• Title/Summary/Keyword: contents reusing

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Analysis on the Factors that Affect the User's Intention of Reusing Mobile App-based Tourism Contents (모바일앱 관광콘텐츠 사용자의 재사용의도에 미치는 영향요인 분석)

  • Ko, Yung-Kwan;Kim, Keun-Hyung
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.844-855
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    • 2011
  • The purpose of this study is to identify factors on the user's intention of reusing mobile app-based tourism contents and the relationship among those factors. For those purpose, we expanded the existing TAM(Technology Acceptance Model) by introducing the variables such as characteristics of mobile app-based tourism contents, which are context, ubiquitous connectivity, service quality and perceived value as external variables of the TAM. The survey was conducted by users who have previously experienced mobile app-based tourism contents. Structural equation modeling was used to Investigate the relationships between the factors. The results showed that the ubiquitous connectivity and perceived value were found to have a positive impact on both perceived usefulness and perceived ease of use. The perceived usefulness were found to have a positive impact on the attitude. Finally, The attitude were found to have a positive impact on the user's intention of reusing.

An Effective Visualization of Intricate Multi-Event Situations by Reusing Primitive Motions and Actions

  • Park, Jong Hee;Choi, Jun Seong
    • International Journal of Contents
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    • v.15 no.4
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    • pp.16-26
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    • 2019
  • The efficient implementation of various physical actions of agents to respond to dynamically changing situations is essential for the simulation of realistic agents and activities in a cyber world. To achieve a maximum diversity of actions and immediate responsiveness to abrupt changes in situations, we have developed an animation technique in which complex actions are recursively constructed by reusing a set of primitive motions, and agents are designed to react in real-time to abrupt ambient changes by computationally satisfying kinematic constraints on body parts with respect to their goals. Our reusing scheme is extended to visualize the procedure of realistic intricate situations involving many concurring events. Our approach based on motion reuse and recursive assembly has clear advantages in motion variability and action diversity with respect to authoring scalability and motion responsiveness compared to conventional monolithic (static) animation techniques. This diversity also serves to accommodate the characteristic unpredictability of events concurring in a situation due to inherent non-determinism of associated conditions. To demonstrate the viability of our approach, we implement several composite and parallel actions in a dynamically changing example situation involving events that were originally independent until coincidentally inter-coupled therein.

Inheritance Model for Reuse of Learning Contents based on SCORM (SCORM 기반의 컨텐츠 재사용을 위한 상속 모델)

  • Seo, Dae-Woo;Lee, Se-Hoon;Wang, Chang-Jong
    • The KIPS Transactions:PartA
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    • v.9A no.4
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    • pp.615-620
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    • 2002
  • SCRM is international standard for sharing and reusing of learning contents as unit of SCO. But when we want to reuse this learning content by modifying a portion of it in similar knowledge domain, there is a problem that modification of original content has to be made. This paper suggests I-SCO model that enables to develop inheritable contents to solve this problem. The I-SCO model increases the reusability of contents based on SCORM by means of supporting inheritance that includes overloading and overriding. In this paper, we design and implement the I-SCO model, and execute on the runtime environment which is distributed by ADL. This experimentation shows the inheritability of contents and proves the validity of I-SCO model.

A Program for Reusing Educational Flash Animations (교육용 플래시 애니메이션 재활용 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.16
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    • pp.199-210
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    • 2009
  • The development in information technology resulted in an interest for lifelong education, which caused a rapid growth in the educational web based e-Iearning industry. The spread of e-Iearning industries and educational facilities emphasized the need for educational contents with the purpose of online lecturing along with the rapid development of contents production technology. Flash contents provide multimedia, animation, and etc. with diverse and visual expressions, so the complicated interactions with the learner can be easily materialized. The advantage of having a high quality, user-centered interface is that it provides a trigger of interest and arousal of concentration for the user, but it is difficult for teachers to directly create or manipulate educational flash animation contents. This paper is written to technologically methodize the automation of educational programs that the teachers wish to make by reusing the educational flash animation contents.

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Efficient Time Information Correction for Reusing Digital Broadcasting Contents (디지털방송 콘텐츠 재사용을 위한 효율적인 시간정보 보정 방법)

  • Bae, Byung-Jun;Kim, Yun-Sei
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.2
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    • pp.45-52
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    • 2010
  • According to appearance of digital broadcasting media such as DTV, IPTV, DMB, and so on, the needs about digital contents have been increased. The cases reusing the producted contents happen frequently, in consideration of the production cost of digital contents and the early digital broadcasting market. In this case, the reused contents must adjust the transfer rate of the digital broadcasting system. The time information included in the contents is shifted in the adjusting process. This paper proposes the efficient method correcting the shifted time information.

Design and Implement of Self-Directed LMS for SCORM Standard Web-Base Content (SCORM 표준안에 적용된 Web-Base Content의 자기주도형 학습을 지원하기 위한 LMS 설계 및 구현)

  • Kim, Yun-Su;Kim, Seok-Soo;Lee, Jae-Cheol
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.247-250
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    • 2002
  • In this paper, We are design & implement to the LMS(Learning Management System) including SCORM standard for effective reusing and management of each digital contents. This system is composed XML based meta-data manager, SQL server and ASP for LMS application, which are the user directed teaming system within effective reusing and management of each digital contents.

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Development of CMS on the SCORM Standard (SCORM 표준안을 따르는 CMS개발에 관한 연구)

  • Kim Seok-Soo
    • Journal of Digital Contents Society
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    • v.4 no.1
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    • pp.23-34
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    • 2003
  • The number of internet users rapidly increases, it has development of various learning method and education-contents. Currently, it has increasing of management, maintenance and reusing of education-contents through CMS (Content Management System) and SCORM(Shareable Content Object Reference Model) standard but actually, it has not more service for customer, In this paper, we propose CMS(Content Management System) using the supporting self learning method for increasing teaming effective of customer.

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A Study on System for Reusing of Wireless Internet Contents (무선 인터넷 컨텐츠의 재사용을 위한 시스템 연구)

  • Kim Jeong-Hoon
    • Journal of Internet Computing and Services
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    • v.4 no.1
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    • pp.1-8
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    • 2003
  • Nowadays, various wireless internet contents are serviced in a cellular phone. However, because of the memory limit of the cellular phone, you should delete the wireless internet contents periodically. Also it has been quite inconvenient to move the existing data to a new cellular phone. In this paper I proposed MobileFolder to reuse wireless internet contents and provided a simple client application in a VM environment.

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An Authoring Strategy for Cyber Learning Contents-based on Ontology (온톨로지 기반의 교육 콘텐츠 제작 기법)

  • Chung Hyun-Sook
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.29-37
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    • 2005
  • Korean cyber universities now provide higher education service to learners but the courses suffer major limitations of low quality and inefficient format of their learning contents. Because of the absence of any standard authoring strategy for learning contents, tutors develop their own courseware with various formats and content structures. In addition, the lack of association between content learners causes them difficulties in finding and reusing related contents. In this paper, we propose an authoring strategy foradvanced learning contents based on SCORM and ontology. Our strategy improvesthe reusability and associativity of learning contents. We demonstrate the effectiveness of our proposed authoring strategy through developing learning contents such as understanding of digital contents.

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A Study for the Development of Place-Based Contents Reusing Existing Cultural Resources (기존 문화자원 재생을 통한 장소성 콘텐츠 개발 연구)

  • Lee, Minseok;Jeon, Young rok;Kim, Joonhan;Kim, Hyen ki
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.225-226
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    • 2012
  • 산수실경 뮤지컬 왕의 나라는 지역문화콘텐츠 경쟁력과 가능성 확보를 위한 문화콘텐츠 제작사업이다. 기존 문화자원 재생(Regeneration)을 통한 장소성 콘텐츠 제작에 따른 일자리 창출과 문화산업화를 위하여 지역모델사업으로 기획되었다. 있는 이야기, 있는 사람으로 제작된 왕의 나라 공연결과는 약 300여명의 문화적 일자리 창출과 지역경제 활성화, 48,000명의 관람객 등 지역문화콘텐츠의 가능성을 엿 본 작품이다. 향후 역사, 인물, 스토리를 중심으로 한 산수실경 뮤지컬 왕의 나라는 문화관광산업 발전에 기여하는 경상북도 대표 문화콘텐츠 아이콘이 되고자 한다.

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