• Title/Summary/Keyword: structure and contents

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The Development of Remodeling Process for Visual Content's Story by Big Data (빅데이터를 활용한 영상콘텐츠 스토리 리모델링 프로세스 개발)

  • Lee, Hye-Won;Park, Sung-Won;Kim, Lee-Kyung
    • Journal of Information Technology Applications and Management
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    • v.26 no.3
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    • pp.121-134
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    • 2019
  • The Fourth Industrial Revolution has differentiated technologies such as artificial intelligence, IoT(Internet of things), big data, and mobile. As the civilization develops more and more, humanity enjoy the cultural activities more than economic activity for the food and shelter. The platform structure based on the advanced information technology of the present will expand the cultural contents area in a variety of ways. Cultural contents respond sensitively to changes in consumer and will be useful experiences of human activities. Therefore, it should be noted again that the contents industry should not be limited to the discussion of the application of the fourth technology, but should be produced with emphasis on useful experiences of human being. In other words, the discussion of human activities around cultural contents should be focused on how to apply beyond the use of fourth industrial technology. Therefore, it is necessary to analyze the basis of the successful storytelling of the planning stage to connect the fourth industrial technology and human useful experience as a method for developing cultural contents, and to build and propose a model as a strategic method. This study analyzes domestic and foreign cases made by using big data among the visual contents which show continuous increase of consumption among culture industry field, and draws success factors and limit points. Next, we extract what is the successful matching factor that influenced consumer 's consciousness, and find out that the structure of culture prototype has been applied in the long history of mankind, and presents it as a storytelling model. Through the above research, this study aims to present a new interpretation and creative activity of cultural contents by presenting a storytelling model as a methodology for connecting creative knowledge, away from the general interpretation of social phenomenon applied with big data.

A Study on the Analysis of Menu Structure and Contents in Museum Web Sites (박물관 웹 사이트의 메뉴구조 및 콘텐츠 분석에 관한 연구)

  • Noh, Dong-Jo;Lee, Gi-Ri
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.30 no.4
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    • pp.5-27
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    • 2019
  • The purpose of this study is to present the direction of development of menu structure of museum web site through menu structure and content analysis of domestic museum web sites. To this end, menu structure was divided into content areas for 27 national, public, and university museums in Korea and analyzed in terms of organizing system, labeling system, and navigation system, which are components of information architecture. The results of the study suggested continuous management, including hierarchy of appropriate width and depth, use of clear and consistent labels, provision of collection search functions and updating the status of collections, and correction of web site errors, in the direction of development.

A Methodology for Designing Contents-Oriented Hypermedia (컨텐츠 지향적 하이퍼미디어 설계 방법론)

  • Suh, Woo-Jong;Lee, Hee-Seok
    • Asia pacific journal of information systems
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    • v.10 no.1
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    • pp.81-106
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    • 2000
  • Recently there have been many efforts to develop hypermedia systems. Hypermedia applications can be categorized into process-oriented or contents-oriented. However, it is not a trivial task to build contents-oriented hypermedia in a systematic fashion. The contents-oriented hypermedia systems are developed primarily for the applications of marketing or information services. This paper proposes a methodology for a contents-oriented hypermedia system. Hypermedia contents are typically structured in the form of hierarchies. An index node can be used in order to give an effective access to this hierarchical structure. The proposed methodology employs three types of nodes(contents, index and function) and various navigation mechanisms, and helps design contents-oriented hypermedia systematically. Furthermore, various design techniques are proposed for maintaining contents-oriented hypermedia systems that have an evolutionary feature. Two real-life cases are illustrated to demonstrate the applicability of the methodology.

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Luminous Characteristics of AC-PDP with Ridged Dielectric Layer in Various Xe Contents (능선형상의 유전체 구조를 갖는 AC-PDP의 Xe 함량 변화에 대한 발광특성)

  • 남문호;김정민;최시영
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.41 no.8
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    • pp.25-30
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    • 2004
  • In this paper, we suggest a new front panel structure with ridged front panel dielectric layer and hollow gap. The proposed structure can decrease a driving voltage and increase Xe content due to strong electric fields. In the experiment, we have used 6" test panel with 10 %, 15 %, 20 %, 30 % and 50 % Xe contents and 450 torr gas pressure. When comparing with a conventional structure in Xe 10 %, the proposed structure with same Xe content decreased a firing and sustain voltage by about 74 V and 79 V, also the luminance and luminous efficacy of proposed structure with 50 % Xe content were improved by about 33 % and 50.9 %..9 %.

The Structure of Text and Spatial Image - Focused on the Signification and Dramatic Space of ${\ulcorner}$the Sea-gull${\lrcorner}$ - (텍스트와 공간이미지의 구조 - "갈매기" 의 극공간 구조와 의미작용을 중심으로 -)

  • 오경환
    • Archives of design research
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    • v.14 no.4
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    • pp.199-207
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    • 2001
  • The public performance of drama has essence to convert text to visual images as stage and to represent, inform such visual images. Visual image is formed through a space as stage. Stage is a dish to fill the texts and is the mother's womb of visual image. Namely, visual image of drama equals space image. The purpose of this study is a trial to grasp the structure and system represented through interpreting. Especially, the concerns of this study are not semiology of letter imported in image but spacial image text importing just contents of text and the process and contents grasping the structure and meaning of dramatic space. Finally, this study proposed 'the system of space embodiment'from the semiotic point of view as interpretation methodology of actual memorial, symbolic space.

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Package Contents Authoring and Consuming System Based on MPEG-21 Multimedia Framework

  • Kim, Nam-Hoon;Kang, Min-Jae;Jung, Hoe-Kyung
    • Journal of information and communication convergence engineering
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    • v.9 no.1
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    • pp.50-54
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    • 2011
  • Recently there are so many media contents created and used by variety routes. Therefore, it is essential to make a new platform which is used for distributing media contents include IPTV. With open IPTV service, developing the new platform became even more important. Because open IPTV makes it possible for consumers to choose contents regardless of contents of the providers. The new platform has to accept current variety service structure. MPEG-21 multimedia framework was developed to satisfy these needs. It presented the distribution framework of the contents but didn't restrict the particular solutions for protecting the rights. In this paper, we present authoring and consuming system for package contents based on MPEG-21 Multimedia Framework for distributing media resources and managing the license of multimedia contents

Exploring the Causal Structure of Adolescent Media Addiction and Policy Intervention

  • Hwang, In Young;Park, Jeong Hun
    • International Journal of Contents
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    • v.12 no.4
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    • pp.69-75
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    • 2016
  • Adolescent media addiction has emerged as an important social agenda in Korea. However, there has not been enough discussion on the causal structure of media addiction and policy interventions. The objective of this study is to identify and assess the mechanism of the existing and the revised Shutdown policy based on the systems thinking approach. To achieve this purpose, we establish the relationship between media usage, flow, and addiction, and develop a causal loop diagram. Based on the causal loop diagram, we explore the causal structure of two policy scenarios: shutdown policy and deregulation. Our study suggests that policy interventions inducing direct parental control on children's media usage time are ineffective since the time control reduces children's autonomy, which helps alleviate media addiction. Therefore, this study suggests that policy intervention should focus on alleviating addiction itself rather than on controlling media usage time.

The Matter Production Structure and Soil Properties of Natural Grasslands in Cheju Island (제주도 자연 초지의 물질 생산과 토양 특성)

  • 장남기;임영덕
    • Asian Journal of Turfgrass Science
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    • v.9 no.1
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    • pp.53-74
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    • 1995
  • This study was made on the relationships among production structures, biomass and Soil proper-ties of grassland types in Chejudo. The results of this investigation were obtained as foolows. The annual productions of the grasslands of Zoysio, Imperata, Themede, Miscanthus and Pteridium types were 40.36~144.00, 168.28~272.44, 58.24~138.44, 156.12 ~714. 12 and 157. 18~398.40g /m$^2$, respectively. The production structures of those grassland types were different from one another. The water contents, organic matter, total nitrogen and available phosphorus were different levels between grasslands had a simple correlation at 5% level and the organic matter contents were a higher significant at the partial correlation. Key words: Production Structure, Biomass, Soil properity, Chejudo.

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The Monomyth Structure of Méliès Films and the Way of Story (멜리에스 영화의 원형신화 구조와 이야기의 길)

  • Lee, Won-Ik
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.463-471
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    • 2017
  • There is a world of unconscious that works when creating story contents. The unconscious layer of the abyss has the artist goes on the path of creating a common story structure without knowing because the human race is connected. It is monomyth and is now used as an important authoring tool. Analyzing the structure of the silent film "A trip to the Moon" made before the discovery of it, we can still find the frame of monomyth. Although this film is an intuitive imagination of the inspiration received from four contemporary works, the monomyth has been completely revealed.. This means it's still working regardless of area or time. That's why the story that was created in a modern short time has the same structure as the myth that passed down for a long time because there is archetype of story in human collective unconscious. This archetype determines the way the story. The human brain is not infinitely free to imagine but that it can be applied to the surface along the path of the archetype. Good story contents is less likely to succeed if it does not follow the path proposed by the archetype within our collective unconscious.

A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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