• Title/Summary/Keyword: Contents factors

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Development of Quality Assurance Criteria for Mobile Device Based e-learning Contents (모바일 기기 기반의 이러닝 콘텐츠 품질관리 평가 기준 개발)

  • Kim, JaMee;Kim, Yong;Kim, Seongjin
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.475-482
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    • 2014
  • A wide variety of contents are now provided along with the development of information appliances. The purpose of this study was to examine what should be considered to boost the quality of mobile device based e-learning contents. For this study, 12 evaluation domains and 26 evaluation items were selected using the Delphi method. The factors to be considered for mobile device based e-learning contents quality are summarized 4 factor. In other words, for the purpose of managing the quality of mobile device based e-learning contents, there exist four areas to be considered, 'foundation', 'contents', 'teaching design' and 'technology.' The findings of this study are expected to contribute to the improvement of the quality of the educational contents.

An Exploratory Study on The Effects of Early AR Users' Attributes on AR Contents Adoption and Usage -Focusing on AR Contents Users' Perception and Experience (AR 초기 이용자들의 속성이 AR콘텐츠 채택과 이용에 미치는 영향에 관한 탐색적 연구 -AR콘텐츠 이용자들의 이용 인식과 이용 경험을 중심으로)

  • Kim, Kiyoon
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.38-48
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    • 2020
  • Focusing on the situation where there are not many actual users of VR / AR, this study, from the viewpoint of technology adoption and use, explores the adoption-and-use process of AR contents that can be easily accessed by using smartphones. As a result, the factors influencing the necessity of AR contents were 'enjoyment' and 'satisfaction', and other factors, such as 'innovativeness', 'the experience of using similar media', and 'the number of AR usage', did not have significant impact on the necessity of AR contents. In addition, as a result of verifying level differences in 'enjoyment', 'satisfaction' and 'necessity' according to the experience of using AR content, only the 'enjoyment' and 'satisfaction' showed that there are differences. In other words, it can be interpreted that the users in their 20s actively use AR content only when they expect to have fun and satisfaction. To sum up, this study can provide an important implication for understanding the tendency of early AR content users' perception and usage behavior.

Augmented Reality Authoring Tool and Marine Life Culture Contents for 3D Realistic Experience-Based Learning (3D 실감 체험학습을 위한 증강현실 저작도구 및 해양생물 문화콘텐츠)

  • Won, Yong-Tae;Kim, Ha-Dong
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.70-80
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    • 2012
  • The marine life culture contents added with fun and learning factors are created in a 3D space, and the development of augmented reality contents concerning marine life resources in islands and the utilization method of experience-based learning are proposed. As a WYSIWYG-based authoring tool, an augmented reality authoring tool was made to easily use a authoring tool through a node structure and drag & drop. Marine life contents add the animation effect through a marker and event factors such as the change of modeling data, and also, they support real experience-based learning with the narration of marine life. Based on around 50 species of marine animals augmented reality contents, a marine animal AR book can be utilized as a textbook for elementary school classes, and as a 3D image education utilizing augmented reality, it enhances a learning effect by allowing realistic observation, various ways of thinking, and the maximum flow.

A Study on Effects of Characteristics of Internet Shopping Mall on Customer Loyalty (인터넷쇼핑몰의 특성이 고객충성도에 미치는 영향에 관한 연구)

  • Choi Seung-Il
    • The Journal of the Korea Contents Association
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    • v.5 no.4
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    • pp.45-53
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    • 2005
  • The rapid diffusion of using internet and technical development becomes a driving force creating and developing the industries based on internet and made up an electronic commerce market which is a new form of business market. The object of this study is the business form between the consumer and the enterprise having a rapid growth nowadays. We classified enterprises' characteristic factors in internet shopping mall into product's characteristic factors on shopping mall, characteristic factors of the system on shopping mall and characteristic factors of the interaction between customers and shopping mall in the internet shopping mall. And then we investigated how these classified characteristic factors on shopping mall could influence on customer loyalty.

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Satisfaction Decision Factors of Visitors of Rural Tourism (농촌관광 방문객의 만족결정요인)

  • Jang, Kyoung-Su
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.396-403
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    • 2010
  • The aim of this study is to draw questions to measure the satisfaction level of visitors who are users of rural tourism and to examine factors to decide satisfaction, which affect their overall satisfaction using drawn questions to assess the satisfaction level. In order to achieve these research purposes, the survey was conducted with visitors visiting rural farming villages-experiencing towns located in Yangpyeong Gun, Gyeonggi Province. Through reviewing previous study we drew 24 questions to measure the satisfaction level of visitors who are users of rural tourism. As a result of the empirical analysis using the structural equation model, the factors to decide the satisfaction of visitors visiting farm villages appeared to be 4 factors including experience program, cost, guide and rurality.

Qualitative Study on Critical Quality Factors in Mobile Computing Services - Focusing on Mobile Data Services - (모바일 컴퓨팅 서비스에서 중요 사용 품질 도출에 대한 정성적 연구 - 모바일 데이터 서비스를 중심으로 -)

  • Choi, Hun;Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.6 no.10
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    • pp.17-24
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    • 2006
  • One of the main problems of today's ubiquitous computing systems is that they do not meet their quality requirements. Prior studies had investigated quality factors that were important to users regardless of use contexts. However, mobile computing services such as mobile data services (MDS) are fundamentally different from traditional information systems (IS) because it has been used in various life contexts. We conducted a qualitative study to identify important quality factors on various contexts in MDS. The results show that important quality factors in mobile computing services are differentiated from important quality factors in information systems.

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Covariance Structure Analysis on the Impact of Job Stress, Psychological Factors and Sleep Quality on Fatigue Symptoms among Fire Fighters (소방공무원의 직무스트레스, 사회심리적 요인 및 수면의 질이 피로수준에 미치는 영향에 대한 공분산 구조분석)

  • Lee, Hyun-Joo
    • Journal of Digital Contents Society
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    • v.19 no.3
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    • pp.489-496
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    • 2018
  • This article is to examine the influence of occupational stress, socio-psychological factors and quality of sleep on fatigue symptoms from firefighters in fire service. The correlation coefficients were obtained by a tool of Pearson analysis, and covariance structure analysis was performed on the factors affecting the level of fatigue symptoms. This result suggests that the level of firefighters' fatigue symptoms in fire service. has a causal effect with occupational stress, socio-psychological factors and quality of sleep. Therefore, it is necessary to improve the work environment and to increase organizational support to deal with firefighters' fatigue in fire service.

Ecological Systems Factors Associated with Childhood Depression (아동기 우울에 영향을 미치는 생태체계 요인)

  • Kang, Hee Kyung
    • The Journal of the Korea Contents Association
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    • v.15 no.12
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    • pp.326-335
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    • 2015
  • The purpose of this study aimed to examine the effects of ecological systems factors on childhood depression. A total of 2,119 children data from 2013 Korean Children & Youth Panel Survey(the fourth wave)were used in this study. The results of hierarchical regression showed the most ecological systems factors; organisms(child's gender, aggressiveness, attention problems), microsystems(parental neglect, parental abuse, good relationships with friends), exosystem(supportive community environment); had effects on depression. The most influential factors were child's aggressiveness, parental abuse, good relationships with friends, supportive community environment. Finally, this study suggested some implications for practical intervention and further research in childhood depression.

A Study on Quality Broker to Users Web Service Selection Based on Non-Functional Attributes

  • Sim, Sung-Ho;Song, Young-Jae
    • International Journal of Contents
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    • v.5 no.3
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    • pp.8-13
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    • 2009
  • The recent Web service field emerges as the fastest growing IT paradigm as a result of the increasing interest in SOA (Services-Oriented Architecture) and the expansion of B2B market. With an increasing number of Web service that provide similar features, it becomes more important to provide the most appropriate service for the user's request. A service user in general requires the quality information of Web service when selecting a service among a number of similar Web services. Yet, finding a service through UDDI (Universal Description, Discovery and Integration) does not consider the non-functional aspects of users because it is only based on the functional aspects. That is, the quality, non-functional aspect will be an important factor for the mutual success of the user and provider. Using 3 factors in the Qos factors of the existing studies: the execution cost, reliability, and the quality level, the QoS of Web service is saved and the factors for the QoS are recorded in order to consider non-functional factors when selecting a Web service in this study. The Quality Broker determines the rank and shows the desired result of the service for users. The Quality Broker suggested in this thesis can be used to select a Web Service that considers the user-oriented and non-functional factors.

Success Factors of Game Products by Using a Diffusion Model and Cluster Analysis (확산모형과 군집분석을 이용한 게임제품의 흥행요소 분석)

  • Song, Sungmin;Cho, Nam-Wook;Kim, Taegu
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.3
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    • pp.222-230
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    • 2016
  • As the global game market has been more competitive, it has been important to analyze success factors of game products. In this paper, we applied a Bass Diffusion Model and Clustering Analysis to identify the success factors of games based on data from Steam, an international game platform. By using a diffusion model, we first categorize game products into two groups : successful and unsuccessful games. Then, each group has been analyzed by using clustering analysis based on product features such as genres, price, and minimum system requirements. As a result, success factors of a game have been identified. The result shows that customers in game industry appreciate sophisticated contents. Unlike many other industries, price is not considered as a key success factor in the game industry. Expecially, advanced independent video games (commonly referred to as indie games) with killer contents show competitiveness in the market.