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전문대학 온라인콘텐츠의 영향력분석 (Analysis for Influence of College On-line Contents)

  • 김경희;고동원
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2009년도 춘계 종합학술대회 논문집
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    • pp.1097-1101
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    • 2009
  • 전문대학 제도가 도입된 이래 저속적인 성장을 거듭하던 2년제 대학은 입학정원이 줄어들면서 그 존립마저 위협받고 있다. 이러한 상황에서 각 대학들은 입시생들을 유치하기 위한 각종 온라인 콘텐츠를 개발하고 이를 통해 대학홍보 및 각종 입시정보를 알리고 있다. 그러나 온라인 콘텐츠가 어떤 경로로 입시생들에게 접근되는지와 지원과 등록에 미치는 영향력이 어떻게 달라지는지에 대한 체계적이고 수치적인 연구가 미비한 실정이다. 이에 본 논문에서는 전문대학의 온라인 콘텐츠가 입시 모집시기별로 지원과 등록에 미치는 영향을 분석하였고, 입시생들의 온라인 콘텐츠 인지가 모집 시기에 따라 어떠한 차이를 보이는지 분석하였다.

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디지털 콘텐츠 산업에서의 계약 속성, 성과 및 파트너십 의도에 관한 연구 (A Study on Contract Attributes, Firm's Performance and Partnership Intention in the Digital Contents Service Industry)

  • 김선민
    • 대한안전경영과학회지
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    • 제14권4호
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    • pp.271-279
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    • 2012
  • Although digital contents markets grow very rapidly and are known as a higher value added industry, there is also potential risk in producing digital contents. Thus, many firms have begun to produce a firm's digital contents by outsourcing from other companies in order to catch-up new technologies and to make stable profits. However, since contracts are decided mostly based on bidding price and also standard contract are not available, there is a limit on the benefit from the contents outsourcing. Thus, this study argues that if both contract factors such as contract concreteness and flexibility are well managed, the on-line digital contents will increase the performance of a firm. This study deals with the influence on the firm's performance by the outsourcing in contract factors based on the empirical analysis. Using regression analysis with these two dependent variables, the findings showed that the contract concreteness had positive effects on both cost improvement performance and efficiency improvement performance, but the contract feasibility only had positive effect on efficiency improvement performance. In addition, the result of the study showed that the contract performance of outsourcing the digital contents have a positive impact on the partnership intention.

Quantitative Analysis of Flavonoid Glycosides in Sophora japonica and Sophora flavescens by HPLC-DAD

  • Kim, Soo Sung;Park, SeonJu;Kim, Nanyoung;Kim, Seung Hyun
    • Natural Product Sciences
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    • 제27권4호
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    • pp.284-292
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    • 2021
  • Recently, a phytoestrogenic functional food has been developed using the fruits of Sophora japonica. Phytochemical investigation of fruits of S. japonica led to the isolation of eight flavonoid glycosides using various chromatographic techniques. The isolated compounds were identified as genistin (1), sophoricoside (2), genistein 7,4'-di-O-β-D-glucopyransoide (3), sophorabioside (4), genistein-7-O-β-D-glucopyranoside-4'-O-[(α-L-rhamnopyranosyl)-(1→2)-β-D-glucopyranoside] (5), sophoraflavonoloside (6), nicotiflorin (7) and kaempferol-3-O-α-L-rhamnopyranosyl-(1→6)-β-D-glucopyranosyl-(1→3)-β-D-glucopyranoside (8), respectively, by comparison of their spectroscopic data with those reported in the literature. In addition, a new HPLC-DAD method for simultaneous determination of the isolated compounds was developed to quantitate the contents of flavonoids in S. japonica and S. flavescens. The method was validated in terms of limit of detection, limit of quantitation, specificity, linearity, precision and accuracy. The validated method was successfully applied to determine eight flavonoids in two Sophora species. The contents of eight flavonoids varied according to the parts and species. Particularly, it was found that only the fruits of S. japonica contained sophoricoside, a phytoestrogenic isoflavone.

A Study Based on Alienation Theory to Analyze Different Modes in Meta- Fictional Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권4호
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    • pp.185-190
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    • 2023
  • With the continuous development of the game field, the subdivision of game types is becoming more and more precise. There are also more and more games that draw on some achievements in other fields in their game design. Among them are meta-fiction games based on metafiction. This article will explore whether the combination of a meta-fiction game and a side-scrolling game with a unique visual experience is appropriate. If the side-scrolling game is the external form of the game, then the meta-fiction game is the internal content core of the game. The degree of fit between the external form and the internal core will undoubtedly determine the lower limit and upper limit of the game quality. Based on alienation theory, this article takes several highly rated side-scrolling games on the market as examples to conduct a theoretical analysis on the compatibility of side-scrolling games and metafiction games. The analysis results suggest that compared to first-person games, side-scrolling games with a unique third-person perspective have the best compatibility with meta-games.

2000년대 전문직 드라마의 특징과 발전 양상 (Specialized Job Drama's Traits and Aspects of Development in 2000's)

  • 이원
    • 한국콘텐츠학회논문지
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    • 제12권11호
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    • pp.68-75
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    • 2012
  • 2000년대 후반기에 지상파 방송은 기존 드라마 소재의 진부함을 극복하고 전문직을 선호하는 사회문화적 현상을 반영하는 전문직 드라마를 대거 편성하였다. 일부 전문직 드라마는 좋은 시청률을 기록했으며 마니아층을 형성할 만큼 성공하였다. 하지만 전반적인 시청률은 낮은 편이며 폭넓은 시청층을 껴안는데 한계를 가지는 것으로 드러났다. 국내 전문직 드라마의 특성은 우선 매우 다양한 전문직 소재를 다루고 있고 직업에 대한 전문적인 지식과 함께 매우 세부적이고 사실적인 표현을 시도하고 있다는 점에서 찾을 수 있다. 또 전문직 소재는 전문직업의 삶과 성공을 중심으로 한 스토리의 창작에 활용되면서, 기존의 멜로 중심 서사구조에서 직업 중심의 서사구조로 유인하는 중요한 동인으로 작용하고 있다. 마지막으로, 서사구조의 특징과 맞물려 전문직 드라마만의 고유한 캐릭터 창조가 이루어지고 있다.

IEEE 802.11 DCF를 위한 MIMD 백오프 알고리즘 분석 (Analysis of MIMD Backoff Algorithm for IEEE 802.11 DCF)

  • 임석구
    • 디지털콘텐츠학회 논문지
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    • 제12권3호
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    • pp.299-307
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    • 2011
  • IEEE 802.11 WLAN의 MAC에서는 데이터 전송을 제어하기 위한 방법으로 DCF와 PCF를 사용하며, DCF의 경우 CSMA/CA를 기반으로 한다. DCF의 BEB 백오프 알고리즘은 경쟁하는 스테이션이 적은 상황에서는 비교적 우수한 성능을 보이나 경쟁하는 스테이션의 수가 많은 경우 처리율, 지연 관점에서 성능이 저하되는 문제점이 있다. 본 논문에서는 패킷 전송 후 충돌이 발생하면 경쟁윈도우를 2배로 증가시키고 패킷의 정상적인 전송 후에는 경쟁윈도우를 반으로 감소함으로써 패킷 충돌 확률을 낮추는 MIMD 백오프 알고리즘을 패킷 재전송 횟수까지 고려하여 수학적으로 분석한다. MIMD 백오프 알고리즘의 효율성을 입증하기 위해 시뮬레이션을 수행하여 분석하였다.

한국 및 일본산 맥주의 당에 관한 연구 - 1. 당함량 - (Sugars in Korean and Japanese Beer - 1. Sugar Contents -)

  • 안용근
    • 한국식품영양학회지
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    • 제11권2호
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    • pp.143-149
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    • 1998
  • 한국산 맥주 3가지와 일본산 맥주 21가지의 당함량을 비교 분석하였다. 당함량은 1.71%∼3.93%의 분포를 나타냈으며, 평균 3.15%를 나타냈다. 한국산 맥주는 에탄올 함량 4.5%짜리 뿐으로 평균 당함량은 3.24%, 일본산 에탄올 함량 4.5% 제품은 당함량 2.5%, 에탄올 5% 제품은 당함량 3.2%, 에탄올 5.5% 제품은 당함량 3.15%를 나타냈다. 비발효성 말토올리고당과 한계덱스트린은 평균 2.32%를 나타냈다. 당의 조성은 말토오스 ∼ 말토데카오스, 한계덱스트린까지 균일한 분포를 나타냈다. 그러나 식혜 당화법에서는 말토테트라오스∼말토헵타오스까지의 말토올리고당은 생성되지 않기 때문에 식혜당화법을 사용하면 맥주 제조의 당화율을 증가시킬 수 있다.

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『목과일람(目科一覽)』의 편제(編制)와 내용(內容)에 대한 고찰(考察) (A Study on Formation and Contents of 『Mokgwaillam』)

  • 송지청;심현아;금경수;엄동명
    • 한국의사학회지
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    • 제26권2호
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    • pp.31-61
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    • 2013
  • Objective : The field of specialty in medicine origins from general or comprehensive theories of medicine. "Mokgwaillam" is a book of ophthalmology. However, its contents are from "Dongeuibogam" "Ahn" We need to compare "Mokgwaillam" with "Dongeuibogam" "Ahn" and find out how they are different or similar. Method : Contents comparison between "Mokgwaillam" and "Dongeuibogam" "Ahn" was conducted in contents movement, deletion, transformation and so on. Result : The most content of "Mokgwaillam" derived from "Dongeuibogam" "Ahn" even though "Mokgwaillam" adjusted several parts of "Dongeuibogam" "Ahn" as a book of ophthalmology. Conclusion : Because "Mokgwaillam" contents are not outright and remarkable in ophthalmology field, "Mokgwaillam" has its limit. On the contrast, we suggest that "Mokgwaillam" could represents speciating ophthalmology field in Traditional Korean Medicine. The reason is that "Mokgwaillam" tried to remake "Dongeuibogam" "Ahn" contents as a ophthalmologic book in some aspects ; contents movement, deletion, transformation and so on.

디지털 콘텐츠 문화산업으로서 아바타 패션 아이템 개발 연구 - 오프라인 패션 브랜드의 홈페이지 콘텐츠를 중심으로 - (A Study on the Development of Avatar Fashion Item as Cultural Industries Using Digital Contents - Focused on the Off-Line Fashion Brand -)

  • 이금희;유진경
    • 복식문화연구
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    • 제15권2호
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    • pp.339-351
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    • 2007
  • Many off-line fashion brands currently has construct hompage in the form of digital contents at the website. The purpose of this study is to confirm that fashion item of avartar can be applicate to react for consumer desires by a process of construction for hompage digital contents of fashion brand, and develop various avartar fashion item to satisfy consumer's wants using the computer graphics. The results of this study are as followings. First, it should be the first to decide whether hompage contents can be used for any purposes. And it will offer initial brand concept, followed by the contents of event, blog, avatar, fashion information. Second, portal sites currently service avatar fashion item, but it just bounds the limit of indirect effect. Many fashion brands face a challenge to differenciate themselves, so avatar fashion item should be planned to coordinate the contents and brand concept. Also it is certainly possible that fashion brand communicates larger consumers with a avartar fashion item that appeal to a consumer's sensibility. Third, this study propose design development and application as 3 of the avartar fashion item using the computer graphics. Avatar Fashion item using the computer graphics was presented by application as promotion through event garment, item coordinate, cellular phone service.

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ZigBee를 활용한 멀티미디어 Contents Delivery 시스템 설계 및 구현* (A Design and Implementation of Multimedia Contents Delivery System Using the ZigBee)

  • 김민성;정영지
    • 한국IT서비스학회지
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    • 제9권2호
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    • pp.151-161
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    • 2010
  • Recently, as the era of ubiquitous has arrived, an infrastructure for the short-distance wireless communication has been extended socially, and thus a variety of services are being proposed. The Multimedia Contents Delivery System using the ZigBee, in particular, has an important stance in enlargement of a variety of services in the aspect of individual-oriented service support though Wireless Personal Area Network (WPAN). Nonetheless, the ZigBee, or the IEEE 802.15.4 Standard, has many restrictions on the Multimedia Contents Delivery System due to the low data transport rate. In order to improve the ZigBee which presents a limit on the transport rate at the IEEE 802.15.4 Standard, this thesis has designed the burst mode which is a method of transmitting a certain amount of data in block units at a high speed without any stoppage until the completion of the transmission. Also, to provide a Multimedia Contents Delivery Service with an application of the normal data transmission mode, it improved the transmission performance of the ZigBee. In addition, for the Multimedia Contents Delivery Service under the ubiquitous environment, it designed and implemented a broadcasting Multimedia Contents Delivery System based on the ZigBee to conduct a comparative analysis on the data transmission performance according to the transmission method.