• Title/Summary/Keyword: Future Contents

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A technique for Auto find the way of 3-D spatial aviation images contents environment (3차원 공간 동영상 콘텐츠 환경에서의 자동 길 찾기 기법연구)

  • Yeon, Sang-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.417-420
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    • 2006
  • Recently we could generation of 3-D simulation image by use of various image contents, so I tried advanced methods very easily leads to the location on the GIS environments. Its used basically air photos and satellite sensor images for them. For the generate 3-D spatial be suitable to matching map coordinates using elevation data from digital topographic files, and matching to 3D spatial image contents through perspectives view condition composed to move according to fixed roads until arrive to location. Through this new system which tourists are able to simulate the interest paths or locations and to visit the cultural inheritance was proposed by combining various spatial data with the multimedia contents. This system provides people with guidance to locate the cultural assets in the Web environments. The developed system which is more convenient to provide tourists with the information and they are able to access automatically to location easily. In the future, the visitors are able to use easily the 3d image contents on the Internet or from the public tour information desk by using the simulation images.

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A Study on the Degree of Recognition and Preference of Tourists regarding Digital Contents of Jeju Telematics Model City Project (제주 텔레매틱스 시범도시사업에 대한 관광객 인지와 컨텐츠 선호도에 관한 연구)

  • Choi, Yong-Bok
    • Journal of the Korean Association of Geographic Information Studies
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    • v.9 no.2
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    • pp.172-182
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    • 2006
  • Telematics is a kind of the convergence of industries such as an automobile, communication, contents, and so on. Jeju-Do has been selected as a model city for telematics and has carried out the telematics service project. Jeju Telematics contains six service areas including navigation, traffic information, emergency assistance, leisure information, tour destination information, and cultural life information. Jeju telematics project has been planned to be dealt with the aspects of technological skills and content development. In fact, because of the nature of model project for testing information technologies, Jeju telematics has been strongly approached by technical aspects. However, telematics is composed of services for users. Then, the success or fail of telematics project can be dependent upon the demand of users, and, in general, users are influenced by the contents of services. Thus, the contents of services should be also dealt as a major concern in the telematics project. In this sense, the purpose of this study is to examine the degree of recognition and preference of contents by users about telematics service. Examination is proceeded by a survey method. Based on the result of the survey, this paper proposes the alternatives for the future directions of Jeju Telematics project regarding contents.

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Digital Application and Suggestions of Cultural Prototypes in Traditional Costumes (전통복식 문화원형 콘텐츠의 디지털 활용 현황과 제언)

  • Cho, Hyo-Sook;Lim, Hyun-Joo
    • Journal of the Korean Society of Costume
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    • v.60 no.6
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    • pp.89-100
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    • 2010
  • This study is intended to analyze current status of costume in the cultural industry and explore feasibility of integrating costume as important cultural contents in the digital era. Among the websites for contents as the cultural archetypes, some have strong foundations while others don't. First, as for various archetypal characters restored based on the Korean history, most of their clothes focus on shapes and colors but lack details. They should be produced in 3D to provide back views or textile patterns to users. To ease understanding of the history of costume, user-friendly services such as launch of a pop-up window when users click on specific contents in question should be available for detailed information. At least there should be a link to other related sites where users can conveniently find more details. Second, some sites have too much data under one subject, increasing complexity and undermining orderliness. As a result, it takes long time to identify the site map. In this case, it is required to rearrange the contents with Quick View by subject and related links for in-depth study. Third, each subject is important to develop the archetypes for a variety of purposes. Creation of design derived from them or their commercialization can be an example but these activities should not restrict imagination of users or degrade the value of the archetypes. Last, it is needed to adopt validation system to detect the needs for a regular update (renewal) and to fix errors. We found many servers whose operation is not stable in general. When these technical issues are addressed for stable operation, users will rely on the sites to utilize them for their purpose of developing the cultural archetypes. In conclusion, advancement of www.culturecontent.com is essential. Based on efficient management and operation of the system, the quality of contents would be increased and multi-faceted advertising campaigns focusing on needs should be launched, to promote application of the contents. This is the recommendation for the future of the cultural archetype industry in Korea.

Design and Development of White-box e-Learning Contents for Science-Engineering Majors using Mathematica (이공계 대학생을 위한 Mathematica 기반의 화이트박스 이러닝 콘텐츠 설계 및 개발)

  • Jun, Youngcook
    • Journal of the Korean School Mathematics Society
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    • v.18 no.2
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    • pp.223-240
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    • 2015
  • This paper deals with how to design and develop white-box based e-learning contents which are equipped with conceptual understanding and step-by-step computational procedures for studying vector calculus for science-engineering majors who might need supplementary mathematics learning. Noting that rewriting rules are often used in school mathematics for students' problem solving, the theoretical aspects of rewriting rules are reviewed for developing supplementary e-learning contents for them. The software design of step-by-step problem solving requires careful arrangement of rewriting rules and pattern matching techniques for white-box procedures using a computer algebra system such as Mathematica. Several modules for step-by-step problem solving as well as producing dynamic display of e-learning contents was coded by Mathematica in order to find the length of a curve in vector calculus after implementing several rules for differentiation and integration. The developed contents are equipped with diagnostic modules and immediate feedback for supplementary learning in terms of a tutorial. At the end, this paper indicates the strengths and features of the developed contents for college students who need to increase math learning capabilities, and suggests future research directions.

Optimal Coding Model for Screen Contents Applications from the Coding Performance Analysis of High Efficient Coding Tools in HEVC (HEVC 고성능 압축 도구들의 성능 분석을 통한 스크린 콘텐츠 응용 최적 부호화 모델)

  • Han, Chan-Hee;Lee, Si-Woong
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.544-554
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    • 2012
  • Screen content refers to images or videos generated by various electronic devices such as computers or mobile phones, whereas natural content refers to images captured by cameras. Screen contents show different statistical characteristics from natural images, so the conventional video codecs which were developed mainly for the coding of natural videos cannot guarantee good coding performances for screen contents. Recently, researches on efficient SCC(Screen Content Coding) are being actively studied, and especially at ongoing JCT-VC(Joint Collaborative Team on Video Coding) meeting for HEVC(High Efficiency Video Coding) standard, SCC issues are being discussed steadily. In this paper, we analyze the performances of high efficient coding tools in HM(HEVC Test Model) on SCC, and present an optimized SCC model based on the analysis results. We also present the characteristics of screen contents and the future research issues as well.

A Study on The Disturbed's Healing Games of Green Contents Concept (그린콘텐츠 개념을 적용한 정신장애 치료게임 연구)

  • Lee, Yeon-Sook
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.11-20
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    • 2007
  • Functional Games, which have developed in Korea until now, is only for the healthy people's education. There are less functional games for neglected people, specially for the disturbed's healing. I define 'Green Contents' as contents which is helpful to both of nature and human, especially to the week, and also they are not developed only for the commercial aim. Functional Games for the disturbed's healing should be developed as' Green Contents.' If functional games for the disturbed's healing will be developed as aspects of technology and contents development, they will have more effects to people, and also people will need them more. For this study, I analyze art therapy, which is a normal treatment to give a social nature and self respect to the disturbed. Also I developed a functional game program for the disturbed's healing as based on psychoanalyst's theories and suggest it's Road-map. This study will be useful for the developer who want to develop this kinds of games afterwards, and various functional games for the disturbed's healing as Green Contents should be more developed in the near future.

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A Study on e-Learning environment and contents in higher education (고등교육에서의 이러닝 환경 및 콘텐츠 현황에 관한 연구)

  • Kim, Sangwoo;Lee, Myungsuk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.3
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    • pp.103-113
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    • 2018
  • The purpose of this study supports the establishment of national e-learning policy by analyzing e-learning status and current status of higher education. Enhance the competitiveness of higher education through sharing information between universities. And to improve e-learning quality management. We surveyed the current status of e-learning in 341 universities and questionnaires about e-learning content, e-learning application form, e-learning platform status was surveyed through each school's learning management system. As a result, the infrastructure of e-learning, the rate of platforms secured, and the contents are increasing gradually each year; however, still, not all students can receive the services equally. Dedicated servers and learning management systems were secured by more than 70% of general universities. In the current development status of e-learning content, multimedia, animation, and text forms are gradually decreasing, but video contents are increasing every year. Most of the online contents were used in the e-learning contents by application type, and blended learning, flipped learning, and mooc is not yet actively used since they are still in the beginning stage. Learning analysis techniques should be supported in order to easily use online learning contents such as flipped learning and mooc. We suggest that the effectiveness of e-learning should be measured and the current state of learning analysis for customized learning should be done. This study aims to contribute to the improvement of competitiveness of higher education by sharing information about e-learning among universities as a basis for improvement of e-learning policy. Future tasks are to improve the customized learning environment by adding whether the system environment for learning analysis is provided at the time of the survey.

The Research on Criteria for the Selection of Contents of Software Education in Elementary School (초등학교 소프트웨어 교육 내용 선정의 준거 고찰)

  • Kim, Hongrae
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.689-697
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    • 2019
  • This paper critically examines the current status of software education and its contents in the 2015 revised curriculum and explores the criteria for content selection. For this purpose the principles of selection of educational contents in general curriculum composition were reviewed. In addition this study explored the criteria for selecting contents of software education from an educational philosophy. In particular Oakeshott's practical knowledge was examined as a philosophical basis for the selection of software educational contents. It emphasized that the contents of software education should be composed of practical experiences rather than knowledge and activities. Based on these discussions five proposals were made as criteria for selecting contents for software education. First consistency with the purpose of the curriculum second reflection of the level of learners third creation and product of creative knowledge fourth reflection of future sociocultural demands and fifth, growth as a digital democratic citizen.

Utilization and Prospect of Big Data Analysis of Sports Contents (스포츠콘텐츠의 빅데이터 분석 활용과 전망)

  • Kang, Seungae
    • Convergence Security Journal
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    • v.19 no.1
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    • pp.121-126
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    • 2019
  • The big data utilization category in the sports field was mainly focused on the big data analysis to improve the competence of the athlete and the performance. Since then, 'big data technology' which collect and analyze more detailed and diverse data through the application of ICT technology such as IoT and AI has been applied. The use of big data of sports contents in future has value and possibility in the smart environment, but it is necessary to overcome the shortage and limitation of platform to manage and share sports contents. In order to solve such problems, it is important to change the perception of the companies or providers that provide sports contents and cultivate and secure professional personnel capable of providing sports contents. Also, it is necessary to implement policies to systematically manage and utilize big data poured from sports contents.

Case Study of Connection and Convergence among Different Types of Academic Contents: Centered on the KISTI CLICK (이종 학술콘텐트 간 연계.융합 사례연구 - KISTI CLICK 중심 -)

  • Lee, Sang-Gi;Choi, Hee-Yoon;Kim, Sun-Tae;Lee, Tae-Seok;Han, Hee-Jun;Hyun, Mi-Hwan;Yae, Yong-Hee
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.19 no.1
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    • pp.5-17
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    • 2008
  • Rapid expansion of digital convergence, involving services and technologies from different areas that are combining to create new forms of products or services. Digital convergence itself is changing from technology-based to content-based, to include the convergence of different types of contents as well as contents of the same kind. In line with this trend, vigorous researches are being done to combine various formats and types of academic contents to create new services. In this paper, we examine cases of connection and convergence among different types of academic contents and analyze its characteristics, as well as the pros and cons. We especially focus on CLICK, KISTI's model of connection and convergence among different types of contents, to introduce a special feature of convergence platforms, difficulties involved and their solutions, and researches to be conducted in the future.