• 제목/요약/키워드: Content Provide

검색결과 3,405건 처리시간 0.029초

The Effect of Social Media Content Types on User Reactions: Focused on a Case Study of Kew Gardens

  • Park, Yumin;Shin, Yong-Wook
    • 인간식물환경학회지
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    • 제24권2호
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    • pp.209-218
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    • 2021
  • Background and objective: Instagram, an image-based social media, is being used as an important outlet for the communication and place marketing of public spaces. The purpose of this paper was to analyze how types of place-based content affect user reactions (Likes and Comments) on Instagram in order to provide basic data on the operation and utilization of social media by public places such as botanical gardens and arboretums. Methods: A total of 850 posts uploaded to the Instagram account of Kew Gardens from November 6, 2014 to July 3, 2020 were classified using 14 subject codes. Multiple regression analysis was performed to evaluate the user's reaction between the dependent variables ("Likes", "Comments") and the independent variables (14 subject codes). Results: The findings showed that user reactions appear to differ depending on the typology of the content, and "Likes" and "Comments" were presented in independent behavioral reactions. In particular, "close-ups of plants (botanic, macro)," "plant colony (botanic, wide)," "place-specific landscape (building, landscape)," "anniversary" and "information" showed positive impacts on both "Likes" and "Comments"which could lead to electronic word-of-mouth and content sharing. Conclusion: Based on these findings, it can be argued that the typology of a botanical garden's content can be used to determine factors that affect the immediate reactions and enhance engagement with users.

A Case Study of Educational Content using Arduino based on Augmented Reality

  • Soyoung Kim;Heesun Kim
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.268-276
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    • 2023
  • The representative branch of ICT education is Arduino. However, there are various problems when teaching using Arduino. Arduino requires a complex understanding of hardware and software, and this can be perceived as a difficult course, especially for beginners who are not familiar with programming or electronics. Additionally, the process of connecting the pins of the Arduino board and components must be accurate, and even small mistakes can lead to project failure, which can reduce the learner's concentration and interest in learning Arduino. Existing Arduino learning content consists of text and images in 2D format, which has limitations in increasing student understanding and immersion. Therefore, in this paper analyzes the necessary conditions for sprouting 'growing kidney beans' in the first semester of the fourth grade of elementary school, and builds an automated experimental environment using Arduino. Augmented reality of the pin connection process was designed and produced to solve the difficulties when building an automation system using Arduino. After 3D modeling Arduino and components using 3D Max, animation was set, and augmented reality (AR) content was produced using Unity to provide learners with more intuitive and immersive learning content when learning Arduino. Augmented reality (AR)-based Arduino learning content production is expected to increase educational effects by improving the understanding and immersion of classes in ICT education using Arduino and inducing fun and interest in physical computing coding education.

Predicting Learning Achievements with Indicators of Perceived Affordances Based on Different Levels of Content Complexity in Video-based Learning

  • Dasom KIM;Gyeoun JEONG
    • Educational Technology International
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    • 제25권1호
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    • pp.27-65
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    • 2024
  • The purpose of this study was to identify differences in learning patterns according to content complexity in video-based learning environments and to derive variables that have an important effect on learning achievement within particular learning contexts. To achieve our aims, we observed and collected data on learners' cognitive processes through perceived affordances, using behavioral logs and eye movements as specific indicators. These two types of reaction data were collected from 67 male and female university students who watched two learning videos classified according to their task complexity through the video learning player. The results showed that when the content complexity level was low, learners tended to navigate using other learners' digital logs, but when it was high, students tended to control the learning process and directly generate their own logs. In addition, using derived prediction models according to the degree of content complexity level, we identified the important variables influencing learning achievement in the low content complexity group as those related to video playback and annotation. In comparison, in the high content complexity group, the important variables were related to active navigation of the learning video. This study tried not only to apply the novel variables in the field of educational technology, but also attempt to provide qualitative observations on the learning process based on a quantitative approach.

장아찌의 종류와 저장기간에 따른 나트륨 함량 변화 - 건더기와 양념(국물)의 구분 분석법을 적용하여 - (Changes in Sodium Content by Type of Jangajji and Length of Storage Period-By Applying an Analysis Technique to Differentiate Solid Ingredients from Seasoning Liquid-)

  • 최지유;김소영
    • 한국식품영양학회지
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    • 제37권2호
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    • pp.88-99
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    • 2024
  • This study aimed to provide an accurate estimate of sodium intake from jangajji by examining the changes in sodium content according to the type of jangajji and the length of storage period, specifically differentiating between the solid ingredients and the seasoning liquid. It focused on six types of jangajji: chili pepper, perilla leaf, onion, radish, garlic scape, and cucumber. The sodium content in the solid ingredients and the seasoning was measured using a salinometer and ICP-AES. The results indicated that across all types of jangajji, the seasoning liquid consistently contained significantly higher levels of sodium than the solid ingredients. When comparing the sodium content measured by ICP-AES with that from a salinometer, the salinometer readings were significantly lower for both the solid ingredients and the seasoning liquid in all types of jangajji. Additionally, when comparing the sodium content of the solid ingredients with that listed in the nation's representative nutritional databases, a substantial discrepancy was noted, with some cases potentially overstating the actual sodium intake from jangajji. Overall, this study suggests that an urgent review should be conducted to identify and resolve the causes of such discrepancies and accurately estimate the actual sodium intake from jangajji.

색 공간 내 중복 정보 감소를 위한 HEVC 스크린 콘텐츠 부호화 기법 성능 분석 (Performance Analysis of Screen Contents Coding Tools to Reduce Inter-Color Component Correlation)

  • 강제원
    • 방송공학회논문지
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    • 제20권5호
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    • pp.687-696
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    • 2015
  • 최근 동영상 압축에 관한 국제 표준화 기구인 JCT-VC (Joint Collaborative Team on Video Coding) 에서는 High Efficiency Video Coding (HEVC)의 확장 표준으로 HEVC/Range Extension (HEVC/RExt)의 개발을 완료하고 스크린 콘텐츠 동영상의 부호화기술을 위한 표준인 HEVC/Screen Content Coding (HEVC/SCC)을 제정 중이다. 기존 동영상 압축 과정에서는 이미지 센서로부터 취득한 RGB 영상을 변환하여 부호화를 수행하는 반면에 애니매이션, 그래픽스 등 컴퓨터로 합성한 영상을 일컫는 스크린 콘텐츠의 경우는 색 공간의 변환이 주관적 화질을 심각하게 열화 시킬 수 있으므로 기존 RGB 색 공간을 유지하며 효율적으로 색 공간 내 정보의 중복성을 줄이기 위한 부호화 기법이 필요하다. 본 논문에서는 HEVC/RExt.와 HEVC/SCC에서 개발한 스크린 콘텐츠 동영상 압축을 위한 색 요소 예측 기법과 루프 내 색 공간 변환 기술의 성능을 분석한다. 실험 결과에 의하면 색 요소 예측 기법은 평균 약 11.7% BD-rate 감소, 색 공간 예측 기법은 평균 약 16.4% BD-rate 감소를 보인다. 그러나 두 기법이 동시에 적용되는 경우 약 18.2%의 BD-rate 감소를 보여 두 기법의 부호화 효율이 약 9.9% 중첩된다. 본 결과를 응용하여 두 기법이 배타적으로 선택이 되게끔 부호기 고속화를 수행하는 경우 약 0.3%의 부호화 손실로 93%의 부호화 측정 시간을 제공한다.

국내 전통기록물 정보시스템 현황 조사 (Analysis of Korean Traditional Records Information System)

  • 양기덕;신다예
    • 한국도서관정보학회지
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    • 제47권4호
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    • pp.191-217
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    • 2016
  • 전통기록물 정보시스템은 그동안 보존을 위해 공개되지 못한 전통기록물을 인터넷을 통해 제공함으로써 전통기록물에 대한 접근성을 획기적으로 높였다. 본 연구에서는 국내 전통기록물 정보시스템을 조사 분석함으로써 전통기록물의 유통 및 서비스 현황을 살펴보았다. 이를 위해, 전통기록물 정보시스템의 목록을 구축한 후, 운영 주체별로 분류하고 정렬하였다. 또한 전통기록물 정보시스템의 콘텐츠를 시기별, 형태별, 유형별로 나누어 조사하였으며, 검색 필드와 분류 필드의 제공 여부를 조사하였다. 마지막으로 정보시스템을 이용대상별로 나누어 분류하였다. 조사 결과, 105개의 전통기록물 정보시스템이 다양한 형태의 전통기록물을 서비스하고 있으나, 서지정보, 해제, 원문이미지, 원문텍스트, 번역본을 전부 제공하는 정보시스템은 16.1%에 불과했으며, 상세검색을 제공하는 곳은 49.5%로 아직 국내 전통기록물의 유통과 서비스 현황이 미흡하며 전통기록물 정보시스템을 보완해야할 부분이 많은 것으로 나타났다.

경기지역 학교급식의 염도계 사용과 나트륨 저감화 교육실태 (Use of Salimeters and Sodium Reduction Education in School Foodservice in the Gyeonggi Area)

  • 이경숙
    • 대한영양사협회학술지
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    • 제19권2호
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    • pp.173-181
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    • 2013
  • This study used survey data to identify the use of salimeters and the prevalence of sodium reduction education in the Gyeonggi region. A survey with 211 dietitians working in school foodservice (106 in elementary schools, 69 in middle schools, and 36 in high schools) was conducted from August 6 to August 17, 2012. The data were analyzed using the SPSS program. Though 86.6% of school kitchens had salimeters, the rate for checking the sodium content of soup or stew was just 62.7% and the rate for checking the sodium content of kimchi and solid food was very low. Since salimeters are mostly used to measure sodium in liquid foods, it is urgent to provide an education and manual on using salimeters and to promote salimetry for kimchi and side dishes. It is also important to provide students with nutritional information by clearly posting the sodium content of food on menus and compelling students to notice them. Sodium reduction education for cooks was conducted in the 70.3% of the kitchens; however, the dietitians perceived that the cooks did not understand the importance of the education. Also, sodium reduction education for students was mostly provided through indirect methods, rather than face-to-face education, resulting in poor educational data (only 36.4% comprehending). By providing detailed guidelines for sodium reduction and labelling accurate content of sodium of the menus, we will be able to enforce practices for sodium reduction in school lunches.

혼합형 멀티미디어 콘텐트를 활용한 e-러닝 시스템 (An e-Learning System using a Combined Multimedia Content)

  • 나윤지;고일석;조동욱;윤취영
    • 정보처리학회논문지A
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    • 제11A권5호
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    • pp.407-412
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    • 2004
  • e-러닝 시스템은 학습의 효율성과 학습자의 편의성을 위해 멀티미디어 콘텐트를 활용한 학습을 지원하고 있다. 웹을 기반으로 한 e-러닝에서는 네트워크 상태와 시스템의 성능과 같은 물리적인 환경요인의 제약으로 인해 다양한 멀티미디어의 사용이 어렵다. 또한 오프라인을 기반으로 한 e-러닝은 교습자와 학습자의 상호작용성과 최신 정보에 대한 적응성이 부족하다는 단점을 가지고 있다. 본 연구에서는 웹 기반 방식의 상호작용성과 적응성을 유지하면서도 오프라인 기반 방식의 다양한 멀티미디어 서비스를 제공할 수 있는 혼합적 기법의 e-러닝시스템을 설계하였다. 실험결과 제안 시스템이 기존의 방식에 비해 멀티미디어서비스 및 사용자 편의성, 최신정보에 대한 적응성, 상호작용성을 개선하였음을 확인할 수 있었다.

참여형 디지털 아카이브에서의 이용자기여콘텐츠에 관한 저작권 고찰 (Copyright Issues to User-Contributed Content in Participatory Digital Archives)

  • 김수진;신동희
    • 기록학연구
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    • 제49호
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    • pp.5-49
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    • 2016
  • 본 연구는 이용자가 자신의 콘텐츠를 제공하는 형식의 참여형 디지털 아카이브에서 저작권에 관련하여 어떻게 이용자들을 안내하고, 적법하게 기록물을 수집, 이용하게 해야 하는지를 탐구한다. 이를 위해 본 연구는 디지털 아카이브에서 고려해야하는 저작권 및 여러 법규의 내용과 적용 범위 등을 살펴보고 선행연구에서 논의한 법규의 해석, 침해 방식 등을 분석하였다. 이를 바탕으로, 기존의 디지털 아카이브에서 어떠한 방식으로 법률적인 규정을 다루고 있는지 구체적인 사례들을 조사하였다. 이렇게 연구된 내용을 통해, 참여형 디지털 아카이브에서 기록물의 원활한 수집과 이용을 위해 할 수 있는 여러 가지 저작권 관련 활동을 모색하였다. 이용자들이 제공하는 콘텐츠를 받아서 활용하는 디지털 아카이브는 분명한 기증과 이용약관을 만들어 공지해야하고, 콘텐츠 기여자들이 확실히 인지할 수 있도록 간략하고 명확한 이용허락동의서를 제시해야하며, 저작권에 위배되지 않는 각 콘텐츠의 이용 범위, 인용방식에 대한 예시 등을 제공해야 한다. 본 연구에서는 디지털 아카이브 측의 입장을 표명하고 저작권을 소개, 적용하는 방법에 관하여 안내하는 방법을 제안한다.

Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

  • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
    • International Journal of Computer Science & Network Security
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    • 제22권5호
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    • pp.375-380
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    • 2022
  • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.