• 제목/요약/키워드: Future Contents

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Exploring Future of Sports Cultural Contents

  • MOON, Bo Ra;LEE, Hwan Yeol;SEO, Won Jae
    • Journal of Sport and Applied Science
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    • 제4권3호
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    • pp.1-10
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    • 2020
  • Purpose: This study is to explore which genre of sports culture contents will show the most consistent growth in the future and analyse the development outlook based on those results. Research design, data, and methodology: Case study was used for this research as it seemed to be the most appropriate approach in order to obtain the most complete and meaningful information from a particular phenomenon. A total of 15 participants were chosen to participate in a semi-structured in-depth interview and the recordings were typed out as text. In order to ensure validity and credibility of findings, peer and member check were conducted. Results: As a result, the sports culture content that is most likely to consistently grow in the future is games. Additionally, it is expected that sports culture contents will develop as new categories of sports culture contents emerge, as the evolution of sports culture content occurs through the combination with technology, as well as the activation of sensual sports contents, and the production of sports culture contents utilizing big data. Conclusions: It is concluded that convergence of sport, cultural contents, and technology will promptly progress, and it will promote the development of sport culture contents and related industry.

기업교육 이러닝 콘텐츠의 동향과 발전 방향 (Trends and Future Directions of Corporate e-learning Contents)

  • 정효정
    • 산경연구논집
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    • 제9권2호
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    • pp.65-72
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    • 2018
  • Purpose - One of the biggest problems in the e-learning distribution process is the lack of quality content and learners' discredit in e-learning content. In order to respond to the various demands of the corporate education field appropriately, it is necessary to search for directions of new e-learning models that are out of traditional e-learning contents. The purpose of this study is to identify recent trend issues related to corporate e-learning and to suggest directions for development. Research design, data, and methodology - Based on the literature review, trend issues that should be considered important in corporate e-learning were derived. Online survey was conducted to evaluate the importance-feasibility of each issue to 13 experts on e-learning and corporate education. The contents of the questionnaire are as follows: 1) recognition of importance and feasibility of trend issues to be considered important in the future corporate education field; 2) factors to be considered in developing future e-learning contents. Results - Six trends derived from a comprehensive literature review. The most important e-learning trends for corporate education field were 'mobile learning', 'micro learning', 'blended learning', 'social learning', 'adaptive learning', 'engaged learning'. As a result of evaluating the importance and feasibility of each issue, experts point out that 'mobile learning' and 'micro learning' should be actively considered for introduction and utilization at present. In addition, 'social learning' and 'blended learning' need to be actively considered in the near future. On the other hand, experts recognized that 'adaptive learning' and 'engaged learning' need to be prepared from a long-term perspective. Conclusions - There are two main reasons for this result. First, in corporate e-learning, it is important to 1) be able to update on time, 2) the connection with the workplace is important. Second, it requires realistic verification of the expected performance of the learning model. To be considered part of the future are as follows: First, the value and effectiveness of the new e-learning type should be studied. Seconds, e-learning contents should be developed through adopting SAM or Agile methodology. Through this process, we would be able to enhance the quality in e-learning content.

Effects of Implementation and Application of Realistic Digital Contents

  • Han, Ji-Woo
    • International journal of advanced smart convergence
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    • 제8권1호
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    • pp.147-152
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    • 2019
  • This study aims to explore the understanding of and the interest in realistic digital contents and examine their effectiveness, by implementing and applying VR around the science subject in middle schools. It organized each group of two for cooperative activities, in order to implement VR for 52 middle school students located at Y-county, who understood study contents and agreed to participate in the study. Then, it implemented and applied realistic digital contents regarding a change in the science geosphere and many kinds of forces, by extracting and designing them. As they implemented and applied VR around contents interest in science subject. VR assisted lessons made statistically significant differences in understanding and effectiveness of realistic digital contents. It will provide basic data used to cultivate future talents who can prepare for a change in the educational paradigms along with the fourth industrial revolution and adapt to the future knowledge-based society.

인간의 6감각 기반의 미래 기술예측조사 및 유망기술 발굴 체제연구 (Future Technological Foresight and Promising Emerging Technology Selection Frameworks based on Six Human Senses)

  • 조일구;이중만
    • 한국콘텐츠학회논문지
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    • 제17권4호
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    • pp.229-236
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    • 2017
  • 기술예측은 전략적 연구개발 분야 및 미래 유망기술도출을 위해 장기적인 과학, 기술, 경제, 사회현상을 조사하기 위한 과정이다. 본 연구에서는 미래 기술예측의 효과적 추진을 위해, 새로운 연구방법론으로 인간사회에서의 공간과 행위, 사람의 육감을 기준으로 기술을 분류하는 FSS(Future Six Senses) 프레임 워크를 체계적으로 적용하였다. 또한 미래 기술의 수용성과 예측성, 참신성을 높이기 위해, 새로운 형태인 인간의 6감각을 기반으로 한 정보통신(ICT)분야 미래 메가트랜드 분석, 미래기술 발굴 및 선정, 미래시나리오 작성 프로세스를 통해 미래사회 주요 이슈 및 수요기반의 제품 및 서비스를 도출하였다.

A Study on Gap between Government's Institutions and Public People based on Ontology Inference about ICT Future Technology

  • Kim, Su-kyoung;Kim, Sung-en;Cho, Ill-gu;Ahn, Kee-hong
    • International Journal of Contents
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    • 제13권4호
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    • pp.47-62
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    • 2017
  • This paper analyzes how much the gap existed between the public group and expert group using future issues and future core technologies that are announced in government institutions based on ontology. We calculated gap with two groups' point of view, one is expert groups' ideas that are based on future hopeful technologies documents, and another is public people ideas that are based on documents of contest that is hosted by 'Ministry of Science, ICT and Future Planning (MSIP)', and 'Institute for Information & communications Technology Promotion (IITP)'. For calculating these, we suggested SDGM model. In the case of ETRI Meta-trend ICT Field, there is a little gap between expert group and public group, and another case that is XT (ETRI determined future technologies excluding ICT field) Field, the gap is increasing annually. Moreover, in the case of all ETRI Meta trend, the gap is bigger than ICT and XT field. We analyzed, also, KEIT's future issues for generalizing this model. The gap existed between two groups. Utilizing SDGM model of this paper, people can interpret easily how much the gap exists between future technologies and issues that are announced in institutions.

Virtual Gaming Environments as our Future Adobe

  • Lee, Kang-Hyuk
    • International Journal of Contents
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    • 제7권4호
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    • pp.6-9
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    • 2011
  • Currently, the argument that humanity will eventually reside in some sort of a simulated environment with unlimited resources is actively being discussed in the realm of science and engineering. This paper addresses the issue from the perspective of computer engineering, more specifically in terms of the future gaming environment which is very likely to be brought to us in the form of virtual reality probably in the not-so-distant future. In so doing, Bostrom's simulation argument[1]and Kurzweil's singularity[5] are reviewed, and how our future adobe indistinguishable from our 'real' reality that may be attained by explosive technological advancement relates to the future gaming environment. The problem of human consciousness which is inevitably intertwined with the issue of living in a virtual reality environment is also addressed.