• Title/Summary/Keyword: Multi-Contents

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A Study on Analyzing the Learning Effectiveness of Multi-media -Focusing on Basic Agricultural Technology Course in High School- (멀티미디어 교육자료가 학습효과에 미친 영향에 관한 연구 - "농업기초기술" 교과의 에듀넷 멀티미디어 교육자료를 중심으로 -)

  • Kim, Su-Wook;Yu, Byeong-Min;Oh, Jae-Yeon;Nam, Min-Woo
    • Journal of Agricultural Extension & Community Development
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    • v.17 no.1
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    • pp.75-101
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    • 2010
  • This study tried to analyze the learning effectiveness of multi-media based class by comparing with traditional classroom method. The "Basic Agricultural Technology" course that is one of the required courses of agricultural high school was selected and its contents were digitalized on MS Powerpoint for multi-media based class. The thirty students were sampled for each experimental and control groups. The homogeneity and learning achievement of sample groups were tested for experiment. Same teacher took the classes of two groups and delivered same contents of course. Only difference between two groups was the delivery method, one is traditional classroom teaching method and the other was the multi-media based class. The learning achievements and satisfaction of sample were post-tested in order to analyze the learning effectiveness by comparing two teaching methods. The results showed that there was a significant difference between experimental and control group in learning achievement after ANCOVA controlled pre-test as covariance(F=5.08, p<.05). It means that the learning achievement of multi-media based class was higher than that of traditional classroom group. The results also showed that a significant difference in students’ satisfaction between two groups (t=5.57, p<.001). This study concluded that using multi-media in class could produce more learning achievements and satisfaction of students than traditional classroom method.

A Study on Registration Correction and Layout for Multi-view Videos Implementation (실감영상 구현을 위한 다면영상 정합보정 및 화면구성에 대한 연구)

  • Moon, Dae Hyuk
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.531-541
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    • 2017
  • Realistic videos using multi-view videos are created so that the contents shown on multi-view displays or screens look realistic. These images have been mostly used for special videos for exhibition, but, recently, systems such as Screen X have given rise to multi-view images as a format for storytelling contents such as movies. This study used HD-level broadcasting digital video camera with three zoom lenses for shooting wide to close-up shots focusing on a person, in the same way as Screen X, and identified and analyzed problems found during multi-view image registration correction. The results of this study suggested, provided the shooting technique and equipment are improved, the multi-view format can be used for conveying stories and information. Future research will need to investigate and supplement relevant techniques that will enable production of high-quality multi-view image contents by using a cinema-grade camera with standard lenses, instead of using broadcasting-grade zoom lenses.

e-Learning Contents for Improving Writing Ability of the Elementary Students (초등학생 글쓰기 능력 향상을 위한 학습콘텐츠 개발)

  • Lee, Eun-Kwon;Lee, Ja-Hee;Lee, Mann-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.372-381
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    • 2009
  • Recently, the number of children of multi-cultural family is increasing and the achievement gap between city and farming village is getting larger. It will be alternatives to develop e-learning contents which students can study by themselves where there are internet connected computers. As one of the solutions to improve students' writing ability, we developed animation e-learning contents about manuscript paper usage and sentence signs. As a result of applying e-learning contents to students, we can make sure that e-learning contents are more effective than existing means such as workbook-centered education and web contents persuaded by text in academic interesting, satisfaction and achievement. Consequently, we offer this training methods as alternatives which can increase academic performance for multi-cultural family and Korean students who are behind the other students in language ability.

Development of multi arcade game platform applying smart devices (스마트 디바이스 기반의 멀티 플랫폼 아케이드 게임 개발)

  • Yun, Chang Ok;Kim, Jun Hong;Ju, Woo Suk;Yun, Tae Soo
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.119-130
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    • 2015
  • In the recent gaming industry, the paradigm has been changed with upcoming core-platform as time goes by. Arcade, console, PC online and smart device platforms are representative ones. In recently, the platform is changed to multi-platform which connecting to smart device and other platforms. Besides, the multi-platform without PC is up-coming. This paper suggests that a kind of multi-platform which connecting from smart devices to arcade devices be aware of lack of continuous. It provides a new arcade gaming condition connecting to smart devices, then supplies online network conditions to the arcade gaming machine. The original arcade game was lack of continuous and the game platform was so simple, but now, it could be focused from players by connecting to smart devices to increase the gaming machines' continuity. Furthermore, Bluetooth communication module and wireless Wi-Fi communication module are used to adapt various communication environments. The Unity3D engine would make contents' expandability.

A Research on Development of Multi-Screen Image and Application to Ultra-High Definition Contents (멀티스크린의 발전과 초고화질 콘텐츠 응용에 대한 연구)

  • Moon, Dae-Hyuk
    • Journal of Industrial Convergence
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    • v.18 no.6
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    • pp.33-39
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    • 2020
  • The multi-screen image system could make the audiences appreciate contents without special devices by expansively composing the images played on a single screen to many facets suitable for the use, which could provide the great immersiveness to the audiences. Based on the recent interest in realistic images, it is produced as films through the multi-projection technology such as Screen X or Escape, and it is developed into the media that could deliver stories and information. Also, the size of display tends to gradually get larger while the image quality is improved to high definition. Thus, the development is accelerated in the form of Digital Signage that could play the high definition image contents by solidly composing many HD or UHD display screens. Moreover, through the convergence of digital technologies, it is developed into the higher value-added industry that could have two-way communication. This study aims to understand the developmental history of multi-screen image from 1950 to the present, technical analysis, and the production method, and then to research how to minimize the image degradation when playing the contents, in various platforms using the multi-screen image.

Reproduction based Multi-Contents Distribution Platform

  • Lee, Byung-Duck;Lee, Keun-Ho;Han, Seong-Soo;Jeong, Chang-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.2
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    • pp.695-712
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    • 2021
  • As the use of smart devices is being increased rapidly by the development of internet and IT technology, the contents production and utilization rate are showing higher increase, too. In addition, the type of contents also shows very diverse forms such as education, game, video, UCC, etc. In the meantime, the contents are reproduced in diverse forms by reprocessing the original contents, and they are being serviced through the contents service platform. Therefore, the platform to make the contents reprocessing easy and fast is needed. As the diverse contents distribution channels such as YouTube, SNS, App Service, etc, easier contents distribution platform is needed, and the development of the relevant area is expected. In addition, as the selective consumption of the contents having easy accessibility through diverse smart devices is distinguished, the demand for the platform and service that can identify the contents consumption propensity by individual is being increased. Therefore, in this study, to vitalize the online contents distribution, the contents reproduction and publishing platform, was designed and materialized, which can reproduce and distribute the contents based on the real-time contents editing technology in URL unit and the consumer propensity analysis technology using the data management-based broadcasting contents distribution metadata technology and the edited image contents streaming technology. In addition, in the results of comparing with other platforms through the experiment, the performance superiority of the suggested platform was verified. If the suggested platform is applied to the areas of education, broadcasting, press, etc, the multi-media contents can be reproduced and distributed easily, through which the vitalization of contents-related industry is expected.

Construction of VR Experience Pavilion Using Multi-display and ZA Sensor (멀티디스플레이와 ZA센서를 이용한 가상현실 체험관 구축 방법)

  • Joo, Jae-Hong;Lee, Hyeon-Cheol;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.28-32
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    • 2008
  • The displays and the interactive interfaces are important factors to enhance immersion in the VR experience pavilion. In the VR experience pavilion displaying 3D Virtual environment, it is difficult to have multi-display with single viewpoint because of the field of view. Also it costs a lot to construct a large size display. The interaction device between user and VR environment necessary to immersion has used mainly the touchscreens with the restricted display area or the button-based input devices so far. In this paper, we suggest a method for constructing extensible multi-display which are showing VR environment in realtime and a method for interaction using a ZA Sensor which is wireless and guarantees the user's unrestricted movement. The proposed method can make a VR experience pavilion more immersive at less cost.

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Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.

The Blockchain based Undeniable Multi-Signature Scheme for Protection of Multiple Authorship on Wisdom Contents (지혜콘텐츠 공동저작권 보호에 적합한 블록체인 기반 부인봉쇄 다중서명 기법)

  • Yun, Sunghyun
    • Journal of Internet of Things and Convergence
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    • v.7 no.2
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    • pp.7-12
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    • 2021
  • Wisdom Contents are created with experiences and ideas of multiple authors, and consumed in Internet based Social Network Services that are not subjected to regional restrictions. Existing copyright management systems are designed for the protection of professional authors' rights, and effective in domestic area. On the contrary, the blockchain protocol is subjected to the service and the block is added by the consensus of participating nodes. If the data is stored to the blockchain, it cannot be modified or deleted. In this paper, we propose the blockchain based undeniable multi-signature scheme for the protection of multiple authorship on Wizdom Contents. The proposed scheme is consisted of co-authors' common public key generation, multi-signature generation and verification protocols. In the undeniable signature scheme, the signature cannot be verified without help of the signer. The proposed scheme is best suited to the contents purchase protocol. All co-authors cannot deny the fairness of the automated profit distribution through the verification of multiple authorship on Wizdom Contents.

Performance Analysis of V-BLAST System using OSUC Algorithm over MIMO (MIMO 환경에서 OSUC 알고리즘을 적용한 V-BLAST 시스템의 성능분석)

  • Han Deog-Su;Lee Ji-Hoon;Cho Sung-Joon;Oh Chang-Heon
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.264-268
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    • 2004
  • MIMO(Multi-Input Multi-Output)) system, which can increase the channel capacity by in multiple transmit and/or receive antennas, has been intensively studied for higher data rates and better quality in wireless communications. This paper treats the MIMO channel modeling and analyze the performance of V-BLAST system with ZF receiver and MMSE reciver, using OSUS algorithm respectively, over MIMO channel.

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