• Title/Summary/Keyword: Flash content development

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The Development and Evaluation of Web-based Flash Content for Fighting Spirit Promotion in Patients with Cancer (암 환자 투병의지 증진을 위한 플래시 콘텐츠 개발 및 평가)

  • Oh, Pok-Ja
    • Korean Journal of Adult Nursing
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    • v.20 no.3
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    • pp.395-405
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    • 2008
  • Purpose: The purpose of this study was to develop a Web-based flash content for fighting spirit promotion and to test its effect on cancer patients' fighting spirit. Methods: The 15-minute long Web-based flash content was developed using the following 5 process: analysis, planning, development, program operation and evaluation stages and utilized the multiple edition and revision processes from December 2005 to August 2006. The evaluation was done by one group pretest-posttest design. Study subjects were 17 cancer patients undergoing chemotherapy. The group were received a 2-week intervention, a day weekly, and measured the variables at baseline, 4 weeks later. The study was performed from August 2006 to February 2007 at a cancer center in Korea. Fighting spirit was measured by Mini-MAC(Mental Adjustment to Cancer). Data was analysed by descriptive statistics and paired t-test using SAS 9.13 program. Results: On the Web-based flash content, there are 4 menu bars that consisted of cancer diagnosis, symptom management, stress management, and cancer survivorship. The study group revealed significantly more fighting spirit than pre-test(t=-3.04, p=.008). Conclusion: This Web-based flash content can be utilized in psychosocial interventions for promoting fighting spirit in patients with cancer.

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Design and Implementation of Effective E-Learning Education Contents Considering Multi-Platform Environment (다중 플렛폼 환경을 고려한 효율적인 이러닝 교육 콘텐츠 설계 및 구현에 관한 연구)

  • Choi, Sung-Wook;Choi, Min-Seok
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.1-9
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    • 2012
  • The purpose of this study is to present a methodology to effectively produce the e-learning contents in two platform types of PC based and mobile based platforms. Currently, the compatibility problem of flash technology widely used in the e-learning content production of existing PC based platform not supporting flash in some mobile platforms is being created while the condition of accompanying inconvenience in learning due to small screen and difference of input interface is being created in case of using the contents for PC even in case of the mobile platforms in which flash is supported. Considering this situation, this study is presenting a content development methodology that can provide services in both platform types based on standard technologies such as HTML 5. In conclusion, the methodology proposed in this study separates the content and the view of learning contents while supporting to enable content implementation using various forms of views based on the content database that has been constructed to show very efficiently characteristics in the content reuse and the multi platform support categories.

Study on Academic Presence and Achievement according to Types of e-learning Contents Development (이러닝 콘텐츠 개발 유형에 따른 실재감 및 학업 성취도 연구)

  • Na Yeong Kim;Dong Yub Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.211-217
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    • 2023
  • This study was conducted for the purpose of analyzing the differences in academic presence and achievement according to the types of e-learning contents development. Content development types were divided into HTML5-based contents, which is interactive contents, and Flash-based contents, which is video presenting type. One group at G high school located in B region learned with HTML5-based contents, and the other group learned with Flash-based contents, and then conducted a survey on the presence and an achievement evaluation. Presence was analyzed through a paired t-test, and the difference in academic achievement was measured through analysis of covariance. As a result of the study, it was found that HTML5-based contents had high levels of presence and academic achievement. Based on the results of the study, the development direction of e-learning contents to be developed in the future was discussed.

360 Content Pilot Service Platform of Cultural Assets Based on MPEG-V Standard Realistic Media Testbed (MPEG-V 표준 실감미디어 테스트베드에 기반을 둔 문화재 360 콘텐츠 시범 서비스 플랫폼)

  • Shim, Tae-soeb;Yoo, Soo-bin;Shin, Sang-ho
    • Journal of Advanced Navigation Technology
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    • v.21 no.6
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    • pp.666-673
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    • 2017
  • In this paper, we propose a 360 content pilot service platform of cultural assets based on MPEG-V standard realistic media testbed. MPEG-V is that the standard format of sensory effect metadata(SEM) such like wind, light and flash, and communication protocol between sensory effect machines are defined, and it is possible to increase the sense of presence and immersion with 360 VR content. The proposed platform consists of software which is composed of the content player and the sensory effect reappearance server, and hardware which is the sensory effect machines. Also, the pilot service case using the proposed platform, and the features and advantages of the proposed platform are described.

Development of Web-based Multimedia Content for a Physical Examination and Health Assessment Course (웹기반의 건강사정 멀티미디어 컨텐츠 개발)

  • Oh Pok-Ja;Kim Il-Ok;Shin Sung-Rae;Jung Hoe-Kyung
    • Journal of Korean Academy of Nursing
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    • v.34 no.6
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    • pp.994-1003
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    • 2004
  • Purpose: This study was to develop Web-based multimedia content for Physical Examination and Health Assesment. Method: The multimedia content was developed based on Jung's teaching and learning structure plan model, using the following 5 processes: 1) Analysis Stage, 2) Planning Stage, 3) Storyboard Framing and Production Stage, 4) Program Operation Stage, and 5) Final Evaluation Stage. Results: The web based multimedia content consisted of an intro movie, main page and sub pages. On the main page, there were 6 menu bars that consisted of Announcement center, Information of professors, Lecture guide, Cyber lecture, Q&A, and Data centers, and a site map which introduced 15 week lectures. In the operation of web based multimedia content, HTML, JavaScript, Flash, and multimedia technology(Audio and Video) were utilized and the content consisted of text content, interactive content, animation, and audio & video. Consultation with the experts in context, computer engineering, and educational technology was utilized in the development of these processes. Conclusions: Web-based multimedia content is expected to offer individualized and tailored learning opportunities to maximize and facilitate the effectiveness of the teaching and learning process. Therefore, multimedia content should be utilized concurrently with the lecture in the Physical Examination and Health Assesment classes as a vital teaching aid to make up for the weakness of the face-to- face teaching-learning method.

Development and Evaluation of an Elementary School Nutrition Education Program to Prevent Breakfast Skipping (아침결식 예방을 위한 초등학교 영양교육 프로그램의 개발 및 평가)

  • Son, Hyeong-Gyeong;Lee, Yeon-Kyung
    • Korean Journal of Community Nutrition
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    • v.15 no.6
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    • pp.740-749
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    • 2010
  • The purpose of this study was to develop and evaluate a nutrition education program to prevent breakfast skipping for elementary school children. Subjects were 102 5th grade students (51 boys, 51 girls) as the "education group" and 200 5th grade students (102 boys, 98 girls) as the "non-education group." The nutrition education program consisted of 4 lessons over an 8-week period. Teaching materials, including flash animation, panel, PowerPoint, and a bingo game, were developed for this education program. After education, there was significant increase in the percentage of students who had eaten breakfast every day, understood that breakfast has a great effect on health, and will eat breakfast every day in the education group compared to non-education group. Parents' positive behavior toward daily breakfast preparation and the percentage of parents who had their children eat breakfast every day increased significantly. The students of the education group responded positively to the questions of the benefit and importance of nutrition education. The flash animation received high marks, especially in terms of understanding of contents, content clarity, emphasis of the core content, delivery of necessary knowledge, and applicability of breakfast. This study shows the effectiveness of a 4-lesson nutrition education taught during an 8-week time period to induce changes in recognizing the importance of breakfast and in behavior toward breakfast consumption.

Realizing Organic Content Based on 3Screen Play and Presenting a Direction for its Development (3 screen play 기반의 유기적 콘텐츠 구현 및 발전 방향 제시)

  • Hong, Je-Hoon
    • Journal of the HCI Society of Korea
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    • v.5 no.1
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    • pp.1-9
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    • 2010
  • The objective of this study is to present a prototype of organic content, using 3 Screen as the basic concept, and to examine the possible applications of such models. Organic content is something with the characteristics of an organism, which adapts to each unit while maintaining connectivity without losing identity, according to the situation of the user and the characteristics of each unit, opposed to contents that exist without connectivity among units. To this end, I produced a prototype called "Fishing Phone," which crosses over TV, 모바일 and PC. In the Fishing Phone, the fish adapts to each unit as it interacts differently with users while maintaining its own identity. It is an organic content that travels freely through the 3Screen. Fishing Phone was created by using technology and products widely used and serviced today, such as WiFi, java networking, flash player 7, omnia2, and space censors. It demonstrates that organic content can transcend the limitations of space in existing contents, generating new value, realizing complex interaction, and ultimately providing advanced applications for marketing.

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Digital Content Design Making Children Like Reading Books (아이들이 책을 좋아하게 만들 디지털 콘텐츠 디자인)

  • Wang, Lin;Lee, Ha-Na
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.20-28
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    • 2016
  • Recently, with various smart devices being used, more attention is paid to digital content development for kids. Many parents and teachers are using digital contents both at home and the classroom. However, there are many concerns on the delayed language ability development and lack of social skills due to children's overuse of digital technology. This study reviewed related literature on digital content for kids including storytelling videos, flash, animation, multimedia fairy tales, and app-books. Based on that, digital contents design guidelines were proposed. It was expected that by appropriate digital content design, children would like reading books just as they like watching digital contents.

A Study on the News Scheme of the Agricultural Broadcasting News (TV에 나타난 농업분야 방송 뉴스 도식)

  • Rho, Gwang-June;Kim, Sung-Soo
    • Journal of Agricultural Extension & Community Development
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    • v.13 no.1
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    • pp.99-121
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    • 2006
  • The purpose of the study was to analyze agricultural and rural news in mass media reporting. This study analyzed the representation of agricultural and rural news of Korean Broadcasting System (KBS), established in 1947 as a public service broadcaster and the Seoul Broadcasting System (SBS), established in 1990 as a private service broadcaster in Korea. There has been criticisms of isolated and anecdotal reporting of agricultural and rural issues, thus, leading to negative public perception mainly influenced by mass media even though there has been increases in the publicity activities regards agricultural policies in the KBS and SBS broadcasting news. This study was designed to reveal the merits of the preceding criticisms. For this purpose, a total of 437 news items issued between September 2004 and August 2005 were analyzed via content and framing analysis research methodologies. The major findings and conclusions of the study were as follows: 1. Content analysis of agricultural and rural news revealed that the lack of relative quantity and 'in-depth analysis' in agricultural reporting and the thematic concentration on negative news and flash events were the most prominent characteristics of Korean broadcasting news. 2. The quantity of agricultural news was relatively insufficient and qualitatively superficial and stereotyped lacking in comprehensive understanding of agricultural and rural issues and inclined toward flash events and crisis-oriented. Based on the findings and conclusions, following recommendations are offered; 1) Agricultural institutions should consider changing the images of rural society and farmers implementing agricultural and rural policies in the future, and perception of the general public should be considered in reporting agricultural and rural news. 2) Further research should be conducted to provide practical implications for the broadcast media on the agricultural information system.

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Development and Evaluation of e-EBPP(Evidence-Based Practice Protocol) System for Evidence-Based Dementia Nursing Practice (근거중심 치매 간호실무를 위한 e-EBPP 시스템 개발 및 평가)

  • Park, Myonghwa
    • Korean Journal of Adult Nursing
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    • v.17 no.3
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    • pp.411-424
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    • 2005
  • Purpose: The purpose of this study was to develop and evaluate e-EBPP(Evidence-based Practice Protocol) system for nursing care for patients with dementia to facilitate the best evidence-based decision in their dementia care settings. Method: The system was developed based on system development life cycle and software prototyping using the following 5 processes: Analysis, Planning, Developing, Program Operation, and Final Evaluation. Result: The system consisted of modules for evidence-based nursing and protocol, guide for developing protocol, tool for saving, revising, and deleting the protocol, interface tool among users, and tool for evaluating users' satisfaction of the system. On the main page, there were 7 menu bars that consisted of Introduction of site, EBN info, Dementia info, Evidence Based Practice Protocol, Protocol Bank, Community, and Site Link. In the operation of the system, HTML, JavaScript, and Flash were utilized and the content consisted of text content, interactive content, animation, and quiz. Conclusion: This system can support nurses' best and cost-effective clinical decision using sharable standardized protocols consisting of the best evidence in dementia care. In addition, it can be utilized as an e-learning program for nurses and nursing students to learn use of evidence based information.

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