• Title/Summary/Keyword: Contents-Making

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Case Study on Contents-Making Project (콘텐츠 제작 프로젝트 사례 연구)

  • Paik, Jiwon
    • Journal of Korea Multimedia Society
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    • v.20 no.3
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    • pp.551-561
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    • 2017
  • It is very important to educate students who can be working professionals in contents-related field. This paper discusses three types of contents academic-industrial cooperation projects which are contents technology, contents software and education, and contents-making projects. Regarding third type, this paper explains two examples of contents-making projects that Daejeon University's Animation Department did. First one is Miznco Co.'s in 2015 and second one is which exhibition is held in old provincial of Chung-nam and Skyroad[1] at Daejeon in 2016. This exhibition is held for reviving old town area of Daejeon which is called one-do-sim through great contents. This paper also proposes what contents-related department in each university has to do to survive in tough period.

Influential Factors for the IT Investment Decision Making Quality: An Empirical Study Focus on IT Governance

  • Ham, Ju-Yeon;Lee, Jung-Hoon;Woo, Hyeok-Jun
    • International Journal of Contents
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    • v.6 no.4
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    • pp.69-78
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    • 2010
  • In recent years, many leading corporations are actively adopting IT as competitive resources to improve productivity and processes efficiency with strategic alignments. In effect, IT investment also continues to increase. As a vast growth of IT investment, questions and criticism on recent IT investment results are also rapidly being raised. Especially, improper decision making and management on IT investment may cause negative impact on the company's reputation and finances, therefore companies need reasonable and wise investment decision making on new IT projects. This study applies the conceptual framework of IT governance to IT investment decision making cases to examine how IT investment governance influences the quality of IT investment decision making and how business-IT strategic alignment affects the quality of IT investment decision making. This paper contributes to identify the main factors for reasonable and effective IT investment decision making and expected to provide proper guidelines for IT investment decision making.

An Analysis of Factors InFluencing Copyright Protection Decision-Making among Korean eSports Game Users (e-스포츠 콘텐츠 이용자들의 저작권보호 의사결정에 대한 영향요인 분석)

  • Choi, Eui-Yul;Jeon, Yong-Bae
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.723-732
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    • 2014
  • The purpose of this study was to examine the factors influencing copyright protection decision-making among Korean eSports game users. Data collection was conducted over a month at an eSports arena located in Seoul. Of the surveys collected, 354 valid data (88.5% of response rate) were analyzed in SPSS Ver. 20.0 through descriptive statistics, correlation and multiple regression analysis. The results showed that copyright protection decision-making regarding eSports contents was significantly influenced by legal/moral norm, perceive group norm, and past habit/behavior. Among the factors, legal/moral norm was found to be the most influential on copyright protection decision-making.

Scientific Analysis of Iron Making By-Products Excavated from Gogi-ri, Namwon, Korea

  • Bae, Chae Rin;Kwon, In Cheol;Cho, Nam Chul
    • Journal of Conservation Science
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    • v.37 no.1
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    • pp.34-42
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    • 2021
  • This study analyzes six slags excavated from the iron making site in Gogi-ri, Namwon, Korea to understand the characteristics of the ruins, and to confirm the iron making process performed at the time. The chemical components of the iron making by-products from the Gogi-ri site were analyzed, and the findings indicate total Fe contents between 23.24% and 37.56%, which are lower than the typical total Fe content found in ancient iron making processes. The deoxidation agent contents of the slags ranged from 43.88% to 58.13%, which are higher than the typical deoxidation agent content of ancient iron making processes. The high content suggests smooth separation between iron and slags, and TiO2 detected from the site suggests the use of materials with high titanium content in the iron making in the region. As for the microstructures of the slags, some slags have long pillar-shaped fayalites, while others have pillar-shaped wüstite along with ulvöspinel. Slags from the forging furnace show hammer scales created by both the earlier stages and later stages of forging work. The findings suggest that the iron making site in Gogi-ri, Namwon, Korea used to be an iron making facility where a full range of iron making process was carried out ranging from smelting to forging, and the ironmakers used a wide array of technologies to manufacture iron products.

A Study on the Education Status of Lingerie and Pattern-Making Actual Conditions in the Domestic Lingerie Business (국내(國內) Lingerie업체(業體)의 교육(敎育) 및 Pattern제작실태(製作實態)에 관(關)한 연구(硏究))

  • Cha, Su-Joung;Sohn, Hee-Soon
    • Journal of Fashion Business
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    • v.8 no.4
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    • pp.80-93
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    • 2004
  • The purpose of this study is to recognize about lingerie company's education and pattern-making actual conditions. This study used a questionnaire method. Respondent of survey is designers who work in exist lingerie company. The collected data were statistically processed using SPSS(Statistical Package for Social Science) for technical statistical analysis, correlation analysis. The results of this study can be summarized as follows; 1. Most of lingerie designers educated lingerie design, pattern and textiles etc. after entering a company and satisfaction 57.3% about education has satisfaction of intergrade. 2. Designer's 87.8% has satisfaction more than intergrade about own pattern-making technology and work career is high, satisfaction about pattern-making technology is high. 3. Correlation was expose that is in lingerie education availability and optimum level arrival period of pattern-making ability before entering a company. In case take lingerie education before entering a comany, thought that optimum level arrival period of pattern-making ability is shorter. 4. Most of lingerie company designers used flat pattern-making method and draping method. 5. There is correlation between work career and using the basic pattern. Work career was expose that make and use only own basic pattern in case is more than 3 years. 6. Contents about deepening pattern-making technology are most by 92.2% to contents of lingerie reeducation.

Mobile Contents Transformation System Research for Personalization Service (개인화 서비스를 위한 모바일 콘텐츠 변환 시스템 연구)

  • Bae, Jong-Hwan;Cho, Young-Hee;Lee, Jung-Jae;Kim, Nam-Jin
    • Journal of Intelligence and Information Systems
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    • v.17 no.2
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    • pp.119-128
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    • 2011
  • The Sensor technology and portable device capability able to collect recent user information and the information about the surrounding environment haven been highly developed. A user can be made use of various contents and the option is also extending with this technology development. In particular, the initial portable device had simply a call function, but now that has evolved into 'the 4th screen' which including movie, television, PC ability. also, in the past, a portable device to provided only the services of a SMS, in recent years, it provided to interactive video service, and it include technology which providing various contents. Also, it is rising as media which leading the consumption of contents, because it can be used anytime, anywhere. However, the contents available for the nature of user's handheld devices are limited. because it is very difficult for making the contents separately according to various device specification. To find a solution to this problem, the study on one contents from several device has been progressing. The contents conversion technology making use of the profile of device out of this study comes to the force and profile study has been progressing for this. Furthermore, Demand for a user is also increased and the study on the technology collecting, analyzing demands has been making active progress. And what is more, Grasping user's demands by making use of this technology and the study on the technology analyzing, providing contents has been making active progress as well. First of all, there is a method making good use of ZigBee, Bluetooth technology about the sensor for gathering user's information. ZigBee uses low-power digital radio for wireless headphone, wireless communication network, and being utilized for smart energy, automatic home system, wireless communication application and wireless sensor application. Bluetooth, as industry standards of PAN(Personal Area Networks), is being made of use of low power wireless device for the technology supporting data transmission such as drawing file, video file among Bluetooth device. With analyzing the collected information making use of this technology, it utilizes personalized service based on network knowledge developed by ETRI to service contents tailor-made for a user. Now that personalized service builds up network knowledge about user's various environments, the technology provides context friendly service constructed dynamically on the basis of this. The contents to service dynamically like this offer the contents that it converses with utilizing device profile to working well. Therefore, this paper suggests the system as follow. It collects the information, for example of user's sensitivity, context and location by using sensor technology, and generates the profile as a means of collected information as sensor. It collects the user's propensity to the information by user's input and event and generates profile in the same way besides the gathered information by sensor. Device transmits a generated profile and the profile about a device specification to proxy server. And proxy server transmits a profile to each profile management server. It analyzes profile in proxy server so that it selects the contents user demand and requests in contents server. Contents server receives a profile of user portable device from device profile server and converses the contents by using this. Original source code of contents convert into XML code using the device profile and XML code convert into source code available in user portable device. Thus, contents conversion process is terminated and user friendly system is completed as the user transmits optimal contents for user portable device.

Making Fun Strategy of Gag Concert (<개그콘서트>의 웃음생성 전략)

  • Hong, Kyung-Soo;Cho, Eui-Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.138-145
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    • 2012
  • , Korea's popular television comedy program cast the strategy of making fun by word game interweaving meaning and nonmeaning and started to making fun by narrative game. So called Digital Narrative strategy seems to reflect the changes of social trends. Getting verisimilitude by detail description, parody realism, hierarchy of word body naked, anxiety for influence or star cameo seems to be principal strategy. With a minute realism strategy, new method of making meaning appropriate to digital era seems to appear.

A Study on Decision Making Process of Impulsive Buying on the Internet (인터넷 환경에서의 충동구매 의사결정과정에 관한 연구)

  • Oh, Jong-Chul;Yoon, Sung-Joon
    • Journal of Information Technology Services
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    • v.7 no.4
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    • pp.1-19
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    • 2008
  • This study began with the proposition that, compared to the impulse buying in the conventional offline market, consumers will exhibit a different process of decision-making for impulse buying on the Internet as it has become easier to acquire information and purchase goods which are offered online like digital contents goods. To verify this roposition, this study attempted to find out the external and internal factors as that affect the impulse buying behavior by incorporating Theory of Planned Behavior In addition, this study seeks to confirm the role of alternative's attractiveness in terms of mediating between internal and internal factors affecting impulse buying. The major purpose of this study was to understand Impulse Buying Intention(IBI) for digital contents on the internet. The results of the this study showed that the behavior of impulse buying can be explained with the information searching in which the external factors for the marketing of digital contents affect the internal stimulation factors. It was also found that the impulse buying of digital contents on the Internet starts with non-planned impulse at the problem recognition stage, but planned decision-making will take over when it is proven to be effective with information searching.

Design and Implementation of GeoVideo Making Tool and Viewer Software (GeoVideo 제작 도구 및 뷰어 소프트웨어 설계 및 구현)

  • Kim, Chang-Min;Cho, Dae-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.5
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    • pp.1135-1142
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    • 2014
  • With the continued popularity of mobile devices such as smart-phones and tables, the development of the various kinds of digital contents making tools has not increased only the productivity of the digital contents, but also the demand of them rapidly. Geo-contents which means the digital contents related to location(geographic) information has enabled the user custom services. Especially, there are already some commercial location-based services that provide the user to POI (Points of Interest) with the geo-image contents such as photos tagged by the location. In the geo-video contents, there could be several related locations in the whole video, but only one representative location is used to tag a location to the video. In this paper, we have define the geo-video as a video content which has as many locations as the number of frames composing the video. We have also proposed the geo-video making tools and a viewer to create and utilize the geo-video contents. The geo-video contents proposed in this paper, are widely used in location based video contents searching services.