• Title/Summary/Keyword: web content

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Study on the modeling of human resource development in webtoon authors (웹툰작가의 인적자원개발 모델링 연구 : 창의인재동반사업을 중심으로)

  • Kang, Eun-won;Lee, Sung-jin
    • Cartoon and Animation Studies
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    • s.46
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    • pp.129-150
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    • 2017
  • With the change in educational environment of cartoon creation and diversification of webtoon platforms, various ways of engaging webtoon authors have been suggested. Under this situation, Korea Manhwa Contents Agency(KOMACON) and Korea Creative Content Agency(KOCCA) provide support to webtoon authors directly and indirectly to nurture professional webtoon talents. Contents creative human resource joint project being carried out by KOCCA is mainly to nurture and support contents experts by developing their creativity through tight training between mentors and mentees, creating job opportunities, building the support system for creative activities, and supporting commercialization during the project. Undergoing the process of recruitment and selection, the participants of this project are educated, trained and developed according to education programs provided by the hosting agency, and this project has a model to compensate for creative activities for a ceratin period of time. However, there has been a problem that it is difficult to constantly keep and manage webtoon talents who are cultivated by human resource management of less than one-year project. This study analyzed creative human resource joint project which is a human resource development model, using human recourse theory and suggested a strategic human resource model based on webtoon authors' human resource model development.

Design and Implementation of Telematics Contents Gateway Based on Interoperability (상호운영성 기반의 텔레매틱스 컨텐츠 게이트웨이 설계 및 구현)

  • Kim, Do-Hyun;Min, Kyoung-Wook;Jang, Byung-Tae;Li, Ki-Joune
    • The KIPS Transactions:PartD
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    • v.14D no.2
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    • pp.249-264
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    • 2007
  • As the need for telematics contents services due to the frequent traveling of people is increasing, it is necessary to provide various telematics contents by connecting and integrating current telematics contents which are collected and provided by each individual data provider. However, it is difficult to integrate or exchange the current telematics contents, because the data providers use different telematics contents models. Therefore, we propose a 'telematics contents gateway(TCG); system, which enables to integrate different telematics contents, so that the contents can be interoperable. The TCG can be a solution for several problems in the current telematics contents providing system. First of all, it has been impossible to search the contents without any information about data providers, because of the absence of metadata in the current systems. For this problem, TCG supports a search function based on a web-service technology. Second, TCG provides a common road network model for interoperability, and the model can be a solution to integrate different road network models into the common model. Moreover, integration algorithm for enhancing the correctness of integration will be proposed. In addition, it is designed by multi threads and multi queue structure. The TCG developed with C# on a windows system has been running and we verified that there was no information loss in the integration process. In addition, the speed of content integration and transfer satisfied the requirement of telematics services providers.

A Foreign Serials Overlap Study for Collaborative Collection Development (협력형 자원개발을 위한 해외학술지 중복 연구)

  • Hwang, Hye-Kyong;Kim, Soon-Young;Lee, Hye-Jin
    • Journal of Information Management
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    • v.39 no.2
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    • pp.131-161
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    • 2008
  • Recently electronic journal articles prevail throughout researchers because of the development of internet and electronic publishing technology. It is caused by limited collection development budget, lack of physical storage space for printed journals in libraries, and the user convenience of web services. But from the view of ownership, electronic journals can be unfavorable to information users or libraries who cannot have the permanent right to access all the subscribed journals. Actually the libraries only have right to access journals for subscription periods in using electronic journals. So the users and libraries are willing to purchase printed journals in spite of high cost. As an basis for collaborative collection development and sharing preservation of Korean libraries for the foreign journals, the data analysis is carried out for the journals collection in terms of regional distribution, overlapping status, and journal subject. And the considerables are discussed for collaborative strategic collection development, which means the reduction of overlapped subscription and maximization of utilization in a national standpoint.

Effects of Self Directed Learning Applying Basic Nursing Practice Contents of e-Learning on Nursing Students' Knowledge, Self Confidence and Satisfaction (e-Learning기본간호실습 콘텐츠를 이용한 자기주도학습이 간호학생의 지식, 자신감, 교육만족도에 미치는 효과)

  • Jo, Hyun-Sook;Park, Eun-Young;Choi, Jeong-Sil
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.504-514
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    • 2013
  • Purpose: This study was to identify the educational effects of self directed learning applying basic nursing practice contents of e-learning on nursing students' knowledge, self-confidence, and learning satisfaction. Method: This study applied a quasi-experimental pre-test and post-test control group design with 63 freshman nursing students (31 experimental group, 32 control group) of G. university in Incheon, Korea as subjects. The e-learning content was about the application of topical medications, central line care, and blood transfusion. All were available at the web site in school. Self-directed e-learning was more than 120 min.(3 times a week, 2 weeks)during Sep-Nov in 2011. In both groups, there were no significant difference in general characteristics, self-directed learning readiness, knowledge, and self-confidence for the pre-homogeneity. Results: The experimental group showed a higher level of improvement in knowledge and learning satisfaction but not significantly. However, the self-confidence was significantly improved in the experimental group. Conclusion: When self-directed learning using e-learning contents added to the conventional practical class, it may be beneficial for the nursing students to learn skills effectively.

The Strategic Collaborative Plans for Mobile Game : Focused on The Case of Collaboration (모바일 게임에서의 문화융합 사례 연구 - 콜라보레이션 활용 사례를 중심으로 -)

  • Baek, Jae-Yong;Kim, Young-Mann
    • Cartoon and Animation Studies
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    • s.39
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    • pp.365-391
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    • 2015
  • The purpose of this study is to comprehend the characteristics of collaborative examples in mobile games by analyzing the types of cultural fusion and their utilization in mobile game industry. The major examples of collaborations include the collaborative works utilizing artists, characters, and products by examining the practical collaborations within international mobile games between the years 2010 to 2014. The most typical kind of collaboration among them is the utilization of characters, composed of using characters between games, applying animation characters, borrowing cartoon or web-cartoon characters, hiring famous celebrities, or even including great men in their games. Therefore, the characteristics of mobile game's collaborative types are confirmed as below by studying the above examples. (1) There are many examples of collaborating between different types of businesses defined as 'conversion type fusion.' (2) The character utilization is the most sought after type of collaboration. (3) The applied content's target audience seems to share the same age groups of the game's audience. (4) The game industry always adopts the components that could be recognized instantly. (5) The status and influence of mobile game have risen greatly. Consequently, this research has important role in establishing the strategic collaborative plans for mobile game business by expanding the prospects of game related researches and industrial and academic theories.

Usability Evaluation of Knitting Customizing Website Using Knitting Machine (니팅머신을 이용한 니트 커스터마이징 웹 사이트 사용성 평가)

  • Jeong, Je-Yoon;Seo, Ji-Young;Lee, Saem;Nam, Won-Suk
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.19-25
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    • 2021
  • This study contains the results obtained after two and a half years of developing a knitting customization website using a knitting machine. Recently in the fashion world, various services using customization are being provided, and devices that users can design directly using knitting machines are being developed. However the existing website for knitting machine does not provide a certain usability or layout, so it is difficult for users to use open source and custom design. Therefore, this study was conducted for the purpose of developing a website that provides ease of use to users who will use the knitting customizing service using a knitting machine. As a research method, the first usability evaluation was conducted by synthesizing the studies conducted for the knit customization website development work. As a result of the study, found the problems of the initial custom screen and the initial output screen were found, and convenience, intuition, and readability were improved. Secondary usability evaluation was conducted on the modified website and it was confirmed that the problem was corrected. Through the website finally derived from this study, it is expected that the new platform in the domestic knit market will be popularized and the usability of the custom website will be improved.

A Study on the Development of the 『Guunmong』 Story's Digital Image-Contents by Collective Intelligence (집단지성기반의 『구운몽』 디지털 이미지 콘텐츠 개발 방안 연구)

  • Lee, Jung-Gon;Jeong, Dae-Yul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.11
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    • pp.501-512
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    • 2019
  • The purpose of this study is to explore the necessity and method of the development of modern digital image contents using the story of the literary work 'Guunmong'' by Kim Man-joong. Collective intelligence technique is one of the most recommended. Today, most cultural content development is achieved through the application of digital technology through collaboration of various people from the planning stage to the completion stage. Most prototypes of local cultural contents are developed based on the literary works of artists from the region or background of the region on the works. These local cultural resources can be developed into experiential tourism products and used for the development of local cultural industry. This study first examines the availability of collective intelligence method as a way to effectively develop local cultural contents, and proposes application of image-telling technique and using web-toon characters in digital image contents development. In order to prove the practical applicability of the proposed method, we present an example of cultural contents development of 'Guunmong'. Finally, we propose a new business model based on collective intelligence to develop a system of creation and distribution of the cultural contents through the continuous collaboration.

A Study on User Preference Test for Development of Guidelines on Standardized Modes (항해장비 표준화모드 지침 개발을 위한 사용자 선호도 조사에 관한 연구)

  • Ahn, Young-Joong;Jeon, Gye-Jeong;Jung, Jae-Hoon;Kang, Nam-Seon
    • Journal of Navigation and Port Research
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    • v.42 no.6
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    • pp.371-377
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    • 2018
  • Navigational equipment standardization mode is a function which is used to standardize key functions, screen display and operation method of major navigation equipment. This is aimed towards to quickly and accurately checking information relevant for safe navigation. Currently, the International Maritime Organization is working on the development of guidelines for the application of navigational equipment in the standardized mode to the task of NCSR Sub-Committee. This study was conducted to investigate users' opinions and preferences in the application of standardization modes and to reflect them in the development of guidelines. In addition, the test program was designed to investigate user preferences for ECDIS among the navigational equipment, such as the types of information and functions that are necessary or preferentially required to perform navigational duties, and the screen configuration. In the study, 333 preference surveys were conducted in 35 countries using a web - based test program. ECDIS users confirmed the content and screen layout of their preferred ECDIS information when conducting navigation duty. The results of the study are significant as they contribute to the development of effective guidelines by presenting user requirements to be considered in the standardization mode.

A study on the User Experience at Unmanned Checkout Counter Using Big Data Analysis (빅데이터 분석을 통한 무인계산대 사용자 경험에 관한 연구)

  • Kim, Ae-sook;Jung, Sun-mi;Ryu, Gi-hwan;Kim, Hee-young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.343-348
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    • 2022
  • This study aims to analyze the user experience of unmanned checkout counters perceived by consumers using SNS big data. For this study, blogs, news, intellectuals, cafes, intellectuals (tips), and web documents were analyzed on Naver and Daum, and 'unmanned checkpoints' were used as keywords for data search. The data analysis period was selected as two years from January 1, 2020 to December 31, 2021. For data collection and analysis, frequency and matrix data were extracted through Textom, and network analysis and visualization analysis were conducted using the NetDraw function of the UCINET 6 program. As a result, the perception of the checkout counter was clustered into accessibility, usability, continuous use intention, and others according to the definition of consumers' experience factors. From a supplier's point of view, if unmanned checkpoints spread indiscriminately to solve the problem of raising the minimum wage and shortening working hours, a bigger employment problem will arise from a social point of view. In addition, institutionalization is needed to supply easy and convenient unmanned checkout counters for the elderly and younger generations, children, and foreigners who are not familiar with unmanned calculation.

Development of LoRa IoT Automatic Meter Reading and Meter Data Management System for Smart Water Grid (스마트워터그리드를 위한 LoRa IoT 원격검침 및 계량데이터 시스템 개발)

  • Park, Jeong-won;Park, Jae-sam
    • Journal of Advanced Navigation Technology
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    • v.26 no.3
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    • pp.172-178
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    • 2022
  • In this paper, water meter AMR(automatic meter reading), one of the core technologies of smart water grid, using LoRa IoT network is studied. The main content of the research is to develop the network system and show the test results that one PC server receives the readings of water meters from multiple households through LoRa communication and stores them in the database, and at the same time sends the data to the web server database through internet. The system also allows users to monitor the meter readings using their smartphones. The hardware and firmware of the main board of the digital water meter are developed. For a PC server program, MDMS(meter data management system) is developed using Visual C#. The app program running on the user's smartphone is also developed using Android Studio. By connecting each developed parts, the total network system is mounted on a flow test bench in the laboratory and tested. For the fields test, 5 places around the university are selected and the transmission distances are tested. The test result show that the developed system can be applied into the real field. The developed system can be expanded to various social safety nets such as monitoring the living alone or elderly with dementia.