• Title/Summary/Keyword: Korean Video Content

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TV Anytime and MPEG-21 DIA based Ubiquitous Consumption of TV Contents in Digital Home Environment (TV Anytime 및 MPEG-21 DIA 기반 콘텐츠 이동성을 이용한 디지털 홈 환경에서의 유비쿼터스 TV 콘텐츠 소비)

  • Kim Munjo;Yang Chanseok;Lim Jeongyeon;Kim Munchurl;Park Sungjin;Kim Kwanlae;Oh Yunje
    • Journal of Broadcast Engineering
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    • v.10 no.4 s.29
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    • pp.557-575
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    • 2005
  • Much research in core technologies has been done to make it possible the ubiquitous video services over various kinds of user information terminals anytime anywhere in the way the users want to consume. In this paper, we design plototypesystem architecture for the ubiquitous TV program content consumption based on user preference via various kinds of intelligent information terminals in digital home environment, and present an implementation and testing results for the prototype system. For the system design, we utilize the TV Anytime specification fur the consumption of TV program contents based on user preference in TV programs, and also use the MPEG-21 DIA (Digital Item Adaptation) tools which are the representation schema formats in order to describe the context information for user environments, user terminal characteristics, user characteristics for universal access and consumption of the preferred TV program contents. The proposed ubiquitous content mobility prototype system is designed to make it possible to seamlessly consume contents by a single user or multiple users via various kinds of user terminals for the TV program contents they watch together. The proposed ubiquitous content mobility prototype system in digital home environment consists of a home server, a display TV terminal, and an intelligent information terminal. We use 42 TV programs contents in eight different genres from four different TV channels in order to test our prototype system.

Development of smart education-based teaching and learning plans and a smart textbook for 'healthy diet and meal plans' unit in 「Technology·Home Economics」 (중학교 「기술·가정」의 '건강한 식생활과 식사 구성' 단원에 적용한 스마트 교수·학습 과정안과 교재 개발)

  • Choi, Song Eun;Chae, Jung-Hyun
    • Journal of Korean Home Economics Education Association
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    • v.26 no.4
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    • pp.85-114
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    • 2014
  • The main purpose of this study was to develop teaching and learning plans and a smart textbook for food and nutrition education in Home Economics focusing on 'healthy diet and meal plans' unit in "Technology home Economics" textbooks for 7th graders to evaluate the effectiveness of the instruction conducted with the smart textbook. The content of the study to achieve the purpose is as follows: First, design a smart education-based teaching and learning curriculum for food and nutrition education in Home Economics, focusing on 'healthy diet and meal plans' unit. Second, develop a smart textbook for food and nutrition education based on the teaching and learning curriculum, using a smart content authoring tool. Third, evaluate the effectiveness of the instruction after applying the curriculum in real classroom situations. The results of this study were as follows: First, teaching and learning plans and materials were developed for two units, 'issues regarding teenagers' diet' and 'implementation of a healthy and balanced diet', under 'teenagers' life'. The first unit, 'issues regarding teenagers' diet', dealt with topics such as teenagers' dietary behaviors, nutrition, and health. Learning objectives for this unit were to help students identify and evaluate their own dietary behaviors. The second unit, 'implementation of a healthy and balanced diet', encouraged students to diagnose problems with their diet and plan nutrient rich meals. The objectives for this unit were to help students implement a healthy and balanced diet by providing them with nutrition and dietary guidelines for Koreans, sample meal plans, and guidelines for developing healthy eating habits for teenagers. In order to develop a teaching and learning plans to achieve these objectives, teaching and learning materials including inquiry tasks, materials for group activities, multimedia, applications and various pop-up learning materials were developed. Second, a smart textbook using DocZoom, which was a smart content authoring tool was developed. The textbook dealt with issues regarding teenagers' diet and implementation of a healthy and balanced diet. Multimedia material used in the textbook come from the Ministry of Food and Drug Safety's food and nutrition education web sites and other sources. To develop student-oriented material, relevant video clips were added to the smart textbook to motivate students and enhance their interest in the course. Third, the outcome of this study indicated that the instruction using teaching and learning plans and learning materials with the smart textbook was effective for enhancing students' interest in Home Economics classes (t-value=-3.99, p<.001), creating enthusiasm for learning(t-value = -2.61, p<.05), encouraging self-directed and independent learning(t-value = -4.77, p<.001), and improving students' interest in food and nutrition courses(t-value = -3.83, p<.001). The students' evaluation of the instruction were as follows: the instruction using teaching and learning plans and learning materials with smart textbooks, instead of paper textbooks, helped them save time looking for learning materials; students evaluated that it was easier for them to see and understand video clips and charts. In addition, most students answered that instruction with smart textbooks were more fun and convenient, and they agreed that the courses enhanced their learning experience.

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Development of Overhead Projector Films, CD-ROM, and Bio-Cosmos Home Page as Teaching Resources for High School Biology (고교 생물의 오버헤드 프로젝터용 필름 제작 및 전달 매체로서의 CD-ROM과 홈페이지의 설계)

  • Song, Bang-Ho;Sin, Youn-Uk;Choi, Mie-Sook;Park, Chang-Bo;Ahn, Na-Young;Kang, Jae-Seuk;Kim, Jeung-Hyun;Seo, Hae-Ae;Kwon, Duck-Kee;Sohn, Jong-Kyung;Chung, Hwa-Sook;Yang, Hong-Jun;Park, Sung-Ho
    • Journal of The Korean Association For Science Education
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    • v.19 no.3
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    • pp.428-440
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    • 1999
  • The colorful overhead projector films, named as Bio-cosmos II, including photographs, pictures, concept maps, and diagrams, were developed and manufactured as audio-visual teaching aids and teaching resources for students' biology learning in high school, and the CD-ROM and web sites for their application to the school were also constructed. The content of the films was organized based upon the analysis of seven different biology textbooks approved by the Ministry of Education. The films were designated based on various instructional strategies and manufactured using multimedia with various educational softwares. The CD-ROM was composed of the scenes as logo, initial main, chapters list, contents, and quit. Initial main scene indicated various chapters according to the texts of biology areas in General Science, Biology I, and II. Each chapters linked with the scenes for detailed concept maps, the downstream real subjects, and contents. The subject screens were composed of various types of summarized diagrams including lesson contents, figures, pictures, photographs, and their explanation, experimental procedures and results, tables for summarized contents, and additional animation with video captures, explanations, glossary, etc. Most files were manufactured in software Adobe Photoshop by scanning the pictures, figures and photographs, and then the explanation, modification, storing with PICT or PSD files, and transformation with JPG files, were processed in the aspect of high quality in terms of instructional strategies and graphic skills on gracefulness, clearness, colorfulness, brightness, and distinctness. A 14 films for biology areas in General Science, 80 for Biology I, and 142 for Biology II were manufactured and loaded to the CD-ROM and web site, and the files had been attempted to opened with an internet home-page of http://gic.kyungpook.ac.kr/biocosmos.

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A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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A study on the establishment of Korean-Chinese language education service platform using AR/VR technology (AR/VR 기술을 활용한 한-중 어학교육 서비스 플랫폼 구축방안 연구)

  • Chun, Keung;Yoo, Gab Sang
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.23-30
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    • 2019
  • The development of content for language education using AR/VR technology is a necessary task to be pursued in line with commercialization of 5G. Research on service platform for systematic management and service is currently being carried out by global companies competitively, The unique language education service model for unique areas of culture has the right to pursue R & D jointly with Korea and China. In this study, we applied the developed "Korean language education service platform for Chinese people based on e-learning" to improve the acceptance of AR/VR contents and applied AR/VR technology to video-based language education contents. And to present a new paradigm of language education. Contents development is to develop AR-based vocabulary learning services, develop experiential learning contents for VR-based step-by-step situations, and gradually develop contents to enable beginner / intermediate / advanced language education services. The service platform enables management of learning management and learning contents, and complies with metadata attributes to complete a platform capable of accommodating large capacity AR/VR contents. In the future, systematic research will be carried out in order to develop as a portal for educational services through development of various contents using mixed reality technology.

Early childhood eating behaviors associated with risk of overweight and its socio-ecological determinants in Korean preschool children

  • Yeri Kim ;Jiye Kim ;Bomi Lee ;Seungyoun Jung;Seo-Jin Chung ;Hyekyeong Kim ;Nana Shin ;Yuri Kim
    • Nutrition Research and Practice
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    • v.17 no.4
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    • pp.717-734
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    • 2023
  • BACKGROUND/OBJECTIVES: This study aimed to identify preschool children's eating behaviors associated with early childhood obesity and its multi-level, socio-ecological determinants. SUBJECTS/METHODS: In a cross-sectional study of 364 mothers of preschool children aged 3-5 years, these children's healthy eating behaviors were assessed using a validated preschool nutrition quotient (NQ-P) questionnaire. The children's overweight or obesity statuses were determined based on body mass index percentiles from the 2017 Korean National Growth Chart. The associations between the NQ-P score and risk of overweight or obesity were examined using multivariable logistic regression. The associations of individual, maternal, physical, and media environmental factors with the NQ-P score were also examined using multivariable linear regression. RESULTS: Preschool children with greater NQ-P scores were at a significantly lower risk of overweight or obesity (P < 0.01). The NQ-P score had a significantly positive association with maternal body mass index and an inverse association with household income (all P < 0.05). Maternal parenting and feeding practices exhibited associations with the NQ-P score. Positive associations were observed with "warm," "structured," and "autonomy-supportive" parenting as well as monitoring feeding practices (all P < 0.05). In addition, the NQ-P score had a significantly positive association with the childcare center's anti-obesogenic environment, such as the provision of nutritional and physical-activity support and vicinity of the built food environment to the home, including access to good-quality food, fruits and vegetables, and low-fat foods (all P < 0.05). Regarding media environments, the NQ-P score demonstrated more significant associations with viewing and eating and/or cooking content displayed on online video platforms (all P < 0.05) than with that on television. CONCLUSIONS: Our findings confirm the significance of healthy eating behaviors in early-childhood-obesity prevention and underscore the importance of multilevel maternal, physical, and media environmental interventions that effectively guide eating behaviors in preschool children.

The Difference of Gestures between Scientists and Middle School Students in Scientific Discourse: Focus on Molecular Movement and the Change in State of Material (과학담화에서 과학자와 중학생의 제스처 비교 -분자운동과 물질의 상태변화를 중심으로-)

  • Kim, Ji Hyeon;Cho, Hae Ree;Cho, Young Hoan;Jeong, Dae Hong
    • Journal of The Korean Association For Science Education
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    • v.38 no.2
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    • pp.273-291
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    • 2018
  • Gestures accompanied by scientific discourses play an important role in constructing mental models and making model-based inferences. According to embodied cognition literature, gestures can be a source of recognition of the mental models of students and help them in changing naive beliefs about science. This study intends to compare the gestures of scientists with that of middle school students in explaining scientific phenomena and to explore the relationship between gestures and scientific discourse. In the study, 10 scientists and 10 middle school students participated in clinical interviews and the tests of knowledge and self-efficacy. Participants engaged in one-on-one clinical interviews with semi-structured questions about three tasks regarding the molecular movement and the state change of matter. Four researchers carried out open coding and applied a constant comparison method in order to analyze video-recorded gestures. This study found four themes (feature of gesture, use of gesture, content of gesture, function of gesture) about the differences of gestures between scientists and middle school students. Scientists used more diverse and elaborate gestures systematically and frequently in the interview. Although students used gestures in their scientific talk and reasoning, the gestures of students were not well grounded on scientific knowledge and had different functions from those of scientists. The findings revealed that gestures can represent underlying cognition and strengthen scientific thinking. We should encourage students to use gestures as a tool to understand scientific concepts and make inferences.

A COMPARATIVE ANALYSIS OF MOTHER-CHILD PLAY BETWEEN AUTISTIC AND NORMAL GROUPS FOR PROMOTING THE AUTISTIC CHILDREN'S SYNCHRONIZED BEHAVIORS (자폐적인 아동의 일치적 애착 행동 증진을 위한 정상군/자폐군 모-아놀이의 비교 분석)

  • Im, Sook-Bin
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.10 no.1
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    • pp.76-90
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    • 1999
  • This study was performed 1) to compare the nature of the synchronized behaviors in mother-child plays between autistic and normal groups quantitatively and qualitatively and 2) to identify the behavioral data to improve synchrony. The subjects were consisted of 20 mother-child pairs, 10 for each autistic group(AG) and normal group(NG). The developmental age of two groups was under 24 months old and equally matched. Data were collected by video-taped mother-child free play and analyzed with Wilcoxon Rank Sign(Sum) Test, Spearman Correlation Coefficient, Scheffe's Test, and Content Analysis. The score on synchronized behaviors of AG was significantly lower than that of NG(p<.05). As time progressed, the difference was much higher between the 2 groups. And the structure of motherchild plays in AG was poor and most of the interactions were discontinued as 1 or 2 episodes. On the other hand, mother-child plays in NG were enriched and became somewhat like game or play. The score of mother's growth-fostering nurturing behaviors showed positive relation to synchrony and much highly related to the group of 16 months-old or above. Mother's laughing and patting responses and pausing to get the child's initiative were especially related highly to synchronized behaviors. In conclusion, these mother's growth-fostering nurturing behaviors should be stressed at the mother-child interactions and also well structured therapeutic play with considering in children's developmental level should be given.

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The Contents of Practical Knowledge Realized in Two Science Teachers' Classes on Social Construction of Scientific Models (과학적 모델의 사회적 구성 수업에서 구현된 두 과학 교사의 실천적 지식의 내용)

  • Kim, So-Jung;Maeng, Seungho;Cha, Hyun-Jung;Kim, Chan-Jong;Choe, Seung-Urn
    • Journal of The Korean Association For Science Education
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    • v.33 no.4
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    • pp.807-825
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    • 2013
  • This study investigated two science teachers' practical knowledge shaped during their science classes which intend to realize social construction of scientific models. The teachers' practical knowledge was qualitatively examined in terms of five content categories defined by Elbaz through the reflection-in-action based on video data of their teaching as well as the reflection-on-action based on their narratives and interview data obtained after their classes. The results shows: 1) two science teachers implemented their practical knowledge on appropriate subject matter knowledge when they provided students with scaffoldings to support building scientific models during the classes. 2) The teachers' knowledge about science curriculum played important roles to change the purposes of the classes from the transmission of difficult science concepts to the construction of scientific model appropriate to learning goals. 3) The teachers' implementation of pedagogical knowledge changed toward supporting students' group activities and model generations aligned to the intention of social construction of scientific models. 4) The teachers' practical knowledge about their 'selves' showed that a teacher's perception and implementation of his/her roles of helper, guide, or facilitator are important for students to construct scientific models through group activities. 5) The two teachers' practical knowledge the milieu of schooling is realized by their modes of interactions with student groups during their classes. Two teachers acted like a co-player with his students or like a coach to students near a playground. We discussed domain-specific characteristics about scientific model construction.

The Development of Web Based Instruction Program on Oceanography Unit and the Analysis of Its Effects in Earth Science Class (지구과학 해양 단원의 웹 기반 학습자료 개발 및 효과 분석)

  • Park, Soo-Kyong;Kang, Min-Ju;Kim, Sang-Dal
    • Journal of The Korean Association For Science Education
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    • v.21 no.2
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    • pp.264-278
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    • 2001
  • The purpose of this study was to develop the web based instruction(WBI) program, to examine its effects on the science achievement, the attitude toward science, and students' perceptions on the WBI learning. The WBI program on the content of oceanography unit in Earth Science for high schools was developed using Namo 4.0, JAVA-script, Flash 4, Video Capture of SnagIt, Animation Shop graphic tools. The treatment group consisted of students who participated in the WBI program developed in this study, and the control group consisted of students who participated in the module instruction using self-learning materials. The results from this study were as follows: First, the scores of science achievement of WBI group were significantly higher than those of module group. There was not interaction effect of treatment and students' learning ability. Second, there were no significant difference in the scores of the attitude towards science learning between WBI group and module group, and there was not interaction effect of treatment and students' learning ability. Third, in the perception questionnaire of WBI learning, many students showed the WBI learning were good in terms of causing interaction between learners and web based learning materials including various images and animations. However there are several students who showed learning difficulties. For example they wonder which part is more important and what order is proper to study in hypertext environment.

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