• Title/Summary/Keyword: Contents convergence

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Structural and Electrical Properties of La0.7Sr0.3-xMgxMnO3 Ceramics with MgO Content (MgO 첨가에 따른 La0.7Sr0.3-xMgxMnO3 세라믹스의 구조적, 전기적 특성)

  • Hyun-Tae Kim;Jeong-Eun Lim;Byeong-Jun Park;Sam-Haeng Yi;Myung-Gyu Lee;Joo-Seok Park;Young-Gon Kim;Sung-Gap Lee
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.36 no.3
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    • pp.275-279
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    • 2023
  • La0.7Sr0.3-xMgxMnO3 (LSMMO) (x=0.05~0.20) specimens are fabricated by a solid phase sintering method, and the sintering temperature and time are 1,300℃ and 2 hours, respectively. The dependence of the crystalline structure according to the amount of Mg2+ contents is not observed, and all specimens show a polycrystalline rhombohedral crystal structure, the X-ray diffraction (110) peaks move to the high angle side with increasing the amount of Mg2+ contents. LSMMO specimens exhibit a granule-shaped microstructure with an average grain size of 1 ㎛ or less. Resistivity gradually decrease as the amount of Mg2+ contents increased. And in the La0.7Sr0.1Mg0.2MnO3 specimen, resistivity and B25/65-value are 36.7 Ω-cm and 394 K at room temperature, respectively. LSMMO specimens show a variable-range hopping (VRH) electrical conduction mechanism, and the negative temperature of coefficient of resistance (NTCR) is approximately 0.37~0.38%/℃.

A Study on Effective Team Learning Support in Non-Face-To-Face Convergence Subjects (비대면 수업 융합교과의 효과적인 팀학습 지원에 관한 연구)

  • Jeon, Ju Hyun
    • Journal of Engineering Education Research
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    • v.24 no.6
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    • pp.79-85
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    • 2021
  • In a future society where cutting-edge science technology such as artificial intelligence becomes commonplace, the demand for talented people with basic knowledge of mathematics and science is expected to increase continuously, and the educational infrastructure suitable for the characteristics of future generations is still insufficient. In particular, in the case of students taking convergence courses including practical training, there was a problem in communication with the instructor. In this study, we looked at the current status of distance learning at domestic universities that came suddenly due to the global pandemic of COVID-19. In addition, a case study of the use of technology was conducted to facilitate the interaction between instructors and learners through case analysis of distance classes in convergence subjects. Therefore, this study aims to introduce the case of developing lecture contents for smooth convergence education in a non-face-to-face educational environment targeting the developed AI convergence courses and applying them to the education of enrolled students.

Gamification Convergence Contents Study: Formal Elements of the Game Implemented in (게이미피케이션 융합콘텐츠 연구: <잼라이브>에 나타난 게임의 형식적 요소를 중심으로)

  • Lee, Un-Jung;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.483-489
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    • 2019
  • Recently, various media such as broadcasting, movies, and mobile converge with game elements, expanding the contents and expanding the area. This study focuses on the gamification convergence contents. Among them, we examine the case of mobile application live quiz show by applying the formal elements of the game mentioned by Tracy Fullerton. The elements have all the formal elements of the game, which led to the conclusion that they lead the audience to immersion based on the play characteristics of the game. This can be attributed to the elements of the game that have penetrated into the contents, and it can be reinterpreted, and the directions of new contents can be presented, which is industrially, culturally and academically significant. This study focuses on the industrial and cultural achievements created by contents, and plans and prospects new content that balances play and usefulness.

XML Data Model and Interpreter Development for Authoring Interactive Convergence Contents based on HTML5 iframe (HTML5 iframe 기반 상호작용형 융합 콘텐츠 저작을 위한 XML 데이터 모형 및 해석기 개발)

  • Lee, Jun Jeong;Hong, June Seok;Kim, Wooju
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.250-265
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    • 2020
  • In the N-Screen environment, HTML5 standard-based content development is inevitable. However, it is still passive the development of HTML5 manipulation type contents due to high development cost and insufficient infrastructure. Therefor we propose an efficient contents development model by convergence multimedia contents (such as video and audio) with HTML5 documents that can implement dynamic manipulation for user interaction. The proposed model is designed to divide the multimedia and iframe areas in the HTML5 layout page included the player for integrated contents control. Interactive HTML5 documents are divided into screen units and provided through iframe. The integrated control player composed based on the HTML5

A study on the Contents Marketing Strategy. (컨텐츠마케팅 전략에 대한 연구)

  • Kim, Se-Hwan
    • Journal of Industrial Convergence
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    • v.12 no.1
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    • pp.24-37
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    • 2014
  • An increasing numbers ot enterprises are involving in the Contents marketing. The reason is that Contents Marketing owns the stronger influences on the market which relative to that of other media. In this research the aim is presenting of the effective schemes that suitable for the domestic contents marketing climate, through analytical research of current situations and pointing of potential issues of contents marketing progress. Enterprises may have the abundant and essential cognitions about the contents marketing before the starting of the contents marketing project. Then, it is useful to develop the correlative communication strategies, customers' management strategies and crisis-resolution strategies. All of that done may bring the functional benefits for the domestic enterprises investment in the contents marketing.

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A Study of the Factor of Humanities and Social Science based Convergence Research Performance (인문사회기반 융합연구 성과 영향요인 연구)

  • Noh, Younghee;Lee, Kwang Hee;Jeong, Dae Keun
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.667-678
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    • 2018
  • The purpose of this study is to investigate empirically the factors affecting the research results of humanities and social sciences based convergence research. For this purpose, personal characteristics, research environment factor, researcher factor, research team factor, and support agency factor were set as influence factors of convergence research. Survey was conducted for researchers who are conducting research on humanities and social sciences based convergence research. As a result, it was found that factors influencing research on humanities and social sciences based convergence were researcher factor, supporting agency factor, research environment factor(major), and the influence of these factors on convergence research result was 51.6%. The implications of the research results are as follows: First, when performing the convergence research based on humanities and social science, individual factor of the researcher is more important than the factor of the research team in the performance of convergence research. Second, the support organization can improve the convergence research result through continuous management of convergence research results. Third, the research field (major) of the researcher also influences the performance of the convergence research. Therefore, the research field (major) should be considered important in the formation of the convergence research team.

Proposal of new advertising Convergence profitable model of mobile game (모바일게임의 신규 광고 융복합 수익모델 제안)

  • Kim, Tae-Gyu;Heo, Tae-In;Jeong, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.431-438
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    • 2015
  • Smartphone is popularized, it is a lot of development of the mobile advertising industry, is born many types of mobile advertising. Many developers in the mobile game is the advertised profitable by using the SDK of service companies that service the advertising the launch of free games. Mobile IGA banner, front advertising, we use the ad in the three forms of the front video advertising, each of advertising, have advantages and disadvantages. Although many of the games currently use a full-page ad and front video ads, these ads profitable model is use the user game play time. In order to improve the disadvantage of this method, Commonly used to analyze the three ad revenue model, looking for the element, by using the research result of the previous studies, we have proposed a new advertising Convergence profitable models.

A Study on the Standard Policy for the Development Cost of Media Convergence e-Learning Contents (미디어 융복합 이러닝 콘텐츠 개발대가 산정기준에 관한 연구)

  • Han, Tae In;Noh, Kyoo-Sung
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.47-55
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    • 2015
  • In e-learning industry which represents the convergence of IT and education, the standard of e-learning content development cost has been calculated according to the guideline or standard of existing similar industries without considering the characteristics of the industry until today. The absence of contents development cost standard related to e-learning has been recognized as one of the most difficulties in e-learning industry. The calculation of the content development cost without reflecting the characteristics of e-learning industry has bad effects such as the degradation of content quality and development of e-learning industry, and the growth obstruction of them. This paper suggest a standard of development cost for e-learning content development considering the characteristics of e-learning industry. We analyse current problems and the characteristics in e-learning industry, and define the development cost standard. We propose the methodology for developing e-learning industry and for contributing quality improvement of e-learning content.

Study on Fun factor in Smartphone Convergence Game - Focusing on the Defense and Plunder (스마트폰 융복합 게임의 재미요인 분석 - 수성과 약탈을 중심으로)

  • Kim, In-Su;Jung, Hyung-Won;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.367-372
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    • 2015
  • Smartphone game market, smart phone appeared on the market and soon developed rapidly, generation change is happening. Generally, Smartphone games are only short-lived super cell's Clash of Clans is gaining popularity for over two years. So Clash of Clans this game with hold most characteristic elements of the defense and plunder on the subject analyzed the fun factor. In order to analyze the defense and plunder elements were prepared Clash of Clans and Kings of Thieves in cases. Two of the cases, depending on the fun theory Preparation, A sense of space, A solid core machanic, A range of challenge, A range of abilities required to solve the encounter and Skill required in using the abilities were evaluated in the fun factor analysis of defense and plunder elements.