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A Study on Extension of Culture Contents Service Based on Linked Open Data: Focused on the K-Food Contents (LOD기반의 문화콘텐츠 정보서비스 확장에 관한 연구: K-Food 분야를 중심으로)

  • Yoo, Hyeon-Gyeong;Yuk, Hye-In;Han, Hee-Jung;Kim, Yong
    • Journal of the Korean Society for information Management
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    • v.32 no.1
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    • pp.109-134
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    • 2015
  • In the Korean wave 3.0 age, it is needed to prepare how to globalize and hold Korean culture through development of various Korean wave culture contents from existing contents focused on media. The goal of this study is to establish the foundation for developing the various Korean wave culture contents as linking information about other culture contents as well as food culture by extending Korean culture contents service based on LOD. For this purpose, this study established and assorted the concept of food culture through the literature review and case study and analyzed the applicability of the services of food culture contents based on LOD. Futhermore, this study provides the basis on extension of Korean wave culture service and suggests the process of implementation of food culture LOD and service model.

A Study on Space Representation of Kid Theme Park using Green Contents (그린콘텐츠를 적용한 키즈 테마파크 공간연출에 관한 연구)

  • Ryu, Hyo-Jin;Moon, Jeong-Min
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.106-113
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    • 2012
  • As environmental pollution and resource exhaustion have been considered as social issues, interest in green content industries which lead low-carbon green growth is increasing. In various areas, green content products and programs have been presented. Of them, kid theme parks are designed to recognize fun and advantages eco-friendly consumption with green contents has and lead children to recognize the problems of environmental pollution and the importance of environment. This study aims to analyse kid theme parks using green contents and characteristics of their space representation. The analysis frame was made through theoretical examination for bibliographical data and a direct interview in terms of factors of green contents. For the analysis frame, visitors were directly interviewed from June to July, 2012. Cases of introduction were analysed to identify realization and characteristics of green contents. As a result of the analysis, it was discovered that kid theme parks using green contents pursued green stories, but they did not consider environment seriously in terms of content materials and methods of realization. To develop successful kid theme parks using green contents, multi-dimensional research is needed in various aspects and various contents such as media should be introduced. The parks should provide fun space for children and propagate green ideas. Its success can lead in green entertainment. The study will be helpful for design of future kid theme parks.

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The Comparative study on Game Contents Costing by Single Game Element and Multi Game Elements (다중게임요소와 단일게임요소에 의한 게임콘텐츠 원가산정 방법에 관한 비교연구)

  • Lim, Deuk-Soo;Lee, Kook-Chul;Park, Hyun-Ji
    • Journal of Information Technology Applications and Management
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    • v.15 no.1
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    • pp.67-81
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    • 2008
  • Last decade, IT industry in Korea has been developed greatly. The game industry as an international leader has given good value added to its country. Game industry is one of the speedy improved one and it showed over 20% of growth rate from 2002. Most distressings in Game industry, there are no established costing system in spite that there should be in emerging market. In 2004, Game Contents Costing Model using Mission and Event was developed and also the study of Game Elements weight was done in 2005. The cost of Game Contents can be calculated by GEP and its unit price. The study of Game Contents Sizing Model was done in 2005. The costing of Game Contents by single Game Element which represents software which is one of 3 Game Elements-plan, graphic and software-and it is counted by mission and event. If the software element only can not well represent Game Contents volume, we can include plan and graphic elements for Game Contents costing. And we can say above two methods as a costing model of Game Contents. In this paper, these models were tested empirically and proved as usable.

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IPTV Evolution and Extension of Customer Needs (IPTV의 진화와 고객니즈의 확장에 대한 연구)

  • Sim, Jin-Bo;Jung, Duk-Hwa
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.215-224
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    • 2009
  • This study includes literature research and empirical study with the subject of experts in order to anticipate the direction of IPTV evolution, the extension of customer needs, and the technology related to needs themselves. According to the results of the study, it is expected that IPTV will evolve as a converged media platform that integrates the demands of communication, information, and entertainment; and the customer needs for IPTV will be extended from the basic needs for previous TV(high quality and low cost) to 4A(Any Time, Any Where, Any Contents, Any Device) needs. In particular, as the IPTV evolves, the needs for customization(Any Contents needs) will be regarded most importantly among the 4A needs; this implies that what matters is how contents are created and distributed in order for the IPTV to take priority in competition afterwards.

A Study on Duty Performance area of Fisheries & Shipping Business High School Teachers (수산.해운 전문계열 교사의 직무수행 영역에 관한 연구)

  • Kim, Sam-Kon;Cha, Cheol-Pyo;Ban, Gun-Woo
    • Journal of Fisheries and Marine Sciences Education
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    • v.22 no.1
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    • pp.79-90
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    • 2010
  • This study referred to relevant literatures, collected professional advice, created the sphere of duty with considering the characteristics of marine products-marine transportation education and teachers' specialty, and researched the feasibility of duty sphere classified from 2nd of September in 2008 to 20th of October in 2008 by selecting 80 professional teachers at random teachers who were working in 4 schools that had local 1. As the result of this study, it is proper to classify the sphere of marine products-marine transportation professional teachers into teaching-learning sphere, actual training guidance sphere, life guidance sphere, class management sphere, administrative performance sphere, specialty extension sphere, academic-industrial cooperation and community connection sphere. 2. For the contents of each sphere of marine products-marine transportation teachers' duty, it is proper to systematize teaching-learning field with 32 contents of duty, actual training guidance field with 21 contents of duty, life guidance sphere with 18 contents of duty, class management sphere with 12 contents of duty, administrative performance sphere with 18 contents of duty, specialty extension sphere with 15 contents of duty, academic-industrial cooperation and community connection sphere with 9 contents of duty respectively.

A Study on Availability of AtoM for Recording Korean Wave Culture Contents : A Case of K-Food Contents (한류문화콘텐츠의 기록화를 위한 AtoM 활용 방안에 관한 연구 K-Food 콘텐츠를 중심으로)

  • Shim, Gab-yong;Yoo, Hyeon-Gyeong;Moon, Sang-Hoon;Lee, Youn-Yong;Lee, Jeong-Hyeon;Kim, Yong
    • The Korean Journal of Archival Studies
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    • no.43
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    • pp.5-42
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    • 2015
  • Korean wave 3.0 is focused on 'K-Culture' which includes traditional culture, cultural art as well as existing culture contents as a keyword. It considers everything about Korean culture as materials of Korean wave culture contents. Since Korean wave culture contents reflect contemporary social aspect, it needs to preserve those contents as archives and records which have the important value of evidence. With this social environment, this study aims to implement RMS based on AtoM that manages various kinds of Korean wave culture contents through analysis of management situation of those materials. Recently, it is in progress individually to manage them through organizations dealing with korean cultures such as K-Pop, K-Food, K-Movie. However, it has problems in accumulating information and reproducing high quality contents because of lack of coordination among organizations. To solve the problems, this study proposed RMS based on open source software Access to Memory(AtoM) for managing and recording Korean wave culture contents. AtoM provides various functions for managing records and archives such as accumulation, classification, description and browsing. Furthermore AtoM is for free as open source software and easy to implement and use. Thus, this study implemented RMS based on AtoM to methodically manage korean wave culture contents by functional requirements of RMS. Also, this study considered contents relating K-Food as an object to collect, classify, and describe. To describe it, this study selected ISAD(G) standard.

A Study on Users' Desire according to the Changes in the Result of Game Scenario (게임 시나리오 결과 변화에 따른 이용자들의 사용 욕구에 관한 연구)

  • Lee, Ji-Hun;Cho, Sung-Hyun;Kim, Hyun-Soo
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.89-96
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    • 2007
  • The domestic game industry is diversifying itself in terms of game contents. The existing contents have limits when it comes to satisfy various needs and tastes of users. A scenario which successfully absorbs the players and users of a game may affect the whole game structure. Companies also introduce new contents to seize new customers. Thus, contents are considered more important than the past. Now that companies are able to produce various forms of contents and products out of one specific content, the development of new, user-satisfying contents can affect other fields of the industry. Thus, they are now found in one of the top positions in the business hierarchy. But game developers and experts concentrate more on other factors and environments of games, slowing down the growth of contents development. Therefore, this study focuses more on contents as an essential attribute to game production, especially scenario making. How changing results of a synopsis, as a part of a scenario, affect the preference of game users was the main focus of the study. The result of the study should suggest a positive direction for contents and scenario development.

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Contents Service of EBS in the Era of Smart Media (스마트 미디어 시대 EBS의 콘텐츠 서비스)

  • Park, Joo-Yeun
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.36-46
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    • 2015
  • The purpose of this study is to investigate the characteristics of diverse contents service of EBS providing on the multi-platform in the era of smart media. This study investigated contents service of EBS in order to seek and suggest EBS's competitiveness in the era of smart media environment. As a result, EBS is providing real-time service, VOD and e-learning, but its current contents service is concentrated on providing e-learning service. This study recommended that EBS need to reinforce contents suitable for various multi-platform uses. It also suggested EBS need to cooperate with diverse webs service and SNS service in order to widen openness of its platform, and to provide not only diverse contents, but also applications by offering mobile and on-demand contents and services. Finally, this study proposed that EBS is needed to move towards a more public and comprehensive media portal.

A Study on the Importance of Contents in Middle-School Home-Economics (중학교 가정과 교육내용의 중요성에 관한 연구 -전북지역을 중심으로-)

  • 박일록
    • Journal of Korean Home Economics Education Association
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    • v.9 no.2
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    • pp.69-85
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    • 1997
  • The purpose of this study was to identify the important contents from teachers’, parents’and students’view points based on the sixth Home Economics textbook contents, to apply these results at school settings and to provide the materials as a basis for the next curriculum revision. Subjects were 59 teachers, 253 parents, and 389 students from 3 cities and 5 counties in CholaBukDo. A questionnaire which was made by the researcher was used as an instrument for this study. The results are as follows: Of 32 contents on Family life subarea, all the teachers, the parents and the students put the emphasis on sex such as pregnancy, purity, sex-ethics, etc. This result means that middle-school students emphasized the sexual identity formation and this was also a common concern about adolescents in our society. Of 37 contents of Managing home resource and Consumer life subarea, teachers though the environment pollution is an important subject and parents and students thought finding a method to conserve good environment were more important. This result reflects their concern on the environment. Of 49 contents on Dietary life, teachers and parents emphasized “the importance of nutritive elements”which is basic on their dietary life and students were more interested in “adolescence and growth and development among adolescents’nutritional characteristics and problems”which is more related to their current life. Of 40 contents on Clothing life subarea, while teachers put the emphasis on the method how they can buy ready-made clothes, parents and students wanted them to teach what kind of clothes are suitable for themselves. Of 18 contents on Residing life subarea, teachers emphasized the importance of ventilation for adjusting the room environment and students were more interested in the effective use of the residing space. By finding out what kinds of Home-economics contents are important from the view point of teachers, parents and students, this study can be a useful resource for the next curriculum revision and for selecting contents of a new-coming text book. However, restricted sampling must be considered and further studies which cover the whole area might be needed.

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Analysis of Teacher's Needs on a Life-cycle System of the Educational Digital Contents through a Case Study of EDUNET (에듀넷 사례를 통한 교육용 디지털 콘텐츠 수명주기에 대한 교사 요구사항 분석)

  • Cha, Hyunjin;Hwang, Yunja
    • The Journal of Korean Association of Computer Education
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    • v.22 no.3
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    • pp.101-112
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    • 2019
  • This study aims to draw implications on a life-cycle system of digital contents through a case study about EDUNET in order to maintain the quality and efficiency of the service for educational digital contents in the primary and secondary education area. To achieve the objective, lead teachers in EDUNET service participated in requirements analysis about the life-cycle of the digital contents, for example, contents utilization periods, the periods for being updated, etc. From the results, it was found that a systematic life-cycle framework should be established to re-evaluate the contents in service and provide a quality of contents, responding to consistent changes for educational environments in teaching-learning and for educational topics/directions, or according to educational content's substance such as curriculum or extra-curriculum. This study contributes to suggesting needs to implement the systematic management of contents based on a life-cycle system by analyzing user's requirements in order to provide user-friendly service for the K-12 educational digital contents.