• Title/Summary/Keyword: Digital book

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Design and Implementation of Digital Science Textbook with Cutting Effects (커팅 효과가 포함된 디지털 과학 교과서의 설계 및 구현)

  • Yang, Hyun-Roc;Kang, Kyung-Kyu;Han, Kwang-Pa;Kim, Dong-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.465-474
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    • 2009
  • The emergence of the digital age has changed the paradigm of education. Recently, the new paradigm needs new digital books that contain more interactive contents. Our goal is to design the digital textbook with convenient interfaces and cutting effects for interactive and effective education. To achieve these goals, we propose interfaces and contents which are designed after a lot of discussion with educational experts. In the implementation step, cutting algorithm is proposed to generate the cut planes of the 3D objects, based on the free strokes specified by the users. In order to test the performance of the contents, the testbed was implemented so that students try our digital book and present their evaluation results on the convenience and the effectiveness.

Development of Digital Textbook for Middle School Career and Vocational Education of Basic Curriculum (기본교육과정 중학교 진로와 직업 교과 디지털 교재 개발)

  • Ryu, M.O.;Moon, S.J.;No, J.A.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.9 no.3
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    • pp.203-208
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    • 2015
  • In this study, a digital textbook was developed for effective career and vocational education of students with disabilities. The contents of developed digital textbook consisted of 'lesson 15: Sale(1)' of middle school career and vocational education of basic curriculum. It progresses six periods and each topic activities are composed of open learning, learning activity 1, learning activity 2, and organized learning in order. NamoPubTreeEditor Program was used to develop the text book in the study, digital textbooks were designed to be compatible with various devices including smartphone of android operating system, Tablet PC, the iOS system, iphone, ipad, etc. In addition, it was designed to offer a variety of learning materials such as sale multimedia materials, glossary, evaluation questions, and linked data related to sale, supported self-motivated learning. allowed students to evaluate their study for the learning of students with disabilities.

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A Study on Evaluating Digital Illusion Level of Public Library (공공도서관의 디지털 통합 수준 평가에 관한 연구)

  • Noh, Younghee
    • Journal of the Korean Society for information Management
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    • v.32 no.4
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    • pp.167-203
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    • 2015
  • This study tends to apprehend how much public library contributes to a role of upbuilder of digital integrated local society through a survey. For this, I performed the survey on 935 organization of public library in the whole country registered in national library statistical system. As a result, firstly, it's apprehended that equipment infra, Internet infra, etc like computer, laptop, scanner, tablet PC, etc are in relatively high level. Secondly, service or resource like electronic book, digital and virtual reference service, library service mobile App, etc that users can use are in relatively high level but software supporting cooperation and group task, fusibility of participating space, etc are shown very low level. Thirdly, the rate of literacy training relating to technology were only 22.4%, education subject focused on resource searching subject and somewhat future-oriented technical education like directions of video conference technique, cloud computing application education, etc wasn't conducted. Finally, we should consider expansion of providing technology and equipment and provision of future-oriented service and education according to a flow of the time that needs to seek change in various roles of library as enjoying culture space or creative space.

A Development of A Digital Storyboard for Simulation (시뮬레이션을 지원하는 디지털 스토리보드 개발)

  • Han, Sung-Ho;Lee, Gang-Sung
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.3-16
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    • 2006
  • Making storyboards is the process of visualizing your film script by hawing sketches of screen shots. The final output looks like a comic book version of your film without speech bubbles. It helps you imagine how your movies, animations, and game opening movies are going to look like Should I be an artist to do this work? Maybe. But if you take a look at the storyboards of Hitchcock's or Spielberg's, you will notice that they have no talents of drawing. What's important in storyboards is actor's moving routes. Thus, far the easier and faster storyboard-making, we developed a tool for making digital storyboards with simulation. Using digital storyboards, you can be more productive than ever. You can organize your ideas and create your shots with the digital storyboads more effectively and it's time-saving, too. Besides, you can export the storyboard fie to HTML format for viewing/showing on the internet, so that you can share your storyboards with your colleagues, crew and clients through the internet.

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A Study on Asymmetrical Interactive e-Book Publication System Composition by Using DTV Broadcasting (비대칭 쌍방향 전자책 출판 DTV 방송 시스템 구성에 관한 연구)

  • 강명구;진용옥
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.5 no.2
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    • pp.327-335
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    • 2001
  • In the 21st century, broadcasting, communication, and computer have been integrated due to the development of digital technology. Accordingly, to overcome the limit of respective communication media and to maintain them, their independent area shall not be classified. This study is to examine the future environment of digital TV broadcasting, to analyze customizing type service and interactive type TV technology, and to make asymmetric interactive digital TV publication broadcasting system, which is TV broadcasting in the next generation to treat visual image, sound, and various data all together by harmonizing broadcasting and communication like ISDB(Integrate Service Digital Broadcasting). In addition, to develop service on publication broadcasting with high quality, this study is to propose to develop relative devices for TV/PC reception to realize a new communication type TV publication broadcasting, by analyzing technology for producing, sending, transmitting, receiving, and saving to apply to customizing type interactive system and by examining its application.

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A Study on Space Organization for the Hybrid Library - An Application to the Central Library of Kyushu University - (하이브리드도서관을 위한 공간구성에 관한 연구 - 일본 큐슈대학 중앙도서관의 적용 사례 -)

  • Ryu, Byeong-Jang
    • Journal of Information Management
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    • v.41 no.4
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    • pp.141-163
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    • 2010
  • It's getting popularized to collect information connecting web sites with massive information through the internet and advanced search engines. Users can handle digital materials like E-book wherever the internet is available and they will demand digital information increasingly. This study analyzes literature investigation, statistics analyses of the attached library of Kyushu University, drawings and field investigation to suggest a new model of a library which handles traditional paper-formed materials and digital-formed materials at one place with growing importance of digital materials. It results that a library performs a important role like a learning space and functions as a sociocultural communication space. Also it shows that it is required to basically reinvestigate the role of 'space' in the library with a great importance of digital materials. In the hybrid library combined with subjects and reorganized at one place, One-stop services like library materials and manpower can be provided for users staying at the same area.

A Study on the Solutions to overcome the obstacles of Digital comics contents industry development (디지털만화산업 발전의 장애요인과 활성화방안 연구)

  • Kim, Soo-Young;Ha, Kyu-Soo
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.709-723
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    • 2013
  • This study aims to diagnose the present condition of the Digital comics industry, including the "webtoon", which is receiving attention as the new Korean wave (Hallyu) cultural content, and explore ways to vitalize these contents. Considering the fact that the distribution rate of smart devices in Korea is the highest in the world as of June 2013, and that comics as contents have been known to show the easiest and fastest adaptation to changes in the media, the Digital comics industry is certainly an area with high expected growth, but its actual size of the industry shows a very low growth rate compared to other digital contents. This study analyzes the present condition of the Digital comics industry through theoretical and precedent study, and deducts 7 major factors that inhibit the growth of Digital comics industry by summing up the industry structure through making surveys of major businesses in the industry. Further, problems and possible solutions of the digital comics industry are discussed through in-depth interviews with total 10 digital comics industry experts. Building a ecosystem based charged service, realizing a total management system, government support and improvements on restrictions are discussed as solutions to a sustained growth of the Digital comics industry.

A Study on the Automated Compatibility Standard Test System for eBook DRM (전자책 DRM을 위한 자동화된 표준정합성 검사 시스템에 관한 연구)

  • Kim, Tae-Hyun;Kang, Ho-Gap;Ahn, Chang-Ju;Cho, Seong-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.127-136
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    • 2013
  • The study of the compatibility of EPUB DRM, granted by the Korea Copyright Commission, as a CT R & D project (Project Title: The Development of the standard reference software technology for International Standard EPUB-based eBook DRM) developed standards such as profile standards for encryption digital signature and authentication certificates and standards for technical terms of rights information. In 2012, these four standards have been established as the Korean Industrial Standards under the names of 'Encryption specification for EPUB DRM,' 'the Digital signature specification for EPUB DRM,' 'the Certificate specification for EPUB DRM,' and 'Definitions of Right Terms for EPUB DRM' through the ODPF(Open Digital Standardization Forum) and the TTA(Telecommunications Technology Association). The research project also proposed standards of ebook DRM license protocols in order for the four standards to practically apply to ebook DRM compatibility. It is necessary for technology standards to require a compatibility standard test process for testing whether implementations which were developed on the basis of the standard specification, comply with standards. This study suggests an automated compatible standard test method and a test model under the ebook DRM standard technical specification.

A Study on the Utilization of Online Contents Subscription Services : Focusing on Digital Literacy, Purchase Tendencies, Personality Types, and Contents Consumption Experience (온라인 콘텐츠 구독 서비스 이용에 대한 연구: 디지털 리터러시, 제품 구매 성향, 성격 유형, 이용 경험을 중심으로)

  • Lim, Ji-an;Sung, WookJoon
    • Informatization Policy
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    • v.31 no.2
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    • pp.105-132
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    • 2024
  • This study seeks to investigate the factors influencing the utilization of online contents subscription services. In this study, the current number of online contents services subscribed to is set as the dependent variable. The independent variables include conspicuous product purchasing tendencies, personality types, experience with online contents consumption, and digital literacy. The research results indicate that digital literacy, agreeableness, and sociability among personality traits, as well as experience with online contents consumption, significantly impact the use of online contents subscription services. However, conspicuous product purchasing tendencies and personality traits such as openness and extroversion did not have a significant effect on the utilization of online contents subscription services.

A Study of Developing the Ubiquitous Library for the Improvement of Information Accessability of the Blind (시각 장애인의 정보접근성 향상을 위한 유비쿼터스 도서관 구축에 관한 연구)

  • Bae Kyung-Jae;Kwak Seung-Jin
    • Journal of Korean Library and Information Science Society
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    • v.37 no.2
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    • pp.273-290
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    • 2006
  • Recently, a digital divide has gotten worse in the information age. So LG Sangnam library developed the ubiquitous library for the improvement of information accessability of the blind. It utilizes a mobile phone applied with NFC (Near Field Communication) technology and automates a user's identification process and serve library services at anytime from anywhere. Users can use three access points of a web service, a mobile service and a telephone library service. As a conclusion of this paper. Several recommendations were proposed. For the development of ubiquitous library, various instruments should be considered to diversify user's access points and a usability test and analysis about user's environmental context should be done simultaneously.

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