• 제목/요약/키워드: Future Contents

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

  • 옥수열
    • 한국정밀공학회지
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    • 제26권10호
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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.

관광환경 변화에 따른 테마형 문화공간(TCS) 연구 - 콘텐츠 E5(교육, 위락, 체험, 감성, 산업)를 적용한 일본과 한국사례를 중심으로 - (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 -)

  • 오상민;정용섭;한영호
    • 한국실내디자인학회논문집
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    • 제21권6호
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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
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2014년도 춘계 종합학술대회 논문집
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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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국가 연구개발투자의 성과 영향력 추적을 위한 ORCID 데이터 활용 (Utilization of ORCID data to track the performance impact of national R&D investment)

  • 노경란;권오진;문영호
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2018년도 춘계 종합학술대회 논문집
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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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    • 제11권2호
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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.

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

  • 이철선;김종호
    • 디지털산업정보학회논문지
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    • 제8권4호
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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.

K-에듀 통합플랫폼 구축을 위한 민간 에듀테크 콘텐츠의 유형에 관한 연구 - 미래 교수-학습 방법 및 학습유형과 연계하여 - (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 -)

  • 하호성;이재림
    • 교육녹색환경연구
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    • 제20권3호
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    • pp.11-24
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    • 2021
  • 본 연구의 목적은 K-에듀 통합플랫폼을 성공적으로 구축하기 위해 국내·외 민간기업의 에듀테크 트랜드와 콘텐츠 현황을 조사하고, 미래 교수-학습 방법 및 학습 양식과의 연관성을 분석하여 향후 일선학교에서 각 교과목별 교수-학습방법과 가장 적합성이 뛰어난 콘텐츠를 쉽게 연결할 수 있도록 기초자료를 제공하는데 있다. 이를 위하여 문헌자료 조사 및 2021년 교육박람회 참가 기업 관계자와의 현장 인터뷰를 통해 해외 22개(28종), 국내 46개(88종) 등 총68개 기업에서 생산한 에듀테크 콘텐츠 총116종에 대하여 미래 교수-학습 방법 및 학습양식과의 상호 연결(matching) 여부에 대하여 조사하고 그 결과를 제시하였다.

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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    • 제12권1호
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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.

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

  • 김혜선;황혜경;최선희
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2003년도 추계종합학술대회 논문집
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    • pp.333-337
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    • 2003
  • 과학기술분야의 주요 학술콘텐트인 전자저널과 상용 웹 데이터베이스의 현황을 살펴보고 개별 도서관에서의 상호 통합운영방안을 고찰하였다 또한 기존에 소장하고 있는 인쇄자원과의 통합방안과 향후 콘텐츠 및 정보자원개발에의 활용방안을 제시하였다.

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

  • 김희숙;김경수
    • 한국콘텐츠학회논문지
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    • 제7권3호
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    • pp.118-128
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    • 2007
  • 전 세계가 문화에 관심을 갖고 적극적으로 투자하고 있으며 이에 따라 문화 콘텐츠(cultural contents) 산업 분야도 크게 성장하고 있다. 문화 콘텐츠 산업 분야는 인간의 창조와 지식이 집약된 분야로 인터넷과 디지털 기술이 큰 영향을 미치고 있다. 이에 본 논문에서는 지역의 문화 자원에 대한 디지털화 방안과 효율적인 디지털화 전략 그리고 전남 지역의 문화 콘텐츠산업에 대한 혁신 클러스터(innovative cluster) 구축 방안을 제시한다. 본 논문에서 제안된 방안은 지역의 문화관광산업의 미래 성장 동력원으로 활용될 수 있을 것으로 기대된다.