• 제목/요약/키워드: Study Contents

검색결과 37,414건 처리시간 0.065초

미디어정치콘텐츠의 인식 개선에 관한 유형화 (Typology on improvement of perception about political contents in media)

  • 이제영
    • 한국콘텐츠학회:학술대회논문집
    • /
    • 한국콘텐츠학회 2012년도 춘계 종합학술대회 논문집
    • /
    • pp.119-120
    • /
    • 2012
  • 본 연구에서는 대학생들이 바라보는 미디어정치콘텐츠들의 인식 개선에 대한 주관적 인식을 Q방법론을 통하여 진단하고, 기능적인 측면에서 세부적인 효과적 유형요인들을 짚어봄으로써 향후 개선과 방향성을 알아보고자 한다. 다시 말해서, 대학생들이 바라보는 미디어정치콘텐츠들의 인식개선에 관하여 실증적이고 심층적 Q 분석을 통해 다각적인 분석을 실시하고자 한다. 이 연구에서는 위에서 제기된 사항들의 해답을 얻기 위하여 주관성연구 분석방법을 활용하며, 이에 따른 연구문제는 아래와 같다. 이 과정에서 시도되는 구체적인 Q-statements(Q진술문)는 다양한 국내외 자료를 단계별로 정리된 다각적인 선행 사례연구를 포함하며, 조사범위는 현재 국내에서 가능한 모든 문헌을 대상으로 실시하고자 한다. 다시 말해서, 대학생들의 의견을 청취하고, 그 내용과 관련 문헌, 연구자의 의견을 중심으로 진술문 정리가 되는 과정을 거칠 것이다.

  • PDF

델파이 조사를 이용한 정보활용능력 교육 항목 개발 연구 (Study of Contents Development of Information Literacy with Delphi Survey)

  • 이현실
    • 한국문헌정보학회지
    • /
    • 제38권1호
    • /
    • pp.303-322
    • /
    • 2004
  • 본 연구에서는 전문가 집단 합의 방식인 델파이법을 이용하여 우리나라 대학의 정보활용능력 교육에 필요한 내용에 대해 조사하였다. 그 결과 5분야 영역에서 총 100개의 항목이 필요한 것으로 도출되었으며 각 항목들은 평균점수와 중요도 순위를 제시하고 있다. 각 영역별로 순위가 높은 항목들은 교육 프로그램 설계 시 비중을 두어야 할 내용으로 파악된다. ACRL 기준과의 비교에서 특징적 차이점은 본 연구에서는 학술정보시스템과 정보기술의 기초적 이해 및 지식 응용에 관련한 항목이 다수 도출되었고 분석적 판단력을 요하는 항목은 상대적으로 적다는 것이었다. 본 연구는 우리나라 대학도서관의 정보활용능력 교육 설계의 방향과 논점을 제시한다는데 의의가 있다.

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
    • /
    • 제15권2호
    • /
    • pp.339-351
    • /
    • 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.

  • PDF

유료 디지털콘텐츠의 이용의도와 이용에 관한 연구 (A Study on Intention to Use and Use Charged the Digital Contents)

  • 안관호;전중양;조형례
    • 디지털산업정보학회논문지
    • /
    • 제7권2호
    • /
    • pp.77-90
    • /
    • 2011
  • In these days, almost all existing contents have been digitalized because of development of IT(Information Technology) and the emergence of various distribution channels. Those digitalized Contents has increased so rapidly, particularly Video contents, and brought new market and open new business. Now it became a lucrative industry. Therefore it's necessary to study Digital contents. This study is to find out the factors which have an influence on Intention to Use and Use charged the digital contents. To carry out this study, TAM(Technology Acceptance Model), IDT(Innovation Diffusion Theory) and Use& Gratifications Theory were applied. An empirical method has been adopted, using Likert-style 7 point measurement scale, data were collected by e-mail and direct survey in Daejeon, Korea. On the collected data, after the validity test and reliability test has been taken by factor analysis and using Cronbach's alpha respectively, following 5 variables were extracted such as Perceived Usefulness, Perceived Easy Of Use, Compatibility, Intention to Use and Use.

수산경영 내용구성에 대한 비교분석: 고등학교 수산경영일반과 대학 수산경영학 전공서적을 중심으로 (Study of Contents Construction Analysis in Fisheries Business Administration Education: Focused on High School and College Textbook)

  • 이동호
    • 수산해양교육연구
    • /
    • 제28권6호
    • /
    • pp.1751-1760
    • /
    • 2016
  • The Fisheries business administration is not only the social sciences in the education of fisheries and marine related fields but also has been lectured and educated in both high school and college level. But there are few studies that have been conducted a comparative analysis on the contents in fisheries business administration education in the continuity and sustainability. The objectives of this study are analysis of contents construction in fisheries business administration and suggestion of systematic structure with comparing the textbook of fisheries business administration in high school and college(Gyeongsang National University and Pukyong National University). The results of study show that some structural contents similarity has been found among the fisheries business administration textbooks though some of the contents are insufficient. And there are lack of recency both data and descriptions in fisheries business administration textbooks and much of time gaps based on publication year. Based on the result of this study, the integrated framework that consist with 5 main contents categories has been suggested for education of sustainable development in fisheries business administration. But still needed to be discussed the range and level of fisheries business administration issues by stakesholders including academic community, researcher and industrial personnel.

초등학교 과학 교과서 내용의 통합적 구성에 관한 국제 비교 연구 (An International Comparative Study on the Integrative Contents of Elementary Science Textbooks)

  • 박소영
    • 수산해양교육연구
    • /
    • 제21권3호
    • /
    • pp.420-435
    • /
    • 2009
  • The aims of this study are to analyze and compare the elementary textbook contents of science in Korea, USA and England and to make suggestions for the improvement of integrative contents in Korean science textbooks. For this study, lessons on living things in the three grade science textbooks of three different countries were selected and analyzed according to the five criteria: component elements of the lesson, integration of knowledges and investigations, integration of subject and life, connection with other subjects and focus of integration. From this comparative study, five suggestions are inferred for the improvement of the Korean elementary science textbooks. First, it is recommended that Korean textbooks should present unit objectives and evaluative components in the introductive part and last part of each lesson. Second, Korean textbooks should include scientific knowledges as a way of presenting educational contents. Third, Korean textbooks are recommended to include integrated contents fitting for students' life context. Fourth, Korean textbooks are recommended to integrate contents in connection with mathematics, arts, literature and so on. Fifth, issues which can facilitate students to understand contents in the textbooks and to relate to their life should be more employed.

지각된 상호작용성의 매개역할이 모바일 콘텐츠 사용자의 태도 및 행동의도에 미치는 영향 (The Effect of Perceived Interactivity's Mediator Role on Mobile Contents Users' Attitude and Behavioral Intention)

  • 이성호;안중호;장정주
    • Asia pacific journal of information systems
    • /
    • 제16권3호
    • /
    • pp.205-227
    • /
    • 2006
  • This study suggests major characteristics of the ubiquitous environment, which include pervasive connectivity, context awareness, and playfulness, by surveying mobile contents users. Also, this empirical study attempts to validate nine hypotheses and all the ubiquitous factors of mobile contents have positive effect on perceived interactivity. It is revealed that perceived interactivity is an intermediary factor which positively affects users' perceived performance, satisfaction and continuous use intention. Hypotheses of positive relationships among users' behavioral outcome factors are also accepted. Results show that ubiquitous characteristics of mobile contents influence the users' attitude and behavior through the intermediary role of perceived interactivity among users and messages and devices. This study contributes to the literature by presenting and empirically verifying the effect of ubiquitous factors of mobile contents and perceived interactivity on uses' attitude and behavior intention. Based on study results, user-oriented theoretical bases are provided for various mobile contents service, the issue of policy-making and business planning are addressed, and managerial implications are discussed.

가상현실 스포츠실의 콘텐츠 제작 접근성 연구 (A Study on the Accessibility of Contents Production in the VR Sports Class)

  • 은광하
    • 한국게임학회 논문지
    • /
    • 제21권5호
    • /
    • pp.75-86
    • /
    • 2021
  • 본 연구는 초등학교 이용자에 적합한 실감 콘텐츠 개발 접근지표에 관한 연구이다. 다양한 센서기술을 연동한 스포츠, 체육, 융합학습 실감 콘텐츠 기준으로 이용자에게 교육 및 신체 운동의 효과성 있는 콘텐츠 체험이 되도록 하며 가상현실 스포츠실 콘텐츠 제작 참여기업의 올바른 개발 가이드로서 활용될 수 있다. 연구방법은 지원기관의 표준화 가이드를 기준으로 개발된 콘텐츠를 선정하여 전문가 자문 및 체육담당자 인터뷰, 콘텐츠 체험 설문을 통한 연구를 통해서 가상현실 스포츠실의 콘텐츠 접근 기준지표를 도출하였으며 제작 기준지표를 적용한 콘텐츠 고도화 개발을 통해서 확인해 보았다.

A Study on Anti-Sway Control Using PID Controller for a Remote Crane Operation

  • Lho, Tae-Jung;Park, Dae-Woo;Joo, Hyun-Woo
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 제어로봇시스템학회 2002년도 ICCAS
    • /
    • pp.67.2-67
    • /
    • 2002
  • $\textbullet$ Contents 1. Introduction $\textbullet$ Contents 2. Mathematical Modeling $\textbullet$ Contents 3. PID Parameter Application $\textbullet$ Contents 4. Simulations and Experiments $\textbullet$ Contents 5. Conclusions

  • PDF