• Title/Summary/Keyword: On-Line Contents

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Components of On-line based Edutainment Contents (온라인 에듀테인먼트콘텐츠의 구성요소)

  • Ahn, Seong-hye;Song, Su-mi
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.126-130
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    • 2008
  • There is necessity to make theoretical structure through systematize pre-production process of edutainment contents to apply edutainment to university curriculum. This purpose to draw components of edutainment contents to make pre-production process of it. It is drew 4 component of on-line based edutainment contents-education, fun, interaction, visualization. Through this research, I expect to present design methodology, the way of transmitting learning information and verification standard of the educational effects of edutainment contents.

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Characteristics of F$_2$Hybrids from Crosses between Korean Cultivars and Canadian Cultivars in Buckwheat(Fagopyrum esculentum Moench.)

  • Yoon, Kyoung-Min;Hong, Soon-Kwan;Park, Cheol-Ho
    • Plant Resources
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    • v.5 no.1
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    • pp.45-50
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    • 2002
  • Korean cultivars of buckwheat(Fagopyrum esculentum Moench.) was crossed with Canadian cultivars in order to improve seed yield as well as leaf production of buckwheat for using as food and medicine. The agronomic characteristics and rutin contents of F$_2$ hybrids are investigated for further selection of superior lines. Dry weight per plant was the highest in a line 1110(6.71g) and leaf weight per plant was the highest in a line 1110(1.91g). Hybrid seeds were 0.55 - 0.70cm long and 0.37 - 0.47cm wide on average. 100 seeds weight ranged from 2.57g to 3.58g. Line 1076 produced the longest seeds(0.70cm) and line 1186 was the longest in seed width. Line 1196 showed the highest 100 seeds weight(3.58g). The highest frequency of the LWR(length/width rate) was 0.66~0.70, indicating that seed shape of the hybrids was mostly oval. Line 1087 showed the highest contents of rutin(77.26ppm). Lines 1090 and 1181 contained respectively rutin of 54.76ppm and 54.35ppm in the seeds. From the yield and rutin point of view, the most superior lines was line 1087 among the lines used for this study.

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Analysis on Korean Middle School Mathematics Textbooks Published in the 1st National Curriculum Period Centerea on the Concept 'Straight Line' (제1차 교육과정기 중학교 수학교과서에 나타난 직선 관련 내용의 구성 및 전개 방식 분석)

  • Do, Jong Hoon
    • Journal for History of Mathematics
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    • v.30 no.2
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    • pp.101-119
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    • 2017
  • This paper is a follow up study of [2]. In this paper we analyse the contents of middle school mathematics textbooks published in the 1st National Curriculum Period centered on the concept 'straight line' and discuss how they are different from contemporary mathematics textbooks in view of connectedness of contents, mathematical terms, textbook as a learning material vs. teaching material, relationship between contents of national curriculum and textbooks, and some topics related to direct proportion, function, method of equivalence as a method for solving simultaneous linear equations and so on. The results of our analysis and discussion suggest implications for reforming mathematics curriculum and developing mathematics textbooks.

A study on the protection of on-line digital contents industry -focused on on-line digital contents industry development act- (온라인디지털콘텐츠산업의 보호에 관한 연구 -온라인디지털콘텐츠산업발전법을 중십으로-)

  • Kang, Sung-Ju
    • The Journal of Information Technology
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    • v.7 no.2
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    • pp.55-67
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    • 2004
  • The copyright law only protects the creative representation of works because it conditionally requires a creativity aspect of works. Due to the lack of protection regime in existing laws and the systems, the online digital contents industrial development act has been enacted to alternatively protect the digital contents providers based on a principle of preventive of illegal competition.

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A Study on the Development of Emergency Pavement Markings(Life Line) Design for Disaster Prevention (방재디자인 기반 응급도로 표시(Life Line) 디자인 개발)

  • Won, jeong-yeon;Noh, hwang-woo
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.205-206
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    • 2017
  • 교통사고나 안전사고로 인한 중증 피해자를 사망으로부터 지켜내기 위해서는 앰뷸런스가 병원으로까지 환자를 이송하는 "골든타임(Golden time)"이 중요하다. 본 연구는 사람들에게 미리 "라이프 라인(Life Line)"을 시각적으로 알려줌으로써, 복잡한 도로에서 응급상황이 왔을 때 자연스럽게 앰뷸런스의 길을 터 주어 빠른 시간 안에 환자를 병원까지 이송하도록 하는 응급도로 표시를 연구하였다. 현재 설치되어 있는 도로 노면표시 중 기존차량에 관한 노면표시를 살펴보고 응급차량 관련 새로운 노면표시 디자인의 가이드 라인을 제시하였다.

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Design and implementation of data processing system for global medical examination in cyber Korean medical examination system (사이버 한방진료시스템에서의 글로벌 진료를 지향하는 자료처리시스템 설계 및 구현)

  • 김석수
    • The Journal of the Korea Contents Association
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    • v.2 no.4
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    • pp.17-22
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    • 2002
  • This enable system integration for efficient data processing by interconnecting ASP and SQL, on-line consultation between patient and Korean medicine doctor, and semi-eternal use of medical examination data owing to storage and check of medical examination data(accurate medical examination and description using this medical examination data between patient and Korean medicine doctor). This is a Korean medicine remote examination system which converts from existing Korean medicine hospital system being maintained as existing off-line only to medical examination type of both on-line and off-line mode transcending time and space on web in which anyone can participate.

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A Study on Factors to Influence the Reuse Intention of the Online Game Contents Service (온라인 게임 컨텐츠 서비스 재이용 의도에 미치는 요인에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.79-92
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    • 2009
  • Domestic on-line game market is growing quickly, but game company doesn't grasp trial of users, and it is bent on to the contents service supply that it was lumped together only. If cannot reflect mind of a user to game contents service, decrease of the existing customer and influx of a new customer is difficult as a loyalty duty of company is decreasingly market share drops, and this is large to company sales will beat it. I will present marketing strategy regarding game contents service of game companys in this study as detecting factors to affect to reuse intention of on-line game users.

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Protocol for Mobile On-line Conents in GVM Development Environment (GVM 개발환경에서 모바일 온라인 컨텐츠를 위한 프로토콜)

  • 김승훈
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.241-250
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    • 2004
  • In this paper, an application layer protocol between sewer and client is proposed for mobile on-line contents in heterogeneous distributed environments. The proposed protocol guarantees the global state consistency in the distributed environments and controls the flow of communication. The protocol reduces the overhead of handsets for flow control and does not need to maintain state information for contents. CPs, by using the proposed sealable protocol, can easily develop their contents as application processes.

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Design and Implementation of Learning System for Generating Multimedia Contents at On-Line$\cdot$Mobile Environment (온라인$\cdot$모바일 환경에서 멀티미디어 컨텐츠 생성을 위한 학습 시스템의 설계 및 구현에 관한 연구)

  • Lee Hyun Chang;Choi Kwang Don
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.1 s.33
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    • pp.217-222
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    • 2005
  • The on-line and mobile communication technologies provide an environment to make users share information on the rove. However learning on a file received from on-line or mobile internet environment is able to read only, According to this, users cannot use various learning methods to make multimedia contents for learning like coloring and underlining considerable parts. Also, in case of storing, it cannot be stored in a standard file format HTML. Therefore, in this paper, we suggest a new learning platform to be able to change text contents in a web documents and implement a prototype system to process learning system in on-line environment

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Design and Development of Digital Contents Authoring System for Cyber University Using Programing Skills (프로그래밍 기법을 활용한 가상대학 컨텐츠 제작 시스템 설계 및 개발)

  • Cho Sae-Hong
    • Journal of Digital Contents Society
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    • v.2 no.1
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    • pp.1-7
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    • 2001
  • The authoring systems for digital contents using multimedia technologies ate requested in many fields such as education, medical science, entertainment market e-commerce and etc. Especially, the emergence of cyber universities and the rapid expansion of on-line education market require the effective contents authoring systems, which have various functions to generate the qualified contents. Therefore, many systems arc developed and currently used. However, since the developed systems considered only the developer's convenience, the generated digital contents by using these systems are failed to draw tile users'(or learners') active interaction with contents. That is, since the users just watch the contents like watching a drama or a film, it causes many problems in delivering the contents effectively or in evaluating the users. This paper presents, develops, and implements the new contents authoring system by using programing languages and/or software tools. The presented, developed, and implemented system mimics the face-to-face education in off-line system, induces the users' active interaction with contents, and continuous evaluation to the users.

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