• Title/Summary/Keyword: Contents Customizing

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3D Contents Based Work Process Simulation Development (3D 콘텐츠 기반 작업 프로세스 시뮬레이션 개발)

  • Kim, Gui-Jung;Han, Jung-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.30-37
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    • 2011
  • In this paper we implemented 3D contents based work process simulation for 3D view contents. For this the method of 3D view technique is explained. The automobiles and PC assembly processes according to the virtual scenario showed the technique which assists workers through 3D view. Also for 3D information visualization, max script of contents modeling functions using 3D MAX was developed. The functions are designed to customize coordinate, material edit on modeling, rendering, and 3D object files with max script.

Android Electronic Bulletin Board Based on Plug-in Technique (플러그인 기법 기반의 안드로이드 전자게시판 솔루션)

  • Hong, Dong-In;Lee, Sang-Joon
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.449-459
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    • 2013
  • The software which is used for electronic bulletin boards have shortcomings that the addition of new function and new information's type to the order point software is very difficult, and the aggressive adaption of newly introduced type of media is impossible because the software is developed by custom solution. Eventually new cost and time are required to enhance functionality or performance to software of DID(Digital Information Display). In this paper, we proposed the scheme to package DID's contents and to customize it using plug-in method. We conducted a case study of this scheme. The platform which can install Apps to DID as one of content was designed. Apps can be inserted by plug-in type on DID platform and run separately with DID framework. As a result, We got advantage that various contents, functions and Apps which are drived on Android can be displayed without any restriction and dependency because Apps itself is one of dynamic notice object. This solution increase reusability of Apps or contents, and can be used easily in various places such as airports, stations, terminals, and front desk by customizing.

Book Genre Visualization based on Genre Identification Algorithm (장르 판별 알고리즘을 이용한 책 장르 시각화)

  • Kim, Hyo-Young;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.52-61
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    • 2012
  • Text visualization is one of sectors in data visualization. This study is on methods to visually represent text's contents, structure, and form aspects based on various analytic techniques about wide range of text data. In this study -as a text visualization study-, 1) a method to find out the characteristics of a book's genre using words in the text of the book was looked into, 2) elements of visualization of a book's genre based on verification through an experiment were drew, and 3) the ways to intuitionally and efficiently visualize this were explained. According to visualization suggested by this study, first, actual genre of a book can be understood based on words used in the book. Second, with which genre is closed to the book can be found out with one glance through images of visualization. Moreover, the characteristics of complicated genres included in a book can be understood. Furthermore, the level of closeness (similarity) of a genre -which is found to be a representative genre using the number of dots, curvature of a curve, and brightness in the image- can be assumed. Finally, the outcome of this study can be used for a variety of fields including book customizing service such as a book recommendation system that provides images of personal preference books or genres through application of books favored by individual customers.

A Study on an Efficient Web Interface Design for Improving Education Effects on Cyber Spaces (사이버 교육효과 향상을 위한 효과적인 웹 인터페이스 디자인 방안 연구)

  • Park, Eun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.289-300
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    • 2007
  • Recently, the number of People who want to study by online has been gradually increased. In addition, people's desire is increasing that represents their special knowledge and personality with new paradigm of UCC(User Created Contents). Most of the educational web-sites offer currently boring and unified educational contents without interesting objects. Therefore I want to solve these problems of existing online educational web-sites and I strongly propose the method of design to make the place educational and useful that everyone can enjoy and manifest the user's dispositions. On this study, it's possible to make pleasant environment and improve educational effects on cyber space by designing it in accordance with the individual tastes which have various design elements, beauties and facilities by the customized design method. As a result, this study proposes the model of online educational web-site having various interfaces and focusing on the customized design.

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Effective Marketing Strategies for Electronic Commerce Activation (전자상거래 활성화를 위한 효율적 마케팅전략)

  • Lee, Seung-Hee;Cho, Jae-Wan
    • Journal of Digital Convergence
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    • v.2 no.2
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    • pp.9-28
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    • 2004
  • The purpose of this study is explore the changes of environment in terms of diffusion of EC and to present effective marketing strategies for Electronic Commerce Activation. This paper focuses on the customer management, Real-Time Responding, and market strategies in Electronic Commerce. EC(Electronic Commerce) that out of the evolution of Internet technology gets a corporation changes to survive in 21st century. So the corporation must set the strategy to fit a Internet focused society. This paper is focusing the analysing the difference between the e-marketing and traditional marketing and proposing the new strategical marketing mix. On the Electronic Commerce, the 6Cs of marketing - Contents, Community, Commerce, Connection, Communication, Customizing - are being played out quite differently than they normally are off-line. In conclusion, the change in Electronic Commerce environment results in (1) redefinition of customer group, (2) different marketing strategies to fit in Electronic Commerce environment, and (3) changes in customer management, promotion strategy, advertizing appeal.

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Effective Marketing Strategies for Electronic Commerce Activation (전자상거래 활성화를 위한 효율적 마케팅전략)

  • Lee, Seung-Hui
    • 한국디지털정책학회:학술대회논문집
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    • 2003.12a
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    • pp.381-402
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    • 2003
  • The Purpose of this study is explore the changes of environment in terms of diffusion of EC and to present effective marketing strategies for Electronic Commerce Activation. This paper focuses on the customer management, Real-Time Responding, and market strategies in Electronic Commerce. EC(Electronic Commerce) that out of the evolution of Internet technology gets a corporation changes to survive in 21st century. So the corporation must set the strategy to fit a Internet focused society. This paper is focusing the analysing the difference between the e-marketing and traditional marketing and proposing the new strategical marketing mix. On the Electronic Commerce, the 6Cs of marketing - Contents, Community, Commerce, Connection, Communication, Customizing - are being played out quite differently than they normally are offline. In conclusion, the change in Electronic Commerce environment results in (1) redefinition of customer group, (2) different marketing strategies to fit in Electronic Commerce environment, and (3) changes in customer management, promotion strategy, advertizing appeal.

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The Style and the Direction of Customized Website Design (고객맞춤형 웹사이트 디자인의 유형과 전개방향)

  • 서종환
    • The Journal of the Korea Contents Association
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    • v.2 no.4
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    • pp.30-39
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    • 2002
  • The need for customized website design has been increased these days. There are two approaches for customizing website design. A Static/Selective approach is easily applied to website design, but is hard to provide a more refined customized service due to its lack of accumulation of customer data. In the Transparent/Adaptive approach, it is easy to apply an intrinsic value of customer, but without sufficient customer data, inappropriate customization is liable to occur. In this paper, directions such as "control of customer participation level", "collection of contextual information" and "development of filtering methods for design elements are suggested for the integrated use of these approaches. use of these approaches.

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Exploratory Case Study for Developing Contents and Management Strategies of e-Learning on Social Welfare Education (사회복지교육 이러닝 콘텐츠 개발과 운영전략을 위한 탐색적 사례연구)

  • Suh, Sang-Hyun;Kim, Kyo-Jeung
    • The Journal of the Korea Contents Association
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    • v.7 no.7
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    • pp.104-113
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    • 2007
  • The purpose of this study is to develop contents and management strategies of Social Welfare Education e-Learning. For this study, Data were collected from students who were attended to Introduction to Social Welfare e-Learning in K center between first semester, 2006 and first semester, 2007 as well as professors and system operator. It is important meaning to performance as the first empirical study which is on the e-Learning of social welfare studies. As a results, it has been proved that systematic preparation process, study contents which is centered field, active interaction among students, study management in time efficiency, technological supports for system improvement are significant factors on construction and development of Social Welfare e-Learning.

3D Graphic Interface Design for TV using Behavior and Attribute Analysis (행위와 속성 분석을 통한 TV 의 3D 그래픽 인터페이스 디자인 연구 -실생활과 접목된 필연적인 인터페이스 구현을 위한 방법론)

  • Shim, Jae-Hee;Kim, Uni-Young;Kim, Ji-Hea;Lee, Hyung-Nam;Jang, Sae-Hun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.996-1000
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    • 2009
  • There can be three objectives why we apply 3D graphics in TV interface. First, inevitable usability. 3D space is the most inevitable way for product-user interaction deviating from the current aesthetic or technical purpose of use. Second, enhance emotional satisfaction by merging interface into real life. Beyond digilog(analog+digital), we wanted users to naturally use the interface as if they are using everyday objects. And in order to do this properly, we analyzed the behaviors of users how they use their everyday objects and then analyzed the attributes beyond each behavior. Third, capaticy for enourmous contents of the incorporated TV. The most efficient way to display enormous amounts of contents in a limited screen is 3D. And that 3D space gives us almost unlimited capacity in accepting contents. Now to conclude, using 3D graphics for TV interface has significance in many ways but the issue is how we can maintain the 3D effects while customizing them into real products.

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User Perceptions of a Digital Archive for Content Creation: Focused on the Korea Creative Content Agency (KOCCA)'s 'Culturing' (창작 목적 디지털 아카이브 콘텐츠 활용에 대한 이용자 인식 연구 - 한국콘텐츠진흥원 컬처링(Culturing) 웹 사이트를 중심으로 -)

  • Park, Yong Min;Kim, Yang-woo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.1
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    • pp.285-310
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    • 2020
  • A significant number of studies have been conducted on user perceptions of archive and record contents for the National Archives of Korea (NAK) and local record centers in the field of archives and records management in Korea. Yet, there has not been such a research on the use of digital archive contents designed for contents creation. Accordingly, this study investigated user perceptions of the use of the contents on the Korea Creative Content Agency (KOCCA)'s Culturing archive designed for creation purposes. A survey was conducted, examining the user's degree of interests, the expected user preference of the use and the expected extent of help by the contents of the archive. For the analyses of the survey data, this study performed one-way ANOVA for the comparative analyses of the means related to the subjects' general characteristics and the perceptions, along with cross-tabulation analyses for the association among the same items and nominal variables related to perceptions. On the basis of these analyses, this study suggests the following: ① to supplement the contents of the archive; ② to design customized interfaces and to enhance the readability; ③ to reinforce site PRs for large portal sites and creators' groups.