• Title/Summary/Keyword: Smart Contents

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Proposing the Model of a Storytelling-based Smart Board Game for Children - Case Study of the Game Development Process for Go! Space Express

  • Han, Hye-Won;Kim, Seo-Yeon;Song, Se-Jin
    • International Journal of Contents
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    • v.10 no.2
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    • pp.74-82
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    • 2014
  • This paper aims to propose the educational concept and design model of a Smart Board Game appropriate for lower elementary grade students. The Smart Board Game refers to a hybrid, or 'convergent', game format based on the offline format of the conventional board game augmented through the use of smart devices. The substantive aspects of this game format utilize the procedural deduction and problem-solving skills applicable in storytelling methodologies and games, in order to generate and propose contents ideal for the educational environment. The development of the Smart Board Game is conducted through the following stages. First, the study analyzes a number of Smart Board Games currently popular in Korea and abroad, based on identification of the key components and processes of the board game format. The subsequent review of the science curriculum for lower elementary grades aims to determine the aspects conducive for application to Smart Board Games. Lastly, the theoretical framework outlined through the previous stages is used as the basis for the proposal of a detailed model of contents for the smart board game concept.

A Study on Strategic Utilization of Smart Factory: Effects of Building Purposes and Contents on Continuous Utilization (스마트 팩토리의 전략적 활용 연구: 구축 목적 및 내용이 지속적 활용에 미치는 영향)

  • Oh, Ju-Hwan;Kim, Ji-Dae
    • Korean small business review
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    • v.41 no.4
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    • pp.1-36
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    • 2019
  • The purpose of this study is to identify the relationships among purposes and contents of smart factory building and continuous utilization of smart factory. Specifically, this study identifies two types of purposes of smart factory building as follows: (1) improving productivity, (2) increasing flexibility. In this study, three aspects of smart factory building contents were suggested like this: (1) automation area (facility automation vs. work automation), (2) big data system focus (radical transformation vs. incremental improvement), and (3) value chain integration area (internal value chain integration vs. external value chain integration). In addition, we looked at how firm size moderates the purposes - contents - continuous utilization of smart factory relationship. A questionnaire survey was conducted on 151 manufacturing companies. More specifically, out of 151 companies, 100 are small-and-medium-sized enterprises and 51 large-sized enterprises. All questionnaires were targeted at companies with Smart Factory level above level 2. The analysis results of this study using Smart PLS statistical programs are as follows. First, the purposes of smart factory building including increasing productivity and flexibility had positive impacts on all of the contents of smart factory building. Second, all of smart factory building contents had positive impacts on the continuous use of smart factory except big data system for incremental improvement of manufacturing process. Third, the impacts of smart factory building purposes implementation on smart factory building contents varied depending on whether the purpose is productivity improvement or flexibility. Fourth, it was founded that firm size moderated the relationships of purposes - contents - continuous utilization of smart factory in such a way that large-sized firms tend to empathize the link between flexibility and smart factory building contents for continuous use of smart factory, while small-and-medium-sized-firms emphasizing the link between productivity and smart factory building contents. Most of the previous studies have focused on presenting current smart factory deployment cases. However, it is believed that this research has made a theoretical contribution in this field in that it established and verified a research model for the smart factory building strategy. Based on the findings from a working-level perspective, corporate practitioners also need to have a different approach to smart factory building, which should be emphasized depending on whether their purpose of building smart factory is to increase productivity or flexibility. In particular, since the results of this study identify the moderating effect of firm size, it is deemed necessary for firms to implement a smart factory building strategy suitable for their firm size.

Design and Implementation of the GNEX-to-iPhone Converter for Smart Phone Game Contents (모바일 콘텐츠 자동변환기를 위한 콘텐츠 분석기와 리소스 변환기 개발)

  • Lee, Yang-Sun;Kim, Jae-Sung;Kim, Myoung-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.5
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    • pp.681-690
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    • 2011
  • Since korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the smart phone platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented the contents analyzer and the resource converter of the automatic mobile contents converter system that converts game contents of the mobile platform such as the WIPI and the GNEX to contents of the smart platform such as the Android and the iOS. The automatic mobile contents converter system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly converting platform-specific-contents to run under smart platforms. Also, the automatic conversion and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of game contents.

A Study on the Effect of characteristics of smart educational contents by the UX types on the concentration and attitude of a learner (스마트 교육 콘텐츠의 UX 유형별 특성이 학습자의 몰입과 학습태도에 미치는 영향 연구)

  • Son, Joon Ho;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.197-209
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    • 2014
  • The smart paradigm in the modern society is bringing about a rapid smart sensation and there are means of informational communications being developed with the smart technology in various fields. Accordingly, for an effective smart education, it is necessary to create the customized educational contents for the learners, the users of the education. In this study, the contents of smart education are categorized based on the user experiences. As a result of the analysis, the 3 types of UX are found to have a playful influence on the learning concentration and it is also deduced that such concentration of a learner positively affects his or her attitude towards learning. Moreover, by the age and gender groups, there were differences in the preferences for each of the UX type, so that, in result, gave the valid data for designing and applying the suitable UX type for creating contents of smart education for different main target groups.

Policy directions for special education teachers to invigorate smart education using AHP (AHP를 활용한 특수교사 관점에서 특수교육의 스마트교육 활성화를 위한 정책 방향 제시)

  • Han, Dong-Wook;Kang, Min-Chae
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.681-689
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    • 2012
  • This study shows that the policy directions to invigorate smart education for special education based on the view of special education teachers through AHP methodology. The result shows that development of smart contents, supporting for teaching and learning, smart education networking, establishment of legal foundation and supporting for infrastructure are relatively important policy ordered by weights. The analysis indicates that the contents development policy should be strategic direction for smart education in special education.

Design and Implementation of the GNEX-to-iPhone Converter for Smart Phone Game Contents (스마트폰 게임 콘텐츠를 위한 GNEX-to-iPhone 변환기의 설계 및 구현)

  • Lee, Yang-Sun;Choe, Hyo-Jun;Kim, Jae-Sung
    • Journal of Korea Multimedia Society
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    • v.14 no.4
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    • pp.577-584
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    • 2011
  • Since korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the smart phone platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented the mobile contents converter system that converts mobile game contents of the GNEX platform to smart phone contents of the iPhone platform(iOS). The GNEX-to-iPhone automatic mobile contents translation system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly translating platform-specific-contents to run under iPhone smart phone platforms. Also, the automatic translation and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of games.

Study on Application of Interactive Contents for Effective Smart Education (효과적인 스마트 교육을 위한 인터랙티브 콘텐츠 적용에 관한 연구)

  • Son, Joon Ho;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.207-221
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    • 2014
  • Education environment of modern society is rapidly changing along the usage of various device and development of contents. Learners of diverse age groups and genders are exposed in smart education environment. Thus in order to investigate effective smart education contents production, this study classified interactive types that affect learning satisfaction into CAI (Computer Assisted Instruction) based , NCS (Network Communication System) based , and NTS (New Technology System) based . Then we investigated how each interactive types affect immersion, utility, self-efficacy, practicality, and stimulation. The effects were measured according to the learner's gender and age. As the result, interactive types do affect smart education, where male had higher learning satisfaction for CAI based, game type, and wiki type while female had higher satisfaction for relationship establishment type and experience type. Also, for age group, the 10s preferred NTS based, 20~30s NCS based, and 40s and over CAI based interactive type. Thus, if satisfaction levels according to gender and age are considered when producing smart education contents, it may be possible to create educative contents that meet the dispositions of the learners.