• Title/Summary/Keyword: Future Contents

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A Study on future oriented urban space production Strategy for Activation of CBD (CBD 활성화를 위한 미래형 도시공간연출 전략에 관한 연구)

  • Oh, Jae-Woo;Park, Kwan-Il
    • The Journal of Information Technology
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    • v.12 no.3
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    • pp.25-48
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    • 2009
  • 1. CONTENTS 1) RESEARCH OBJECTIVES The purpose of the study was to propose a future oriented urban space production strategy to offer diverse useful services to citizens to improve international competitiveness of cities in the times of competition that competitive subjects were changed from competition among countries to competition among cities. 2) RESEARCH METHOD In the proposed future-oriented urban space production strategy, the study compared/analyzed main plans related to development of urban space by selecting CBD(Jung-gu) of Busan out of local metropolises in South Korea. 3) RESEARCH FINDINGS In the proposed future-oriented urban space production strategy, the study largely sorted city's function into four scopes function of industrial support, function of social support, function of living support and function of urban infrastructure. 2. RESULTS It is expected that the proposed future oriented urban space production strategy will be utilized as a useful reference model when a lot of local governments, planning a ubiquitous urban space, establish a plan for constructing a ubiquitous urban space.

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Study on the On-line Environmental Education for a Sustainable Future (지속가능한 미래를 위한 온라인 환경교육 방안 연구)

  • Park, Tae-Yoon;Noh, Kyung-Im;Park, Hyun-Ju
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.7 no.4
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    • pp.69-78
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    • 2004
  • The purpose of this study was to investigate the ways and possibility of on-line environmental education(EE) for a sustainable future. For the purpose, the researchers reviewed and analyzed 22 Korean and 41 foreign Internet sites related EE. Then, the researchers selected five Internet sites in Korea, U.S.A., UK, New Zealand, and Australia. Researchers analyzed these five sites in depth, specially in the aspect of the education for a sustainable future/development. This analysis indicated that 'The Globe Programme'(UK) and 'Global Education'(Australia) sites contain more contents and activities related sustainable future/development then other three sites. On the basis of analysis, the researchers offered several recommendations for on-line EE for a sustainable future.

Entrepreneur Speech and User Comments: Focusing on YouTube Contents (기업가 연설문의 주제와 시청자 댓글 간의 관계 분석: 유튜브 콘텐츠를 중심으로)

  • Kim, Sungbum;Lee, Junghwan
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.513-524
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    • 2020
  • Recently, YouTube's growth started drawing attention. YouTube is not only a content-consumption channel but also provides a space for consumers to express their intention. Consumers share their opinions on YouTube through comments. The study focuses on the text of global entrepreneurs' speeches and the comments in response to those speeches on YouTube. A content analysis was conducted for each speech and comment using the text mining software Leximancer. We analyzed the theme of each entrepreneurial speech and derived topics related to the propensity and characteristics of individual entrepreneurs. In the comments, we found the theme of money, work and need to be common regardless of the content of each speech. Talking into account the different lengths of text, we additionally performed a Prominence Index analysis. We derived time, future, better, best, change, life, business, and need as common keywords for speech contents and viewer comments. Users who watched an entrepreneur's speech on YouTube responded equally to the topics of life, time, future, customer needs, and positive change.

A Study on the Sequence of Contents in Clothing and textile Education (의생활 교육내용의 계열화에 관한 연구)

  • 박일록;이은희
    • Journal of Korean Home Economics Education Association
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    • v.14 no.1
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    • pp.39-54
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    • 2002
  • This study was done to identify contents of clothing and textile education and to systemize its curriculum from elementary school to high school Every time the official curriculum is updated. the suggestion that the contents of Home Economics Education should be systematized never fails to come forth. Unfortunately. it's a fact that there are still insufficient grounds to base this opinion on. and that adequate research has not yet been done in this particular field. Therefore. basic research must be performed in order to systematize the substance of clothing and textile education. Keeping this in mind. the following study strives to find appropriate methods of conducting clothing and textile education, while attempting to provide basic materials for future organization and selection of contents. In order to achieve these goals. the materials have been sorted into three categories : First of all. what sort of concepts is being taught in the subject of clothing and textile. and are the chapters constructed so that different schools can maintain consistency among them\ulcorner Second, how has clothing and textile education been done so far and is the contents correctly synchronized with the students'development\ulcorner Third. haw is clothing and textile education utilized in real life. and has it actually been systematized in a way that encourages practical utilization\ulcorner This study has mostly been done through the research of various documental resources. Also. the analysis has been performed using the systematic contents analysis method. The main results of obtained this study are as follows : As the concepts of clothing and textile education. which are different from each school, has not completely been systematizied. Also. as the contents of clothing and textile education has not correctly synchronized with the students'development. am it has not actually been systematized in a way that encourages practical utilization. Since this study has touched only limited research on the topic of clothing and textile education. it is essential that further research covering a wider array of themes be done in the future.

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An Analysis on Multiplier Effects for the Digital Contents Industry of Korea

  • Jones, Trever;Kim, Shin-Pyo;Noh, Kyoo-Sung;Cho, Jae-Wan
    • 한국디지털정책학회:학술대회논문집
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    • 2004.11a
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    • pp.99-109
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    • 2004
  • Key goal of the study is to analyze the economical ripple effect by the digital contents industry. In this study, the results of analysis of multiplier effects of digital contents industry can be summaries as follows: (1) Output multiplier for the manufacturing sector was the highest with value of 3.0509 while that of digital contents industry is the lowest at 1.6511. (2) Employment multiplier is the lowest for the manufacturing sector with value of 4.2895, while that of digital contents industry is the lowest with value of 1.0238. (3) Income multiplier is the lowest for the manufacturing sector with value of 5.3331, while that of digital contents industry is the lowest with value of 1.0081. Therefore, digital contents industry is clearly a new-growth power industry in the future rather than in the present.

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Digital Contents Control for Desktop Virtualization: A Case of Virtual Folder Based Implementation (데스크톱 가상화에 따른 디지털콘텐츠 통제방안: 가상폴더방식의 구현사례)

  • Yoon, Han Seong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.1-9
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    • 2014
  • Recently, with the enlargement of cloud computing, virtual desktop infrastructure(VDI) can be an alternative of the existing personal computer based information environment. For the case of partially introduced VDI coexisting with personal computer environment, we suggest a virtual folder based approach to control the overall digital contents within an organization with a case of implementation. Although a centralizing device was used for storage and sharing of organization's digital contents, it was not easy to accomplish centralizing digital contents completely. It is tried to prevent users from utilizing their own storage in their personal computers or virtual machines and to use virtual folder which transfer and store digital contents to and in EDMS. The virtual folder system of this paper looks like a real folder in a personal computer, but it is another virtual device for outer storage devices including EDMS. It can be an alternative and reference of digital contents control for future applications of cloud computing.

A Study on Practical Method to Enhancing the Creativity Effectiveness for Media Contents Education by Using Artificial Intelligence and Metaverse

  • Jong Bae, Ahn
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.253-260
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    • 2024
  • We studied to aim for exploring practical approaches to enhance the effectiveness of creativity education by using artificial intelligence and the metaverse in the field of media contents. Recognizing the need for educational innovation to adapt to the accelerating changes driven by the advancements in artificial intelligence and the metaverse, and considering the increasing importance of fostering creativity as a key competitive advantage for future talents, we focused on research implementing creativity education in the media contents domain. To achieve this, we conducted this study during a semester-long media contents course utilizing artificial intelligence and the metaverse in real classroom setting. We involved in this study collecting feedback and opinions from students to investigate and identify effective strategies for enhancing the impact of creativity education. As a result, we proposed the utility of media contents class using artificial intelligence and the metaverse in enhancing students' creativity. By elucidating which teaching methods are most effective, we contributed to derive beneficial outcomes for media contents creative education.

A Study on Advertising Future Development Roadmap in the Fourth Industrial Revolution Era

  • Ahn, Jong Bae
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.66-76
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    • 2020
  • We The 4th industrial revolution, the core characteristics of super-intelligence, hyper-connective, and ultrareality, has been actualized. New technologies such as artificial intelligence, big data, the Internet of Things, and high-tech video have begun to be applied to media and advertising. With the introduction of new technologies in the advertising field, innovative changes in advertising types, advertising effects, advertising methods, and advertising contents are expected. Accordingly, We intends to design a future advertising roadmap development by predicting how future advertising will change and develop through future technologies in the 4th industrial revolution era. To design the roadmap, this study analyzes changes in advertising technology, consumer, and media as changes in the advertising environment in the 4th industrial revolution era, and identifies the core changing trends, advertising factors in future advertising through the Delphi Survey on experts in advertising and future fields. We identifies how the future advertising technology, types, media, effects, and fields are developed by the changes of future advertising environments, including technology, consumers, and media in the 4th industrial revolution era. Hence it is expected to help the advertising industry and experts to prepare for future changes.

Analysis on the Types of Future Keywords and IT Needs by Industry (미래 IT니즈 유형 도출과 산업별 IT니즈 분석)

  • Kim, You-Jin;Cho, Byung-Sun
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.100-110
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    • 2012
  • This study aims to figure out IT needs internalized in our daily lives through expert FGI, examine the general characteristics of them by verifying and classifying them through a survey, and also analyze the chief fields of industry for future society by the types of IT needs. Through this analysis, the paper suggests the directivity of future IT technology, and it can be utilized as foundational data to develop IT convergence technology. First of all, according to the result of drawing the keywords through the concrete future IT needs by the detailed activities through the FGI, this study found intellectualization, integration, virtualization, automation, customization, and safety, etc. According to the result of classifying the IT needs through the survey based on that and examining the characteristics, this study classified them into emphasis on life automation, emphasis on intellectual authenticity, emphasis on information search and convenience, and emphasis on convergence. And each type showed different general characteristics from one another. And in future society, the area of energy was valued the most, and the importance of industry showed somewhat difference by the types of IT needs.

The Effect of Gambling Characteristics on the Future Gambling Participation Intention among Middle School Students (중학생의 도박특성이 향후 도박참여의향에 미치는 영향)

  • Park, Wan-Kyeong;Lee, Soo-Bi
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.435-445
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    • 2021
  • Recently, gambling problem of youth has seriously increased. the aim of this study is to investigate the effect of sociodemographic and gambling characteristics on the future gambling participation intention among middle school students. Analysis through chi-square test and logistic regression was conducted using data from 10,228 middle school students collected in the 2018 Survey on Youth Gambling problems given from Korea center on Gambling problems. The research findings were as follows. First, among the demographics factors, sex, grade, allowance and parents-children communication showed significant difference on future gambling participation intention. Second, among the gambling factors, awareness of gambling seriousness and spending, frequency, time, cost, chasing behavior, problem gambling level showed significant difference on future gambling participation intention. Third, grade, awareness of gambling seriousness, gambling frequency, chasing behavior, problem gambling predicted the occurrence of future gambling participation intention. Based on these results, the present study suggests the prevention and intervention of gambling problem among middle school students.