• Title/Summary/Keyword: Contents Development Process

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Development of a Reflective Collaborative Work System for e-Learning Contents Development (e-Learning 콘텐츠 개발을 위한 성찰적 협력작업시스템 개발)

  • Cho Eun-Soon;Kim In-Sook
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.108-115
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    • 2006
  • e-Learning contents are composed of compounding multimedia data. It requires many professionals in contents development stage. The process of e-learning contents development can be seen as a collaborative work. In the perspective of a collaborative work process, the whole process of e-learning contents development would be regarded as collaborative work process for each participant as well as for whole group members. Most of collaborative works in contents development field are widely distributed. Members of work groups require workspaces for sharing information and communicating each other. In addition to workspaces, it also needs to support collaborative reflection such as planning for collaborative work and monitoring for work process. This paper is intended to develop the reflective collaborative work system for e-Learning contents development in order to support the systemic process of e-learning contents development. The reflective collaborative work system is composed of four supportive parts: work flow management, personal workspace, collaborative workspace, and collaborative reflection.

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A Study on the Contents Development Process for Successful Market Entrance

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.10 no.12
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    • pp.1704-1713
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    • 2007
  • Contents industry is growing into a versatile area whose contents can be embodied through not only traditional media such as theater and TV, but also new ones such as the internet, mobile unit, PDA, DMP, etc. In addition, highly advanced computer technology and contents are harmoniously combined for image development featuring multi-channels, which produces various contents, and thus, creating synergy effects with other key industries such as IT, strengthens the domestic economy as an industry of value expansion and new high value items. To this end, this study is to present development plans that are highly productive and valued to domestic contents development companies. For this, the focus was put on the fact that concurrent engineering, which is the mechanism bringing very beneficial effects to existing analog product development processes, and the team system have significant, positive effect on the company productiveness and competitive market values among digital contents related companies, especially contents businesses.

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Knowledge Hierarchy for Culture Contents Development (문화콘텐츠 개발을 위한 지식정보체계)

  • Kim, Sang-Heon;Kim, Na-Yun
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.711-722
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    • 2011
  • This article described relations between knowledge contents for culture contents. Knowledge contents include academic article, research report, digital replica for old books and digital cultural heritages with a high level of abstraction and complexity. The process of digitalization sets up the clearinghouse for information and knowledge of humanities which can be a critical resource for cultural contents development. Knowledge contents are deliverable of knowledge-information hierarchies. The knowledgeinformation resource management plan doing by Korean Studies Advancement Center shows the most of the hierarchies. As a result, this paper shows that the process of knowledge-information development and the process of cultural contents development are in a series of continuous process.With the help of information technology.

An Efficient Study of Expression with 2D Game Tool -Focused on Production of a Game "Shooting Monster" with Spine Tool (2D 게임 툴을 이용한 효율적인 표현 연구 - 스파인 툴을 이용한 "슈팅몬스터" 게임제작을 중심으로)

  • Lee, Heon-Woo
    • Journal of Korea Multimedia Society
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    • v.19 no.7
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    • pp.1208-1215
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    • 2016
  • This study suggests efficient production of game with spine tool that is 2D game tool. For this, the researcher studies process and efficiency of game development by focusing on production of a game "Shooting Monster" Version 1 in service of Google Store at present. Production tools in a contents field are sharply changed. In addition, these tools are automatized into new version and efficient product. These tools help manufacturers in increasing quality of contents and time efficiency. Therefore, the researcher examines understanding of development process of existing 2D game and problems in development stage of graphic character, and analyzes production stage of character animation using spine tool, so suggests effective process of production in terms of production. The purpose of this study is to suggest the direction about graphic efficiency of tool by accessing production process to train working-level talented people in 2D mobile game field.

Business Process and Navigation Modeling for Web-based Information System including Digital Contents (디지털컨텐츠를 포함한 웹기반 정보시스템의 재구성을 위한 비즈니스 프로세스 및 항해 모델링)

  • Choi Sang-Su;Hwang Sung-Ha;Park Hark-Soo;Jang Soo-Jin;Lee Gang-Soo
    • Journal of Digital Contents Society
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    • v.3 no.1
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    • pp.23-35
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    • 2002
  • Recently, digital contents systems have been constructed by means of a Web-based Information Systems(WBIS). However, developers supper from the Web Crisis since there is no systematic methodology for development and maintenance of the WBIS. To partially cope with the problem, we propose web-based business process and navigation modeling methods for efficient restructuring of a WBIS. A Business Process Net model is the business process model. Additionally, system structure model, state transition model, and user interaction model are the navigation models. These models might be useful for development and restructuring of a WBIS which includes digital contents.

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Development of Storytelling Program for Science Learning Utilizing Local Myths as Contents

  • Kang, Kyunghee
    • International Journal of Contents
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    • v.10 no.3
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    • pp.55-63
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    • 2014
  • Existing science education that excludes narrative thinking impedes the understanding of the context of workbook content. The object of this research is to develop a storytelling-learning program based on narrative thinking to elevate learners' interest in science and expand their inventive problem-solving abilities. Following an analysis of the current Korean curriculum, eight types of storytelling materials that utilize local content were developed for grades 7-9. The learning program used quest storytelling and was designed such that learning activities such as investigation, discussion, and experimentation were included in the process of solving each quest. Learners experienced an interest in storytelling learning resulting from participation in this storytelling-learning program. Moreover, learners demonstrated inventive problem-solving abilities in the process of completing the stories. During the process of assembling the storytelling materials, the students interacted with enthusiasm and generated ideas. The teachers indicated a positive feedback to the storytelling program as a new attempt to stimulate learners' interests. In the future, with continuous development and application, storytelling-science-learning programs that base science learning on narrative thinking are expected to be successful.

Process Analysis of Digital Right Management for Web-Based Multicast Contents

  • Toyib, Wildan;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.14 no.12
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    • pp.1601-1612
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    • 2011
  • In recent years, advanced in digital technologies have created significant changes in the way we reproduce, distribute and market Intellectual Property (IP). DRM for multicast contents is complicated risk, the further technology development and human demand, this approaching is still being researched by the scientist and all by the company which is conducting in piracy management reduced, and every country has national policy to make this consortium to limit piracy properties, based on this paper research development, just only two approaching to reduce piracy in DRM they are Industrial Property (IP) and Copyright. In this paper, we are not only figuring and analyzing about the processes to reduce and limit the piracy and unprotected copy law but also describing about the encryption process, watermarking and digital signature process algorithms. The basic concepts of this encryption process for web-based multicast content in DRM are implemented in Java. We conduct this method is a computerized through web based application system approaching to reduce unprotected copy and piracy. Which is used in DRM for multicast content in every section, by providing a fundamental in information technology development, we believe this research is reliable to prove that is unprotected copy, and piracy can be reduced by protecting with this paradigm.

Producer's Role of Development Process in Korean Film and Suggested Solutions - Comparison of Regulations in PGA, "Produced By" (한국영화 기획개발과정에서의 프로듀서의 역할과 개선방안 - PGA의 "Produced By" 규정을 기준으로)

  • Kim, Suna
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.214-225
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    • 2013
  • Current production systems have been recognized as having contributed a dramatic growth in the Korean film industry. However, industry voices feel that the role of these production systems should be reorganized as the industry faces further needs for development process. Film development process involves item selection, scenario completion process, and packaging process, which include choosing the right director and actors in order to increase the chances of completion of the film as well as increasing probability of investment funds. Thus, film development is a very creative and practical businesslike activity at the same time. The purpose of this report is to study the producers' role and problems by comparing Korean film development processes to 'Produced By' of the PGA(Producers Guild of America) and suggest a solution for the improvement.

A Study on the Audit Framework for Web Contents and Design (웹 컨텐츠 및 디자인 중심의 감리모형 연구)

  • Kim, Dong-Soo;Baek, Hye-Jin;Kang, Jae-Hwa;Kim, Hee-Wan
    • Journal of Information Technology Services
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    • v.8 no.4
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    • pp.87-101
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    • 2009
  • The current information system audit merely inspects a web based information system by focusing on checking items that are extracted from structured and information engineering model and object-oriented component model. As a result, the checking item of web contents and design is inadequate. This paper aims to extract audit framework in order to strengthen the audit of web contents and design during the development of the web based information system and to suggest checking items based on audit framework. For this, the web development process and web site evaluation model were studied, compared, and analyzed with the current information system development audit. From a result of the survey, it was found that the adequacy of the suggested audit framework and audit checking items is above the average value. It is believed that the suggested audit framework is helpful for the audit of web based information system.