• 제목/요약/키워드: Content Implementation

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ebXML 등록기/저장소 객체 질의 관리 시스템의 설계 및 구현 (The Design and Implementation of the Object Query Management System in ebXML Registry/Repository)

  • 전희영;이규철
    • 한국전자거래학회지
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    • 제7권3호
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    • pp.21-48
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    • 2002
  • ebXML is the international technical framework specification that enables Internet-based B2B electronic business using XML, It was standardized by UN/CEFACT and OASIS on May 2001. Registry and Repository is the core of ebXML. It supports registry services which is composed of object management service and object query management service. The object management service manages the object's life cycle and the object query management service provides a mechanism to approach metadata of stored objects. Up to now, implementations of ebXML Registry object query management system don't support full functions of the specification completely. We implemented all the functions of ebXML Registry Service Specification vl.0. This system supports Browse & Drilldown Query, Filter Query, SQL Query, and Object Retrieval Query services. And it also supports Content-based Query service which is not specified in the ebXML RS specification. The Content-based Query service is a repository service which makes it possible In pose content based queries of repository items and which will be specified on the RS specification v2.0.

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OpenAPI를 이용한 외부컨텐츠 기반 동영상 매쉬업 서비스의 구현 (Implementation of External-Contents based Video Mashup Service using OpenAPI)

  • 이동균;권준희
    • 디지털산업정보학회논문지
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    • 제5권1호
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    • pp.89-98
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    • 2009
  • The existing mashup service providers have induced users to participate in their own made services and have grown their services by user participations and contributing contents. Recent services based on Web2.0 are called by 'Open (Content) Service' which means anyone can provide new services to the others without any of their own contents. But unfortunately the most of these days services are not opened. They just using mashups for increasing their service's traffics. We introduce the way to make a simple service to provide searching videos present it with extracted keyword from external content without our own contents at all. this show that how to combine the content with another contents or services.

AHP를 이용한 CMS 평가방법에 관한 연구 (A Study on the Evaluation Model for CMS using the AHP)

  • 고일상;이철승
    • 한국전자거래학회지
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    • 제9권1호
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    • pp.123-137
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    • 2004
  • Despite the increasing interest in web contents and the rapid growth of CMS(Content Management System) market, the studies on the evaluation criteria for determining the purchase of the CMS solution are very rare. We introduce previous researches on the evaluation models of IT solution, and develop new criteria for evaluating CMS solutions. We calculate the relative importance of the evaluation criteria using scores from the IT experts based on the "Pair-wise Comparison" using the AHP. Based on the analyses of IT specialists′ responses, the results of the study show that, among the ten criteria, "the function of content management", "the contribution to the company′s business process" and "the fit with Information Strategic Plan" are the three most important ones over the remaining others. The developed model and criteria for the evaluation of the CMS solutions are expected to contribute on effective purchasing decision of the solutions and their successful implementation.

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웹기반 학습콘텐츠관리시스템의 설계 및 구현 (A Design and Implementation of Web-Based Learning Content Management System)

  • 김상길;김수형
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2005년도 추계학술발표대회 및 정기총회
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    • pp.373-376
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    • 2005
  • 웹기반의 LCMS(Learning Content Management System)는 단지 학습 콘텐츠를 LMS(Learning Management System)에 제공하기 위하여 검증이 되지 않은 다양한 학습 콘텐츠를 탑재하는 시스템으로 구성되어 있어 학습자의 요구와 수준에 맞는 콘텐츠의 제공이 제대로 이뤄지지 않고 있다. 본 논문에서는 LMS와 LCMS를 연계한 학습이력정보와 학습 콘텐츠의 정보 관리를 함으로써 학습콘텐츠의 질적 향상과 학습자가 선호하는 콘텐츠의 정보를 통계적으로 보여주고 또 분석이 가능하게 함으로써, 학습자에게 보다 향상된 콘텐츠를 제공해 주기위한 학습콘텐츠관리시스템인 LCIMS(Learning Content Information Management System)를 설계하고 구현한다. 제시된 LCIMS는 기존의 LCMS에 학습 콘텐츠를 패키지 또는 SCO 단위로 등록하여 콘텐츠 저장소 (메타데이터 및 콘텐츠 파일)에서 체계적으로 저장 및 관리하는 역할을 추가를 하고 학습자별로 LCIMS의 학습콘텐츠 정보를 수준별, 과정별로 평가, 검색하여 LMS를 통해 학습 할 수 있도록 하는 검색 및 강좌 구성에 활용하며 학습자의 학습정보관리와 학습콘텐츠 정보의 관리를 체계적으로 할 수 있다.

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Mixed Display Platform to Expand Comfortable Zone of Stereoscopic 3D Viewing

  • Yang, Ungyeon;Kim, Namkyu;Seo, Jinseok;Kim, Ki-Hong;Lee, Gil-Haeng
    • ETRI Journal
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    • 제35권2호
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    • pp.352-355
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    • 2013
  • Common stereoscopic three-dimensional (3D) display has a convergence and accommodation conflict that violates the natural human cognitive process of viewing. This weakness exposes the challenge in supporting fun factors while eliminating safety problems in the 3D viewing experience. Thus, human factors have become a major research topic. In this letter, we propose a 3D stereoscopic visualization platform that can expand the sense of a 3D space by fusing organically mixed stereoscopic displays to provide a continuous feeling of 3D depth. In addition, we present pilot test results to show the possibility of the technical implementation of the proposed platform and note ongoing research issues to be addressed.

Serve as You Learn: Problem-Based Service-Learning Integrated into a Product Innovation and Management Class

  • Kim, Eundeok;Lee, Yoon-Jung
    • International Journal of Costume and Fashion
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    • 제18권2호
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    • pp.29-43
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    • 2018
  • Service-learning is a form of experiential education in which students participate in organized activities and develop a sense of civic responsibility while acquiring content knowledge of the discipline. The purpose of this study was first, to examine the underlying theories and principles of service-learning, and second, to present a case of systemic implementation of problem-based service-learning into a Product Innovation and Management class in higher education. The New Product Development for an E-Commerce Small Business project was developed for a community partner, BevShots, reflecting the needs of the firm, and was tightly woven into the course content. Students' participation in the project had a significant effect on increasing their awareness of the needs in the community and identifying their roles as citizens as well as enhancing their content knowledge learning. The community partner also received benefits for his business by participating in the project. Through this study, we aim to inspire fashion design and merchandising educators to implement service-learning projects/classes in the curriculum.

3D Content Design & Implementation of VR Horseback Riding Game

  • Park, HyungSoo;Kim, HoonKi;Seo, SiO
    • 한국컴퓨터정보학회논문지
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    • 제24권4호
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    • pp.73-81
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    • 2019
  • Various 3D contents are being developed using Unity 3D game engine. In this paper, the 3D content of horseback riding game, the first VR game in the country, is designed and developed. The existing riding simulator is investigated and compared to the VR riding game developed. We consider various games developed using Unity 3D game engine and serve previously developed tangible games. It is expected that development of VR riding games will prepare a new chapter in VR experience-type games. We propose the content development environment and scenario of VR riding game and present the main algorithms and main modules for real-time synchronization. The developed riding game contents are deployed to the riding system and are operated for commercial use in conjunction with the riding device. Through monitoring VR riding system, problems are derived and improvement measures are proposed. We offer a variety of additional development options to make the game more realistic in the future.

Microprocessor On-line Contents using Simulator

  • Lim, Dong Kyun;Oh, Won Geun
    • International Journal of Advanced Culture Technology
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    • 제8권4호
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    • pp.299-305
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    • 2020
  • With the advancement of the 4th Industrial Revolution(4IR), microprocessor education is on the rise due to the explosive demand for IoT (Internet of Things) and M2M devices. However, it is difficult due to many constraints to efficiently transfer training on hardware assembly and implementation through online training. Thus, we developed a cost-effective online content based on Arduino simulations, Atmel Studio 7, and WinAvr simulator that are required for the utilization of AVR 128. These Camtasia videos overcame the limitation of theory focused on-line education by visually introducing the practical utilization of an actual AVR 128. In this paper, the proposed educational content was provided to university students, and the results of student feedback show that it has a strong effect.

Behavior Tree-based Scenario Development Technology to Induce Various Experiences of VR content

  • Seo, Jinseok;Yang, Ungyeon
    • Journal of Multimedia Information System
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    • 제7권4호
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    • pp.263-268
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    • 2020
  • This paper introduces an event modeling and simulation system using behavior trees. The system aims to overcome the limitations of existing fixed, simple scenario-based training content, and to extend the behavior of objects to enable various experience deployments. To achieve this goal, we made specific tasks of behavior trees can change according to users' reaction and developed an adaptive simulation module that can analyze and execute behavior trees that changes at runtime. In order to validate our approach, we applied the adaptive behavior tree simulation to the scenarios in our virtual reality simulation-based fire training system we have been developing and demonstrated the implementation results.

메타버스 플랫폼을 활용한 전시 감상수업에서 초등 학습자의 상호작용성 향상을 위한 UX 분석: 제페토를 중심으로 (Analysis of User Experiences to Improve Elementary Learner's Interactivity in the Exhibition Appreciation Class through Metaverse platform : Focusing on Zepeto)

  • 김유빈;남양희
    • 한국멀티미디어학회논문지
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    • 제25권3호
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    • pp.476-492
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    • 2022
  • This study explored at the potentials of exhibition appreciation classes using the metaverse platform, and identified what types of interactions could occur when elementary students participate in the exhibition appreciation education using metaverse platform. We had a user observation research and FGI through implementation of actual elementary class and we analyzed problematic experiences from the viewpoint of user to content and user to user interaction. As a result, fifteen UX improvements were derived by Delphi technique for solving the problematic experiences and improving learner's interactivity.