• Title/Summary/Keyword: Experiencing Contents

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Designing an Integrated Online-guide for Overseas Applicants Seeking to Teach English in Korea: Focus on Job and Visa Application

  • Ryu, JaeYoul
    • International Journal of Contents
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    • v.10 no.4
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    • pp.83-89
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    • 2014
  • This study suggests an effective online guide for foreign teachers who want to teach English in Korean schools. When designing this guide for overseas applicants, there should be a consistent analysis to reflect the process of the system. Thus, this paper provides an analysis and results for an integrated online guide to increase the efficiency based on the pedagogical framework for analysis of the 'ADDIE' model (Analyze, Design, Development, Implementation, and Evaluation). The number of job applicants who wish to teach English in Korea is growing rapidly because Korea is one of the fastest growing economies in the world and the 'Korean Wave' has especially been experiencing significant changes with the development of social network services and digital technologies. As a result, overseas applicants' expectations regarding Korea when they are seeking information and applying is very high, but the aspects of the procedure provided by the government are somewhat disappointing. The paper presents customer needs and specific recommendation for each step of the application process to improve the guide's effectiveness.

Architectural Tendencies of Public Art Projects in Korea - Focused on Those in Which Korean Architects Participated in Group after 2000 - (국내 공공미술 사업의 건축적 경향 - 국내 건축가가 단체로 참여한 2000년 이후의 사업을 중심으로 -)

  • Park, Seul-Ki;Kim, Ransoo
    • Korean Institute of Interior Design Journal
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    • v.24 no.1
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    • pp.133-143
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    • 2015
  • This study tried to inquire architectural tendencies in public art projects by analyzing projects and public art works designed by Korean architects. First, it described not only the background and the objectives of this study but also the scope and the methods of it. Second, it gave an overview of public art by explaining the concept, the institutions, and the history of it in Korea. Third, it investigated the contents of public art projects in Korea, in which more than two architectural teams participated, analyzing the tendencies of public art works designed by architects. In order to find the architectural tendencies of public art projects, it analyzed the intentions, the contents and the expressions of architects' art works. In conclusion, this study regarded the architectural tendencies as site-specific, space-experiencing, sheltering, multi-purposeful, contextual, recycling, and eco-friendly.

3D Actual Experiencing Dance Contents Development using PC Camera and Motion Capture Device (PC 카메라와 모션 캡쳐를 이용한 3차원 체험형 댄스 콘텐츠 개발)

  • Kim, Jong-Nam;Lee, Seung-Chan;Jung, Young-Kee
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.1075-1080
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    • 2007
  • 본 논문에서는 댄스를 디지털콘텐츠와 접목시켜 누구나 쉽고 재미있게 즐길 수 있는 체험형 콘텐츠를 개발하고자 한다. 개발된 콘텐츠에서는 마우스나 키보드 등의 정적 입력 인터페이스를 벗어나 체험자의 능동적 참여를 위해 영상처리기술을 통해 PC 카메라로부터 얻은 영상에서 체험자의 모습을 분리하고 댄스 모션이 적용된 3D 모델과 같은 공간에 출력하여 두 모델간의 동작을 비교함으로써 같은 동작을 취하고 있는지를 판단하게 된다. 이때 체험자에게 어떠한 센서나 마커도 부착하지 않고 강건한 환경에서의 체험자 영상만을 추출하기 위한 방법과 댄스 모델과 체험자의 움직임 비교 방법을 새로이 제안하였다.

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Factors That Influence Consumer Satisfaction with Mobile Payment : The China Mobile Payment Market

  • Wang, Yuanyuan;Seo, Joo Hwan;Song, Woon-Kyung
    • International Journal of Contents
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    • v.15 no.4
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    • pp.82-88
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    • 2019
  • The purpose of this study was to investigate the key factors that influence consumers' preference for mobile payment in China. China has been quietly experiencing a third technological revolution that has markedly changed the way of life for its people. We used the structural equation modeling with 573 Chinese people to investigate the mobile-payment system in China based on the technology acceptance model. We found that factors such as value of service, security, convenience, and perceived usefulness have an impact on consumer satisfaction, and that satisfaction supports consumer purchasing. Also, it is possible to conclude that this proven instrument will assist researchers to further develop and refine mobile-payment research models.

An Empirical Study of Temporal Navigation System for Time-based Contents: Focused on Digital TV Systems (시간 기반 컨텐츠를 위한 항해 시스템에 대한 실증적 연구 : 디지털 TV를 중심으로)

  • 김현호;김진우;박경욱;박준아
    • Journal of KIISE:Software and Applications
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    • v.30 no.10
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    • pp.944-954
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    • 2003
  • People are experiencing severe problems in temporal navigation as time-based contents and platforms become more popular Relatively limited research, however, has been conducted on temporal navigation compared to that on spatial navigation. This research aims to identify efficient temporal navigation aids for time-based contents. It proposes Time Navigator, a new temporal navigation system based on the episodic indexing theory, and evaluates its efficiency through two experiments with a computer-based simulator for digital TV The video contents of digital TV was focused on because it is one of the most representative time-based contents and platforms. Our results indicate that Time Navigator helps people navigate time -based contents more effectively. Its effects increase as the contents include more narratives.

Types of Virtual Reality-based Safety Education Contents (가상현실 기반 안전교육 콘텐츠 유형 연구)

  • Chang, Sun-Hee;Chang, Hyo-Jin;Kim, Sung-Hoon
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.434-445
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    • 2021
  • With the development of realistic content technology and related infrastructure, interest in the use of virtual reality content is growing. Accordingly, in the field of safety education, more and more cases of producing virtual reality-based safety education (VR safety education) contents such as experiencing disaster situations realistically by supplementing the shortcomings of existing lecture-style education. This study looked at the characteristics and effects of VR safety education compared to the existing safety education, and analyzed 104 VR safety education contents produced and disclosed to date into nine classifications based on content and form. Based on the degree of relevance between items and the two axes of 'interactionability' and 'vividness of the environment', VR safety education contents could be categorized into three types: tangible lecture type, simulation type, and game type. Through this study, we hope to contribute to the planning and production of quality VR safety education contents by considering the purpose of safety education and the characteristics of types with the expected effects.

An Analysis of the Image of North Korean defector on the TV New Content (텔레비전 뉴스 콘텐츠에 나타난 탈북민의 이미지 분석)

  • Choi, Jinbong
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.403-414
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    • 2016
  • The purpose of this study is to explore how South Korean TV news programs represent the image of North Korean defector through analyzing South Korean TV news contents portraying North Korean defector. In order to conduct this research, the study analyzes the main subjects of the South Korean TV news contents, the image of characters on the TV news contents, and frames which the TV news contents mainly used. According to the results of this study, the TV news programs represent the positive image of South Korean government whereas they criticize North Korean government while representing North Korean defector issues. However, the TV news programs showed no interest in real problems which the North Korean defectors are experiencing. Further, the findings of this study are very similar to the results of previous studies that were analyzing the representation of news media about minority groups including North Korean defectors. Most studies analyzing how news media represent minority groups show that the groups have been identified not by their own opinions and relations but predominant culture and lifestyles in the society, and they are also represented not by their own voice but predominant perspectives of the society.

The development and application of Teclmology.Home Economics Teaching-Learning Lesson Plan on Clothing lifestyle to raise awareness of Han Style(Korean Culture) (한문화 인식 증진을 위한 기술.가정 의생활 교수-학습 과정안 개발 및 적용 - 전통 의생활 문화 콘텐츠를 중심으로 -)

  • Kim, Nam-Eun;Lee, Hyun-Jung;Han, Ju;Kim, Soon-Ju;Min, Eun-Hye;Choi, Mi-Sean;Kwak, Sun-Jung;Lee, Hye-Ja
    • Journal of Korean Home Economics Education Association
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    • v.23 no.3
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    • pp.19-36
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    • 2011
  • We investigated middle school students' awareness of Han-style(Korean cuture) in order to promote it, and developed and applied the Teaching-Learning Lesson Plan according to the traditional clothing culture contents related to Han Style. We selected 5 major fields representing Han Style including Han-gul(Korean alphabet). Han-sik(Korean food). Han-bok(Korean traditional clothes). Han-ji(Korean traditional paper), and Han-ok(Korean traditional house). We analyzed the contents of the food, clothing and shelter in 6 types of high school testbooks under the revised 7th national curriculum, and chose seven traditional clothing-lifestyle culture contents. Also we developed 14-period processes and materials(9 for teachers. 9 for students and 3 for and applied it to usual classes. The mean score of middle school students' awareness of Han Style in the post-test was significantly higher than that in the pre-test. Students evaluated it positively that the classes could raise the pride on the Han-culture and provoke the interest in it through the direct experiencing activities. We suggest that the various themes on Han-style should be developed, and the theoretical classes on the identity as well as the experiencing activities on it.

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Virtual Walking Tour System (가상 도보 여행 시스템)

  • Kim, Han-Seob;Lee, Jieun
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.605-613
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    • 2018
  • In this paper, we propose a system to walk around the world with virtual reality technology. Although the virtual reality users are interested in the virtual travel contents, the conventional virtual travel contents have limited space for experiencing and lack of interactivity. In order to solve the problem of lack of realism and limited space, which is a disadvantage of existing contents, this system created a virtual space using Google Street View image. Users can have realistic experience with real street images, and travel a vast area of the world provided by Google Street View image. Also, a virtual reality headset and a treadmill equipment are used so that the user can actually walk in the virtual space, which maxmizes user interactivity and immersion. We expect this system contributes to the leisure activities of virtual reality users by allowing natural walking trip from famous tourist spots to even mountain roads and alleys.

Visual Tactility in Web-based Digital Contents (웹기반 디지털 콘텐츠에서의 시각적 촉각성 연구)

  • Kim, Hyo-Joong;Park, Soo-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.121-131
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    • 2011
  • Visual tactility implies feelings of touch through sight. To be exact, the eyes are doing the touch rather than the body and the subject concerned will experience the sensation of touch by looking at an object similar to that of physical touch. This is quasi tactility to put it simply and it can be defined as to touch with the eyes. This can not only provide opportunities to experience something close to reality but also another completely different form of modern experience. Experiencing visual tactility through the use of the web permits lavish communication between the user and the designer. This paper has reorganize the concept of visual tactility, characteristic and way to use in digital contents. Visual tactility stimulates the users' emotion as such. If it was to be utilized to develop edutainment contents or web sites will foster children's capability to develope problem solving skills and raise efficiency in creative learning, and prolong the period of concentration in order to encourage revisits to the place and extend the time of stay.