• Title/Summary/Keyword: Contents Authoring Tool

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Development of Interactive e-Learning Authoring Tool for Computational Engineering (인터랙티브 계산공학 이러닝 콘텐츠 저작도구 개발)

  • Shin, jung-hun;Ryu, gi-myeong;Jang, cheol-hoon;Lee, sik;Cho, kum-won
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.413-414
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    • 2017
  • 계산공학 분야는 복잡한 수치이론과 계산 실행 및 분석 툴의 중요성이 높기 때문에 온오프라인 모두에서 효과적인 교육을 수행하는 것이 힘든 실정이다. 본 논문에서는 오프라인 저작도구와 EDISON 플랫폼을 두축으로 효과적인 웹기반 이러닝 환경을 구축하는 과정을 설명하였다. 특징으로는 웹기반이지만 데스크탑에서 오프라인으로 동영상/발표자료/외부링크 등의 이종 콘텐츠들을 조합하여 강의를 구성할 수 있는 저작도구가 있다는 것이다. 또한 계산과학공학 플랫폼인 EDISON의 계산실행 포틀릿을 활용하여 인터랙티브 실습교육 환경을 구성하였다는 것이다. 본 이러닝 시스템은 대학 및 현장에서의 즉각적인 이론습득 및 실습 요구에 대응할 수 있을 것으로 사료된다.

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Educational smart media authoring tool system (교육용 스마트 미디어 저작 도구 시스템)

  • Kwon, Sun-Ock;Kim, Jong-Oh;Jeong, Ji-Seong;Kim, Do-Hyeong;Ju, Seong-Yeon;Lee, Jae-Won;Kim, Jin-Kook;Yoo, Kwan-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2013.05a
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    • pp.21-22
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    • 2013
  • 기존의 스마트 미디어(전자책) 저작 도구의 경우 현장 교육의 주체가 되는 일선 교사나 교육 전문인이 직접 스마트 미디어(전자책)를 출판하기 어렵다는 문제점이 있다. 본 논문에서는 콘텐츠 전문가, 일선교사 또는 일반 사용자들도 손쉽게 교육용 스마트 미디어(전자책)를 제작할 수 있고 다양한 스마트 디바이스에 호환 가능한 교육용 스마트 미디어 저작 도구 시스템을 제안한다. 제안하는 교육용 스마트 미디어 저작 도구 시스템은 WPF의 FlowDocument 기반의 문서 구조를 따른다.

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Application authoring tool for the use of the efficiency of a literature class (문학수업의 효율성을 위한 애플리케이션 저작도구의 활용)

  • Nam, Sukhee
    • Journal of Digital Convergence
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    • v.11 no.5
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    • pp.423-428
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    • 2013
  • This paper is to suggest how to apply smartphone application making for literature class as a learning tool. New specialists in literature are not satisfied with the traditional learning methods for the acquisition of theoretical knowledge any more. They try to learn the making process of smartphone application using app writing tools to meet their attention and needs. As a result, they can experience "deterritoriatization" of their major. Such a new learning method not only makes the learners build up their literary knowledge, but also plays a part to meet their needs to make it reality as a practical method that satisfies their learning needs. On this basis, there can be a possibility for literature to be the important resource of the contents development for mobile application.

Authoring Tool for Web Content Development by Python Education (Python 교육을 통한 Web 콘텐츠 개발을 위한 저작도구)

  • Jeong, Je-Hyeon;Oh, Seong-Min;Gu, Bon-Woo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.699-701
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    • 2022
  • 프로그래밍 교육에서 Python 교육은 현재 기본으로 다루고 있다. PIP 의 우수한 확장성에 의해 수많은 분야에서 Python 을 이용하여 연구 및 개발을 수행하고 있다. 게임 개발에서도 Python 은 적극 활용되고 있다. 메모리관리와 최적화를 위한 Low Level 개발 부분에서는 C/C++, C#, JAVA 를 사용하지만, 게임 시스템 기획자의 경우 프로그래머에게 직결되는 문서를 작업하기 위해 객체지향적 시점을 작성해야 하기 때문에 Python 을 통해 기획자와 프로그래머의 의사소통 향상으로 인해 결과적으로 개발 시간을 단축하는 효과를 볼 수 있다. 본 논문에서는 Python 교육과 접근성이 좋은 Web Contents 를 개발하기 위하여 KM Engine 을 개발하였다. 경민 대학교 게임콘텐츠과 학생들을 대상으로 교육과 Web Contents 를 개발한 결과 Unity, Unreal 에 비해 학생들이 매우 편하게 개발하는 것을 확인 할 수 있었다. KM Engine 은 경민 대학교 학생 들 뿐 아니라 게임 제작을 배우고 싶어하는 이들과 이들을 학습시킬 목적을 가진 이들에게 기여하길 바란다.

Development and Application of Action Based Mathematics Digital Textbook (활동 중심 수학과 디지털교과서의 개발 및 적용)

  • Heo, Nam Gu;Lew, Hee Chan
    • Journal of Educational Research in Mathematics
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    • v.25 no.2
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    • pp.241-261
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    • 2015
  • "SMART" is a word to condense a new kind of educational system recently proposed by the Korean government. It signifies an intelligent adaptive learning system to innovate the educational environment, the contents, methodology and assessment. Developing a digital textbook was one of the main strategic goals to drive forward "smart" education. The Korean government expected to finish the development of digital textbooks of science, mathematics, social studies and English by 2013 and to have a field experiment for them in 2014. However, the case of mathematics was postponed for an indefinite period because its draft version was no different from a traditional textbook in its functional aspect. This situation might come from the non-existence of a good authoring tool and an inexperienced sense by developers of the opportunities available with digital textbooks. This paper introduces the main features for developing a digital mathematics textbook for the 12th grade students, which was developed in the environment of Cabri LM as an authoring tool. This paper also looks upon the results of a whole lesson using the textbook in managing the classroom interaction with students.

Design and Implementation of Platform Providing Adaptive Contents based on IBB Companion Screen Service (IBB 기반 적응적 컴패니언 스크린 컨텐츠 제공 플랫폼 설계 및 구현)

  • Moon, JaeWon;Lim, Tae-Beom;Kum, SeungWoo;Nam, YoonSeok;Lee, Sangwon
    • Journal of Broadcast Engineering
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    • v.22 no.1
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    • pp.95-106
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    • 2017
  • Interest in companion screen services and high-definition television broadcasting services are rising along with the advanced of digital broadcasting communication technology. Not only providing good-quality broadcasting services in the main screen, but also creating added values of companion services in the secondary screen are important. In this paper we suggest a platform and a related authoring tool generating adaptive companion screen services according to user contexts. The Platform providing adaptive companion screen services based on user environment is designed and implemented for real service market. Proposed platform organizes a higher quality content service considering both user contexts and demands of service providers in real time, and the related authoring tool enables a novice user interface designer and service director to make adaptive user interfaces quickly and easily. We developed and simulated this platform in accordance with Korean UHD IBB standard which provides interactive service applications.

Education On Demand System Based on e-Learning Standards (e-Learning 표준에 기반한 주문형 교육 시스템)

  • Hong, Gun Ho;Song, Ha Yoon
    • The Journal of Korean Association of Computer Education
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    • v.6 no.3
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    • pp.99-108
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    • 2003
  • This paper indicates limitations of the existing VOD(Video on Demand)-based on-line education systems and presents the design and implementation of Education on Demand (EOD) system as an alternative. EOD system is based on meta information expressed in XML and component technology. Overall system consists of authoring tool. contents server, learning policy system and contents viewer. which are utilized throughout the learning contents life-cycle. EOD system enables automated contents management using meta information exchange methodology that is conformant to the SCORM meta data presentation scheme. In addition, integrated management of interaction and feedback information along with the learning policy system provides customized learning guide for each individual learner. With the development of EOD system, this paper discusses about advanced on-line education system which surpasses existing content-providing-only systems.

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The Mobile Cartoons Authoring Method Using Scene Flow Mode (Scene flow 방식을 이용한 모바일 만화 저작 기법)

  • Cho, Eun-Ae;Koh, Hee-Chang;Mo, Hae-Gyu
    • Cartoon and Animation Studies
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    • s.19
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    • pp.113-126
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    • 2010
  • The digital cartoons market is looking for a new growth momentum as the radical increases of the demands and markets about the mobile contents with portable instrument popularization. The conventional digital cartoons markets which are based on web-toon, page viewer cartoons and e-paper cartoons have been studied various fields to overcome some limitations such as the traditional cartoons had. The mobile cartoons which have been changed more and more, have some canvas limitations due to the mobile screen size. These limitations lead to the communication problems between the cartoonists and the subscribers and resulting some obstacles of mobile cartoons activations. In this paper, we developed a authoring tool applied the Screen Flow method to overcome inefficiency of conventional authoring methods. This proposed method can reflect the cartoonists' during the process of authoring mobile cartoons, thereafter we studied about the authoring method of mobile cartoons and its effects. For the convenience of users creating and distributing content in a way has been studied.

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Implement of The Authoring Tool for WIPI Business Program using UIDL(User Interface Description Language) (사용자 인터페이스 명세 언어를 이용한 위피 비즈니스 프로그램 저작도구 구현)

  • Lee, Dong-Su;Park, Ki-Chang;Kim, Byung-Ki
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.152-162
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    • 2009
  • At present, Authoring tools, which are used to develop the WIPI applications are less convenient to be coded. Usually, the programming tools only focus on the grammar while scarcity of visualization. Developer forced directly codes all times during the development by this cause. As a procedure for rapid WIPI Application Development, in this paper, WIPI API High Level Component is first visualized, in order words, graphic control is developed. Second this control is used in designing the mobile layout. Then UI Markup Language and source code can be generated automatically. With this view, we propose the JIML(Jlet Interface Markup Language) with UI Markup Language based XML of WIPI Jlet Platform and also present the transformable rule for generation to the WIPI code about WIPI Jlet UI from offered JIML. Also we implement the WIPI Jlet Generation System to make the generation to JIML, WIPI code. The Implemented System provides efficiency when developing WIPI Business Application, and helps to enable rapid development.

Design and Implementation of Interactive Multi-view Visual Contents Authoring System (대화형 복수시점 영상콘텐츠 저작시스템 설계 및 구현)

  • Lee, In-Jae;Choi, Jin-Soo;Ki, Myung-Seok;Jeong, Se-Yoon;Moon, Kyung-Ae;Hong, Jin-Woo
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.458-470
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    • 2006
  • This paper describes issues and consideration on authoring of interactive multi-view visual content based on MPEG-4. The issues include types of multi-view visual content; scene composition for rendering; functionalities for user-interaction; and multi-view visual content file format. The MPEG-4 standard, which aims to provide an object based audiovisual coding tool, has been developed to address the emerging needs from communications, interactive broadcasting as well as from mixed service models resulting from technological convergence. Due to the feature of object based coding, the use of MPEG-4 can resolve the format diversity problem of multi-view visual contents while providing high interactivity to users. Throughout this paper, we will present which issues need to be determined and how they can be realized by means of MPEG-4 Systems.