• Title/Summary/Keyword: Contents convergence

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The Cooperation System Development for the Self-production of Content between Instructor and Learner (교수-학습자간의 콘텐츠 자체 제작을 위한 협력 시스템 개발)

  • Kim, Ho Jin;Kim, Chang Soo
    • Journal of Korea Multimedia Society
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    • v.21 no.11
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    • pp.1297-1304
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    • 2018
  • Online education, commonly referred to as distance education, has developed rapidly. However, it is questionable whether such distance education has been applied to various educational fields and has achieved satisfactory results in terms of learning effect. One of the reasons for not maximizing the benefits of distance education is non-dynamicity in the production and application of educational content. Educational contents production is made up of collaborative work between the instructor who is the contents expert and the developer who is the production expert. For this reason, existing researches have also concentrated on the improvement of each educational effect. In this paper, we propose to replace a production expert from a developer to an instructor. At this time, the important point is that the educational contents produced by the instructor, who is a development non-expert, should still be able to be maintained with high-quality contents utilizing the characteristics of the web. For this purpose, the production system was developed based on open source to maintain the quality similar to the educational contents developed by the production expert. This will increase the effectiveness of education by applying the developed Smart-Blended Learning System to various educational sites.

A Study on Factors Affecting the Usage of the Digital Copyright Exchange in Knowledge Service Convergence Era (지식서비스 융합시대 디지털저작권거래소 이용의도에 영향을 미치는 요인에 관한 연구)

  • Lee, Jung-Jae;Han, Kyeong-Seok
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.153-158
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    • 2012
  • Digital contents market has been drastically increasing under Clouding Computing and Smart Phone environment. The Contents industry is going to be more essential portion than manufacture or service industry in the near future. One good example of high value-added contents is the Harry Potter series which exceeds 10 years' net profit of Hundai automobile company. This one example shows us very well that digital contents market as a core-engine for culture industry development is economically influential and attractive as well. This study focuses on activation of Digital Copyright Exchange in knowledge service convergence era. First, it examines other services like stock exchange, electronic documents and authentication certificate etc. which are similar to DCE service. Then it analyzes what factors make copyright industry have interested in the DCE the through technology acceptance model. Based on the results of the analysis, finally, this study evaluates how the DCE contributes to copyright industry overall including fair utilization of works.

A Convergence Study about the Effect of Web-based Nursing Education contents on Fundamental Nursing Practice Education (웹기반 간호교육 콘텐츠를 활용한 기본간호 실습교육 효과에 대한 융합연구)

  • Eom, Mi-Ran;Seo, Yon-Hee
    • Journal of the Korea Convergence Society
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    • v.8 no.5
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    • pp.97-105
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    • 2017
  • This study aimed to examine the effects of the web-contents nursing education program for fundamental nursing. The study is non-equivalent control group pretest-posttest design. The participants were 64 nursing students in M City. The data was collected from September to October in 2013. The result showed that there were significant improvement in learning motivation(t=5.44, p<.001), practice satisfaction (t=6.98, p<.001), core nursing skills(p<.001) in the experimental group than the control group. However, self-directed learning was not statistically signigicant between the groups. Therefore, this study confirmed that the effect of the web-contents nursing education program in the fundamental nursing practicum. Also, the web-contents nursing education program is needed in the practicum education curriculum to enhance nursing students' competencies in these areas.

A study on the combination of transmedia and gamification and the structure of game design (트랜스미디어와 게이미피케이션의 결합과 게임 디자인의 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.433-438
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    • 2020
  • With the rapid development of media environment and contents production technology, the era of multi-platform convergence transmedia has emerged, and communication method through trans media contents has attracted attention. Transmedia content refers to the concept of translating individual content into multi-platforms, which creates an expanded worldview of convergence. In addition, the interaction generated in this process is very important and difficult to control in the progress of the content. In this paper, we focused on the combination of transmedia content and gamification concept as a solution, and based on the 'MDA framework' which is a theoretical system of analysis and approach for implementing game design, We looked at the structure. It is expected that a review of the fundamental game design structure, which establishes a prediction system of value and fun experiences through the balance of technology and emotions, will be helpful as a basis for designing trans media contents.

Combustion in Methane-Air Pre-Mixture with Water Vapor(1) - Progress of Flame Propagation (물 혼합에 의한 메탄-공기 예혼합기의 연소(1) - 화염전파과정)

  • Kwon, Soon-Ik
    • Journal of the Korean Society of Industry Convergence
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    • v.11 no.1
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    • pp.5-10
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    • 2008
  • A flame speed of methane mixture of water vapor and air have been measured to study the process of flame propagation using schlieren photographs. The quantity of water vapor contained were changed 5% and 10% of total mixture, and equivalence ratio of mixture between 0.8 and 1.2 were tested under the ambient temperature 323K and 373K. The results showed that the burning velocity was decreased by increasing the water vapor contents due to the interruption of flame development. And, the reduction rate of burning velocity was smaller by increasing the water contents under the same ambient temperature. The effects of ambient temperature on burning velocity was decreased by increasing the water vapor contents.

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An Information Security Model for Digital Contents (디지털 콘텐츠의 정보보호 분석 모델)

  • Yoon, Seuk-Kyu;Jang, Hee-Seon
    • Convergence Security Journal
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    • v.10 no.3
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    • pp.9-14
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    • 2010
  • The network architecture and analysis model for evaluating the information security are presented to distribute the reliable and secure multimedia digital contents. Using the firewall and IDS, the function of the proposed model includes the security range, related data collection/analysis, level evaluation and strategy proposal. To develop efficient automatic analysis tool, the inter-distribution algorithm and network design based on the traffic analysis between web-server and user are needed. Furthermore, the efficient algorithm and design of DRM/PKI also should be presented before the development of the automatic information security model.

A Study on the VR-based Drone Immersive Content Development and Experience Effect (VR기반 드론 실감형 콘텐츠 개발 및 체험효과에 관한 연구)

  • Lee, In-Chul
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.4_2
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    • pp.663-671
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    • 2022
  • Practice through virtual reality can increase the educational effect regardless of time and place, and it is an educational method that is being pursued even in the situation of COVID-19. On the other hand, for VR-based education, related technology development and content development must be made, and experiential methods (flipped learning, blended learning, hybrid learning) must be provided in the educational process. The development scenario was developed with the contents of drone qualification test (ultra-light unmanned multicopter) and drone practice and the possibility of non-face-to-face self-directed learning (flipped learning, blended learning, hybrid learning). It is expected that the quality of vocational education related to drones and the effect of high education will be improved through the contents, and it is thought that it will be possible to suggest a direction for the development of various vocational education contents in non-face-to-face education.

The Method of Digital Copyright Authentication for Contents of Collective Intelligence (집단지성 콘텐츠에 적합한 저작권 인증 기법)

  • Yun, Sunghyun;Lee, Keunho;Lim, Heuiseok;Kim, Daeryong;Kim, Jung-hoon
    • Journal of the Korea Convergence Society
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    • v.6 no.6
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    • pp.185-193
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    • 2015
  • The wisdom contents consists of an ordinary person's ideas and experience. The Wisdom Market [1] is an online business model where wisdom contents are traded. Thus, the general public could do business activities in the Wisdom Market at ease. As the wisdom contents are themselves the thought of persons, there exists many similar or duplicated contents. Existing copyright protection schemes mainly focus on the primary author's right. Thus, it's not appropriate for protecting the contents of Collective Intelligence that requires to protect the rights of collaborators. There should exist a new method to be dynamic capable of combining and deleting rights of select collaborators. In this study, we propose collective copyright authentication scheme suitable for the contents of Collective Intelligence. The proposed scheme consists of collective copyright registration, addition and verification protocols. It could be applied to various business models that require to combine multiple rights of similar contents or to represent multiple authorships on the same contents.

Policy Vision on the Cultural Contents Industry as a New Growth Power in the 21 Century (21세기 신성장 동력, 문화콘텐츠 정책의 방향)

  • Kim, Jeong-Hun
    • 한국디지털정책학회:학술대회논문집
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    • 2007.06a
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    • pp.171-180
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    • 2007
  • The purpose of this paper is to find an policy vision and action plans for the growth of the Korean cultural contents industry as a new growth power in the 21th century. For this purpose, I referred to sundry records to analyze the characteristics, industrial situation and the prospects of the cultural contents industry. I also made an analysis on the outcome of the cultural contents policy with the help of the official concerned in the Ministry of Culture and Tourism, which made it possible for me to draw a few urgent problems of Korean cultural contents industry. With these preceding analyses, I proposed the strategy and action plans of the government policy for the Korean cultural contents industry as follows : strengthening the creative power of the cultural contents industry, systemizing the healthy circulation of the cultural contents, and improvement of the cultural welfare on the basis of contents.

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Convergence Point Adjustment Improving Visual Discomfort for a Zoom on a Stereoscopic Camera

  • Ha, Jong Soo;Kim, Dae Woong;Kim, Dong Hyun
    • Journal of the Optical Society of Korea
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    • v.20 no.5
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    • pp.633-640
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    • 2016
  • In a dual lens stereoscopic camera, a convergence point determines the stereopsis effects of a video. When a user zooms an object, a convergence point is fixed since it is not coupled with a zoom function. Due to the fixed convergence point, it is possible for a zoom to cause the excessive binocular disparity resulting in visual discomfort. In this paper, to solve this problem, we build the relational model including all phenomena possible to arise and propose the adjustment methods of a convergence point by the positions of a focus, an object and a convergence point. We also evaluate the experiments measuring a binocular disparity and the subjective test to investigate the visual comfort. The results show that one of the proposed methods produced more comfortable 3D images to viewers than the others.