• Title/Summary/Keyword: Customized Content

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A Study on Marketing Methods According to Roblox Main User Characteristics: Focused on Nike and Gucci (로블록스 주 이용자 특징에 따른 마케팅 방식 연구 : 나이키, 구찌를 중심으로)

  • Baek Kyounghwa;Ha Euna
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.229-238
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    • 2023
  • This study is to identify marketing methods that are different from the existing ones on the Metaverse platform, where new business models and industrial ecosystems are being formed. The purpose of this study is to identify how brand marketing methods are differentiated according to the type of metaverse and the characteristics of the main users who use metaverse. The research method was a case analysis method, and Roblox, which currently has the largest number of active users, was selected. We closely analyzed how Nike and Gucci brands market by reflecting the characteristics and consumption patterns of Alpha Generation and Generation Z, the main users of Roblox. The results of the analysis are as follows. First, it is approaching with enjoyable content, including games, rather than direct marketing. Second, the content provided contains the brand's story and philosophy. Third, it takes a method of linking virtual and reality. Lastly, through Metaverse, Brands are identifying the tastes of future potential customers and collecting data for customized services.

Comparison of Treatment Effect of Domestically Distributed Major Silage Inoculant

  • Young Sang Yu;Yan Fen Li;Xaysana Panyavong;Li Zhunang Wu;Jeong Ung Hwang;Li Li Wang;Hak Jin Kim;Won Jin Lee;Jong Geun Kim
    • Journal of The Korean Society of Grassland and Forage Science
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    • v.44 no.1
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    • pp.50-57
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    • 2024
  • Silage inoculants, crucial in modern silage production, comprise beneficial microorganisms, primarily lactic acid bacteria (LAB), strategically applied to forage material during ensiling. This study aimed to compare the effectiveness of various inoculants produced by different companies. Five treatments were evaluated, including a control group: T1 (Lactobacillus plantarum), T2 (Lactobacillus plantarum + Pediococcus pentosaceus), T3 (Lactobacillus plantarum + Pediococcus pentosaceus + Lactobacillus buchneri), T4 (Lactobacillus plantarum + Lactobacillus acidophilus + Lactobacillus bulgaricus), and T5 (Lactobacillus plantarum + Pediococcus pentosaceus + Enterococcus faecium). Italian ryegrass was harvested at the heading stage and treated with these silage inoculants. Samples were collected over a 60-day ensiling period. Co-inoculation with L. plantarum and P. pentosaceus (T2) resulted in significantly higher CP compared to the control group co-inoculation exhibited with resulted in Lactobacillus plantarum and Pediococcus pentosaceus in the T2 treatment exhibited higher CP content of 106.35 g/kg dry matter (DM). The T3 treatment, which included heterofermentative bacterial strains such as Lactobacillus buchneri, exhibited an increase in acetic acid concentration (11.15 g/kg DM). In the T4 treatment group, which utilized a mixed culture of Lactobacillus acidophilus and Lactobacillus bulgaricus, the NH3-N/TN content was observed to be the lowest (20.52 g/kg DM). The T5 containing Enterococcus faecium had the highest RFV (123) after 60 days. Expanding upon these findings, the study underscores not only the beneficial effects of particular inoculant treatments on silage quality but also underscores the potential of customized inoculation strategies in maximizing nutrient retention and overall silage preservation.

Development of Web Application Based on N-screen for Play Activities of Children with Developmental Disorder (발달장애 아동의 놀이 활동을 위한 N-스크린 기반의 웹앱 개발)

  • Kang, Jung Bae;Kim, Jin Hee;Kim, Chang Geol;Song, Beong Seop
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.4
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    • pp.1-8
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    • 2013
  • In the modern society, instructional methods using diverse media have appeared thanks to the development of Information & Communication Technology, and applicability of such instructional methods has been fully corroborated. However, customized contents allowing for disabled children's environment are still insufficient. Hence, this study produced educational contents of play activities for children with developmental disability, through applying N-screen technology, IT technology that can provide the same contents via a variety of digital media. The produced contents allow programs to be set up according to a child's individual characteristics and be carried out anywhere and anytime via an Internet-enabled digital device. Further, the developed contents were produced so that they could be accessed from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable device, etc. and that the same educational program could be conducted in linkage at home, school, etc. Three children with Intellectual disability and autism spectrum disorder were applied to the manufactured content. As a result, Content interaction between interaction between teachers and students in play training could use as a medium.In addition, the children's ability to select the appropriate components and reinforcements, special education professionals have used the content of the interviews are helpful in mediation than the existing content.

Study on the Effectiveness of Team Project to Improve TPACK of Preservice Mathematics Teachers (예비 수학교사의 테크놀로지 내용교수지식(TPACK) 신장을 위한 팀 프로젝트 효과 연구)

  • Rim, Hae-Mee
    • Journal of Educational Research in Mathematics
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    • v.19 no.4
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    • pp.545-564
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    • 2009
  • TPACK (Technological Pedagogical Content Knowledge) adds the technological knowledge to PCK (Shulman 1986), completing the combination of three kinds of knowledge, i.e. teacher's content knowledge (CK), pedagogical knowledge (PK), and technological knowledge (TK). In this study, I seek to design methodological ways to improve TPACK for preservice mathematics teachers by developing and analyzing team project-based classes with technology in a class of the first semester 2009 in a teacher's college in Seoul, South Korea. The goal of the team project is to design classes to teach mathematics with technology by selecting technology tools suitable for specific mathematical concepts or mathematics sections. In the early stage of the class in the college, the confidence levels among the preservice mathematics teachers were relatively low but increased in the final stage their mathematics teaching efficacy up to from 3.88 to 4.50. Also, the pre service mathematics teachers answered the team project was helpful or very helpful in developing TPACK; this result proves that lectures with technology which based on team project are excellent tools for the teacher to design classes with technology confidently. Considering the teacher's TPACK is one of the abilities to achieve the goals required in the information technology era, the preservice mathematics teachers are asked to plan and develop the lectures with technology, rather than just taught to know how to use technology tools or adapt to specific cases. Finally, we see that national-wide discussion and research are necessary to prepare customized standards and implementable plans for TPACK in South Korea.

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Development of Information Security Practice Contents for Ransomware Attacks in Digital Twin-Based Smart Factories (디지털트윈 기반의 스마트공장에서 랜섬웨어 공격과 피해 분석을 위한 정보보안 실습콘텐츠 시나리오 개발)

  • Nam, Su Man;Lee, Seung Min;Park, Young Sun
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.5
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    • pp.1001-1010
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    • 2021
  • Smart factories are complex systems which combine latest information technology (IT) with operation technology (OT). A smart factory aims to provide manufacturing capacity improvement, customized production, and resource reduction with these complex technologies. Although the smart factory is able to increase the efficiency through the technologies, the security level of the whole factory is low due to the vulnerability transfer from IT. In addition, the response and restoration of the business continuity plan are insufficient in case of damage due to the absence of factory security experts. The cope with the such problems, we propose an information security practice content for analyzing the damage by generating ransomware attacks in a digital twin-based smart factory similar to the real world. In our information security content, we introduce our conversion technique of physical devices into virtual machines or simulation models to build a practical environment for the digital twin. This content generates two types of the ransomware attacks according to a defined scenario in the digital twin. When the two generated attacks are successfully completed, at least 8 and 5 of the 23 virtual elements are take damage, respectively. Thus, our proposed content directly identifies the damage caused by the generation of two types of ransomware in the virtual world' smart factory.

Social TV User's Object Relations Theory Factors Effects of Interaction and Viewing Satisfaction on Psychological Well-being (소셜TV 이용자의 대상관계요인이 상호작용성과 시청만족을 통해 심리적안녕감에 미치는 영향)

  • Kim, Min-Gyu;Byeon, Benjamin;Kwon, Do-Soon
    • Journal of Convergence for Information Technology
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    • v.11 no.6
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    • pp.243-261
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    • 2021
  • Social TV users and content are increasing day by day. The main purpose was to study the motivation for social television users, but I felt the need to analyze the potential psychological impact of users in various content. This study analyzed the impact on psychological well-being due to the interaction and viewing satisfaction by the object relations theory factors of social TV user in Korea. A survey was conducted on students of N university, ordinary university, and ordinary people who have experience using social TV to prove the observations or experiments of empirical facts in this study. Research result, First, Nonalienation have been have a positive effect on interaction and viewing satisfaction. Second, stable attachment have been have a positive effect on interaction. Third, social competence have been have a positive effect on interaction. Fourth, interaction have been have a positive effect on viewing satisfaction and psychological well-being. Fifth viewing satisfaction have been have a positive effect on Psychological well-being. Through this, This will contribute to the development of subdivided content and user-customized services for social television, and it is necessary to reconfigure and study various events that may occur between users in the future.

The Effect of Content Layout in Mobile Shopping Product Page on Product Attitude and Purchase Intention: Focusing on Consumer Cognitive Responses Depending on Regulatory Focus (모바일 쇼핑몰 상세페이지 콘텐츠 레이아웃 형태가 제품태도 및 구매의도에 미치는 영향: 조절초점에 따른 소비자 인지 반응 중심으로)

  • Park, Kyunghee;Seo, Bonggoon;Park, Dohyung
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.193-210
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    • 2022
  • The rapid development of mobile technology and the improvement of network speed are providing convenience to various services, and mobile shopping malls are no exception. Although efforts are being made to promote sales by combining various technologies such as customized recommendations using big data and specialized personalization services based on artificial intelligence, most mobile shopping malls have the same detailed page information structure including detailed product information. In this context, in this study, it was determined that the content layout of the product detail page and the mobile product detail page layout tailored to the consumer's preference should be presented according to the consumer's preference. Based on Higgins' Regulatory Focus Theory, a study of consumer propensity revealed that the content layout arrangement on a product detail page, when presented in an F-shape, informs the consumer that it is organized. If presented in a Z-shape, vivid information was recognized, and it was examined whether the product attitude and purchase intention were affected. As a result, when the content layout composition was presented as a layout arrangement in the form of a sense of unity and organization, prevention-focused consumers were positively affected by product attitudes and purchase intentions, and promotion-oriented consumers felt freedom. When presented in an arrangement, it was confirmed that the product attitude and purchase intention were affected.

Developing a Customized Sexually Transmitted Infections (STIs) Smartphone Application for Adolescents: An Application of the Instructional System Design Model (청소년 성매개 감염병 교육을 위한 스마트폰 어플리케이션 개발과정)

  • Jeong, Soo-Kyung;Cha, Chi-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.651-659
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    • 2017
  • Although the need for education on sexually-transmitted-infections (STIs) for adolescents has been increasing, a limited number of adolescents receive STI education. Importantly, the exposure of youth to an STI during their adolescence period can seriously affect their genital health. Smartphones are an innovative medium that can be used to change individual behaviors, especially useful when used to educate adolescents. Therefore, we developed a customized smartphone application for Korean adolescents. The application was based on Dick and Carey's instructional system design model. In this paper, we describe the process for development of the smartphone application, and the strategies we applied to attract adolescents to use the smartphone application. Six experts verified the educational content of the application. The application's easygoing words were chosen to help adolescents understand the topic. Strategies such as cartoon clips, secret chat rooms, buttons changing color from blue to grey, questions and answers, and a repeated-learning function were used to attract Korean adolescents to the application. The smartphone application developed in this study could be used in schools, youth centers, and hospital centers to improve STI knowledge, STI prevention, and STI coping skills.

A Study on the Current Status and Qualitative Development of AI Midjourney 2d Graphic Results (AI미드저니 2d그래픽 결과물의 현황과 질적 적용에 관한 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.803-808
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    • 2024
  • As a service that creates graphic work images with AI, DALL-E2, Midjourney, Stable Diffusion, BING image generator, and Playground AI are widely used. It is that graphic also enables learner-led customized education. With this, it is worth studying detailed design customized learning materials and methods for designing efficient design in future 2D graphic work, and it is necessary to explore the areas of application. The current situation is that it is necessary to develop a design education system that can indicate the lack of AI technology through text security and questions. In this study, a successful proposal for a process that is produced through a process of creating AI design work through proxy work can be presented as a conclusion. Design, advertisement, and visual content companies are already using and adapting, and the trend is to reflect the AI graphic utilization ability and results in the portfolio along with interviews when hiring new employees. In line with this, detailed consideration and research on visual and design production methods for AI convergence between instructors and learners are currently needed. In this paper, proposals and methods for image quality production were considered in the main body and conclusions, and conclusive directions were proposed for five alternatives and methods for future applications.

User Perceptions of a Digital Archive for Content Creation: Focused on the Korea Creative Content Agency (KOCCA)'s 'Culturing' (창작 목적 디지털 아카이브 콘텐츠 활용에 대한 이용자 인식 연구 - 한국콘텐츠진흥원 컬처링(Culturing) 웹 사이트를 중심으로 -)

  • Park, Yong Min;Kim, Yang-woo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.1
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    • pp.285-310
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    • 2020
  • A significant number of studies have been conducted on user perceptions of archive and record contents for the National Archives of Korea (NAK) and local record centers in the field of archives and records management in Korea. Yet, there has not been such a research on the use of digital archive contents designed for contents creation. Accordingly, this study investigated user perceptions of the use of the contents on the Korea Creative Content Agency (KOCCA)'s Culturing archive designed for creation purposes. A survey was conducted, examining the user's degree of interests, the expected user preference of the use and the expected extent of help by the contents of the archive. For the analyses of the survey data, this study performed one-way ANOVA for the comparative analyses of the means related to the subjects' general characteristics and the perceptions, along with cross-tabulation analyses for the association among the same items and nominal variables related to perceptions. On the basis of these analyses, this study suggests the following: ① to supplement the contents of the archive; ② to design customized interfaces and to enhance the readability; ③ to reinforce site PRs for large portal sites and creators' groups.