• Title/Summary/Keyword: Content creation

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Preceding Research for Developing Floral Design Education Contents (화예디자인 교육 콘텐츠 개발을 위한 선행연구)

  • Hong, Yun Joo
    • Journal of the Korean Society of Floral Art and Design
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    • no.42
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    • pp.97-116
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    • 2020
  • In this paper, the need for lifelong education and distance education is increasing due to the decrease of population and the increase of life expectancy. In addition, the popularization and everydayization of education, which combines daily life and learning, is an educational feature. Individuals can more easily access knowledge, and video plays an important role. Video content is the most basic medium that leads to the popularization and daily life of education. With the development of information and communication technology, popularization of media content production and editing technology, anyone can easily create and share. The video education contents business is expected to increase globally through SNS. Especially, the video contents education industry related to flower design is regarded as a suitable content field in an era where environment is essential. In the modern era, characterized by the "one-person household, one-person media" era, the environment of plants protects people from stress by restoring human emotional efficiency, environmental comfort, and stability. In other words, because humans have a preference for nature, plants play an important role for humanity recovery. Against this backdrop, flower design is expected to be a promising industrial sector with high growth, high value added and high job creation effects. In the era of the fourth revolution of the human race, competitive video contents are expected to influence the growth of the future country. will be.

The Role of Innovative Activities in Training Students Using Computer Technologies

  • Minenok, Antonina;Donets, Ihor;Telychko, Tetiana;Hud, Hanna;Smoliak, Pavlo;Kurchatova, Angelika;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.105-112
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    • 2022
  • Innovation is considered as an implemented innovation in education - in the content, methods, techniques and forms of educational activity and personality education (methods, technologies), in the content and forms of organizing the management of the educational system, as well as in the organizational structure of educational institutions, in the means of training and education and in approaches to social services in education, distance and multimedia learning, which significantly increases the quality, efficiency and effectiveness of the educational process. The classification of currently known pedagogical technologies that are most often used in practice is shown. The basis of the innovative activity of a modern teacher is the formation of an innovative program-methodical complex in the discipline. Along with programmatic and content provision of disciplines, the use of informational tools and their didactic properties comes first. It combines technical capabilities - computer and video technology with live communication between the lecturer and the audience. In pedagogical innovation, the principles reflecting specific laws and regularities of the implementation of innovative processes are singled out. All principles are elements of a complex system of organization and management of innovative activities in the field of education and training. They closely interact with each other, which enhances the effect of each of them due to the synergistic effect. To improve innovative activities in the training of students, today computer technologies are widely used in pedagogy as a science, as well as directly in the practice of the pedagogical process. They have gained the most popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, searching for information on the network for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a unified scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The article considers computer technologies as the main building material for the entire society. In the modern world, there is a need to prepare a person for life in a multimedia environment. This process should be started as early as possible, because the child's contact with the media is present almost from the moment of his birth.

Analysis of Consciousness and Model on Land for the Another use After Quarrying (채석장의 부지 활용에 대한 의식 및 모델 분석)

  • Park, Jae Hyeon
    • Journal of Korean Society of Forest Science
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    • v.101 no.3
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    • pp.387-394
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    • 2012
  • The study was conducted to develop an effective forest resources use models for an alternate use of abandoned quarry by an attitude survey. According to the result of survey, a pessimistic view due to dust, noise pollution, and forest damage was 5% higher than an affirmative view by economic benefits from the development of quarry. The 42% of the respondents preferred the alternate use of abandoned quarry and the 25% of the respondents wanted an art and cultural space. The optimum size of alternate use was 5-10 ha (43%) with the requirement of nearby residents (32%). According to the SWOT analysis for abandoned quarry, the strength factors were an effective use of land, the content development of modern industrial inheritance + cultural and art fusion, attraction for nearby city and visitors, a harmony of beauty landscape and clean environment, and a sustainable increase of domestic and foreign visitors with the 5-day-work week. The opportunity factors were the improvement of traffic networks through KTX and local highway, the creation of the new growth engines with the establishment of artistic creation belts, the providing of unique cultural and art space through grafting of tour and education, the creation of local income through stone processed goods, and the vitalization of local development through eco-city. The weakness factors were a psychological remoteness and backwardness, and the weakness of staying tour infra. The threat factors were a poor financial support for sustainable development in nearby quarry and a modify of legal and institutional system for the alternated use of abandoned quarry. The developed restoration models for the alternate use in abandoned quarry are classified to a sculpture park, a waterfall and lake park, a rock-climbing, a sports park + forest park, a native botanical garden, a culture and art park, a complex park, a water storage site, a water storage site to extinguish forest fire, a geriatric hospital, an agricultural facility, and a school site types etc. The results suggest that the alternate use in the abandoned soil and stone quarry is needed to establish facility use models with consideration of user's preference.

The Subject of Jeongganbo Invention from the Viewpoint of Music Education (음악교육의 관점에서 바라본 정간보 창안의 주체)

  • Yim, Hyun-taek
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.415-440
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    • 2018
  • On September 23, 2015, the Ministry of Education announced the 2015 revision of educational curriculum which aimed at 'cultivating creative talents' based on the Article 23, Section 2 of the Elementary and Secondary Education Law. As a result, music curriculum have also been partially revised, which seems to maintain the 2009 revision of music curriculum. Although Jeongganbo 井間譜 is already exposed in the music curriculum for the third and forth grades of elementary school, the learning content about how to read Jeongganbo and how to express the pitch and length of sound including the origin of its name and the background of its invention are dealt with specifically in the fifth and sixth grades. Jeongganbo is known as the oldest mensural notation in the Orient created by King Sejong of the Joseon Dynasty in the middle of the $15^{th}$ century, and it was used for the first time in Sejong sillok akbo 世宗實錄樂譜 (Scores in the Annals of King Sejong), the oldest musical score still in existence. However, in the music textbooks as well as the most of specialized books related to the Korean traditional music, it is uncritically accepted without providing clear grounds that Sejong invented Jeongganbo himself. If so, it is necessary to investigate on which grounds it is claimed that Sejong invented Jeongganbo. This paper first examined the grounds of the proposition that "Sejong invented Jeongganbo," which is introduced in the music textbooks for the fifth and sixth grades of elementary school, by separating it into Sejong's creation of Sinak 新樂 (new music), Sejo's invention of Jeongganbo and Sejong's invention of Hangeul. Next, this paper examined how the subject of the invention of Jeongganbo has been described in the textbooks for the fifth and sixth grades in elementary school based on the 2009 revision of music curriculum, and suggested the direction of a desirable music education by pointing out the related problems. According to historical records and circumstances such as Sejong's creation of Sinak, Sejo's invention of Jeongganbo with 16 Jeonggan (square) in one vertical line, Sejong's invention of Hangeul and so on, it seems to be the most reasonable that Sejong is the subject of the invention of Jeongganbo as of now. However, the attitude of the musical academy to accept and educate the unclear thing as if it is a fact does not seem desirable. Therefore, I suggest that it should be described "Jeongganbo was invented in the period of Sejong" or "it is supposed that Jeongganbo was invented by Sejong" rather than presenting "Sejong made Jeongganbo" or "created" until revealing the clear evidence about the subject of Jeongganbo.

Drupal-based Map Application Generator(MapAppGen): an Application Generation Example for Famous Restaurants (Drupal 기반 맵 응용 생성기 (MapAppGen) : 맛집탐방 응용 생성 사례)

  • Eum, Doo-Hun
    • The KIPS Transactions:PartD
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    • v.19D no.3
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    • pp.229-236
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    • 2012
  • The demand for map applications in both Web and mobile environments has been rapidly increased with the population of Web and smart phone usage. Web-based map applications are mostly developed on such environments as ArcGIS and MapServer and mobile map applications are developed on such API levels as Google Maps and Yahoo Maps. But many parts of map applications are still constructed by coding because these environments don't support high level of automation. Our MapAppGen that we have designed and implemented enhances the Web-based map application productivity by generating the map related modules that can be applied to the Drupal that is one of popular content management systems(CMS's). Comparing the applications that are constructed by the Drupal-supported GMap or NodeMap, the applications that are constructed by MapAppGen provide information on not only the interested geographical feature but also its related geographical features. MapAppGen uses Google Maps API and Drupal is a module-based system that supports the creation, composition and management of contents. We are now working on automatic generation of mobile map applications with MapAppGen.

Video Event Detection according to Generating of Semantic Unit based on Moving Object (객체 움직임의 의미적 단위 생성을 통한 비디오 이벤트 검출)

  • Shin, Ju-Hyun;Baek, Sun-Kyoung;Kim, Pan-Koo
    • Journal of Korea Multimedia Society
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    • v.11 no.2
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    • pp.143-152
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    • 2008
  • Nowadays, many investigators are studying various methodologies concerning event expression for semantic retrieval of video data. However, most of the parts are still using annotation based retrieval that is defined into annotation of each data and content based retrieval using low-level features. So, we propose a method of creation of the motion unit and extracting event through the unit for the more semantic retrieval than existing methods. First, we classify motions by event unit. Second, we define semantic unit about classified motion of object. For using these to event extraction, we create rules that are able to match the low-level features, from which we are able to retrieve semantic event as a unit of video shot. For the evaluation of availability, we execute an experiment of extraction of semantic event in video image and get approximately 80% precision rate.

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Helper Classification via Three Dimensional Visualization of Character-net (Character-net의 3차원 시각화를 통한 조력자의 유형 분류)

  • Park, Seung-Bo;Jeon, Yoon Bae;Park, Juhyun;You, Eun Soon
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.53-62
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    • 2018
  • It is necessary to analyze the character that are a key element of the story in order to analyze the story. Current character analysis methods such as Character-net and RoleNet are not sufficient to classify the roles of supporting characters by only analyzing the results of the final accumulated stories. It is necessary to study the time series analysis method according to the story progress in order to analyze the role of supporting characters rather than the accumulated story analysis method. In this paper, we propose a method to classify helpers as a mentor and a best friend through 3-D visualization of Character-net and evaluate the accuracy of the method. WebGL is used to configure the interface for 3D visualization so that anyone can see the results on the web browser. It is also proposed that rules to distinguish mentors and best friends and evaluated their performance. The results of the evaluation of 10 characters selected for 7 films confirms that they are 90% accurate.

An Analysis of the Relationship between Biology-related Contents Presented in Science and Other Subject Matter Areas in the Elementary School Curriculum (초등 교육과정에서 과학과의 생물 영역과 타 교과의 내용 연계성에 대한 분석)

  • Park, Jae-Keun;Kang, Ho-Kam;Kim, Yong-Jin
    • Journal of Korean Elementary Science Education
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    • v.26 no.1
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    • pp.63-75
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    • 2007
  • This study investigated how the contents of biology domains that were dealt with in the 7th national elementary-school science curriculum were in turn dealt with in the other subject matter areas. Through this, it was hoped that the place and identity of biology as a subject could be more clearly established and defined and additionally, more basic data for developing the new national science curriculum could be acquired at the same time. Subject matter areas that overlapped with biology in the 7th national elementary-school curriculum were practical arts, social studies and physical education. The structure and composition of specific components that were dealt with by these subject matter areas were very different from those of science, and the analysis showed that they failed to correspond across grades. Moreover, topics such as 'natural calamities and the environment' and 'human reproduction' that were dealt with by other subject matter areas, but not in science must be included for developing the new national science curriculum. Accordingly, when it comes to composing the contents of each subject matter area during creation of the new national curriculum, the relevant experts in related subject matter areas should be mobilized to conduct in-depth analysis of the following areas: viability, the most appropriate level of difficulty, and appropriateness of any hierarchy of relative importance between subjects. Additionally, efforts to reflect any improvements in the way the new national curriculum is developed which come about through this research are needed.

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HTML5 Game Engine Mobile Game Development Technique Research -Focused on the Development case using Construct2 Engine- (HTML5 게임 엔진을 이용한 모바일 게임 제작 기법 연구 -Construct2 엔진을 활용한 게임 제작 사례 중심으로-)

  • Lee, Dae Hee;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.183-190
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    • 2015
  • Construct2 Game Engine is development by in United Kingdom production company Scirra. Construct 2 game engine to be used globally, the most excellent technical strength and visibility in the 2D game engine has grown to high engine. The game engine created by the 'Kongbin&Domino'. 'Kongbin&Domino' game, it began commercialization in the Google store and Apple's App Store. It advances the quality evaluation of the case of the production process and the game engine. Researched that can contribute to a better production. In the future, throughout the Research, it is to be contributed to the development of the game industry is conducting research to support the game development process which can be facilitated by the game content creation.

An Analysis Study on Convergence type of Character's Subject Matter of Expression in Broadcasting Kids TV Animation on EBS (EBS 방영 TV 유아동 애니메이션 캐릭터 표현소재의 융합유형 분석연구)

  • Kim, Suk-Rae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.319-328
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    • 2015
  • Domestic kids TV animation industry is settled well in domestic animation industry by adding both entertainment value and educational value. Specially, the character that represents various rolls in the kids TV animation is the core visual element. This study is the analysis for character's subject matter of expression. For this, I established the tool which could classify character's subject matter of expression, and apply the tool to the character which were selected in broadcasting kids TV animations on EBS. Through this procedure, I analyzed character's subject matter of expression with the distribution chart as the final step. In addition, I hope the result of this study could intend to provide the index of the character creation in the kids TV animation and also informed the current situation about the character's subject matter of expression in the kids TV animation.