• Title/Summary/Keyword: 퀴즈 콘텐츠

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A Study on Mobile Web App Quiz Contents Authoring Model based on Gamification (게이미피케이션 기반 모바일 웹 앱 퀴즈 콘텐츠 저작 모형 연구)

  • Lee, Jae-Won;Kim, Hyun-Suk
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1253-1262
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    • 2018
  • In this study, we propose a development environment for authoring quiz contents, which is based on the concept of "Gamification", which is the principle of Engagement and Reward. Future Services As a platform for authoring and composing technology, and also for educational contents authoring, I have reviewed key features and implications of HTML5 (CSS3.0, Java Script, etc.) along with key technologies. These features are key technologies for building a true smart learning environment. Based on this, a case of applying the gamification technique to enhance the educational effect was proposed through the quiz contents model.

A Study on User Interface for Quiz Game Contents using Gesture Recognition (제스처인식을 이용한 퀴즈게임 콘텐츠의 사용자 인터페이스에 대한 연구)

  • Ahn, Jung-Ho
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.91-99
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    • 2012
  • In this paper we introduce a quiz application program that digitizes the analogue quiz game. We digitize the quiz components such as quiz proceeding, participants recognition, problem presentation, volunteer recognition who raises his hand first, answer judgement, score addition, winner decision, etc, which are manually performed in the normal quiz game. For automation, we obtained the depth images from the kinect camera which comes into the spotlight recently, so that we located the quiz participants and recognized the user-friendly defined gestures. Analyzing the depth distribution, we detected and segmented the upper body parts and located the hands' areas. Also, we extracted hand features and designed the decision function that classified the hand pose into palm, fist or else, so that a participant can select the example that he wants among presented examples. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

A Study on Tangible Gesture Interface Prototype Development of the Quiz Game (퀴즈게임의 체감형 제스처 인터페이스 프로토타입 개발)

  • Ahn, Jung-Ho;Ko, Jae-Pil
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.235-245
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    • 2012
  • This paper introduce a quiz game contents based on gesture interface. We analyzed the off-line quiz games, extracted its presiding components, and digitalized them so that the proposed game contents is able to substitute for the off-line quiz games. We used the Kinect camera to obtain the depth images and performed the preprocessing including vertical human segmentation, head detection and tracking and hand detection, and gesture recognition for hand-up, hand vertical movement, fist shape, pass and fist-and-attraction. Especially, we defined the interface gestures designed as a metaphor for natural gestures in real world so that users are able to feel abstract concept of movement, selection and confirmation tangibly. Compared to our previous work, we added the card compensation process for completeness, improved the vertical hand movement and the fist shape recognition methods for the example selection and presented an organized test to measure the recognition performance. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

Design and implementation of an AI-based speed quiz content for social robots interacting with users (사람과 상호작용하는 소셜 로봇을 위한 인공지능 기반 스피드 퀴즈 콘텐츠의 설계와 구현)

  • Oh, Hyun-Jung;Kang, A-Reum;Kim, Do-Yun;Jeong, Gu-Min
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.6
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    • pp.611-618
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    • 2020
  • In this paper, we propose a design and implementation method of speed quiz content that can be driven by a social robot capable of interacting with humans, and a method of developing an intelligent module necessary for implementation. In addition, we propose a method of implementing speed quiz content through the process of constructing a map by arranging and connecting intelligent module blocks. Recently, software education has become mandatory and interest in programming is increasing. However, programming is difficult for students without basic knowledge of programming languages to directly access, and interest in block-type programming platforms suitable for beginners is growing. The block-type programming platform used in this paper is a platform that supports immediate and intuitive programming by supporting interactions between humans and robots. In this paper, the intelligent module implemented for the speed quiz content was used by blocking it within a block-type programming platform. In order to implement the scenario of the speed quiz content proposed in this paper, we implement a total of three image-based artificial intelligence modules. In addition to the intelligent module, various functional blocks were placed to implement the speed quiz content. In this paper, we propose a method of designing a speed quiz content scenario and a method of implementing an intelligent module for speed quiz content.

The Development of Intelligent On-line Quiz Authoring Tool based on Bayesian Inference Network (베이지언 추론망 기반 지능형 온라인 퀴즈 저작도구의 개발)

  • Park, Hong-Joon;Jun, Young-Cook
    • The KIPS Transactions:PartA
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    • v.16A no.5
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    • pp.403-410
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    • 2009
  • In this paper, we present an on-line quiz authoring software that helps teachers create an intelligent on-line quiz. It is designed to give each student appropriate diagnostic report using Bayesian inference networks that represent the relationships among knowledge-items. Once the authors design and edit quizzes in quiz authoring page, the authoring tool automatically produces a knowledge-model based on Bayesian inference network, on-line quizzes, and student report pages. It turns out that the on-line quizzes generated by this tool help students identify their weak parts of subject, make learning strategies for the next learning steps and carry out supplementary learning for their weak knowledge-items.

A Development of Visual Novel Game Contents based on HTML5 (HTML5 기반의 비주얼 노벨 게임 콘텐츠 구현)

  • Kim, Hee-Sun;Choi, Sang-Myeong
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.259-260
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    • 2012
  • 본 논문에서는 HTML5를 기반으로 하여 특정 OS 및 하드웨어에 종속되지 않는 게임 콘텐츠를 개발하고자 한다. 게임 콘텐츠의 내용은 책의 내용을 토대로 하여 퀴즈를 푸는 비주얼노벨 방식으로 구현하였다. 콘텐츠를 구현하기 위해 우선적으로 '우리들의 일그러진 영웅' 이라는 책을 선정하여 5가지의 문제를 만들고 잘못된 답을 선택했을 시 사용자의 재미를 위해 잘못된 선택이라는 것을 잠시 동안 모르게 하도록 잘못된 시나리오를 구상하였다.

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A Study on Contents Reorganization for Self-Directed Learning (자기주도적 학습을 위한 콘텐츠 재구성에 대한 연구)

  • Heo, Sun-Young;Kim, Eun-Gyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.1
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    • pp.203-208
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    • 2011
  • Most of the online learning systems provide information that is based on the item difficulty what is custumized to learner. And the same learning process is performing to the same learning level learners. But, the degree of understanding of the same learning contents can be different even if the learner's level is same. Therefore, it is difficult to represent an effective learning experience because the learning is progressed by the determined difficulty of learning and the learning process even thought the provided content is difficult to understand. So we can control the learning difficulty during learning in order to escape from a uniform learning that online learning is provided. In this paper, we proposed a contents reorganization method for Self-Directed Learning. In this way, learners can understand their own level and customize the difficulty of learning. And then we expect the higher learning effect and satisfaction degree.

Design and Implementation of the Customized Contents Organization Engine (맞춤형 콘텐츠 구성 엔진의 설계 및 구현)

  • Heo, Sun-Young;Kim, Eun-Gyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.599-601
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    • 2009
  • In currently being adopted as a e-leaning standard, SCORM it is difficult to provide the customized contents to a learner by changing the learner's level at runtime, and to control selective studying. So, we designed and implemented the customized contents organization engine(CCOE) in order to complement SCORM's faults in this paper. The CCOE consists of a level evaluation module, a contents re-organization module and a question item selection module. A level evaluation module evaluates the learner's level based on a question item reaction theory. And a question item selection module selects some random items by each level or by considering the learner's level which is then provided to a studying before evaluation, a section evaluation, and a quiz. And then this module transmits the selected items to the contents reorganization module for providing the quiz. A contents re-organization module selects the customized contents based on the learner's level by searching the tagged difficulty to the content, and creates the sequence with the selected items and the transmitted items from the question item selection module. If proposed in this paper CCOE is applied, the higher effectiveness of learning is expected by providing the customized learning contents based on the re-evaluated learner's level by each section.

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Gamification Convergence Contents Study: Formal Elements of the Game Implemented in (게이미피케이션 융합콘텐츠 연구: <잼라이브>에 나타난 게임의 형식적 요소를 중심으로)

  • Lee, Un-Jung;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.483-489
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    • 2019
  • Recently, various media such as broadcasting, movies, and mobile converge with game elements, expanding the contents and expanding the area. This study focuses on the gamification convergence contents. Among them, we examine the case of mobile application live quiz show by applying the formal elements of the game mentioned by Tracy Fullerton. The elements have all the formal elements of the game, which led to the conclusion that they lead the audience to immersion based on the play characteristics of the game. This can be attributed to the elements of the game that have penetrated into the contents, and it can be reinterpreted, and the directions of new contents can be presented, which is industrially, culturally and academically significant. This study focuses on the industrial and cultural achievements created by contents, and plans and prospects new content that balances play and usefulness.

Requirements of Digital Textbooks (디지털 교과서의 특징과 요구사항)

  • Choi, Jongmyung;Choi, Han Suk
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.437-438
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    • 2015
  • 전자책 시장은 점차 커지고 있으며, 멀지 않은 미래에 교과서 역시 전자책 형태의 디지털 교과서로 교체될 것이다. 디지털 교과서는 교실이라는 환경과 수업을 통한 교사와 학생의 상호작용이 중요한 요소이기 때문에 기존의 전자책과는 다른 특성을 갖는다. 본 논문에서는 디지털 교과서가 갖춰야할 특성으로, 커뮤니티 기반의 책 읽기, 사용자 제작 콘텐츠, 퀴즈 지원, 멀티미디어 및 사용자 인터랙션의 지원 등을 제시한다. 향후 디지털 교과서는 이러한 요구사항들을 제공할 수 있도록 개발되어야 할 것이다.

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