• Title/Summary/Keyword: Web & Mobile content Development

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Study on Characteristics of Users for the Mobile Educational Game Contents (모바일 에듀 게임 콘텐츠에 대한 사용자의 특성 연구)

  • Ahn, Kyung-Whan;Hwang, Myung-Cheol
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.333-340
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    • 2009
  • In the era of Web 2.0, the digital contents are becoming major cultural subjects and the scope and added value of digital content technology industry keep increasing. In order to prevent thoughtless expansion of consumption oriented contents to the multimedia motion picture generation and promote the contents industry in educational, industrial or cultural aspect, educational contents should be specialized as strategic products with increased educational and entertaining meaning. As a result, this study analyzed characteristics of users regarding how educational game contents are distributed to consumers by both male and female group. Then, it extracted development factors for expansion of educational games and presented direction to educational game contents development by using educational games according to changes in users in order to secure mobile flat form contents for effective learning.

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A Study on the effectiveness of computers and mobile devices on learning foreign languages

  • Chi-Woon Joo
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.5
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    • pp.189-196
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    • 2023
  • This study aims to show that "Computer-assisted language learning (CALL)" and "Mobile-based language learning (MALL)" actually influence education, deviating from the traditional "drill and practice" method in foreign language education and learning due to the development of information and communication technology (IT). Specifically, for first-year college students who have relatively poor English skills and do not feel enough motivation for English learning, I will produce educational video content using multimedia authoring tools and upload it to the e-learning system. Video content is configured to be accessed and utilized through various media such as computers, smartphones, tablets, laptops, etc. Ultimately, an exploration of educational value behind the utilization of IT devices in English language Teaching(ELT) and the Second Language Acquisition (SLA) theory behind effective instructional use of such technology are presented. That is to say, the effectiveness of language learning using information and communication technology (IT) is introduced. The article closes by suggesting how to use computers and mobile media for 'Flipped Learning'.

Comparative Analysis of the Development of Mobile Applications for Electronic Textbooks: Criteria, Case Study and Challenges (디지털교과서 모바일 애플리케이션 개발방법론 비교 분석: 선택기준, 사례연구 및 적용 시 문제점)

  • Lee, HeeJeong;Yau, Kok-Lim Alvin
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.145-152
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    • 2018
  • In electronic textbooks (or e-Textbooks) the traditional paper-based textbooks are enriched with multimedia contents and new features such as interactive multimedia-based simulation, interactive quizzes, and content sharing. It has been envisioned that e-Textbooks will gradually replace the traditional paper-based textbooks in classrooms in the near future. HTML5 is an emerging and promising standard that enables web applications (or apps) to incorporate rich multimedia contents such as video clips, flash movies and simulation-based demonstration, as well as to provide cross-platform functionality which allows the apps to run on a diverse range of platforms. To support rich multimedia contents and cross-platform functionality, with respect to HTML5, this paper presents the new features, compares the current trend of mobile apps (e.g., native, web-based and hybrid apps) for e-Textbook development. In order to investigate the suitability of these three development approaches for e-Textbooks, we present a case study on our recent work in developing e-Textbooks using HTML5 and JavaScript, as well as analyses the challenges associated with HTML5 features (e.g, compatibility with web browsers) for developing e-Textbooks.

XML-based Retrieval System for E-Learning Contents using mobile device PDA (모바일기기 PDA를 이용한 E-Learning Contents에 대한 XML기반 검색 시스템)

  • Park, Yong-Bin;Yang, Hae-Sool
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.4
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    • pp.818-823
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    • 2009
  • Web is greatly contributing in providing a variety of information. Especially, as media for the purpose of development and education of human resources, the role of web is important. Furthermore, E-Learning through web plays an important role for each enterprise and an educational institution. Also, above all, fast and various searches are required in order to manage and search a great number of educational contents in web. Therefore, most of present information is composed in HTML, so there are lots of restrictions. As a solution to such restriction, XML a standard of Web document, and its various search functions is being extended and studied variously. Moreover, any technology, AJAX, and the old and new technology has two sides. The technology already exists, and it was not even considered before, because new technology is combined technologies. AJAX is a lot of Web 2.0 and Web technologies complement are combined. This paper proposes a search system able to search XML, AJAX in E-Learning or various contents of non-XML.

The narrative features of as seen through digital culture (<이제부터 제리타임 It's Jerry Time!>을 통해 본 디지털 문화 속 웹 애니메이션의 서사적 특징)

  • Kim, YoungOk
    • Cartoon and Animation Studies
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    • s.34
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    • pp.23-43
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    • 2014
  • The development of the Internet in the 21st century had made a variety of cross-cultural environment so that animations also have evolved with new features to Web-Animation. In Korea, the web-based flash animation leap forward to the animation Utopia in the early 2000's, but did not last long. The web-based animations should attract audience's attention not only with it's minimum streaming capacity but also with showing it's best qualities as well, Therefore, the stimulating narrative strategies were mandatories for web-animation in 2000's. The absence of in-depth research on media, poor revenue structure, and the emergence of mobile games and e-learning industries made the web-animation become just a one-time/one-consumable content. There were no subsequent generation of korean web-animation ever since. In this study, I want to introduce and analyze the american web animation series, (2005) as a new type of web-animation in current digital culture, In particular, I want to discuss how this web animation appeal to the audience with its narrative strategies through using some aspect of the internet culture which's differentiated from traditional media based cultures. This research could suggest diverse narrative strategies for the future web-animation with new vision. Moreover, This also allows to look at latest web-animation trends and its new experiments.

Adaptive Image Converting for More Efficient Mobile Web Service (모바일 웹 서비스를 효율적으로 제공하기 위한 적응적 이미지 변환 기법)

  • Sim, Kun-Ho;Ko, Hee-Ae;Kim, Jong-Keun;Zhao, Mei-Hua;Lim, Yung-Hwan
    • Journal of Internet Computing and Services
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    • v.12 no.2
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    • pp.37-46
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    • 2011
  • The importance of data service with mobile is becoming more and more significant with the development of wireless network. However, due to the several type of mobile devices and contents, there is a problem that mobile contents should be edited according to the features of the mobile devices and the service providers. Fortunately, there is some solutions that convert mobile contents automatically according to mobile operator. Nevertheless, it has some issues that the response time of content service is delayed when converting mobile contents in real-time. In this paper, we propose an image cache replacement algorithm for minizing the volume of the real-time image transformation. Also, using both of the pre-conversion method and the real-time conversion method to improve storage space and response time.

A Study on Mobile Web App Quiz Contents Authoring Model based on Gamification (게이미피케이션 기반 모바일 웹 앱 퀴즈 콘텐츠 저작 모형 연구)

  • Lee, Jae-Won;Kim, Hyun-Suk
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1253-1262
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    • 2018
  • In this study, we propose a development environment for authoring quiz contents, which is based on the concept of "Gamification", which is the principle of Engagement and Reward. Future Services As a platform for authoring and composing technology, and also for educational contents authoring, I have reviewed key features and implications of HTML5 (CSS3.0, Java Script, etc.) along with key technologies. These features are key technologies for building a true smart learning environment. Based on this, a case of applying the gamification technique to enhance the educational effect was proposed through the quiz contents model.

Design and Implementation of Hybrid Apps Design based on Spring MVC (스프링 MVC 기반에서 하이브리드 앱 디자인 설계 및 구현)

  • Lee, Myeong-Ho
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.395-400
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    • 2019
  • The Web environment of the frontend domain is increasingly competitive to preempt the new standard of presentation layer. N-Screen, a service that enables users to seamlessly use one content in various devices in Korea, is competing for market preemption by recognizing it as a core service of the future. In the cloud computing, N-screen is a typical service type. However, most of the frontend research required for groupware in enterprise environments has been limited to responsive web design for the web and native apps for mobile. Gradually, the need for MVC design patterns is increasingly widening in enterprise environments to overcome the cultural differences of companies and to support one source multi-use strategy supporting multiple devices and development productivity. Therefore, in this study, we will analyze and design JPetStore with hybrid application design based on Spring MVC, e-government standard framework environment of next generation web standard, and provide reference model of frontend hybrid apps design in future enterprise environment.

A Study on the Factors Affecting the Use and Satisfaction of Internet Ticketing Systems (인터넷 티켓팅 시스템의 사용과 만족에 영향을 미치는 요인)

  • Woo, Sung-Hwa;Kim, Kyung-Kyu;Chang, Hang-Bae;Shin, Ho-Kyoung
    • Asia pacific journal of information systems
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    • v.17 no.3
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    • pp.1-24
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    • 2007
  • With the development of information technology (IT), various information systems (IS) such as Web-based systems and mobile systems have appeared utilizing different technologies. However, recent studies on IS use and user satisfaction rarely account for technological differences among IS and environmental characteristics where IS are intended to be used. The purpose of this research is to investigate the determinants of the use of Web-based ticketing systems for cultural activities and to empirically validate their relationships. Environmental psychology suggests that human beings respond to external stimuli from environments with their emotions, and their emotional states influence human actions, e.g., IS use in this research. Applying environmental psychology to the use of Web-based systems in the culture and entertainment industry, we propose that web site characteristics first influence a user's internal state of mind (i.e., flow) and then the flow state influences the IS use. Studies related to the state of flow collectively affirm the key role played by the flow construct in shaping individual attitudes and behaviors toward IS. Users' flow states are captured by their shopping enjoyment, perceived behavioral control, and the level of concentration on the IS use. Referring to social presence theory, we have included such web site characteristics as content quality, context of web site, and community quality. In our research model, a second order construct is utilized to represent web site quality, because flow theory suggests that holistic experiences with web-based systems (rather than individual characteristics of the web site) are important in explaining the IS use. Further, we have included trust as another important factor influencing the IS use since business transactions on the web encompass higher uncertainty comparing to offline transactions. In order to test our hypotheses, we have conducted an online survey which results in 1,141 valid responses in the final sample. The data were collected from respondents who have experiences in Internet ticketing systems. Although it was a convenient sample, the sample represents a wide variety of user demographics. Validity and reliability of the research instrument were tested and research hypotheses were examined using PLS Graph 3.0. The results indicate that web site characteristics significantly influence the level of user concentration, user's enjoyment in shopping, and perceived behavioral control. Further, the use of Internet ticketing systems is influenced by users' flow states and trust in the web channel. User satisfaction is turned out to be affected by the use of Internet ticketing systems. Unlike extant research on the relationship between web site characteristics and its use, our study has found that, in the culture and entertainment industry, the impact of web site characteristics on IS use is mediated by a user's flow state. This finding has a practical implication that web site design should include as many features that enhance shopping enjoyment and concentration. Other practical implications of these findings and future research implications are also discussed.

A Study on the Development of Learning Programs using Smart Phone (Smart Phone을 이용한 학습 프로그램 개발 연구)

  • Son, Young-Bae;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.429-431
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    • 2011
  • 공학의 기본 원리 학습을 위해서는 원리 그림이나 도표와 같은 콘텐츠의 사용이 필요하다. 하지만 시간과 공간의 제약으로 학습이 불충분하고, 편리성과 멀티미디어 콘텐츠를 갖추지 못하면 학습의 효과도 떨어지는 문제점이 있다. 최근 Smart Phone 사용자가 증가하고, Smart Phone을 이용한 교육프로그램을 제공하여 이동 중에도 공학의 기본 원리와 같은 학습이 필요한 시점이다. 본 논문에서는 열역학의 법칙 등 열역학에 관한 학습 콘텐츠를 Smart Phone에서 구현하고자 한다. 실제 Web 서버를 통하여 무선 인터넷 통신망에서 제공되는 열역학의 교육 공학적 도표, 애니메이션, 그림, 등을 Smart Phone에서의 설계하고 구현한다. 본 연구는 교육공학과 학습 프로그램 제공을 통해 모바일 원격교육 발전에 기여할 것이다.

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