation of the educational program designed in this study was recommended to improve the elderly people's quality of life and the directions for future research were advanced. successful aging, educational needs, educational program, effectiveness.

The Clinical Effect of School Sand Play Group Counseling on Child Emotion and Behavior (학교모래놀이 집단상담이 아동의 정서, 행동에 미치는 임상효과)

  • Kwak, Hyeon Jeong;An, Un Kyoung;Han, Kil Ja;Lim, Myung Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.54-61
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    • 2018
  • The study was to identify the clinical effects of school sandplay group counseling on the emotions and behavior of elementary school students for the first time in Korea. The method of survey is to consult 113 students in the 4th - 6th grade of ${\bigcirc}{\bigcirc}$ elementary school for 10 weeks from March to July 2015. The small group consisted of 10 to 16 children, with one principal counselor and three or four assistant counselors participating, with 40 minutes of treatment, and a total of 12 follow-up sessions, including the Baseline assessment and treatment sessions. It was conducted to 56 male(49.6%) and 57 female(50.4%) students with questionnaires for their sex and age, assessing KCYP results at the point of baseline and post-therapeutic condition. A comparison of the clinical and detailed assessment scale scores of KCYP before and after 12 weeks of Sandplay resulted in a significant effects in improved and reduced symptoms depression of elementary school students after the school sandplay group counseling. School sandplay group counseling is thought to help elementary school students emotional problems and self-esteem.

A Study on the Effects of Speech Training for Adults Focusing on the Analysis of Voices Before and After Speech Training (성인 스피치교육 전후 효과에 관한 목소리변화스펙트로그램 비교 연구)

  • Chung, Eun-Ee;Lee, Sang-Ho
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1049-1056
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    • 2017
  • This study focused on the changes in the voices in determining the effects of speech training. This study aimed to make more visible and scientific evaluation of the changes in the voices among the substantial effects obtained from speech training. As a result, some objective differences from before the speech training could be found in the voice of every learner. Each learner showed gradual technical improvement in a variety of vocal elements, including resonance and timbre, accuracy of pronunciation, pause; that is, the voice became more powerful, more accurate pronounced, more pausing and more stable than before the speech training. This study determined if speech training could change a voice and the results are expected to help speech learners participate actively in speech training and see their speech ability improved.