• Title/Summary/Keyword: digital history

Search Result 572, Processing Time 0.023 seconds

A Study on Modeling Metadata and Developing Standard Elements to Establish Oral History Archives (구술사 기록물 아카이브 구축을 위한 메타데이터 모델링 및 표준 요소 개발에 관한 연구)

  • Lee, Jung-Yeoun
    • Journal of the Korean Society for information Management
    • /
    • v.26 no.1
    • /
    • pp.163-184
    • /
    • 2009
  • This study is aimed to develop standard metadata model and develop elements and present the importance of oral history archives that contrast with literature history. The study analyzed standard metadata description elements that can express contents and forms of oral history archives as information. Furthermore, it designed Project, Management, Record, and metadata modeling as a Related record domain for the sake of building digital oral archives. Finally, the study gave shape to real oral history archives based on basic elements, details, and design principles of division elements.

Implications of Digital Education Policy -Focused on Basic Act for Digital-based Education-

  • Shinhye, Heo
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.1
    • /
    • pp.321-329
    • /
    • 2024
  • This study attempted to obtain implications for digital education policy by reviewing the Framework Acts and Enforcement Decrees related to digital education. To this end, the following were explored. First, the concept and components of digital competency were reviewed. Second, the Framework Acts and Enforcement Decrees related to digital education policy were reviewed using the above concepts. Third, the characteristics and implications of the Framework Acts and Enforcement Decrees for digital education were explored. The results are as follows: Korea's digital education policy tried to reflect the categories that digital competency must cover, even its function and dysfunction role. However, to achieve their purpose, it is necessary to maintain consistency with related laws or policies. We identified that amendments to the Basic Act and related articles are essential to effectively enforce the Digital-Based Distance Education Activation Basic Act. A reevaluation of the correlation between Article 10, emphasizing digital media literacy education, and Article 5 of the enforcement decree is necessary. Revision of the enforcement decree to align with Article 10's objectives is vital to ensure proactive measures for promoting digital literacy and competence as mandated by the Basic Act.

The application of Levels and Curves for the tonal correction of archaeological images (고고학적 이미지의 색조보정을 위한 Levels과 Curves 기술의 응용)

  • Jang, Jun-Young;Kim, Dong-Hyun;Baik, Sung-Wook
    • Journal of Digital Contents Society
    • /
    • v.8 no.4
    • /
    • pp.623-629
    • /
    • 2007
  • In the study of Art History and Archaeology, the paintings, sculptures, relief, and applied arts provide a vivid description of religious and historical events and everyday life. Through these descriptions it is possible to gain a greater understanding of things such as the customs, culture, and architectural styles of that period. However, if Art History and Archaeological images are very old, distorted or underexposed, it is difficult to analyze them. Using Levels and Curves is one way to tonally correct professional photographs. It is an effective method for tonal correction because of the exact numeric values which are calculated and displayed as the image is adjusted. In this paper, the usefulness of this method for correcting a distorted archaeological image was examined.

  • PDF

Study on Eum-yang Interlocking in "Hwangjenaegyeong(黃帝內經)" ("황제내경(黃帝內經)" "음양교(陰陽交)" 병해석(病解析))

  • Ju, Bao-Zhao;Kim, Hyo-Chul
    • Journal of Korean Medical classics
    • /
    • v.23 no.4
    • /
    • pp.31-33
    • /
    • 2010
  • The earliest record of 'Eum-yang Interlocking(陰陽交)' is in "Hwangjenaegyeong(黃帝內經)". In this article, we reviewed the meaning of the two Chinese Characters 'On'(溫) and "Gyo"(交), discussed the meaning, mechanism and treatment principles of Eum-yang Interlocking and Three Incurable Symptoms in order to provide a theoretical basis for treating the warm febrile disease in modern times.

브랜드의 history와 story

  • Hwang, Bu-Yeong
    • Digital Contents
    • /
    • no.10 s.161
    • /
    • pp.118-121
    • /
    • 2006
  • '인생은 누가 더 대단한 이야기를 가지고 있는 기의 싸움'이라는 말이 있다. 곰곰이 생각해 보면정말 고개를 끄덕이게 하는 말인것 같다. 브랜드도 마찬가지이다. 사람의 인생과 마찬가지로 브랜디도 결국에는 어떤 브랜드가 더 대단한 이야기를 가지고 있는 가의 싸움이 되는 것이다. 이야기 싸움이니까 이야기를 가장 먼저 시작한 브랜드가 유리할 것이다. 역사성에서 앞서는 브랜드, 즉 업계에서 최초로 등장한 브랜드가 유리하다는 것이다. 아무래도 이야기를 가장 먼저 시작했으니 이야깃거리도 최초의 자리를 차지하고 있던 시간 만큼에 비례해 많아지게 될 테니 말이다. 후발 브랜드라면 선발업체들보다 훨씬 큰 이야깃거리를 꾸준히 제공해야 겨우 역사성에서의 열세를 만회할수 있을 것이다. 이것이 바로 이야기로서의 브랜드의 두 축인 'History'와 'Story'이다.

  • PDF

Digital Signage service through Customer Behavior pattern analysis

  • Shin, Min-Chan;Park, Jun-Hee;Lee, Ji-Hoon;Moon, Nammee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.9
    • /
    • pp.53-62
    • /
    • 2020
  • Product recommendation services that have been researched recently are only recommended through the customer's product purchase history. In this paper, we propose the digital signage service through customers' behavior pattern analysis that is recommending through not only purchase history, but also behavior pattern that customers take when choosing products. This service analyzes customer behavior patterns and extracts interests about products that are of practical interest. The service is learning extracted interest rate and customers' purchase history through the Wide & Deep model. Based on this learning method, the sparse vector of other products is predicted through the MF(Matrix Factorization). After derive the ranking of predicted product interest rate, this service uses the indoor signage that can interact with customers to expose the suitable advertisements. Through this proposed service, not only online, but also in an offline environment, it would be possible to grasp customers' interest information. Also, it will create a satisfactory purchasing environment by providing suitable advertisements to customers, not advertisements that advertisers randomly expose.

Searching association rules based on purchase history and usage-time of an item (콘텐츠 구매이력과 사용시간을 고려한 연관규칙탐색)

  • Lee, Bong-Kyu
    • Journal of Software Assessment and Valuation
    • /
    • v.16 no.1
    • /
    • pp.81-88
    • /
    • 2020
  • Various methods of differentiating and servicing digital content for individual users have been studied. Searching for association rules is a very useful way to discover individual preferences in digital content services. The Apriori algorithm is useful as an association rule extractor using frequent itemsets. However, the Apriori algorithm is not suitable for application to an actual content service because it considers only the reference count of each content. In this paper, we propose a new algorithm based on the Apriori that searches association rules by using purchase history and usage-time for each item. The proposed algorithm utilizes the usage time with the weight value according to purchase items. Thus, it is possible to extract the exact preference of the actual user. We implement the proposed algorithm and verify the performance through the actual data presented in the actual content service system.

Research on the Design and Use of Digital Badges to Increase Educational Value (교육적 가치를 높이는 디지털배지 설계와 활용 연구)

  • Youn A Min;Ji-Eun Lee
    • Journal of Information Technology Services
    • /
    • v.22 no.6
    • /
    • pp.71-86
    • /
    • 2023
  • The rapid change in industry and the technological gap give rise to social demand for upskilling and reskilling and spread of alternative education. Against this backdrop, digital certification and career management tools can be used to manage various types of learning activities comprehensively. Digital badges provide various kinds of history information related to individual learning, and the reliability and transparency of the issued information can be strengthened by applying blockchain technology. There have been various discussions about digital badges for a long time, but due to the lack of standards to support the issuance and distribution of digital badges, they have been partially used in some areas. However, interest in digital badges is increasing due to the development of related technologies, establishment of standards, paradigm changes in higher education, and government policies related to nurturing digital talent. This paper deals with the use of digital badges for efficient and transparent learning management and career management in an online learning environment. The researcher analyzes the technical characteristics and use cases of digital badges, and proposes a plan for use in online higher education based on them.

Analysis of the History of the Game Based on the Historical Facts - Focusing on the game "The Mythology of a Thousand Years" - (역사 사실을 기반으로 한 게임의 역사 사실성 분석 -게임 천년의 신화를 중심으로-)

  • Choi, Min-Seok;Lee, Dong-Yeop
    • Journal of Digital Convergence
    • /
    • v.15 no.6
    • /
    • pp.361-368
    • /
    • 2017
  • Recently, the historical displeasure of celebrities caused a problem that the people were scolded by the people. On the other hand, people's historical consciousness is rising for a series of broadcasts organized by a famous entertainment program. We are now in the idea of our country people like this in history when history will not be left unsaid thing about realism. Inmates because there is a powerful force that is, that media is the 'immersion' players are interested more in the game, it is important to do it. Therefore, the history of games are made based on players to attract attention and interest or historical fact and to make a feature of the game and character.Does not occur to production. So correct history can have a sense of history the players are in fact this study, based on the development called an 'the mythology of the millennium' in 'hq team', manufactured. Choose the game. Scenario is based on thorough historical facts of the game 'the mythology of the millennium' authority order to conduct verification of the historians made it. These production process to appear in the game 'King Gwanggaeto,', 'Geunchogo of Baekje' and 'muyeorwang' design and comparative analysis to the historical facts.

Documentation of the History of Ok-Cheon Catholic Church by standardized 2D CAD and 3D Digital Modeling (표준화된 2D CAD와 3D Digital Modeling을 이용한 옥천천주교회의 연혁 기록)

  • Kim, Myung-Sun;Choi, Soon-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.12 no.1
    • /
    • pp.523-528
    • /
    • 2011
  • Ok-Cheon catholic church has been changed 4 times since it's first construction in 1955. Prior three changes were small ones of windows, doors, roof finish etc. but the last alteration was the extension of it's plan from 一 shape to long cross shape and along with it the size, structure and form of it changed. This history of the church has not been recorded in drawing but only in text with indistinct features not documented. This study makes a new 2D CAD files using layers matched the changes and 3D digital models, these have not only present information but also change informations of the church. They are useful data for effective management, conservation restoration or possible reuse of it.