• Title/Summary/Keyword: content representation

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A Study of ePUB-based Interoperability Method of Rights Information Supporting Mutual Comparability of eBook DRM (전자책 DRM의 상호호환성을 지원하는 ePUB 기반의 권리정보 호환 방법에 관한 연구)

  • Kim, Tae-Hyun;Kang, Ho-Gap;Yoon, Hee-Don;Cho, Seong-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.205-214
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    • 2012
  • IDPF, which builds formats and copyright protection standards of eBooks, has announced ePUB 3.0 as a technical standard of eBooks in October, 2011. This standard includes methods how to represent eBooks and technical specifications to protect eBook content. While technical specifications for content protection describe how to represent encryption and digital signature techniques, they do not identify any technical standards for rights expression but just file names for storages of rights information. It does not provide any unification of copyright information representation and formats used by eBook service companies. When copyright protection techniques for eBooks are used, comparability among eBook readers cannot be expected, even though there is a standard of ePUB. This study suggests a method to maintain compatibility toward eBook DRM by using unified rights information process under circumstances where different eBook service companies use diverse methods. The standard reference software of the model proposed in this study, together with other results of this study, will be offered as a registered open software.

A study on the Elements of Communication in the Tasks of Function of Mathematics in Context Textbook (MiC 교과서의 함수 과제에 대한 의사소통의 유형별 요소에 관한 탐색)

  • Hwang, Hye Jeang;Choe, Seon A
    • Communications of Mathematical Education
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    • v.30 no.3
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    • pp.353-374
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    • 2016
  • Communication is one of 6 core competencies suggested newly in mathematics curriculum revised in 2015 in Korea. Also, it's importance has been emphasized through NCTM and CCSSI. By the subject of Mathematics in Context(MiC) textbook, this study planned to explore the communication elements according to the types of communication such as discourse, representation, operation. Namely, this study dealt with 316 questions in a total of 34 tasks relevant to function content in the MiC textbook, and this study explored the communication elements on the questions of each task. To accomplish this, this study first of all was to reconstruct and establish an analytic framework, on the basis of 'D.R.O.C type' of communication developed by Kim & Pang in 2010. In addition, based on the achievement standards of function domain in mathematics curriculum revised in 2015 in Korea, this study basically compared with the function content included in MiC textbook and Korean mathematics curriculum document. Also, it tried to explore the distribution of communication elements according to the types of communication.

Analysis of the Problem of College Entrance System in Webtoon : in , (웹툰에서 재현하는 입시문제 : <공부하기 좋은 날>, <입시명문사립 정글고등학교>를 중심으로)

A Case Study on the Experience of Science Teacher Participating in Peer Coaching Meetings (동료 장학 모임에 참여한 과학교사의 경험 사례 연구)

  • Chung, Haengnam;Choi, Byungsoon
    • Journal of The Korean Association For Science Education
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    • v.33 no.1
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    • pp.63-78
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    • 2013
  • Purposes of this study were to explore the process of experience that science teachers go through when participating in peer coaching meetings to improve teaching ability and to find out factors that affect each process of experience. The data were collected through recording of peer coaching meetings, videotapes of science class, and interviews. All the data were analyzed after transcription. The results of the study showed that even though Teacher K broke the ice and formed consensus among the peers by developing Content Representation (CoRe) at the beginning of the meetings, he became self-defensive rather than receptive of peers' opinions on the recorded class at the discussion session. But as the peer coaching went on, he realized that peer coaching was not about evaluation but rather on improving his teaching ability. In turn, he was able to look at his teaching in a more objective point of view and accepted suggestions from peer coaching discussion. The self-reflection of Teacher K acted as the key factor in the efforts to improve his teaching ability. He sought the concrete alternatives through the class analysis with fellow teachers and showed major changes in his teaching practice from the language habits, pronunciation, and speed of his speech to the interaction with students and class design. However, there was little change in knowledge of curriculum and assessment due to his strong orientation to improve students' grades as an academic high school teacher. Likewise, it was found that while peer coaching exert a strong influence on instructional methods and strategies of Teacher K, his strong orientation to improve students' grades hinders a balanced development of subcomponents of PCK.

Recognition Effect of Cultural Contents : Focusing on Changes in Perception of Sexual Minority (문화콘텐츠의 인정 효과 : 성소수자에 대한 인식변화를 중심으로(1920-2017))

  • Lee, Hye-Mi;Ryu, Seoung-Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.84-94
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    • 2018
  • This study analyzed domestic media articles from 1920 to 2017 using R 3.4, a big data analysis tool. In addition, it examines the sexual minority discourse reproduced through the media for about 100 years, focused on the role of the film as an art of struggling with the projective aversion to sexual minorities. sexual minorities in movies are not abominable. They are people we already know in our daily lives, and they are just different in sexual orientation. In general, sexual minorities are less likely to encounter in everyday life, so they are experienced and perceived through what the media present. It is noteworthy that the representation of sexual minorities in the media is formed as a major agenda of our society by publicizing the problems underlying society on the surface. It causes social issues to be raised by revealing and highlighting the problems that are regarded as alienated and avoided from the mainstream's gaze. The content provided by the media enables a three-dimensional experience of subjects who have not experienced it by themselves, and has a decisive influence in correctly recognizing and judging society. Media content suggests that it can be a powerful weapon of recognition struggle that can naturally fight against social hatred without using methods such as demonstrations or protests.

Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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The Influence of Practice Teaching Utilizing Content Representation on the Development of Student Teachers’ Pedagogical Content Knowledge (CoRe를 활용한 교육실습이 예비 교사들의 PCK 개발에 미치는 영향)

  • Jeong, Yoojeong;Lee, Kyunghee;Choi, Byungsoon
    • Journal of the Korean Chemical Society
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    • v.59 no.6
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    • pp.520-532
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    • 2015
  • The purposes of this study were to examine what kinds of educational activities were carried out during the practice teaching based on CoRe and to identify the role of CoRe and its influence on the development of expertise of student teachers. This study was performed as qualitative case study. The subjects of this study were one practice supervisor teacher and two student teachers. Data were collected through recording CoRe discussion process, student teachers' instructional scene, and semi-constructed interview, and analyzed by an inductive method. Student teachers noticed their own misconceptions, and clarified the concepts based on CoRe during the discussion with supervisor teacher. They also supplemented their lack of knowledge and made up new strategies through the process of sharing their ideas. During the discussion, the supervisor teacher conveyed his teaching experience based on his own orientations toward science teaching. In this course, CoRe plays roles as follows. Firstly, CoRe played a role as guiding supervisor teacher's coaching process. Secondly, CoRe helped for the supervisor teacher to recognize their own PCK. Thirdly, CoRe served as a tool of helping their communication. In turn CoRe proved to be a useful frame for teaching student teachers during practice teaching. Student teachers were provided with a useful framework for preparing lessons by developing CoRe for the topic they teach. Developing CoRe with supervisor teacher at the planning stage of lessons enhenced student-teachers' subject matter knowledge and their PCK including knowledge of science curricula and knowledge of student's understanding of science. Also student teachers understood the components of PCK and experienced the positive understanding toward students, teaching activities, and themselves as a science teacher.

The Content Analysis of Advertising in Fashion Magazines and Pictorials of Korean Men's Wear - From the 1962 to the 1998 - (한국 남성복 광고(韓國 男性服 廣告)의 내용분석(內容分析) - 1962년(年)부터 1998년(年)까지의 잡지(雜誌)와 화보(畵報)를 중심(中心)으로 -)

  • Kwon, Hae-Sook;Kwon, Hae-Wook
    • Journal of Fashion Business
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    • v.10 no.4
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    • pp.16-28
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    • 2006
  • The purpose of this study is to investigate the content and changes of modern Korean men's wear advertisement from the 1960s to the 1990s by reviewing fashion magazines and pictorials. Research problems were as follows.; First, analyze the types and their units of measurement in men's fashion advertisements from 1962 to 1998. Second, examine the differences of quantitative change in men's fashion advertisements according to each period. The total 857 advertisements were selected from Shin Dong-A, Joongang Magazine, and Bokjangwolbo from 1972 to 1998. For analyze the result, frequency analysis and $x^2$-test were used. Results were as follows. First, through the review of literatures and pre-tests, 6 units of measurement were identified. They were product type(formal wear, casual wear, sports wear, dress shirts, accessory, inner wear, fabric and the others), brand type(national brand, licensed brand, imported brand, others), appeal type(image, product, others), representation type(photograph, illustration, others), medium type(man, product, others), and color type of advertisement(black & white picture, color picture). Second, for the types of advertisements, formal wear, national brand, image appeal, figure medium, photograph for presentation and color picture are the most frequently shown in men's fashion advertisements from 1962 to 1998. Third, for product, more accessory advertisements were found than the clothing in the 60s and the 70s, and casual wear advertisements in the 80s and formal wear advertisements in the 90s were dominated. National brand type was dominant through all four period. Product appeal type in the 60s and the 70s and image appeal type in the 80s and the 90s were prevailed. For medium, product type in the 60s and the 70s and figure type in the 80s and the 90s were dominated. Black & white picture in the 60s and the 70s and color picture in the 80s and the 90s were prevailed. Lastly, photograph was the most frequently used for presentation type through all periods.

A Study on Value of Artistic Presentation on Motion Graphics -Focused on F5 and Semi-Permanent- (모션그래픽에서 예술적 표현의 가치에 관한 연구 -F5와 Semi-Permanent를 중심으로-)

  • Son, Kook-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.521-529
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    • 2016
  • This paper presents the historical development process and expressive style of motion graphics which are intended to artistic expression, and discusses the value of artistic expressions in motion graphics through the works and activities of F5 and Semi-Permanent which are the representative organization of that. Commercial use of digital motion graphics has been rapidly widespread and used in most of the picture contents by changes in the digital video production environment with the development of the computer. Motion graphics begins with a graphic design applied to the motion graphic content and is transferred from the abstract representation of the animation at the same time. Since then motion graphics have been developed as an independent genre on the basis of graphic design and animation, and take the important position for the understanding and development of the contemporary design and content industry. Moreover, the motion graphics which present the experiment of various techniques and the aspect of mixed genres contribute to the development and diversification of the visual image. This paper is covered on not only F5 and Semi-Permanent that have published experimental artistic motion graphics but also the analysis of the developed ways and expressive patters to produce experimental motion graphics of their works. Furthermore, it discusses the experimental artistic value of these works.

The Use of Analogy in Teaching and Learning Geography (효과적인 지리 교수.학습을 위한 유추의 이해와 활용)

  • Lee, Jong-Won;Harm, Kyung-Rim
    • Journal of the Korean Geographical Society
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    • v.46 no.4
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    • pp.534-553
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    • 2011
  • Analogical thinking is a problem-solving strategy to use a familiar problem (or base analog) to solve a novel problem of the same type (the target problem). The purpose of this study is to provide new insight into geography teaching and learning by connecting cognitive science research on analogical thinking with issues of geography education and suggest that teaching with analogies can be a productive instructional strategy for geography. In this study, using the various examples of analogical thinking used in geography we defined analogical thinking, addressed the theoretical models on analogical transfer, and discussed conditions that make an effective analogical transfer. The major research findings include the following: a) the spatial analogy, indicating skills to find places that may be far apart but have similar locations, and therefore have other similar conditions and/or connections, can provide a useful way to design contents for place learning; b) representational transfer, specifying a common representation for two problems, can play a key role in solving geographic problems requiring data visualization and spatialization processes; and c) either asking learners to compare/analyze similar examples sharing common structure or providing them examples bridging the gap between concrete, real-life phenomena and the ideas and models can contribute to learning in geographic concepts and skills. The spatial analogy requiring both geographic content knowledge and visual/spatial thinking has the potential to become a content-specific problem-solving strategy. We ended with recommendations for future research on analogy that is important in geography education.