• Title/Summary/Keyword: Future Contents

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Cubic Tangible User Interface Development for Mobile Environment (모바일 환경을 위한 큐빅형 텐저블 사용자 인터페이스 개발)

  • Ok, Soo-Yol
    • Journal of the Korean Society for Precision Engineering
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    • v.26 no.10
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    • pp.32-39
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    • 2009
  • Most mobile devices provide limited input interfaces in order to maximize the mobility and the portability. In this paper, the author proposes a small cubic-shaped tangible input interface which tracks the location, the direction, and the velocity using MEMS sensor technology to overcome the physical limitations of the poor input devices in mobile computing environments. As the preliminary phase for implementing the proposed tangible input interface, the prototype design and implementation methods are described in this paper. Various experiments such as menu manipulation, 3-dimensional contents control, and sensor data visualization have been performed in order to verify the validity of the proposed interface. The proposed tangible device enables direct and intuitive manipulation. It is obvious that the mobile computing will be more widespread and various kinds of new contents will emerge in near future. The proposed interface can be successfully employed for the new contents services that cannot be easily implemented because of the limitation of current input devices. It is also obvious that this kind of interface will be a critical component for future mobile communication environments. The proposed tangible interface will be further improved to be applied to various contents manipulation including 2D/3D games.

Study of Theme-based Cultural Space According to the Changing Tourism Environment - Focus on examples of Japan and Korea to which Contents E5(Education, Entertainment, Experience, Emotion and Economy) were applied - (관광환경 변화에 따른 테마형 문화공간(TCS) 연구 - 콘텐츠 E5(교육, 위락, 체험, 감성, 산업)를 적용한 일본과 한국사례를 중심으로 -)

  • Oh, Sang-Min;Joung, Yong-Sub;Han, Young-Ho
    • Korean Institute of Interior Design Journal
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    • v.21 no.6
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    • pp.46-53
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    • 2012
  • The purpose of present study is that according to the changing tourism environment, detailed cultural environment will be utilized in the active way as systematized theme-based cultural space, and the increase of small theme-based cultural space will contribute to active participation of customers and local development with various programs. TCS was classified to theme-based cultural space contents E5(Education, Entertainment, Experience, Emotion and Economy) in focus of contents in which software is regarded more importantly than hardware, and was analyzed as contents of ten key tourism trend of the future. The present study indicate that experience centered tourism environment stood out in theme-based cultural space, and new era of cultural tourism to which storytelling in focus of emotion is applied will be coming.

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WISET Fellow Mentoring Program from KISTI: History and Future Using Complementary Online and Offline System Based on Effective Matching Process

  • Ahn, Sul-Ah;Cho, Hyeyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2014.06a
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    • pp.239-240
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    • 2014
  • Researchers in KISTI have been participating in the WISET Fellow Mentoring program since 2009 [1]. We describe the history and future of WISET Fellow Mentoring program from KISTI. We have communicated with mentees more freely and effectively using complementary online and offline system. In addition, we designed a automated matching process in order to help mentors and mentees to begin mentoring with satisfaction [2-6]. In the future, we plan to use our automated matching process for matching candidate mentors and mentees in order to obtain more satisfaction in mentoring.

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Utilization of ORCID data to track the performance impact of national R&D investment (국가 연구개발투자의 성과 영향력 추적을 위한 ORCID 데이터 활용)

  • Noh, Kyung-Ran;Kwon, Oh-Jin;Moon, Young-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.405-406
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    • 2018
  • 연구자에게 연구 수행에 필요한 연구비 지원이 필수적이라는 것은 두말할 필요도 없다. 펀딩기관에게는 연구지원 프로그램의 영향력을 파악하는 것이 펀딩전략, 펀딩 프로그램 설계, 임무 조정을 위해 중요하다. 펀딩기관은 연구개발투자 프로그램의 성과를 추적하고 그 영향력을 측정하는 것을 지속적인 과제로 안고 있다. 본 연구는 각국의 펀딩기관이 연구개발투자에 대한 성과를 추적하기 위한 노력으로 ORCID 활용 사례에 대해 살펴보고 ORCID 활용방안을 제언을 하고자 한다.

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A study on the applicability of interactive technology in VR video content production

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.71-76
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    • 2022
  • The continuous development of virtual reality technology in the last five years has brought about a big change in the future film industry. Interactive VR movies using virtual reality technology in movies showed the result of increasing the immersion of the audience due to the characteristics of interaction. This will provide a unique opportunity for a new experience of immersion in various forms of cinema in the near future. In this paper, the interaction of narrative VR movies was studied as an example of the movie , which won the [The Best VR Experience Award] at the Venice International Film Festival, In future development, improve the scene transition, Dizziness, Ways of interaction and other questions, let the audience increase the sense of participation, immersion and curiosity when watching movies, and make watching movies a more interesting thing in life.

A Study on Market Penetration Strategy for Smart Contents Providers (스마트콘텐츠 기업의 시장진입 전략에 관한 연구)

  • Lee, Chul Sun;Kim, Jong Ho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.263-272
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    • 2012
  • Lately, as domestic smart phone users exceeds 10 millions, Korea entered into real smart era in which smart contents market grows very quickly. One of feature for smart contents market is that there is few entry barrier for market penetration. So, it is essential for domestic digital contents providers to transform existing digital contents into smart contents to protect the entry of foreign firms into domestic market and to take advantage of opportunities to advance to foreign contents markets. The objective of this study is analyzing strategies of abroad companies which has penetrated into smart contents market successfully and classifying them systematically and the way to execute the proposed strategies. Future works of companies and governments to expand smart contents markets can be summarized as follows. First, they must prepare reliable data to elicitate proper market penetration strategies. Second, it is highly desirable to fuse contents industry and culture industry together. Third, it is urgent to formulate policies to promote SOHO contents companies.

A Study on the Types of Private EduTech Content for establishment of integrated platform of K-EDU - In conjunction with future teaching-learning methods and learning types - (K-에듀 통합플랫폼 구축을 위한 민간 에듀테크 콘텐츠의 유형에 관한 연구 - 미래 교수-학습 방법 및 학습유형과 연계하여 -)

  • Ha, Ho-Sung;Lee, Jae-Lim
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.20 no.3
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    • pp.11-24
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    • 2021
  • The purpose of this research is to investigate the current status of edu-tech trends and contents of domestic and foreign private companies in order to successfully establish the K-EDU integrated platform, analyze the connection between future teaching-learning methods and learning styles, and provide basic materials to help frontline schools easily link teaching-learning methods to the most suitable contents per subject. To this end, a literature survey and on-site interviews with officials from companies participating in the 2021 Education Fair provided results of investigating 116 edu-tech contents produced by a total of 68 companies, including 22 overseas (28 contents) and 46 domestic (88 contents) ones, on whether they mutually match future teaching-learning methods and learning styles.

A Study on the Plan of Activation of Library by Utilizing the Virtual Reality and Augmented Reality

  • Noh, Younghee;Shin, Youngji
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.1
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    • pp.85-104
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    • 2022
  • In this study, in line with the era of the fourth industrial revolution, general concepts, technologies, trends, and examples of virtual reality and augmented reality were examined, and based on this, a plan that could be applied to libraries in the future was proposed. As a result of the study, first, it is necessary to construct a smart space as an experiential play space that can satisfy cultural desires transcending time and space by providing immersive contents using 4th technology such as VR and AR. Second, it is necessary to expand experiential cultural support services through VR, AR and MR. Third, to develop educational contents based on augmented reality technology. In order to apply and activate virtual reality and augmented reality in libraries in the future, based on a survey of librarians and users of public libraries, a survey on the application status, satisfaction, and demand of current public libraries should be conducted.

A Study on Integrated Operation of Electronic Journals and Commercial Web Databases (전자저널과 상용 웹 DB의 상호 통합운영에 대한 연구)

  • 김혜선;황혜경;최선희
    • Proceedings of the Korea Contents Association Conference
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    • 2003.11a
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    • pp.333-337
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    • 2003
  • Electronic journals and commercial web databases are major parts of scholarly contents. In this study we investigated the current situation for both of them and the ways of integrated operation. Also we studied the integration scheme with paper resources and usage when we establish future information contents and resources development action plan.

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Construction for Community Cultural Contents Industry Cluster (지역 문화 콘텐츠 산업 클러스터 구축)

  • Kim, Hye-Suk;Kim, Kyoung-Soo
    • The Journal of the Korea Contents Association
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    • v.7 no.3
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    • pp.118-128
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    • 2007
  • The world is interested and actively investing in culture and its cultural contents industry has grown very much. Cultural contents industry is the concentration of human creation and knowledge and the Internet and digital technology have greatly impacted such creation and knowledge. This paper presented a method of digitalization of regional cultural resources, voluntary digitalization strategies, and a method of building an innovative cluster of cultural contents industry. The proposed plan would become the future growth engine of cultural tourism industry.