• Title/Summary/Keyword: Content creation

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Creating Makerspaces in Nigerian Public Libraries as a Strategy for Attaining National Integration and Development

  • Aiyeblehin, James Afebuameh;Onyam, Ijeoma Dora;Akpom, Chinwendu Chizoba
    • International Journal of Knowledge Content Development & Technology
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    • v.8 no.4
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    • pp.19-31
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    • 2018
  • The recognition of public libraries as development partners places an onus on public libraries to provide services that will enhance national integration and development. Whereas libraries have been known to provide information resources in various formats, recent developments around the world have shown that it is no longer enough to provide information to users. Users are being encouraged to become knowledge producers and not just consumers. In this regard, libraries are rethinking their strategies. One of the consequences of this, is the creation of makerspaces: a space for creating things within the library. This paper explores the prospects of makerspaces in Nigerian public libraries. The paper identified how makerspaces could lead to national development by providing access to technology, providing opportunity for users to work together thereby promoting unity and togetherness among the citizenry of a given society as well as providing an enabling environment for people to be creative. The paper argued that makerspaces in Nigerian public libraries will lead to increased patronage and users' satisfaction, change in perception of librarians by the public, promote synergy among citizens and result in economic development.

Interrogating the Role of Libraries in the Fight against COVID-19 Pandemic: The Nigerian Perspective

  • Adigun, Ganiyu Ojo;Okuonghae, Omorodion;Mamudu, Philomina Abieyuwa;Suleiman, Idris;Haliru, Ramatu Abdulrasheed
    • International Journal of Knowledge Content Development & Technology
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    • v.10 no.4
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    • pp.47-64
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    • 2020
  • The study investigated the role of libraries in curtailing the spread of COVID-19 pandemic in Nigeria. Six research objectives were raised to guide the conduct of the study. The survey type of the descriptive research design was employed. The population of the study comprised of 139 selected librarians in Nigeria. The complete enumerative sampling technique was adopted to study the entire 139 librarians. The instrument for data collection was an online survey questionnaire designed by the researchers using SurveyMonkey and administered to the respondents via the Nigerian Library Association (NLA) WhatsApp group and the NLA Google group. The data collected were analyzed using descriptive statistics. The study revealed that among the services delivered by Nigerian libraries amidst the global pandemic are COVID-19 awareness and sensitization creation, provision of digital contents to patron, organizing online streaming programs and connecting patrons/citizens to accurate and reliable data on COVID-19 cases around the world. The study further revealed that these services are delivered frequently despite the low level of Nigerian libraries' preparedness for global pandemic. The study concluded that, Nigerian libraries, through their services, are potent weapon for promoting positive change, development, orientation, and re-orientation in the society. By creating COVID-19 awareness/sensitization (especially in rural areas), libraries are able to contribute significantly to the fight against the pandemic.

A Research of Real-time Rendering Potentials on 3D Animation Production

  • Ke Ma;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.293-299
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    • 2023
  • In recent years, with the rapid development of real-time rendering technology, the quality of the images produced by real-time rendering has been improving, and its application scope has been expanded from games to animation and advertising and other fields. This paper analyses the development status of real-time rendering technology in 3D animation by investigating the 3D animation market in China, which concludes that the number of 3D animations in China has been increasing over the past 20 years, and the number of 3D animations using real-time rendering has been increasing year by year and exceeds that of 3D animations using offline rendering. In this study, a real-time rendering and offline rendering 3D animation are selected respectively to observe the screen effect of characters, special effects and environment props, and analyse the advantages and disadvantages of the two rendering technologies, and finally conclude that there is not much difference between real-time rendering 3D animation and offline rendering 3D animation in terms of quality and the overall sense of view, and due to the real-time rendering of the characteristics of the WYSIWYG, the animation designers can better focus on the creation of art performance. Real-time rendering technology has a good development prospect and potential in 3D animation, which paves the way for designers to create 3D content more efficiently.

Electronic Theses and Dissertations' Development in University Libraries in Nigeria

  • Jerry Eyerinmene Friday;Constance Timi-pere Afamukoro
    • International Journal of Knowledge Content Development & Technology
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    • v.14 no.1
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    • pp.75-110
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    • 2024
  • The study was meant to examine electronic theses and dissertations' development in Nigerian federal university libraries. The study adopted descriptive survey research design. The study population comprised forty-eight institutional repository librarians in eighteen Nigerian federal university libraries. The sample consisted of forty three librarians. A questionnaire was used for data collection. The data collected were analyzed with mean and standard deviation. Findings reveal that the policies available for developing electronic theses and dissertations (ETDs) in the libraries require submission of electronic copies of theses and dissertations by students, participation of digital/IR librarians in ETD development and provision of free access to ETDs; the libraries comply with standards of Open Archives Initiative Protocol for Metadata Harvesting and Search/Retrieval via URL using DSpace for building ETDs and taking advantage of such available ICT facilities as computers, scanners, CD-ROM, LAN, internet connectivity and printer. The libraries achieve ETD through digitisation, mandating submission of electronic versions of TDs by students and creation of IR. However, the process is hindered by technological obsolescence, financial problems, absence of clearly-defined ETD development policy, required ICT facilities and trained staff, copyright, irregular power supply and unstable internet connectivity. This study represents a fresh empirical investigation into electronic theses and dissertations' development in federal university libraries in Nigeria.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

The Solution of Content Creation for User Side Using Animation Management System (애니메이션 공정관리시스템을 활용한 사용자 중심 콘텐츠 생성 방안)

  • Lim, Yang-Mi;Kim, Sung-Rea;Kim, Ho-Sung
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.163-167
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    • 2006
  • The previous media has the function that was information of the contents was delivered by only content providers, but the current media makes the interactive function between content providers and general receivers. For this reason, the role of receivers are also expanded in the realm of multimedia and receivers have the roles of the sending and getting information for content user, not more receiver. The constituent members relative to content are content providers, users and user-created content. This paper introduces "the wonderland" the animation process management system for high-level user group. Also, most of images which are made of the animation process are publicly accessible, providing the public or the average user group for making resources easily by using "the wonderland." Although, the general user can get an environment to reedit their own new movie with making the most of provided movie sources are scene and cut units, according to one's taste and one's idea. The materialization of process management system can expand dramatically enough contents, and save the time to edit digital animation or movie, control numerous sources, made an animation processing, and the result output. Such "the wonderland" will significantly help to create future content.

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Basic Study on the Animation Culture Prototype: A Comparison of Korea and Japan (애니메이션에 나타난 문화원형에 관한 고찰: 한·일간 비교를 중심으로)

  • Kim, Yunho
    • Journal of International Area Studies (JIAS)
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    • v.16 no.2
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    • pp.73-94
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    • 2012
  • Recently, Japanese cultural contents are being evaluated as a worldwide content. Among them, the animation takes an overwhelming place in the world market as a Japanese representative content. We need to understand that Japanese animation is being recognized world wide, because Japanese culture was grafted in to and it's very important to apply that to our situation. Cultural content to dominate the world has a fundamentally characteristics derived from regional culture. Cultural content includes elements of particular culture prototype. To investigate into cultural content that has globally used and is valuable, in-depth and systematic research for local (country) culture prototype showed be carried out. Our research aim to provide basic data so Korean animation can be developed as axis of Korean Wave. This compares and analyzes the Culture prototype from Korea and Japanese modern civilized media animation. Specifically for the animation shown in the culture prototype, we aim to - Analyze the content of culture prototype shown in Korea's animation: 'Hopi and Chadol Bawi', 'Heung-Bu and Nol-Bu', 'A Admiral's Diary', and 'Oseam'. - Analyze the content of culture prototype shown in Japan's animation: 'Genji', 'The Spiriting away of Sen and Chihiro', 'The Princess Mononoke', and 'Raccoon War Pom Poko'. - Compare and analyze the content of culture prototype depending on classifying criteria shown between Korea and Japan. We finally want to provide the basic data to develop the creation material for the global animation content based on these two countries throughout this research.

A Case Study of the National Archives Instagram Archival Content in the Anglosphere (영미권 국립보존기록관 인스타그램의 기록정보콘텐츠 사례 연구)

  • Hoemyeong Jeong;Soonhee Kim
    • Journal of Korean Society of Archives and Records Management
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    • v.23 no.2
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    • pp.1-25
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    • 2023
  • This study aims to propose implications for the development of archival content of archives management institutions in Korea by analyzing cases of the archival content on Instagram of the national archives in the Anglosphere. The basic information of the research target's Instagram account, including the creation date, content, and the number of followers, was investigated, and the posts' contents and interaction types with high user responses were analyzed. As a result, to spread the records information service using Instagram, producing images and short-form content that can be intuitively checked through mobile screens and creating content that will attract the attention of primary users are required. Moreover, it is necessary to develop content for informative communications that can be shared with other users. There is also a need to enhance the exposure and searchability of the institution's Instagram account by strengthening connections with the institution's existing online resources and enabling communications, such as using hashtags, following related institutional accounts, and providing feedback on the contents' comments with followers. This study is meaningful in that it examined cases of archival content for Instagram and suggested their applications, and it can be used as basic data to help plan archival contents to spread the archival culture.

A study on invention.intellectual property education content reflection status and needs analysis in secondary vocational education (중등단계 직업교육에서의 발명.지식재산 교육내용 반영 실태 및 요구 분석 연구)

  • Lee, Byung-Wook;Lee, Chan-Joo;Lee, Sang-Hyun
    • 대한공업교육학회지
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    • v.39 no.2
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    • pp.1-18
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    • 2014
  • This study took existing invention intellectual property related textbooks being utilized in secondary vocational education, analyzed the formation status of 'key learning elements' reflection ratio and drew optimum key learning elements formation ratio by invention intellectual property education content required in secondary vocational education in the future. For this, the study task was set up as 'what kind and how much of invention intellectual property key learning elements are in the invention intellectual property textbook education content now and what is the desirable ratio of each key learning elements in the future'. To resolve this task, 3 specialists analyzed the invention intellectual property education content reflection status and optimum reflection ratio by invention intellectual property education content required in the future is suggested by Delphi survey. The results of this study are as following. First, the result of analysis on invention intellectual property key learning elements included in the invention patent recognition books being utilized in secondary vocational education was that the books included all key learning elements; however, some textbooks have the trend of concentrating in D area (problem-solving activities). Second, the result of analysis on the reflection ratio by invention intellectual property education content area in the invention patent recognition books being utilized in secondary vocational education was that there was the trend in most textbooks that they concentrate in intellectual property creation area; while some textbooks deal with intellectual property protection area and intellectual property utilization area. Regarding by achievement type, knowledge area was main in all textbooks. Meanwhile, function area is dealt in invention patent basic, invention and problem-solving and design textbooks. Attitude area is not dealt or is dealt insufficiently in most textbooks. Third, the optimum reflection ratio of invention intellectual property education key learning elements required in secondary vocational education in the future as obtained by specialists' delphi survey was that it is necessary to decrease D (problem-solving activities) 17.7% area, E(invention fusion knowledge) 2.9% area, K(patent application) 6.9% and L(patent information investigation) area 9.6%. Regarding the optimum reflection ratio of invention intellectual property education content, it is suggested that the invention literacy area 3.1%, intellectual property creation area 4.5% and intellectual property protection area 10.6% would be decreased; while intellectual property utilization area 17.7% would be increased. Regarding optimum reflection ratio of achievement type, it is suggested that knowledge area 52% would be decreased; while function area 32.3% and attitude area 19.6% would be increased.

Comparison of the Survey of Teaching Demand for Distance Education Support for the 2021 and 2022 Academic Years : For D Community Colleges in Daegu (2021학년도와 2022학년도 원격교육지원에 대한 교수 수요도 조사 비교: 대구지역 D전문대학을 대상으로)

  • Park, Jeong-Kyu
    • Journal of the Korean Society of Radiology
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    • v.16 no.4
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    • pp.491-497
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    • 2022
  • In this study, we tried to secure basic data to create an environment necessary for distance learning through a survey on professor demand. Among the 184 full-time faculty members of the university, 73 (39.89%) respondents in 2021 and 87 (47.28%) in 2022 were included. As a result of the research on professor demand, in the 2021 school year, 27 people (37%) were classified as LMS improvement items when checking attendance, 38 people (23.3%) were pin-mics as content development support items, and 26 people (35.6%), 33 people (45.2%) of GOM Mix and 25 people (34.2%) of the distance education support center wanted to learn video editing program as the item of video editing program they are currently using. In the 2022 school year, 27 people (31.03%) said mobile upgrade as an LMS improvement item, 52 people (59.8%) of pin-microphone as a content development support item, 33 people (37.9%), but currently using the content creation intention using a studio. As for the video editing program they are working on, 47 people (54%) of GOM Mix Pro and 23 people (26.4%) of the distance education support center want to learn content creation method. In addition, the intention to produce content using the studio for the 2021 and 2022 academic year and the desired educational topic of the distance education support center in the future appeared insignificant (p > 0.05). In this distance education support center, we are working to solve the class of LMS attendance, upgrade mobile, and plan to distribute pin microphones. We are planning to increase the usability of the studio and provide training on how to use video editing programs and how to create video content. In order for a smooth class to take place in a university distance class, the university authorities should seek ways to support the instructor so that he/she does not have difficulties in performing his/her role as a teaching designer, such as setting learning goals, organizing and organizing content, motivating learning, and establishing effective class participation plans. there is a need