• 제목/요약/키워드: Contents Development Process

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인지적 사고과정 분석을 통한 주방기구디자인 개발 (The Development of Kitchenware Design through Cognitive Analysis)

  • 김기수
    • 한국콘텐츠학회논문지
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    • 제16권2호
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    • pp.287-294
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    • 2016
  • 디자인을 개발하는데 있어 디자인의 계획에서부터 결과물을 도출시키는 전 과정의 디자인행위는 디자이너의 직관적인 관념과 기술적인 능력차이로 이루어지고 있다. 하지만 이러한 작업의 형태가 어떠한 규정된 틀에서 구체적인 방향으로 진행되기보단 개개인의 암묵적 행위 혹은 내재적 직관으로 이루어지고 있음을 디자인 전문가들은 모두가 공감하는 현상이다. 이러한 직관과 경험을 토대로 행해지는 디자인 작업을 합리적이고 과학적인 과정으로 시작하고 결과를 얻는다면 보다 체계적인 디자인작업을 다음단계로 이관 시킬 수 있다. 본 연구는 전문가와 비전문가의 디자인 적용방향을 실험으로 알아보기 위해 주방기구 개발 프로세스의 초기단계인 디자인 스케치과정 내용을 인지과학의 대표적인 질적연구 방법인 프로토콜 분석 방법을 활용하여 디자이너가 어떠한 사고시스템으로 디자인정보처리를 수행하고 작업하는지를 연구하고자 한다. 따라서 이 논문의 범위를 디자인 인지과학의 관련을 이해하는데 가장 기초가 되는 질적 연구방향에서 "주방기구에 대한 초기프로토콜 분석"과 "사고분석에 대한 코드화"에 한정시킬 것이다. 이러한 연구문제를 해결해가는 절차로 선행연구를 고찰하고 인지적인 사고를 체계적인 방법으로 재해석하여 제품의 개발흐름과 교육적 효과를 찾고자 하였다.

스마트 TV용 게임 프레임워크 개발 (A Game Framework Development for Smart TV)

  • 이성현;이대웅
    • 한국게임학회 논문지
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    • 제15권1호
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    • pp.135-144
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    • 2015
  • 스마트 TV는 2010년 이후부터 대중적인 정보 전달 기기로 확고한 자리를 잡아가고 있다. TV의 기능이 기본적으로 들어 있기 때문에 사용자들의 디바이스 접근성이 높으며 각종 앱, 웹서핑, VOD 시청 등 다양한 기능을 활용할 수 있는 다기능 기기이다. 그러나 아직도 스마트 TV 콘텐츠의 수도 부족하고, 게임 콘텐츠 개발 도구에 관한 연구도 미흡한 실정이다. 본 논문은 게임 콘텐츠 개발자들이 쉽게 스마트 TV용 앱을 제작할 수 있도록 프레임워크를 개발하고자 한다. 본 논문에서 개발한 STGF (Smart TV Game Framework)는 입력처리 매니저, 화면 데이터 상태 처리 매니저, 게임 상태 처리 매니저로 구성된다. 2013년에 STGF를 적용해 개발한 "펜토미로"를 런칭하여 서비스함으로써 유용성을 보였다. STGF를 사용하여 개발을 하면 입력, 출력, 데이터처리 등의 개발 초기 작업과 오류 수정에 드는 시간을 줄일 수 있으므로 전체 개발 기간을 단축하는 효과를 기대할 수 있다.

기본 인명구조술 교육을 위한 CAI 코스웨어 개발 - 성인의 이물질에 의한 기도폐쇄를 중심으로 - (The development of CAl Courseware for Basic Life Support - Centered on the Foreign-Body Airway Obstruction in Adult-)

  • 김미선
    • 한국응급구조학회지
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    • 제7권1호
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    • pp.109-118
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    • 2003
  • With the rapid development of information and communication technology, a lot of multi-media learning programs are being developed and reported in the field of Emergency medicine both home and abroad. In this connection, this study was aimed at developing a foreign-body airway obstruction courseware in adults for EMT. The development period of CAI courseware lasted from May 2003 through November 2003. Among CAI courseware patterns, private instruction and repeat practice and simulation patterns were used as an instruction-learning strategy. The learning contents of the CAI courseware consisted of five chapters concerning (1) A relief of partial FBAO in the responsible victim, (2) A relief of complete FBAO in the responsible victim, (3) In case of unconsciousness in the responsible victim without removing all foreign body, (4) In case of consciousness in all victims after getting removed all foreign body and (5) A complete airway obstruction in victims without consciousness on the basis of assess responsiveness and the degree of airway obstruction. The way to use this courseware, with just a click on one specific chapter, was developed to proceed a course with progressive algorithm, a method of solving problems by choosing one between two situations. A characteristic of this CAI courseware is the enhanced efficiency of an instruction-learning method by providing an opportunity of choice based on situations in its effort to encourage learners to use a self-initiated learning method, not one-way method and to enhance problem solving skills among situations. Moreover, this courseware went through the diverse phases such as development, application, feedback in connection with learning process by practicing teachers, so that the courseware could be used frequently in the future. The contents of this courseware were written with the web, so that, if necessary, the contents could be continuously modified and complemented and handed out in the form of CD-ROM. This study indicates that the development of a variety of CAI courseware requires institutional and financial assistance and initiatives reflecting a reality in terms of learning process, technical assistance and resources.

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생활문화콘텐츠의 OSMU형 프로그램 개발 연구 - 김치문화를 중심으로 한 사례 연구 - (A Study on OSMU Type Program Development of Life Cultural Content - A Case Study Focusing on Kimchi Culture -)

  • 최은옥;유명의
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2008년도 춘계 종합학술대회 논문집
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    • pp.170-175
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    • 2008
  • 김치는 우리 고유의 식문화이고, 한국인의 정서와 문화를 반영하고 있는 대표적인 한국문화원형 중 하나이다. 그리고 그 효능이 입증되면서 세계인이 주목하고 있는 식문화이다. 성공한 문화콘텐츠의 요건들 중 가장 중요한 것은 창의적인 창작소재라 할 수 있다. 김치는 인류가 공유하고 있는 식문화인 보편성과 우리의 민족적 역사적 산물로서 개별성을 지니고 있는 생활문화콘텐츠이다. 김치와 관련된 정신적, 물질적 등 풍부한 문화 요소들은 김치가 세계에서 경쟁하고 성공할 수 있는 콘텐츠 소재의 바탕이 된다. 김치의 풍부한 문화요소들을 기반으로 다양한 문화산업 분야에서 활용할 수 있는 김치문화콘텐츠들을 개발하였고, 그 사례를 기준으로 생활문화원형의 OSMU형 문화 콘텐츠 개발 프로세스를 제시하였다. 본 연구에서는 한국문화원형 중 생활문화의 문화.콘텐츠로서 개발 가능성을 보여주고, 한국생활문화원형의 문화 콘텐츠 개발 프로세스 체계를 구축하는데 도움이 되고자 한다.

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연부조직손상의 S-PBL 모듈 개발 및 적용 (The development and application of S-PBL module in soft tissue injury)

  • 황현숙
    • 대한물리치료과학회지
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    • 제13권2호
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    • pp.57-65
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    • 2006
  • This study was conducted to develop the PBL module using simulation(S-PBL), to apply it to the physical therapy curricula, and its effect on students; learning contents, learning process, and its overall impacts. The S-PBL module was apply on 47 students of first year physical therapy in Jeju Halla College for 8 weeks from 2005 Feb to April. The data was analyzed via SPSS 10.0; the evaluation of learning contents and process was divided into 5 areas; the learning impacts in 4 areas. The research sought average and standard deviations. The students; satisfaction regarding S-PBL learning contents and process averaged >3.5 (on the Likert Scale of 1 thru 5) which indicated high learning achievement. For the learning impact, using an S-PBL module, it averaged >2.8 (on the Likert Scale of 1 thru 4) which indicated high learning impact. Significantly, the students showed high satisfaction in the areas of clinical practicum, the learning process, the opportunity to participate in clinical affiliation, and motivation for acquiring professional knowledge. This study proved that the application of S-PBL is effective for the physical therapy students; ability to carry out physical therapy, and it is also worth to apply in the physical therapy curricula to improve the students; participation in clinical skills.

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습지보전을 위한 환경영향평가제도 (An Environmental Impact Statement for Wetlands Conservation)

  • 이상돈
    • 한국습지학회지
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    • 제2권1호
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    • pp.1-9
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    • 2000
  • The purpose of Environmental Impact Statement (EIS) is an integral component of decisions on proposed plans, projects, and actions. Adapted from the National Environmental Policy Act(NEPA, 1969) environmental impact statement in Korea has aimed to analyse and prepare the mitigation in the process of big scale development and major industrial planning. During the past 19 years EIS has played the central role for the environmental issues in the process of economic development. Nevertheless EIS act needs some modification in the system as well as in the contents of evaluation process. EIS should be served as decision-making process by assessing environmental issues in the beginning stage of proposed actions. Other consideration was suggested to make EIS system better used for environment conservation.

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지역특성콘텐츠 활성화를 위한 애니메이션 캐릭터 연구 (A Study on the Character of Animation for the Promotion of Regional Characteristic Content)

  • 안용준;이영숙
    • 한국멀티미디어학회논문지
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    • 제24권3호
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    • pp.508-517
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    • 2021
  • In this study, the possibility of contents was explored by extracting materials that can be used as regional-specific contents. To this end, the possibility of local content specialization was examined for Eomuk, the representative food of Busan. First, it looked at the content process of Busan's regional-specific material and developed it as a character. Next, it looked at the story development and the process of incorporating it into animation. In the future, based on this study, we would like to present guidelines for the spread of Korean-style regional-specific content.

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.

고등학교 기술.가정 교과서 ESD 분석 및 개선 방안 연구 - 수송 기술 영역 중 자동차 단원을 중심으로 - (A Study on the Improvement Method by Analyzing Contents Related to the Education for Sustainable Development within Technology.Home Economic Textbooks in High School - Based on Vehicle Chapter in Transportation Fields -)

  • 김병욱;문윤섭
    • 한국환경교육학회지:환경교육
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    • 제22권1호
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    • pp.97-109
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    • 2009
  • The purpose of this study is to grasp the degree of recognition of the ESD(Education for Sustainable Development) form Technology Home Economic teachers in high schools, to analyze contents related to the ESD within the textbooks, and to propose the improvement method of the textbooks. As a result, first, the degree of recognition on the ESD was less than about 30.1% in Technology Home Economic teachers. Second, the content and factor criterions for the ESD were developed on the basis of the previous studies. They are suitable for applying to the Vehicle Chapter in the textbooks and are including 9 contents and 7 factors, respectively. Third, the contents related to the ESD within a Technology. Home Economic textbook showed 36.1% in Technology, 33.8% in Home Economics including social and cultural(44.7%), environmental(47.1%), and economic contents(8.2%). But they in the Vehicle Chapter within the textbooks presented 69.1%, 4.8%, 26.1% in social and cultural, environmental, and economic contents, respectively. Finally, the improvement method of the new textbook for the Vehicle Chapter is to adopt issued factors including the suitable adjustment on the vehicle structure and safety as well as the supplement of environmental contents related to the ESD. In addition, it is necessary to contain the contents such as the developing process of environment-friendly vehicles, the economically sustainable consumption strategy, and the cause-and-effect relationship with the global warming in the new textbook.

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환경교육 콘텐츠 시각화 연구: 빗물을 소재로 한 애니메이션 개발 (Study on Visualization of Environment Education Contents: Development of Animation using the Rainwater)

  • 이영숙
    • 한국멀티미디어학회논문지
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    • 제19권5호
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    • pp.970-978
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    • 2016
  • This study suggests the visual contents of environment education using the Rainwater, Visual contents is more effective than writings in terms of delivering information. Environment education needs to be performed from the stage of early childhood as environment can be dealt throughout the overall daily life of learners. This study is to utilize animation contents for environment education to shift recognition of user on environment and deliver the information. For this purpose, virtual space, a theme park with motif of rain city operated by Rainwater was established. Then the process of utilizing Rainwater was shown using rides. Imaginary animal, a dragon and endangered animals were visualized as characters. So this paper is to suggest the possibility of visualization of environment education contents and stimulate 'interest' and provide educational information' on utilizing the Rainwater.