• Title/Summary/Keyword: Digital Contents Industry

검색결과 695건 처리시간 0.023초

마인드맵 온라인 교육 콘텐츠가 대학생의 고등사고능력 및 자기주도적 학습태도에 미치는 영향 (The effect of mindmap online educational contents on college students' higher thinking ability and self-directed learning attitude)

  • 차승봉;박혜진
    • 디지털산업정보학회논문지
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    • 제18권4호
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    • pp.55-65
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    • 2022
  • The purpose of this study is to develop online educational contents and verify its effectiveness in order to strengthen the learning capabilities of college students. The theme of mind map online education contents is a mind map series for effective learning arrangement, and has been developed into a total of six contents. Each contents consisted of 20-30 minutes, and the details consisted of the concept, principle, learning case, how to write a mind map, and how to use a digital mind map. The results of the study are as follows. First, it was confirmed that the higher thinking ability of college students who took the mind map online education contents was improved. Second, it was confirmed that the self-directed learning attitude of college students improved after taking the mind map online education contents. Third, the reason why students' higher thinking ability and self-directed learning attitudes improved in this study is that they were developed in consideration of the composition of contents and appropriate video time. Therefore, in order to increase the effectiveness of online educational contents, it is necessary to examine specific cases using concepts from conceptual approaches to specific topics, and to faithfully reflect the procedure in which each learner can actually use the concept.

고전영화복원 사례를 통한 한국형영상복원 소프트웨어 개발 필요성에 관한 연구 (A Study on needs of Software Development for Korean Image Restoration through Cases of Classical Film Restoration)

  • 김치용;한명희;김종찬
    • 한국멀티미디어학회논문지
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    • 제17권12호
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    • pp.1528-1536
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    • 2014
  • Although the process about korea image restoration contents program development and liberalization have cultural and artistic worth, it is not possible to restore technically or cost enormous expense. In the study, it suggest the needs of korea image restoration contents program development through image restoration case. It is revitalize that the study in digital image restoration technical prepare the ground for passing high-qualities cultural legacy by restoring classical film. We think the development of korea image restoration software will strengthen the basis to the new creation industry of high value-added in the global cultural prosperity industry.

다양한 디지털 콘텐츠를 위한 특수효과 생성기 (Special Effect Generator for Various Digital Contents)

  • 송승헌;김응곤
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2005년도 추계 종합학술대회 논문집
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    • pp.572-575
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    • 2005
  • 디지털 콘텐츠 산업 즉, 영상 및 게임, 가상현실 등에서는 실시간으로 불꽃, 폭발, 연기, 액체, 눈, 비, 등의 특수효과를 시각적으로 사실적이고 화려한 영상으로 제공하기 위해 입자시스템을 사용한다. 디지털 콘텐츠 및 가상현실 제작자들과 응용 프로그램 개발자들에게 손쉽게 다양한 매개변수를 변경할 수 있는 인터페이스를 갖춘 GUI 환경이 제공된다면 다양한 디지털 콘텐츠에 사용자가 원하는 특수효과를 실시간으로 제공할 수 있을 뿐만 아니라 개발자에게 프로그래밍 기반을 제공할 수 있다. 본 논문에서는 디지털 콘텐츠 제작자 와 가상현실 응용 프로그램 개발자가 저비용 고품질의 디지털 콘텐츠를 제작할 수 있도록 유체속성, 기상현상 등의 다양한 특수효과를 손쉽게 적용할 수 있는 특수효과 생성기를 설계한다.

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디지털 시네마의 영화제작 도구로써 효용성과 한국영화산업에 대한 영향 연구 (The Study on Digital Cinema's Utility as a Film Production Tool and Influence for Korea Film Industry)

  • 박철웅
    • 한국콘텐츠학회논문지
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    • 제7권5호
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    • pp.128-137
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    • 2007
  • 국내의 디지털 시네마 산업은 지금 급물살을 타고 있다. 디지털 시네마는 D.I(Digital Intermediate) 작업을 통한 영상의 향상, 제작비의 절감, 배급과 상영의 편의성, 이후 다른 플랫폼으로의 전환용이 등의 완연한 장점으로 국내영화산업의 토대를 바꾸고 있다. 이러한 디지털 시네마로의 빠른 전환은 대기업에 의해서 독과점으로 집중되어 운영되고 있는 한국영화산업 구조가 주요한 배경이다. 또한 최근에는 국내의 이동통신 대기업들이 네트워크와 플랫폼의 활용을 목적으로 영화산업에 적극적으로 진출 한 것도 또 다른 이유가 되고 있다. 그러나 반면에 국내의 디지털시네마 산업은 제작공정에 있어서 디지털에 대한 맹신과 남용, 데이터의 부족 과 배급에 있어서 표준화의 문제 등이 드러나고 있다. 지금은 국내의 디지털 시네마의 빠른 발전보다는 건강한 발전에 대해서 생각해보아야하는 시점이다.

문화콘텐츠개발을 위한 한국 전통신발의 2D데이터베이스 구축(1) (Construction of Two-Dimensional Database of Korean Traditional Shoes for the Development of Cultural Contents(1))

  • 박혜령
    • 한국의류산업학회지
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    • 제12권6호
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    • pp.796-811
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    • 2010
  • Research materials of Korean traditional shoes have so far been mainly literary explanations or plane pictures expressed on the basis of the explanations and photographs of incomplete forms of relics excavated and it makes us have difficulty in observing them visually and producing products with them by design application. This project is to establish database of literal data of Korean traditional shoes and visual data using 3D in order to make the foundation of developing culture industry contents using Korean traditional shoes. According to the initial research plan. first. it analyzed and arranged the Korean traditional shoes into period. sex and function as the research goals of the first year. categorized the form. composition. materials. patterns. and colors of traditional shoes and then database of the materials was performed with text. Second. visual image materials including forms. composition. materials. patterns. and colors of traditional shoes were established as database with scanner. digital camera and computer 2D. Results of such a database will be able to be used as important materials which can be the foundation of culture industry contents development of traditional shoes and be the materials for developing digital culture contents of traditional shoes and teaching Korean traditional culture.

디지털콘텐츠 소비자 피해유형 분석 (Analysis the Types of Consumer Damages Incurred by Using a Digital Contents)

  • 남수정;이은희;박상미
    • 한국생활과학회지
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    • 제16권6호
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    • pp.1197-1209
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    • 2007
  • The advance of digital contents industry shifts the focus of consumptions; from analogue to digital ones. It gives significant impact on individual life as well as overall society and culture, and it leads to the increased consumption of digital contents. Nevertheless, current digital contents industry fails to secure the sufficient consumer protection systems including relevant rules and laws which regulate the distribution, use, and other transaction activities of digital contents and the efforts, on the part of contents providers, to provide information to consumers and to protect them. Digital contents, by its nature, is different from the existing products so that its nature is likely to cause unique consumer problems totally different from the offline transactions and the electrical transactions of existing products. This study, therefore, aims to identify the possible problems which may be incurred by consumers in their use of digital contents, specify the types of consumer damages, and provide the underlying materials to improve the systems related to digital contents and take legally complementary measures for consumer protection. To identify the types of consumer damages, this study analyzed the results from consumer counselling cases, experts opinion survey, and FGI. For consumer damage cases, this study analyzed the consumer complaints received by open consumer counselling sites of the Korea Consumer Agency and Seoul Electronic Commerce Center. For experts opinion survey, it conducted questionnaire survey of the group of experts from digital contents manufacturers or providers, and those who treated consumer damages directly. For FGI analysis, it organized a panel of students and employees who had used digital contents to understand the types of consumer damages. The results of this study can be summed up as follows. Based on the results from consumer counselling cases, experts opinion survey, and FGI analysis, the consumer damages related to digital contents can be classified, in their nature, into economic or financial damages (25 cases), emotional or psychological ones (15 cases), time-related ones (7 cases), physical ones (4 cases), and privacy-related ones (i.e. leakage of personal data)(3 cases). More specifying the types of damages, damages can be subdivided into contract-, charge-, maintenance-, use-, individual-related ones and other ones. Among them, both contract- and charge-related damages appeared only in the economic or financial damages, whereas user-specific individual damages appeared only in physical and emotional or psychological ones. On the other hand, maintenance- and use-related damages and other ones were observed in both categories of economical or financial damages and time-related ones. Use- and privacy-related damages, in particular, caused emotional or psychological damages.

스마트러닝 환경에서 모바일 콘텐츠가 학습자의 학습만족도에 미치는 영향 (The Influence of Mobile Contents on the learner's learning satisfaction in the Smart Learning Environment)

  • 김창희
    • 디지털산업정보학회논문지
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    • 제9권4호
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    • pp.177-188
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    • 2013
  • Since the world entered the age called "Smart Revolution", there has also been a lot of changes in the field of education. In educational environment, there is a growing interest in smart learning based on mobile contents, with the development of Smart Devices and ubiquitous technology. This paper is about a research on what effects smart learning has on leaner side when learners make active use of mobile contents in this age of Smart Revolution. First, we embodied teaching plans for some practical classes in forms of mobile contents using M-bizmaker. After the learning process based on the embodied contents for students, we analyzed the survey results on 4 sections-their use of apps, screen composition, technical support, interactions. We also studied the results of a questionnaire on 4 sections-contents, information offering, feedback systems, learner assessment-to evaluate their satisfaction. The research suggests that learner satisfaction can be improved with smart learning based on mobile contents embodied for leaners.

디지털콘텐츠 선도기업 사례 분석을 통한 정책 방안 연구 (A Study on Policy Planning through Case Analysis of Leading Company in Digital Contents)

  • 김민철;최성;김신표
    • 한국디지털정책학회:학술대회논문집
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    • 한국디지털정책학회 2005년도 춘계학술대회
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    • pp.231-238
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    • 2005
  • The purpose of this paper is to analyze the case of leading company in digital contents to promote industrial competitiveness of Korea. Analysis of this case study focuses on function and roles of leading company in digital contents industry. The main results of the paper are as follows: First, the government should prepare, main, and improve required technological and legal infrastructure for digital contents as quickly as possible. Second, the diffusion of the new digital contents companies can be promoted by ensuring fare competition and reliable market. For the inducing of this results, brainstorming methodology of related expert and survey research with leading company were applied to this paper.

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디지털 콘텐츠 세부산업의 평가프레임 제안 및 유망성 비교분석 (A Comparative Study of the Digital Content Industry and its Assessment Frame)

  • 박동운;박영서;김은선
    • 한국콘텐츠학회논문지
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    • 제6권11호
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    • pp.38-44
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    • 2006
  • 인터넷의 보급과 함께 엄청나게 성장하고 있는 디지털 콘텐츠 산업은 웹정보콘텐츠 뿐만 아니라 게임, 애니메이션, 디지털 영상, 이러닝 등 다양한 형태로 발전하고 있다. 국가 성장엔진의 하나로서 디지털콘텐츠가 차지하는 비중을 미루어 보건데 사업성을 전제한 관련기술과 핵심요소들의 정확한 개발 방향에 대한 결정이 매우 중요하다. 본 논문에서는 10대 성장동력 산업의 하나인 디지털콘텐츠 세부 분야별 사업 유망성에 대한 평가를 통해 관련분야의 기술개발 및 사업화에 관심을 갖는 산 학 연 주체들의 사업전략에 실질적인 도움을 주고자 했다. 사업 유망성 비교분석의 틀로써 SRIC-BI의 차세대 성장산업과 제품들을 선정하기 위한 7단계의 프로세스 가운데 산업과 사업영역의 평가가 가능하도록 외적요인 평가프로세스를 보정한 BOE 프로세스를 제안하고, 이를 디지털콘텐츠 세부산업 평가에 활용하였다.

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디지털영화 활성화 방안에 관한 연구 (A study on revitalization plans of digital cinema)

  • 서성희
    • 방송공학회논문지
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    • 제12권5호
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    • pp.445-451
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    • 2007
  • 본 연구는 디지털영화의 활성화를 통해 한국 영화산업의 콘텐츠 부족 현상, 불안정한 수익 구조, 부가시장 축소라는 구조적 문제를 해결하고, 더 나아가 한국 영화산업의 성장 동력으로 삼고자 하는 취지에서 시작하였다. 디지털영화 제작 활성화에서는 디지털 기술을 활용한 저예산예술영화의 저변확대를 통해 영화콘텐츠의 다양성에 기여하고, 디지털기술을 매개로 방송과 연계한 콘텐츠 공동제작을 통해 디지털영화의 제작 활성화 및 영화산업의 성장을 기대해본다. 그리고 디지털영화 유통 활성화에서는 온라인상의 디지털영화 유통에 영화산업계의 보다 적극적인 시장 참여와 DMB나 IP-TV와 같은 신규매체가 영화산업의 부가시장이 될 수 있도록 적절한 홀드백 구축하는 등의 적극적인 노력이 요구된다. 이러한 디지털영화의 문제점들을 해결하기 위한 노력을 통해 우리는 문화기술 강국으로 도약할 수 있는 발판을 마련할 수 있을 것이다.