• Title/Summary/Keyword: Multi-Contents

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Basic Study for the Education Programs of Multi-cultural Family Counselors : Focus Group Interviews of the Multi-cultural Staffs (다문화상담자 교육 콘텐츠 개발을 위한 기초연구 : 다문화 현장 전문가 FGI를 중심으로)

  • Kim, Hyuna;Lee, Jayoung
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.468-484
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    • 2013
  • The purpose of this study was to examine the problems of a multi-cultural family counseling as a support for the families in order to suggest efficient education programs for counselors. For these reasons, this study used interviews of three focus-groups consisting of 11 experts each other, and then the qualitative data was analyzed. The analysis of data was conducted by two doctors and one master and investigated by a multi-cultural counselor. As a result, 5 categories, 13 sub-categories, and 46 definitions were identified. Each five categories were the problems of multi-cultural counseling, effective multi-cultural counseling skill, the qualities of a counselor with multi-cultural attitude and recognition, multi-cultural knowledge factors and effective teaching methods. At last, implications, practical uses, and suggestions for future researches were also discussed in this study.

Learning System for Scientific Experiments with Multi-touch Screen and Tangible User Interface (멀티 터치스크린과 실감형 인터페이스를 적용한 과학 실험 학습 시스템)

  • Kim, Jun-Woo;Maeng, Jun-Hee;Joo, Jee-Young;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.461-471
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    • 2010
  • Recently, Augmented Reality(AR) technologies have been emerged, which shows the types of digital contents integrating real and virtual worlds. To maximize the effect of AR technology, tangible user interface, which enables users to interact with the contents in the same way in which they manipulate objects in real world, is applied. In particular, we expect that the technologies are able to enhance learners' interests and degree of immersion, and produce new learning contents in order to maximize the effect of learning. In this paper, we propose a learning system for scientific experiments with multi-touch screen and tangible user interface. The system consists of an experiment table equipped with a large multi-touch screen and a realistic learning device that can detect the user's simple gestures. In real world, some scientific experiments involve high cost, long time or dangerous objects, but this system will overcome such hindrance and provide learners with a variety of experiment experience in realistic ways.

Analysis of Multi-Cultural Education Contents of 'Human Development and Family' Area of Middle School Technology-Home Economics Textbooks in Accordance with the 2015 Revised Curriculum (2015 개정 교육과정 중학교 기술·가정 교과서 '인간발달과 가족' 영역에 반영된 다문화교육 내용 분석)

  • Lee, Seong Min;Yu, Nan Sook
    • Journal of Korean Home Economics Education Association
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    • v.31 no.2
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    • pp.79-94
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    • 2019
  • The purpose of this research study was to examine how multi-cultural education contents are reflected in the contents related to the 'Human Development and Family' area of middle school Technology-Home Economics textbooks, based on the multi-cultural education criteria developed by Paek(2014). The sample of the study consisted of the 'Human Development and Family' contents in 'Technology-Home Economics 1·2' textbooks from five publishers (10 volumes) written in accordance with the 2015 revised curriculum. The research results of the study can be summarized as follows: First, all the four multi-cultural education criterion components were shown in the textbooks from five publishers. Cooperation was shown in the highest frequency, followed by Identity, Diversity, and Equality. Second, the analyses of text, image, and learning activities in the textbooks confirmed that Home Economics as a subject contains multi-cultural education contents that allow students to establish self and identity, respect others, accept diverse family patterns, understand family changes from multiple viewpoints, and form family community culture from gender equality perspective without prejudice. Ultimately, it can be concluded that Home Economics is a subject that enables learners to learn how individuals and families can cooperate and care for each other in order to harmoniously coexist.

System Development for Measuring Group Engagement in the Art Center (공연장에서 다중 몰입도 측정을 위한 시스템 개발)

  • Ryu, Joon Mo;Choi, Il Young;Choi, Lee Kwon;Kim, Jae Kyeong
    • Journal of Intelligence and Information Systems
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    • v.20 no.3
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    • pp.45-58
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    • 2014
  • The Korean Culture Contents spread out to Worldwide, because the Korean wave is sweeping in the world. The contents stand in the middle of the Korean wave that we are used it. Each country is ongoing to keep their Culture industry improve the national brand and High added value. Performing contents is important factor of arousal in the enterprise industry. To improve high arousal confidence of product and positive attitude by populace is one of important factor by advertiser. Culture contents is the same situation. If culture contents have trusted by everyone, they will give information their around to spread word-of-mouth. So, many researcher study to measure for person's arousal analysis by statistical survey, physiological response, body movement and facial expression. First, Statistical survey has a problem that it is not possible to measure each person's arousal real time and we cannot get good survey result after they watched contents. Second, physiological response should be checked with surround because experimenter sets sensors up their chair or space by each of them. Additionally it is difficult to handle provided amount of information with real time from their sensor. Third, body movement is easy to get their movement from camera but it difficult to set up experimental condition, to measure their body language and to get the meaning. Lastly, many researcher study facial expression. They measures facial expression, eye tracking and face posed. Most of previous studies about arousal and interest are mostly limited to reaction of just one person and they have problems with application multi audiences. They have a particular method, for example they need room light surround, but set limits only one person and special environment condition in the laboratory. Also, we need to measure arousal in the contents, but is difficult to define also it is not easy to collect reaction by audiences immediately. Many audience in the theater watch performance. We suggest the system to measure multi-audience's reaction with real-time during performance. We use difference image analysis method for multi-audience but it weaks a dark field. To overcome dark environment during recoding IR camera can get the photo from dark area. In addition we present Multi-Audience Engagement Index (MAEI) to calculate algorithm which sources from sound, audience' movement and eye tracking value. Algorithm calculates audience arousal from the mobile survey, sound value, audience' reaction and audience eye's tracking. It improves accuracy of Multi-Audience Engagement Index, we compare Multi-Audience Engagement Index with mobile survey. And then it send the result to reporting system and proposal an interested persons. Mobile surveys are easy, fast, and visitors' discomfort can be minimized. Also additional information can be provided mobile advantage. Mobile application to communicate with the database, real-time information on visitors' attitudes focused on the content stored. Database can provide different survey every time based on provided information. The example shown in the survey are as follows: Impressive scene, Satisfied, Touched, Interested, Didn't pay attention and so on. The suggested system is combine as 3 parts. The system consist of three parts, External Device, Server and Internal Device. External Device can record multi-Audience in the dark field with IR camera and sound signal. Also we use survey with mobile application and send the data to ERD Server DB. The Server part's contain contents' data, such as each scene's weights value, group audience weights index, camera control program, algorithm and calculate Multi-Audience Engagement Index. Internal Device presents Multi-Audience Engagement Index with Web UI, print and display field monitor. Our system is test-operated by the Mogencelab in the DMC display exhibition hall which is located in the Sangam Dong, Mapo Gu, Seoul. We have still gotten from visitor daily. If we find this system audience arousal factor with this will be very useful to create contents.

The Design and Implementation of a Platform Analyzer Model for Supporting Multi-platform Environment (다중 플랫폼 환경을 지원하기 위한 플랫폼 분석기 모델 설계 및 구현)

  • Chang, Byoung-Chol;Jung, Ho-Young;Lee, Yoon-Soo;Kim, Han-Il;Cha, Jae-Hyuk
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.225-233
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    • 2008
  • Rapid advancement information and communication technologies has introduced various dimension of e-Learning environment such as u-learning(ubiquitous learning), m-learning(mobile learning) and t-learning(television learning). These technologies enabled learners to access learning contents through variety of devices with more flexibility and consistency. In order to implement learning through these multiple environments, basically it is necessary to acquire and process the platform information that contains properties and status of the web-accessing devices. In this study, we introduce the design and implementation of a Platform Analyzer Model which is essential for learning systems that support multi-platform environment. We also present a Interactive DTV-Centered multi-platform learning environment framework using PC, PDA or Mobile phone. Finally, we will discuss the possibility of the multi-platform learning environment with sample scenario and contents.

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A Study on the Construction of RosettaNet Multi-PIP Environment with Contents- Based Document Routing System (컨텐츠 기반 문서 라우팅 시스템을 이용한 로제타넷 다중-PIP환경의 구축에 대한 연구)

  • Kim, Min-Soo
    • The Journal of Society for e-Business Studies
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    • v.11 no.1
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    • pp.113-126
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    • 2006
  • The scope of e-Commerce process becomes wider as the emphasis on the enterprise collaboration grows. It has expanded from its initial settings of order management or billing processes to cover various collaborative processes in the company's value-chain. In order for those collaborative e-Commerce processes to be successful, corresponding business processes should be fully supported by standard bodies. The RosettaNet consortium, one of the most representative international B2B standard bodies, has steadily provided new PIPs to support those expansions. Since individual RosettaNet PIPs correspond to unit tasks that are executed separately in or between companies, multiple PIPs have to be integrally used to properly handle larger business cases. RosettaNet implementation, however, has suffered from the lack of standard guidelines or deliverables to refer under this multi-PIP environment. In this research, a contents-based document routing system is implemented. By applying this routing system to the RosettaNet e-Logistics program where multi-PIP environment is inevitable, we verified our contents-based document routing system is effective to support multi-PIP environment flexibly.

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A Case Study of Broadcasting Contents Using One Source Multi Use Strategy (사례 분석을 통한 방송콘텐츠 OSMU의 고찰 - OSMU 이론적 정립 및 비즈니스분류를 중심으로 -)

  • Cho, Seong-Ryong;Shin, Ho;Jang, Yei-Beech;Lee, Seong-Eob;Han, Min-Woo;Koo, Bon-Cheol
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.423-434
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    • 2007
  • In this study, we investigated broadcasting industry in Korea and in U.S. to find out what mostly makes the broadcasting industry competitive for the near future. One source multi use(from now on OSMU) marketing strategy is important when discussing profits of broadcasting contents. To develop a theoretical and academic framework of OSMU, 14 experts participated in focus group interview. A new meaning of OSMU is defined and 4 types of OSMU business models are developed in the study. Also, two successful examples of broadcasting contents, each from Korea and U.S., were analyzed with the models that we have developed. Lastly, we discussed how to enhance the competitiveness of broadcasting contents and industry by using the benefit-maximizing-strategies of OSMU.