• Title/Summary/Keyword: 통합형 콘텐츠

Search Result 191, Processing Time 0.025 seconds

The Disabled, What do you think about them ? : Using the Q Methodology (장애인, 당신은 어떻게 생각하십니까? : Q방법론을 활용하여)

  • Lee, Doh-Hee;Joo, Jeong-ah
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.9
    • /
    • pp.493-501
    • /
    • 2021
  • This study started to examine the understanding and perception of 'disabled people' and 'non-disabled people', one of the dichotomous elements in the 21st century social integration era. In particular, for the analysis, Q-methodology, which should respond based on the respondent's inner self and perception, was used. For the analysis, 32 Q-statements were secured, and as a result of targeting 20 P-sample respondents, three types were derived as follows. In , statements such as 'A correct awareness of disability is necessary' and 'Disability can occur to anyone' are emphasized, so it was named 「Correct Perception Emphasis Type」. emphasized 'The life of the disabled is not easy' and 'The disabled need an opportunity to participate in society' and was named 「The Life of the Disabled Understanding Type」. emphasized statements such as 'Economic support is necessary for the disabled' and 'The welfare budget for the disabled must be sufficiently secured', and was named 「Institutional Support Emphasis Type」. Therefore, in addition to the necessity of correct recognition of disability and disability in our society, we expect this study result is to be priming water for improving the recognition of the disabled.

Security Model Tracing User Activities using Private BlockChain in Cloud Environment (클라우드 환경에서 프라이빗 블록체인을 이용한 이상 행위 추적 보안 모델)

  • Kim, Young Soo;Kim, Young Chan;Lee, Byoung Yup
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.11
    • /
    • pp.475-483
    • /
    • 2018
  • Most of logistics system has difficulties in transportation logistics tracking due to problems in real world such as discordance between logistics information and logistics flow. For the solution to these problems, through case study about corporation, suppliers that transport order items in shopping mall, we retain traceability of order items through accordance between logistics and information flow and derive transportation logistics tracking model. Through literature review, we selected permissioned public block chain model as reference model which is suitable for transportation logistics tracking model. We compared, analyzed and evaluated using centralized model and block chain as application model for transportation logistics tracking model. In this paper we proposed transportation logistics tracking model which integrated with logistics system in real world. It can be utilized for tracking and detection model and also as a tool for marketing.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.8
    • /
    • pp.77-87
    • /
    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

Effect Analysis of Media Pole on Pedestrian Satisfaction for Walking -Focused on Media Pole in Gang Nam U-street- (가로변 미디어폴이 보행만족도에 미치는 영향분석 - 서울시 강남 U-street를 중심으로 -)

  • Cho, Jeong-Phil;Park, Tae-Won
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.7
    • /
    • pp.518-528
    • /
    • 2014
  • The purpose of this study is to observe the effects of road facilities that have adopted digital media such as total road facility called L.E.D media pole installed on U-street, Gangnam-gu on the pedestrians' satisfaction. Through the study, we would like to improve the brand competitiveness, increase the revisiting decision factors and suggest the fundamental development direction for the digital media road facilities on the typical pedestrian road, Gangnam street. The three factors from the studies came out to be spatial component, design component, and functional component. In order to analyze the factors, the pedestrians' behaviors were observed through a direct survey which provided 35 reserved factors. Also, the preliminary factors derived through survey questionnaires were revised by experts which compressed the result into 20 factors. The result of the regression analisis states that the 'Factor of the spatial component' is the statistically significant factor among the five elicited factors of the effect of the media pole on the pedestrian satisfaction. U-street's media pole provides the comfortable and various contents and application methods and will provide the new perspective on the purpose of pedestrians by new experience that is based on digital technology.

Development of Special Asset Management System Using RFID (RFID를 이용한 특수 자산 관리 시스템 개발)

  • Han, Sang-Hoon;Min, Jang-Geun
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.6
    • /
    • pp.33-41
    • /
    • 2011
  • RFID technology is already used in the various application fields such as identification card, traffic card and etc. Many RFID application systems using UHF have been developed in the field of asset management, logistics and security. Because a human being can make mistakes, we need the system that can efficiently manage the special assets such as small arms, jewelry and medicine and can monitor them in real time. In this paper, we proposed a special assets management system to keep assets in safe custody, to monitor their safety status in real time and to manage distribution channels and history of those assets. The developed system is called Smart Cabinet because it has cabinet's form. Smart Cabinet integrates such technologies as RFID, smart card, fingerprint recognition, several sensors and LCD display in order to provide the functions for special asset management. Those functions include condition monitoring of assets, traceability management, distribution channels and security logs, which are to interact with a management server. The article demonstrated the potentiality of RFID by presenting special asset management solutions dedicated to guns and medicine management, and also showed the effectiveness and possibility of those solutions.

Exploratory Approach of Social Gameplay Behavior Pattern : Case Study of World of Warcrafts (소셜 게임플레이 행동패턴의 탐색적 접근 : World of Warcrafts를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.5
    • /
    • pp.37-47
    • /
    • 2013
  • The objective of this research is to discover the rule of gameplay related to the task interdependence to analyse the behavior pattern of social gameplay. Previous literatures related to the gameplay were reviewed and game which was suitable for the gameplay of the task interdependence was selected. A party-play includes a team of five people in the experiment during the gameplay with think-aloud method and video/audio data about action protocol and verbal report were collected. The video observation and protocol analysis were conducted to analyse data. The objective coding scheme were developed from consolidated sequence model task analysis. The player's behavior was analysed. The result was revealed that four rules and four modified rules were included into the total eight behavior pattern. A behavior graph integrated with five gameplay was written. The excellent cooperative spot and error and failure place could be identified. The social gameplay behavior graph is expected to be the key practical design guideline on whether the level design and balance design are proper.

An Implementation of Spatio-Temporal Graph to Represent Situations in the Virtual World (가상현실 속의 상황 표현을 위한 시공간 그래프의 구현)

  • Park, Jong-Hee;Jung, Gung-Hun
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.6
    • /
    • pp.9-19
    • /
    • 2013
  • In this paper, we develop a Spatio-Temporal graph as of a key component of our knowledge representation Scheme. We design an integrated representation scheme to depict not only present and past but future in parallel with the spaces in an effective and intuitive manner. An event in general occupies not only a space but a time. Hence a crucial premise for the simulation of virtual situations is to position events in the multi-dimensional context, that is, 3-D space extended by the temporal dimension. Furthermore an event tends to have physical, social and mental aspects intertwined. As a result we need diverse information structures and functions to model entities and relations associated with events and to describe situations in different stances or perspectives of the virtual agents. These structures and functions are implemented in terms of integrated and intuitive representation schemes at different levels such as Ontology View, Instance View, ST View, Reality View. The resulting multi-dimensional comprehensive knowledge structure accommodates multi-layered virtual world developing in the time to maximize the diversity of situations in the historical context. The viability of this knowledge representation scheme is demonstrated with a typical scenario applied to a simulator implemented based on the ST Graph. The virtual stage based on the ST graph can be used to provide natural contexts for situated learning or next-generation simulation games.

The Effect of Education in Anatomy using Cadavers to the Paramedic Students (카데바를 이용한 해부학 실습의 효과에 관한 연구 [응급구조(학)과 학생을 대상으로])

  • Son, Ina;Son, Myeongjoo;Jeong, Goo-Bo
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.2
    • /
    • pp.341-347
    • /
    • 2013
  • There are insufficient cadaver-used practice programs for paramedic student education. To provide the basic data for the effective cadaver practice program, the study interviewed 255 students in department of EMT, who attended cadaver practicum. The results indicated that the average satisfaction level in education was 4.5 out of 5 and in relation to allotted time was 3.61 out of 5. The average understanding level of was 4.5 out of 5. In conclusion, senior students who have already taken clinical education & clinical procedure are recommended to focus on clinical anatomy practice and lower grade students are recommended to focus on understanding human body structure in cadaver-used practice program.

Challenges of VOD Market of Korean Film Industry: Legislative and Policy Alternatives to Improve its Distribution Structure (국내 영화 온라인 부가시장의 유통구조 합리화 방안)

  • Kim, HwiJung
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.6
    • /
    • pp.354-364
    • /
    • 2016
  • With the advancement of the digital convergence of content and platform, Korean film industry sees good opportunities of maximizing the profits and increased distribution opportunities by independent film makers. Nevertheless, the domestic film market almost entirely relies on the box office sales, which seems to be caused by the stagnation of new additional copyright market. The study aims to address the following problems: First, information asymmetry of the revenues to which the contents providers and the service providers are exposed leads to the distrust among digital film contents businesses and the disadvantages to film makers and investors, in particular. Secondly, the VOD(Video on Demand) market of film industry is adversely affected by the illegal uploads and downloads of film contents, which harms the formation of paid additional market. Based on the examination of current legislation and policy options addressing these issues, the study suggests legislative accomodations and cultural industry policy alternatives to promote the additional market of film industry.

Comparison of Local Educational Autonomy between Korea and the U.S. (한국과 미국의 지방교육자치 구조의 비교)

  • Lee, In-Hoi;Ko, Su-Hyung
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.4
    • /
    • pp.148-159
    • /
    • 2014
  • The purpose of this study was to comparatively analyze local educational autonomy(LEA) between Korea and the U.S. and investigate the new directions that Korea can follow. To do so, a comparative analysis was employed to study the background, development process, principles and structural elements of the respective LEAs. The conclusions drawn from the study were as follows: First, the structure of the Korean LEA should be selected and established. Second, the LEA principles should be discussed again and decided anew to accomplish the goals of the LEA by mobilizing all local potential resources. Third, 'control by people,' one of essential LEA principles, should be expanded to include the participation of the people.