• Title/Summary/Keyword: Contents and New Technology

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The Curriculum Design for Department of Culture and Contents according to Technology Change (기술 변화에 따른 문화 콘텐츠 관련학과 교육과정 개발)

  • Jeon, SeongSin;Lee, WonHyung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.299-304
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    • 2013
  • Culture contents are connected directly with our lives. Experts who produce culture contents or work at such industry or most of people regardless of age and gender are exposed to media contents like movie, game, animation, broadcasting and advertising. There are a number of users who use smart phones and smart pads which can view such media contents. The era of smart device which people easily surf, watch, and produce media contents will be opened. Therefore, the efficient curriculum for producing more touchable media contents should be developed continuously. Most of people recognize the necessity of educations to enhance creativity at university education. This paper intended to research the method of roles curriculum of university produce culture contents which stimulate emotion, creative and show new technology. This paper suggests academic curriculum for department of culture and contents based on the basics, even though new media device emerges the proper talents can be fostered.

The Effects of Consumers' Perceived Privacy Control on Perceived Privacy Risk in Location-Based Services

  • Lee, Joohee;Kim, Songmi;Kim, Wonjoon
    • International Journal of Contents
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    • v.13 no.1
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    • pp.22-30
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    • 2017
  • The diffusion of advanced mobile technology has introduced new types of personal information or 'location data'. These new data mean new opportunities for businesses, such as location-based services (LBS), but have resulted in new consumer anxieties regarding disclosure of personal information. This study examines the effects of the consumers' perceived control over "time-andplace" information in location-aware services on their perceived privacy risk. A total of 270 respondents participated in this study. Conditions of perceived privacy control were operationalized over time-and-place information, in a $2{\times}2$ factorial design. Results indicate that the perceived control over time-and-place personal information is a significant predictor of perceived risk, and control assurances over time-and-place information enhances the perception of control, thus alleviating the perceived risk. In addition, the effect is much more significant when time and place were combined.

Maximum Limit on the Number of Science Papers Man Can Write

  • Kim, Sung-Man
    • International Journal of Advanced Culture Technology
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    • v.7 no.3
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    • pp.116-119
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    • 2019
  • "Science" journal is one of the world's top academic journals. Many researchers are trying to publish their work in Science, and only a few selected novel papers are accepted. However, we think that this kind of process cannot continue forever. In this paper, we show that there is a limit to the number of Science papers that can be written. Therefore, the day will come when Science cannot publish new papers anymore. Using a similar method, we estimate the maximum limit on the number of pop songs that can be composed. By extending our discussion to all kinds of digital contents, we derive a mathematical expression for the maximum number of digital contents of a certain type that can be created. These results imply that someday man will not be able to produce new papers or new digital contents anymore. This conclusion raises deep philosophical questions.

Controlling Position of Virtual Reality Contents with Mouth-Wind and Acceleration Sensor

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.57-63
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    • 2019
  • In this paper, we propose a new framework to control VR(Virtual reality) contents in real time using user's mouth-wind and acceleration sensor of mobile device. In VR, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. We propose a new interface technology that can interact with VR contents in real time using user's mouth-wind method with acceleration sensor. The direction of the mouth-wind is determined using the angle and position between the user and the mobile device, and the control position is adjusted using the acceleration sensor of the mobile device. Noise included in the size of the mouth wind is refined using a simple average filter. In order to demonstrate the superiority of the proposed technology, we show the result of interacting with contents in game and simulation in real time by applying control position and mouth-wind external force to the game.

A Study on Validity of New Mobile Policies in Korea

  • Yang, Je-Min;Park, Jae-Chon
    • International Journal of Contents
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    • v.6 no.3
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    • pp.59-64
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    • 2010
  • The world mobile service is growing sharply and became bigger market than wired. So it is very needed to find the political way to promote mobile industry. The United States government recently decided to introduce new mobile policies for promoting mobile industry. Until now the telecommunications policies of the United States have affected policy developments for many countries including Korea. In this context, we studied the validity of introducing new mobile policies of the United States in Korea. We found that new mobile policies can cause the change of mobile market environment; mobile market power will be dispersed from network to content, application and devise, and new mobile market environment where consumers freely select and use network as well as content, application and devise will be made. Also we found empirically that if new policies are introduced in Korea, mobile industry will be promoted as Korean consumers use mobile services and goods quite actively in new mobile market. We think our results provide reasonable evidence to introduce new mobile policies in Korea.

A Study on the Contents Development Process for Successful Market Entrance

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.10 no.12
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    • pp.1704-1713
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    • 2007
  • Contents industry is growing into a versatile area whose contents can be embodied through not only traditional media such as theater and TV, but also new ones such as the internet, mobile unit, PDA, DMP, etc. In addition, highly advanced computer technology and contents are harmoniously combined for image development featuring multi-channels, which produces various contents, and thus, creating synergy effects with other key industries such as IT, strengthens the domestic economy as an industry of value expansion and new high value items. To this end, this study is to present development plans that are highly productive and valued to domestic contents development companies. For this, the focus was put on the fact that concurrent engineering, which is the mechanism bringing very beneficial effects to existing analog product development processes, and the team system have significant, positive effect on the company productiveness and competitive market values among digital contents related companies, especially contents businesses.

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A Study on the Graphic Production Technology for AR Augmented Reality Game (AR 증강현실 게임구현을 위한 그래픽 제작기술에 관한 연구)

  • Ko, Ki-Hwan
    • The Journal of Korean Institute of Information Technology
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    • v.16 no.11
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    • pp.123-132
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    • 2018
  • Recently, various methods have been studied and developed to develop the local cultural contents industry. This research has produced a mobile AR augmented reality game that anyone can easily access by developing contents that can be enjoyed with new tourists. It aims to spread 10 million tourists to surrounding tourist attractions by developing a new storytelling-based AR game using the symbol of Jeonju, which is the birthplace of the Joseon Dynasty, and promote economic value-added activities in nearby stores. GPS technology and AR marker-based action augmented reality games will be newly established as cultural contents based on new regional scenarios. Augmented reality games that combine visual resources are increasing values of local brands by playing games at Jeonju tourist attractions.

Design of Educational Training System for Contents Specialist for development of cultural contents in Asia (아시아 문화콘텐츠 시장개척을 위한 교육지원시스템 설계 및 구현)

  • Lee, Eun-Ryoung;Kim, Kio-Chung
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.47-55
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    • 2010
  • Cultural Content Industry, a core industry based on knowledge, is becoming an economic model making new benefits by adding human creativity, imagination, sensitivity and style in to information technology. Cultural Contents Industry representing cultures of each countries is facing major changes towards a new competitive industry of each nation. Cultural content of a country is upbringing new contents power developing into a new industry by flattening the barriers within nations. But cooperations face difficulties in launching the industry because of limited information about the current market and lack of understanding in cultural differences. In order to solve this problem, this paper aims to create global network leading to increase of export and creation of new market with cultural contents and train local specialists. In order to search for the ways to maintain Korean contents in other nations and expand exportation. cooperations invite leading cultural contents groups to South Korea, let the groups experience Korea's contents. Cooperations initiated invite training, dispatch training by Korean companies and international students training. The purpose of this paper is to support education system, ETS-CS(Educational Training System for Contents Specialist) and analyse practices applied in the field to develop a better cultural contents industry.

Future Technological Foresight and Promising Emerging Technology Selection Frameworks based on Six Human Senses (인간의 6감각 기반의 미래 기술예측조사 및 유망기술 발굴 체제연구)

  • Cho, Ilgu;Lee, Jungmann
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.229-236
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    • 2017
  • Technology foresight is the process which investigate long term science, technology, economic and social effects to derive strategic R&D and future promising technologies. This study shows that new systematic framework based on technology classifications of space and action in human society, future six senses was employed as a new research method for effective process of future technology foresight. In addition, to increase the acceptance, forecasting, and uniqueness of new technology, we derived major issues of future society and demand-base products and services through the new process of ICT future mega trend analysis, the findings and selections of future technology, and future scenario based on human six senses.

A Study on the Improvement Method by Analyzing Contents Related to the Education for Sustainable Development within Technology.Home Economic Textbooks in High School - Based on Vehicle Chapter in Transportation Fields - (고등학교 기술.가정 교과서 ESD 분석 및 개선 방안 연구 - 수송 기술 영역 중 자동차 단원을 중심으로 -)

  • Kim, Byeung-Wook;Moon, Yun-Seob
    • Hwankyungkyoyuk
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    • v.22 no.1
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    • pp.97-109
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    • 2009
  • The purpose of this study is to grasp the degree of recognition of the ESD(Education for Sustainable Development) form Technology Home Economic teachers in high schools, to analyze contents related to the ESD within the textbooks, and to propose the improvement method of the textbooks. As a result, first, the degree of recognition on the ESD was less than about 30.1% in Technology Home Economic teachers. Second, the content and factor criterions for the ESD were developed on the basis of the previous studies. They are suitable for applying to the Vehicle Chapter in the textbooks and are including 9 contents and 7 factors, respectively. Third, the contents related to the ESD within a Technology. Home Economic textbook showed 36.1% in Technology, 33.8% in Home Economics including social and cultural(44.7%), environmental(47.1%), and economic contents(8.2%). But they in the Vehicle Chapter within the textbooks presented 69.1%, 4.8%, 26.1% in social and cultural, environmental, and economic contents, respectively. Finally, the improvement method of the new textbook for the Vehicle Chapter is to adopt issued factors including the suitable adjustment on the vehicle structure and safety as well as the supplement of environmental contents related to the ESD. In addition, it is necessary to contain the contents such as the developing process of environment-friendly vehicles, the economically sustainable consumption strategy, and the cause-and-effect relationship with the global warming in the new textbook.

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