• Title/Summary/Keyword: Digital contents

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Archival Memory on the Web: Web 2.0 Technologies for Collective Memory (웹에서의 기록과 기억: 집단 기억을 위한 웹 2.0 기술)

  • Sinn, Dong-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.2
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    • pp.45-68
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    • 2012
  • Archives have directly and indirectly served for memory. What is collected in archives, how it is presented to users, and how users understand and use the documents affects how a given society remembers its past. Some archival scholars see that how users interpret documents from their perspectives and by social interests may play a central role in constructing social memory because memories are often triggered by individual and social concerns of the present time. Therefore, knowing what causes users to seek for a certain materials, how they use those materials and why can offer a clue to learn how archives serve for social memory. In the Web space, the interaction between users and archives/archival materials can be easily observed. Beyond making access simple for users and promoting archival documents using Web technology, archives can serve the broader purpose of memory by skillfully exploiting the characteristics of Web 2.0 and digital cultures in a way to observe how users engage in and contribute to archival contents available on the Web. This study examines the discourses on memory in the archival context, and in particular, how archives can serve as platforms for memory within the new environment of Web 2.0 technologies. It surveys discussions on memory in relation to archives, history, and evidence, focusing on the user and use context as it is represented in the archival literature. This paper discusses how that technology provides features that allow us to see collective memory being constructed in the archives, and presents examples of how the Web 2.0 technology can structure the way users share their memories in building a larger narrative around the archive.

A Study on Interaction Design for Improving Usability of Random item box in Korean Mobile Game (국내 모바일 게임의 확률형 아이템 사용성 개선을 위한 인터랙션 디자인에 관한 연구)

  • Choi, Seong-Hun;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.137-143
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    • 2018
  • This study is an interaction design study which can improve the usability of random item boxes that are used as in - game contents in Korean mobile games. Currently, Korean mobile game sales continue to rise. Sales of random item boxes are the main reason for the increase in sales. Problems with the use of random item boxes have been continuously raised, and legal regulations are currently in place. When using random item boxes, the user can not know the exact percentage information. There is a concern that this expresses gambling. In this context, we have studied interaction design to improve the usability of random item boxes, and conducted user online surveys and in - depth interviews to provide users with a better game experience. As a result, it is shown that providing percentage information intuitively when using random item boxes can enhance user experience. Through this study, it is expected that interaction design research will be actively conducted to provide a better user experience when using random item boxes.

A Study on the Cultural Goods for Vitalization Baekje Cultural Assets (Through the Analysis of National Contest Exhibition for Baekje Cultural Goods) (백제문화제 활성화을 위한 문화상품에 관한연구 (백제문화상품전국공모전분석을통하여))

  • Lee, Jae-Ho;Park, Seung-Chul
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.667-673
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    • 2013
  • The Baekjae Culture Festival was first held with the objective to re-explore and succeed the traditions of Baekjae culture based on history of Baekjae's seat of government, Gongju and Buyeo. It has contributed to the development of regional culture and establishment of cultural identity of local community with its pride as the leading historical cultural festival that introduces the history and culture of Baekje. However, the current Baekje Culture Festival as a historical and cultural festival is faced with a criticism as it is operated in the direction far from its initial purpose due to the lack of recognition in its significance and application. Therefore, the National Baekje Cultural Products Concours is held as part of various contests of Baekje Culture Festival in order to encourage the pride of Baekje history, draw international attention for the advanced and unique Baekje culture, develop innovative ideas for cultural products and grow the talents in design. The awarded work of this national concours is believed to be effective for the cultural contents industry. However, unlike its initial purpose, the concours has become a one-time exhibitionist event. Hence, through the analysis of general facts and case of domestic cultural products this thesis aims to find a way to utilize the National Baekje Cultural Products Concours in order to re-evaluate the history and culture of Baekje and enhance the public recognition through their viewing, consuming, promoting and experiencing of cultural products.

Recognition and Performance of Patient Private Information Protection (PPIP) in Nursing Students (환자 개인정보보호에 대한 간호대학생의 인식과 실천)

  • Kim, Chang-Hee;Jeong, Sun-Young;Song, Yong-Shin
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.479-490
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    • 2013
  • In this research we surveyed level of textual recognition and of practice by nursing students regarding patient privacy protection. The subjects were 383 nursing students. The questionnaire developed by Lee and Park (2005) were modified and used. Data analysis was conducted through descriptive statistics, t-test, ANOVA, and Pearson correlation coefficients. The result shows that about 96.1% of the subjects received education on patient privacy protection in school or hospital but 48.0% of all received education of 10 minutes or less. Average score for recognition of patient privacy protection was a 4.13 but average practice score was 3.84. Among all areas, communication tasks showed the highest scores for both recognition and practice. There are differences according to grade in school and age of the subject, and experience with clinical practice, existence of regular educational program embedded in clinical practice at hospitals, and the length of each educational session. For both total score and score for every domain, there was a correlation between recognition and practice. The conclusions drawn from this research will help colleges of nursing and hospitals to design and develop contents of educational programs for nursing students.

Effects of Fitness Management Class for Wellness Convergence - Based on Fitness, Obese Indices, Metabolic Syndrome Factors - (융복합적인 웰니스를 위한 교양체육 수업의 효과 - 체력, 비만 및 대사증후군 지표 중심으로-)

  • Lee, Ji-Young;Kim, Myoung-Su;Lee, Shin-Ho
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.329-336
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    • 2015
  • The purpose of this study was to develop and manage fitness management class by experimenting effects of fitness management class on obese indices, metabolic syndrome risk factors and health and skill-related fitness in university students. Progress of fitness management class by exercise prescription program according to level of students health and fitness. Comparison of obesity indices, metabolic syndrome risk factors and health and skill-related fitness between fitness management class group and control(physical education class) group in before- and after-16week exercise prescription program. Decision of class contents and establishment of fitness management class. The effects of fitness management class appeared to higher than control group on obese indices, metabolic syndrome risk factors and health and skill-related fitness. In conclusions, we suggest that fitness management class for wellness convergence is effective for health promotion of students.

Customizing feature analysis for super mario maker (슈퍼마리오 메이커의 커스터마이징 특징 분석)

  • Park, Sang-Tae;Sohn, Jong-Nam;Lee, Chang-Jo
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.339-345
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    • 2016
  • While a game market has been growing consistently world widely, a market of arcade or video game has been detained. In this stagnation, the latest one in 2015, "Super Mario Maker" of Mario series that's been running in good for 30 years, the notable sale and growth of which are extraordinary. As for a study in customizing, a literature of game customizing and studies that are foregone were mostly handling contents about a game character. In the survey that's done in this thesis about knowledge and needs in customizinge game users have, it was shown they want to customize sides of a rule and a character. I analyzed what the main factors are in this game which uses a main concept of customizing and the reason for high profits and popularity. As a result of the analysis, four features, possibility to customize a game rule, share data among users, collaboration in marketing with NFC figure characters, offering updates with sustained and new customizing features were found out. I am certain a game customizing will be helping to meet users and be used for various industries without limit of existing character.

Study on the Curriculum standards model of Green Coffee Education (그린커피교육 교과과정 기준 모형 개발에 관한 연구)

  • Shin, Hye-Kyung;Baek, Hyeongi;An, Gansu
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.103-122
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    • 2013
  • It has been realized that the flavor of coffee depends on the coffee-producing region and the growing condition. It has also been realized that the species of coffee beans influence the taste of coffee. However, coffee education is currently underway mainly for the simple job training of baristas such as roasting, extracting and customer service, and very little education on green coffee is being done. Therefore, this study is to contribute to the basic research material for the curriculum development of green coffee education. Through surveys to coffee instructors and students to investigate the current situation of green coffee education and awareness level of green coffee, the requirements of green coffee education has been analyzed. Further, the teaching direction and learning factors of green coffee have also been analyzed through Interview Analysis to coffee professionals. Based on the result thereof, this study is to suggest systematic lecturing-learning standards by presenting an education goal of green coffee, selection of education contents, determination of subject name, and composition and listing of education units to be learned. This study will be one of the basic research materials to plan and design the curriculum for green coffee education.

A Study on the Measures to Activate Education Field of Maker Movement in Korea (국내 메이커 운동의 교육 분야 활성화 방안 연구)

  • Oh, Soo-Jin;Baek, Yun-Cheol;Kwon, Ji-Eun
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.483-492
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    • 2019
  • The culture and education are very active with the active policy and support to form the government's Maker Movement. The purpose of this study is to grasp the current status of the education sector of the domestic maker movement, which is increasing recently, and to propose a plan for activating maker education for the development of a positive direction. To this end, first, the current status and problems of domestic maker training are derived through in-depth interviews with existing maker training operators and participants. Second, based on the contents of the interview script, keyword analysis and its characteristics through the qualitative survey analysis program (NVIVO) are identified. Third, based on the analysis results, we propose a plan and development direction for domestic maker education. Based on the educators who performed maker training and the students involved, professional maker teachers were required for the professionalism of education, and the expansion of maker channels and professional networking of participating students was required. In addition, there was a need for specialized programs and appropriate policy support that reflected the characteristics of maker training. This study aims at contributing to the activation of maker education, which is a major field of maker movement, by helping to improve concrete support methods, training related educators, and educational environment for maker education.

An Investigation on the Future Recognition of Career Counselors and their Future Competency and Future Adaptability change by using the Future Workshop (미래워크숍을 활용한 진로직업상담가의 미래인식과 미래역량 및 미래적응력 변화 탐색)

  • Yeom, In-Sook;Lim, Geum-Hui
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.557-567
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    • 2019
  • This investigation was conducted to derive future recognition and future competency of career counselors using future workshops and to verify the effectiveness of improving future adaptability. For this purpose, the future workshop was conducted for 25 career counselors and the data written and the discussion contents of the future workshop were analyzed. For analysis, word frequency analysis and corresponding sample T-verification were conducted, and the main words were derived through consensus. The results, First, the keywords of future recognition showed high frequency of robot, artificial intelligence, leisure, education, convenience, and the disabled. Second, the future labor sites projected the most changes due to high technology. Third, at the career counseling site, professional career counselors and robot counselors related to the fourth industrial revolution are expected to appear. Fourth, future competencies of career counselors were derived from information processing ability, professional counseling ability, communication ability, and ethical consciousness. Finally, it was confirmed that the future adaptability of career counselors increases after participating in future workshops, and the future competencies derived from this study are expected to be used for job training of career counselors.

Evaluation of Applicability of RGB Image Using Support Vector Machine Regression for Estimation of Leaf Chlorophyll Content of Onion and Garlic (양파 마늘의 잎 엽록소 함량 추정을 위한 SVM 회귀 활용 RGB 영상 적용성 평가)

  • Lee, Dong-ho;Jeong, Chan-hee;Go, Seung-hwan;Park, Jong-hwa
    • Korean Journal of Remote Sensing
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    • v.37 no.6_1
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    • pp.1669-1683
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    • 2021
  • AI intelligent agriculture and digital agriculture are important for the science of agriculture. Leaf chlorophyll contents(LCC) are one of the most important indicators to determine the growth status of vegetable crops. In this study, a support vector machine (SVM) regression model was produced using an unmanned aerial vehicle-based RGB camera and a multispectral (MSP) sensor for onions and garlic, and the LCC estimation applicability of the RGB camera was reviewed by comparing it with the MSP sensor. As a result of this study, the RGB-based LCC model showed lower results than the MSP-based LCC model with an average R2 of 0.09, RMSE 18.66, and nRMSE 3.46%. However, the difference in accuracy between the two sensors was not large, and the accuracy did not drop significantly when compared with previous studies using various sensors and algorithms. In addition, the RGB-based LCC model reflects the field LCC trend well when compared with the actual measured value, but it tends to be underestimated at high chlorophyll concentrations. It was possible to confirm the applicability of the LCC estimation with RGB considering the economic feasibility and versatility of the RGB camera. The results obtained from this study are expected to be usefully utilized in digital agriculture as AI intelligent agriculture technology that applies artificial intelligence and big data convergence technology.