• Title/Summary/Keyword: IT contents

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디지털콘텐츠서비스의 산업구조와 환경변화에 따른 융합에 관한 연구 (A Study on according Convergence to an Infrastructure and Environment Variation of Digital Contents Service)

  • 주헌식
    • 한국IT서비스학회:학술대회논문집
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    • 한국IT서비스학회 2009년도 춘계학술대회
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    • pp.588-592
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    • 2009
  • The latest advances in great revolution for digital media and contents industries with Ubiquitous era. Because of spread and supply of various multimedia devices with combination digital with network, we need various type of digital contents. The Digital contents consists of Middleware industries, network business, contents service presenters and users. For supporting digital media. contents and media devices have been converging Digital contents convergence has been proceeding rapidly in media, broadcast and communication field. And also, whole Environment for these industries has been changing, too. Wee need another digital contents convergence for new type of products and services because of convergence of IT and broadcast. In addition, new business trends is very important about these new industrial change and developments with digital contents convergence.

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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.

Creative Analysis of Brand Placement in Game Contents

  • Lee, Yong-Jae
    • International Journal of Contents
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    • 제7권1호
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    • pp.37-44
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    • 2011
  • This research attempts to analyze brand placement in game. Brand placement, being acclaimed as a new beneficiary model in game industry, is raising important mean of advertising. For development of game industry, the interdisciplinary study between game and advertising is indispensible. Therefore, the purpose of this study is to find creative types of brand placement in game for illuminating how advertising works in game contents. The results showed three types of brand placement in game. They are contextual type, prominent type and independent type. Contextual type is one where the brand is present within the game contents without being formally expressed: it plays a passive role. Prominent type is one where the brand is present within the game contents with being formally expressed: it plays an active role. Independent type is one where the brand is present within the game contents with being formally expressed but it is not related with the program: it plays an additional role. The research showed, among these three types, a prominent type is becoming mainstream of brand placement in game. In other words, the prominent type of brand placement is the most effective beneficial alternative in game industry.

멀티미디어를 활용한 의류학관련 교과목 콘텐츠의 개발 -의류소재 이해 및 분석- (Development of the Multimedia Contents for the Clothing & Textiles -Understanding h Analysis of Textile Materials-)

  • 이정순
    • 한국의류학회지
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    • 제27권1호
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    • pp.162-168
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    • 2003
  • The purpose of this research is to develop the multimedia contents for the subject . is the subject to understand and analyze the characteristics of the textile materials and to be putting the key point to utilize the textile materials as the fashion materials. 1 developed the contents using multimedia system standing on the basis of Internet. The developed contents were organized to induce the interest. The sounds, pictures. computer graphics, animations, text, AOD and AOD etc. were utilized in these contents. These contents were consisted of preview, restudy, and the feedback through question. These contents can be executed directly in Web browser through Internet. Address is http://web.cnu.ac.kr/-fabric. Ⅰ applied this multimedia contents to actual class. It was utilized much more than textbook and it was turned out to be efficient in the experiment class. It was inspected that the most of students were satisfied with the utilizing these multimedia contents.

디지털 콘텐츠를 위한 소속도를 이용한 사례기반 필터링 (Case-based Filtering by Using Degree of Membership for Digital Contents)

  • 김형일
    • 한국콘텐츠학회논문지
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    • 제10권10호
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    • pp.9-18
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    • 2010
  • 디지털 콘텐츠의 양이 방대해지면서 사용자가 원하는 디지털 콘텐츠를 검색하는 데 많은 시간이 필요하다. 그러므로 방대한 디지털 콘텐츠로부터 사용자가 원하는 콘텐츠를 제공하기 위해서는 디지털 콘텐츠를 분석하여 사용자에게 적합한 콘텐츠를 추출하는 기술이 필요하다. 그리고 빠른 시간 내에 사용자에게 적합한 디지털 콘텐츠를 찾기 위해서는 디지털 콘텐츠에 대한 필터링 기술이 필요하다. 본 논문에서는 개인에게 적합한 디지털 콘텐츠를 필터링하는 기법을 제안한다. 본 논문에서 제안한 기법은 디지털 콘텐츠에 대한 사례기반 정보를 분석하여 개인 사용자에게 적합한 디지털 콘텐츠를 제공한다. 사용자의 선호도 분석에는 디지털 콘텐츠 사용에 대한 사례를 이용한다. 다양한 시뮬레이션을 통해 제안한 기법의 효과를 확인하였다.

스마트 학습 환경에서 웹 콘텐츠 적응을 위한 부분화에 관한 연구 (A Study on the Segmentation for Adaptation of Web Contents in Smart Learning Environment)

  • 서진호;김명희;박만곤
    • 한국멀티미디어학회논문지
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    • 제19권2호
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    • pp.325-333
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    • 2016
  • The development of smart technology has brought the conversion of closed traditional e-learning contents into open flexible smart learning contents consisting of learner-centered modules, without the constraints of time and space by use of smart devices from the uniformed and passive classroom between teachers and learners. It has been demanded an open, personalized and customized teaching and learning contents of smart education and training systems according to wide supply of various smart devices. In this paper, we discuss about the status of the smart teaching and learning systems and analyze the characteristics and structure of the web contents for smart education and training systems by use of smart devices. And we propose a method how to block web contents, to extract them, and adapt personalized segments of web contents by adaptive algorithm into smart learning devices. We extract blocks from the web contents based on the smart device information and the preference information of the learners from existing web contents without the hassle of learners environment. After specifying a block priority from the extracted web contents by the adaptive segment algorithm, it can be displayed directly to the screen to fit the individual learning progress of the learners.

정보기술(IT)융합 콘텐츠가 노인의 작업수행능력에 미치는 영향 (Effects of IT Convergence-Contents on Occupational Performance in Elderly)

  • 김덕주;양영애
    • 보건의료산업학회지
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    • 제9권2호
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    • pp.33-46
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    • 2015
  • This study was done on the basis that IT convergence-contents can help the elderly. The effects of IT convergence-contents were analyzed on the occupational performance of the elderly. This investigation was done with 100 elderly people above 65 years of age who lived in local community and two senior welfare centers in Busan and Kyeongbuk. The 100 elderly people were split into two groups of 50: the one group who has experience with IT convergence-contents was the experiment group, and the other group with no experience was the control group. In both groups, body functions, cognitive functions, activities of daily living and community participation were tested. The experimental group had higher scores for cognitive function, and activities of daily living than that of the control group. In conclusion, future studies can support continued IT convergence-contents at the local business community level rather than with smaller samples. This work lays the groundwork for follow-up studies to evaluate the effectiveness of IT convergence-contents.

초등 과학수업에서 활용 가능한 성교육 콘텐츠의 개발 및 적용 (The Development and Application of Sex Education Contents Available to Elementary Science Class)

  • 유태양;박재근
    • 한국초등과학교육학회지:초등과학교육
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    • 제29권1호
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    • pp.13-21
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    • 2010
  • This study reflects the demand of content elements related to "Human Reproduction" in elementary school science curriculum, and verifies its effects by developing and applying sex education contents available to elementary science class. The developed contents is composed of three sections in reference to the contents guideline for teachers. The contents include anatomical knowledge related to human reproduction and reflect social and cultural context of sex ethics. The first section: "How was I born?", second section: "Amazing changes in my body" and third section: "Healthy body, healthy mind." In the result of analysis of changes in sex knowledge and attitude after applying the contents, it showed statistically significant differences between experimental and comparative class. Thus, the developed contents made positive influence on improvement in elementary students' knowledge and attitude of human reproduction. However, it showed little difference in the effects of sex education contents by the grade and gender. In conclusion, if the sex education contents developed through this study is actively applied, it is expected to provide the elementary students with knowledge of the anatomic difference between male and female, its social and cultural understanding and responsibility for sex ethics. In addition, it is considered to be used as effective education programs and materials in elementary school science curriculum.

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디지털 컨텐츠 산업의 업무프로세스 및 분류체계에 관한 연구 (A Study on Business Processes and Corresponding Classifications of Digital Contents Industries)

  • 임춘성;최봉균;윤용기
    • 한국전자거래학회지
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    • 제7권3호
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    • pp.105-120
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    • 2002
  • The importance of contents industry is growing up in various industries because of internet and digital economy. Recently, contents industry is challenging to new businesses such as total service industry with digital contents. It is important to classify digital contents to use it in contents industries and information and telecommunication service industries. Previous contents classification frameworks is based on contents quality, business model and application methods. They didn't consider business processes, interfaces of business unit and interactions in contents industries. In this paper, we present core business processes in digital contents industries, a corresponding digital contents classification, and analysis method of digital contents industry.

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

  • 윤한성
    • 디지털산업정보학회논문지
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    • 제10권4호
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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.