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        검색결과 317

        122.
        2015.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        우리나라는 한국지질자원연구원을 중심으로 1995년 이후 수치지질도 작성과 더불어 웹 기반 서비스 시작, 종이지도와 수치지도를 서비스로 제공하고 있으며, 2012년 이후 모바일 기반의 수치지질도 서비스를 제공하고 있다. 본 연구의 목적은 수치지질 도와 광산지리정보 서비스를 일반인과 전문가들에게 확대하는 방안을 제시하는 것이다. 이를 위하여 한국지질자원연구원의 수치지 질도의 수요와 외부 사용자의 수요를 심층면접을 통해 조사하고, 해외 지질정보기관의 정보서비스 내용과 방식을 조사하였다. 해외사례에서 도출된 시사점으로는 전문적인 정보생산단계, 관리단계, 가공단계, 서비스단계마다 표준화가 필요하며, 서비스 단계에서는 정보통신기술의 접목을 통해서 사용자가 원하는 자료를 제공하는 것이 필요하다는 점이다. 수치지질도 서비스를 위한 내용과 항목의 방향과 광산지리정보시스템의 서비스 내용 등에 대한 내용을 제시하였다.
        4,300원
        123.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, a lot of smart devices such as smart phones have been spread. The research on smart education based on the devices are being actively investigated. A typical example of them is EPub3.0 proposed by the IDPF. Even if the educational content has supported multimedia such as image, video, text to speech and etc, it does not support a 3D virtual content yet. So a virtual reality-based education has not been achieved. In this paper, we propose an educational content system in which a virtual education simulation is possible through smart devices. To do it, the proposed system consists of an authoring tool creating 3D virtual educational content, and a viewer visualizing the content. The experimental results showed possibility of virtual experience education.
        4,000원
        124.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Smart Education strives to become one of the goals of current Korean education, and is a prominent core keyword. A major consideration for smart content for science education is creating self-directed, interesting content that considers user level and aptitude. The present paper will examine the development of interactive edutainment content, which meets the education goals of elementary and middle school curriculums. Among various scientific experiments found in both elementary and middle school curriculums, a physics experiment dealing with the law of levers was chosen for investigation. Through this prototype application that meets the standards of current elementary and middle school curriculums, new possibilities of scientific experiments may be uncovered for the smart education age.
        4,000원
        125.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, education game contents with advanced mobile and Web technology have been widely researched. However, considering of interaction involved for children, it is necessary user friendly interfaces and interesting interactions. In addition, it is important to design to encourage the user’s learning motivation as a way to the effect of educational game contents. Therefore, in this study, we designed and implemented the educational game contents system using inter-working between KINECT camera, PC, and android platform based humanoid robot. The designed system consisted of KINECT system for capturing hand gestures, game contents system for playing games, and android humanoid robot system for interacting with users. This system can lead to interests and willingness of users through handy interaction such as hand gestures and interesting quiz game contents. To improve effectiveness and userability, we plant to advance designed educational game contents system that can be operated on a smart TV system including a built-in camera as a further study.
        4,000원
        126.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, the game industry is rapidly growing with the distribution of high-speed internet network. With the growth of game business, the game developers and distributors are making efforts to find more various game materials that lead to success. Therefore, the game developers began to apply successful novels or movies for games and, as a result, they were able to get high added values with the minimum investment costs. In this study, the Game contents is reviewed based on Suzanne Collins's trilogy 'The Hunger Games' published in 2008. If 'The Hunger Games', the novel of thrilling adventures and suspense harmonized with philosophy, is reprocessed as game contents considering media environment, the values of the novel will be more diversified and newly enjoyed by people. As the research method, the actantial model of Greimas and the five conflict types of Linda Seger were used for a case study and the Game contents of the novel. The study using the novels as source materials was conducted to be helpful for game development and its possibility was suggested through the study result.
        4,200원
        127.
        2014.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        문화콘텐츠산업은 인간의 창의성과 감성에 기반해 있으며, 현재 가장 각광을 받는 산업으로서 그 중요성이 커지고 있다. 문화콘텐츠산업이 발전하기 위해서는 인간이 문화적 창작행위를 발현시킬 수 있는 제도적 지원과 자유로운 창작활동을 위한 환경을 제공해야 한다. 문화콘텐츠산업은 그 특성상 협동조합과 결합될 때 큰 시너지 효과를 낼 수 있을 것으로 보인다. 문화콘텐츠산업에서는 개인의 문화‧예술적 감각과 협업이 중시되기 때문이다. 본 연구에서는 문화콘텐츠산업의 중요성과 특성을 정리하고, 협동조합의 기본 개념과 해외의 문화콘텐츠 협동조합 사례를 분석하고자 한다. 그리고 이를 통해 문화콘텐츠 협동조합의 필요성과 특성을 분석함으로써 문화콘텐츠 협동조합의 성공 가능성을 탐색해보고자 한다.
        5,400원
        128.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Recently, the technology for smart phones has shown a quantum leap so the market share of mobile games is gradually increasing. User Interface(UI) is a crucial factor in the success of a mobile game. Thus, the mobile game UI evaluation is undoubtedly important. Currently, survey and heuristic evaluation methods are widely used in terms of evaluation. However, these methods have not been proven to show the user experiences. This study suggests a new method using ‘eye tracking’ technology which focuses on where on the mobile screen the user concentrates the most, where the user shows the most interest and how the user’s eyes move on the screen. Experiments have been conducted to verify the availability of eye tracking technology along with the differences between the traditional methods and the eye tracking method.
        4,000원
        129.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Stroke incidence is increasing accordance with the aging of the population. While stroke patients increases the survival rate due to the contemporary development of medicine, goes on increasing the chronic disease by muscle impairment called hemiplegia. Rehabilitation training of motor skills for hemiplegia patients comprises repetitive and passive contents. In this paper, we developed a movement recognition device using acceleration sensor to help the upper limb rehabilitation and functional game contents in order to reduce the boredom of rehabilitation. By this contents, we can be maximized effect of the exercise using rehabilitation training contents made by simple graphical resources and added fun. Later on, we will provide various contents that can use several platform interface and can be have a lot of fun exercise and spread the range of applications of functional game contents.
        4,000원
        130.
        2014.09 구독 인증기관 무료, 개인회원 유료
        한국과 중국, 일본의 국내외 문화산업 환경은 동북아의 문화산업교류 및 협력 가능성에 시사하는 바가 크다. 제조업과 마찬가지로 비교우위 및 비교열위부분을 상호 보완적으로 교류한다면 경제적 실익을 기대할 수 있기 때문이다. 첫째, 한국의 경우 중·장기적 전략으로서 강점과 기회의 조합을 통한 문화콘텐츠 교류협력으로 경제적 실익을 극대화해야 할 것이며, 중·단기적 전략으로서는 약점을 강점으로 전환시키거나 극복하기 위한 자체적 노력이 필요하다. 둘째, 중국의 경우 중·장기 전략으로서 강점 및 기회를 최대화하는 전략과 중·단기전략으로서, 약점부분에서는 중국자체의 노력 또는 한국 및 일본과의 교류협력통한 체질개선과 위협부분에서는 한국 및 중국, 일본과의 합작투자 및 공동제작 등을 통해 위협부분을 최소화 또는 기회로 전환할 필요가 있을 것이다. 셋째, 일본의 경우 마찬가지로 중·장기 전략으로서 일본의 강점과 기회를 최대화하는 전략이 바람직할 것이다. 중·단기 전략으로서는 약점부분은 일본자체의 노력 또는 중국 등 해외시장 진출교두보 마련 등을 통해서 극복하는 것이다. 그리고 위협부분은 한국 및 중국, 일본과의 합작투자 및 공동제작 등을 통해 최소화거나 교류협력의 기회로 전환할 전략마련이 바람직할 것으로 본다.
        5,400원
        131.
        2014.09 KCI 등재 구독 인증기관 무료, 개인회원 유료
        Prevalence of children with developmental disabilities has increased the need for a variety of educational and therapeutic interventions for children in the study of the subject has increased according to the load. in this paper, the review of the developmental disability characteristics and teaching methods are based on this proposal of realistic experimental serious game contents using AAC(Augmentative and Alternative Communication) method because we make up for the conventional interventions and increase participation and motivation in learning. In this paper, we improve the area said to be the motivation and commitment to develop the content by using a realistic experience for users experiencing at present a pervasive developmental disorder of language development in the paper. In particular, we shows the effectiveness of the improved speech area through the use of this serious game content through real experiments with children with developmental disabilities.
        4,000원
        132.
        2014.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This research investigated the relationship among Korean Wave Cultural Contents consumption of Korean food, Korean products, and Learning of the Korean language. The survey targeted non-Koreans who were either interested in or experienced Korean Wave Cultural Contents. Exactly 61.3% of subjects had traveled to Korea. The most common method of experiencing the Korean Wave was via the Internet (57.7%), followed by TV (21.1%) and Mobile (7.7%). The most popular Korean Wave Contents were K-pop (35.2%) and TV Dramas (31.0%). Movies were preferred in the Americas (3.63±0.83) and Asia (3.63±1.09), whereas K-pop was preferred in Asia (3.68±1.12) and games preferred in Europe (2.50±1.56). Regarding Korean food, most participants had tasted Kimchi (81.7%), followed by Bulgogi (74.6%), Bibimbap (66.9%), and Galbi (66.2%). According to the country-by-country survey, in the case of Galbi (p<0.05), Bibimbap (p<0.05), and Bulgogi (p<0.05), Asians had more experiences with Korean food compared to those from other regions. Meanwhile, in the case of satisfaction of Korean food, Bulgogi (4.22±1.05) was ranked highest, whereas Kimchi (3.85±1.15) was ranked lowest. According to the region-by-region survey, those from Oceania and other regions preferred Kimchi (4.25±0.71) and Bulgogi (4.50±4.50) while the Americas preferred Galbi (4.82±0.39) and Bibimbap (4.54±0.81). Bulgogi (2.76±0.06) was highly ranked as a representative Korean Food while Kimchi (2.44±0.71) was ranked the lowest. This research explained that among Korean Wave Cultural Contents, movies and music positively influenced on the ‘Image of Korea’, movies and K-pop effected ‘Purchasing intention of Korean products’, and TV Dramas, movies, and K-pop effected ‘Purchasing intention of Korean Food’.
        4,000원
        133.
        2014.05 구독 인증기관 무료, 개인회원 유료
        국내 방송콘텐츠 해외수출은 2005년 이후 성장률 급감, 수출대상국과 장르의 편중문제를 안고 있는 상황이다. 이에 본 연구는 국내 방송콘텐츠 수출지역 확대를 위하여 멕시코 방송시장을 대상으로 SWOT 분석과 심층인터뷰에 기초하여 국내 방송콘텐츠 진출방안을 모색했다. 연구결과 멕시코는 1.14억 명의 인구와 높은 TV보급률을 기록하고 있으며, 한국 방송콘텐츠가 멕시코 방송시장에 유통되어 인기를 끌었던 경험도 있다는 점에서 신규시장 개척의 기회가 존재하는 것으로 파악되었다. 그러나 상업 지상파방송사가 주도하는 시장구조 속에서 한국 방송콘텐츠가 이들 매체를 통해 노출되기에는 한계가 있는 상황이다. 이에 따른 멕시코 방송시장 진출방안은 시청률이 검증된 양질의 드라마 판매와 더불어 재제작, 포맷수출, 수출장르 확대 등의 전략을 구사하는 것이 요구된다. 또한 주영 지상파방송, 유료방송, 상업지상파방송 순으로 단계적 유통을 시도하면서 국내 방송사, 정부, 기업의 공조 하에 한류이벤트를 개최하는 등의 노력이 지속될 필요가 있다.
        6,700원
        134.
        2014.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study seeks to establish a ubiquitous wardrobe with a clothing management function through detailed and subdivided integration research. To create a database, a survey was conducted, and the output data were analyzed and used as the basic data. In particular, this study researched clothing management programs and companies' standards of clothing product classification systems. First, through an in-depth analysis centering on specialists, we established the contents of a ubiquitous wardrobe and used the concept of cloud computing to support the wardrobe contents and smart phone applications. Second, this research found significant differences between individuals, schools, and enterprises in their applications of, and the importance they attach to, design images. A detailed database composed of various categories was established to present the ubiquitous wardrobe contents with efficient functions. Third, we facilitated the search process by designating clothes with QR codes, which is one of the functions of contents. Fourth, the code numbers generated in the process of entering clothes into the database were utilized as RFID information as a way to arrange the products in a simpler manner. The ubiquitous wardrobe was constructed as a web-style hybrid, and its contents areavailable through mobile applications and QR codes.
        4,500원
        135.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This study proposed game background content production according to game genre characteristics. Above all, this study classified game background characteristics according to game genre for game background production. Game background intuitively displays a whole game and interfaces with game players. Game background is the player’s space significantly important because it gives interest and immersion of the game to the player. This study analyzed Dungeon background content production for online game PRG genre. For production of Dungeon game background contents, it is necessary to consider periodic, cultural, historical, artificial, virtual, environmental elements including periodic backgrounds and fantasy elements as background environment set elements. And it is necessary to collect related materials, establish content images, and actualize them. After completing establishment and actualization, it is necessary to finish background work by producing 3D contents based on the original picture. This study produced 2D Dungeon background contents with Photoshop and 3D with MAX, resulting in satisfactory production. From the results of analyzing Dungeon game background contents, it was found that most of content production was conducted under dark and fantasy tones with the sense of medieval weights. For future studies, it is needed to research content production with regard to various genre backgrounds and for high quality background content production.
        4,000원
        136.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        As ICT advances, industries related to digital technology are disrupting the boundaries of corporations and increasingly interested in the industrial ecosystem. The electronic game industry is also continuously growing through convergence among various technologies, content genres and platforms. Accordingly, this study analyzed the hierarchical elements of hybrid game contents from the viewpoint of the ecosystem as well as the importance and influence their components have upon each level. To understand the importance and influence of the components of the ecosystem from the viewpoint of the value chain of hybrid game contents, an Expert Delphi Survey was conducted employing 18 experts from the game industry, academia and R&D institutions. The results of the Expert Delphi Survey were compiled, a hybrid game ecosystem defined for each layer, and a communication system diagram created depicting the relationship between the ecosystem and value chain of the hybrid game contents. Based on the analysis, to invigorate hybrid game contents, a direction for policies was presented for each hierarchy from both the micro and macro perspectives.
        4,000원
        137.
        2014.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper is an advanced work for the follow-up study 'Development of Teaching and Learning Programs of Intercultural Education in Universities Utilizing German and French Commercial Movies'. Before developing teaching and learning programs of intercultural education for undergraduates utilizing movies as one of the most typical digital image media in modern times, we try to review theoretical the utilizability of digital image media and game contents as very efficient tools of intercultural teaching and learning program. The breakthrough of digital information and communication technology, and the digital revolution leading to a paradigm shift in the history of mankind make the 21th century be called 'knowledge and information age'. The integrated and interactive communication way based on the development of digital technology has a great effect on recognition way, recognition pattern and recognition process of contemporary people. In addition, it is also changing human recognition per se. First of all, digital image media have caused not only the remarkable change of social and cultural environment, but also a revolutionary change of educational field. The digital image media are thought of as one of the most efficient communication media which can satisfy optical desires of humankind and realize multilateral and sympathetic interchanges utilizing other sense organs. Therefore, the digital image media are anticipated to be a very efficient tool of teaching and learning program. Through this theoretical review we try to emphasize the needs for the development of teaching and learning program of intercultural education utilizing digital image media and game contents.
        4,000원
        138.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this rapidly changing modern society. children are suffering from many psychological issues from complex and various stresses. To address this issue. child-centered play psychotherapy has been emerged as a social interest and the importance is arises. This thesis is for introducing developed game contents for Child-centered play psychotherapy considering features of children in their developmental processes. with this, application of child-centered play psychotherapy as a medium and realization of game contents where children can play on touch screen are introduced to induce better remedial performance. Furthermore, it will guide a measure for application of child education.
        4,000원
        139.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        We present a palm recognition system that can be used for developing an interactive amusement including game contents. The first step of our system is to capture palm photographs using web camera and to extract hand region using YCbCr color transformation and the active contour model. In the second, we build a template that formulates the conditions for recognizing palm lines. We apply Hough transform to the hand region to extract line information and match the extracted lines with the template to recognize palm lines. We further build a series of fortunetelling stories that match the shape and organization of palm lines to complete the amusement system based on palm recognition.
        4,000원
        140.
        2013.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        There are various reasons for the phenomenon of "campaign-style governance" in the regulation on Chinese content industry. The first is "path dependence" of traditional regulation; The next is the lag of legal system construction; The third factor lies in the unique design of multiple regulatory system in china. It will be Performance for the fuzzy regulatory power configuration, which not only makes the imbalance of regulatory encouragement and restriction, but also results in the struggle phenomenon of regulatory power. Learning from the successful experience of the western independent regulatory agencies, Chinese government will accelerate the reform in the cultural system. The Chinese regulator of content industry will be based on the horizontal integration, and it is necessary to clarify configuration of the vertical power. It will be eventually pointed to the relatively independent regulator of Chinese content industry, so as to break the vicious circle of "campaign-style governance".
        5,200원