00 융복합형태 콘텐츠 서비스 환경 v0.7 20110527
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내 용 융·복합 콘텐츠 서비스
소 속 차세대학습산업기반센터
발 표 자 김 경 록
융·복합 콘텐츠 서비스(소셜과 이러닝)
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I. 들어가면서II. 융·복합 콘텐츠 서비스III. 소셜과 이러닝의 만남IV. 소셜과 이러닝의 만남 이후V. 이러닝 서비스 사례
차 례
-3-© Copyright 2011, KRKIM, All rights reserved.
▣ Facebook을 기반으로 하는 게임- Zynga가 개발한 실시간 시물레이셔 게임으로, 농장을 만들어 가는 게임이다.- 주요 요소 : Seeds, Trees, Animals, Buildings, Decorations, Land, Gift Box, Friends - 다양한 정보의 공유와 커뮤니티가 일어나면서 Web이 단순히 하나의 가상공간의 개념을 넘어서고 있다.- 인터넷 활동과 소셜 게임은 상호 어떤 관계를 형성 하는가?(make friends, invite friends ?)
FarmVille
I. 들어가면서 - Farmville
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publish
UGC
rating
html5
metadata
User Management
tags
Integration
VOD
portability
social
images
mobile
sharing
collaborationparticipation
interaction
communication
I. 들어가면서 - Tag
Open Standard
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Service OrientedContent
Management
Content Management Knowledge
Network
Social Bookmark
BlogWiki
Forum
Video/Photoshare
News
Apps
Question & Answer
workflow
content
metadata
RSS
Analysis
Plug-in
Search
Social Network
II. 융·복합 콘텐츠 서비스 - 개요
▣ Content as a Service- Me, We, Network, Convergence, N-Screen- Digital Media Content, Social Media Content, etc - Communication, Connectedness, Creativity
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WorkFlow
Service Flow
Value Flow
콘텐츠 관리(Content Managing)
콘텐츠 관리(Content Managing)
콘텐츠 출판(Content
Publishing)
콘텐츠 출판(Content
Publishing)
콘텐츠 생산(Content Creation)
콘텐츠 생산(Content Creation)
개인화(Personalization)
소셜네트워크(social Network)
추천시스템(Recommender)
위치기반서비스(Location based Services)
콘텐츠 분석(Content Analysis)
콘텐츠 분석(Content Analysis)
관계성(Relationship)
생산
수정
재생산
TaxonomyTaxonomy
TagTag
CategoryCategory
콘텐츠 생산콘텐츠 생산 의견 공유의견 공유프로슈머
(Prosumer)프로슈머
(Prosumer)
콘텐츠 서칭(Content Searching)
콘텐츠 서칭(Content Searching)
Workflow & Valueflow
APIAPI
Plug-inPlug-in
MetadataMetadata
N-스크린서비스
(Services)
CMISCMIS
II. 융·복합 콘텐츠 서비스 - 콘텐츠 가치 네트워크(Value Network)
▣ 가치의 변화- 가치 사슬 à 가치 네트워크
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II. 융·복합 콘텐츠 서비스 – 주요 이슈1 (Apps)
▣ 플랫폼과 어플리케이션- Mobile Apps, Social Apps, TV Apps, …
ConsumerVendors
Developers
Store Operator
App Store
Marketplace
Ecommerce
-8-© Copyright 2011, KRKIM, All rights reserved.
II. 융·복합 콘텐츠 서비스 – 주요이슈2(Network)
▣ 플랫폼과 네트워크(Distribute & Add value)- Social Platform, Social Network, Social Media, Social Content, …- RSS Feeds, Article Syndication, Ranking, Tagging, …
Plug-in
Apps
Open API
Open ID
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CMSSocial
Platform
DAM
W-CMS
OASIS – CMIS
(Interaction)read, write, follow, like, comment, ….
LCMS
CMS
DAM
LOMSLMS
(Interaction)read, listen, write, comment, ….
AICC, IEE LTSC - CMI
Social Learning Platform
ShareCreate & Manage
LAMSS-CMS
Create & Manage
III. Social과 eLearning의 만남 - 개요
▣ CMS(Content Management System)관점에서 본 소셜과 이러닝 서비스- Content Management System 측면, eLearning System 진화
※ LRMS(Learning Object Management system), CMIS(Content Management Interoperability Service), DAM(digital Asset Management)
AppAPI
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※참고 : Educational Social Software Best Practices Niki Lambropoulos, Research Fellow, LSBU
Social media(associations & actions)
Social / Networked
▣ Social Tool 관점에서 본 이러닝- Focus(Learning in User Context), Tool(Social Media) à Communication, Connectedness
III. Social과 eLearning의 만남 – 서비스
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※ 참고 : Based on the FRAME(The Framework for the Rational Analysis of Mobile Education) Model, Canada
Knowledge Content
& Context
User/Social group
Device Platform
Service
Next GenerationLearning
OpenAccess
Problem(?)& Issue
OpenApplication
OpenInteraction
▣ (융·복합, 스마트)교수-학습 서비스 모델 및 구성요소- Content, User/Group, Service, Platform, Device
IV. Social과 eLearning의 만남 이후 – 모델
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LOMSLOMS
AppsApps
Mash UPMash UP
Generating Content
Organizing ContentSharing Content
TaggingTagging
※ 참고 : Steve Wheeler, University of Plymouth, 2010
▣ (융·복합, 스마트)교수-학습 서비스 콘텐츠- Self Organized, Aggregator(Content, Tool, and so on), Apps, … - Content & Social Network Service
Communication/interaction
IV. Social과 eLearning의 만남 이후 - 콘텐츠
AppsApps
SNSSNS
S-CMSS-CMS
TaxonomyTaxonomy
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IV. Social과 eLearning의 만남 이후
구분 Web1.0 eLearning1.0 Web2.0 eLearning2.0Next-Generation
WebNext-Generation
Learning
Content Create•Html •Digitization
•Expert•Brand generated content
•CMS•Widgets•Socialization•Rich User Experience
•Facilitator•User generated content
•Apps•Integration
•Every one•User Aggregated content
Content Access •Web•Access to Information•Web1.0
•Web•TV•Mobile
•Access to People•Web2.0 + Mobile
•Web•TV•Mobile• ??
•Access to Network(cloud)•Web2.0 + Mobile + ?
Content Consume•Info•Order
•Consuming•Passive•Presentation
•People connect•Tagging•Sharing
•Producing•Passionate•Participation
•Do things
•Group based activities•3D Visualization•Interaction
Service Model •E-commerce •Formal Schooling •Search, Ads •Lifelong Learning•Cloud•??
•Informal Learning•Self organized learning
Etc •Author •Community
•Community,•Collaboration• Individuality• Openness
•Platform•Smart (Mobile)Tech
※참고 : Steve Wheeler, University of Plymouth, 2009, 2010), Web3.0 the wave that follows social (Dave Wieneke, 2010)
▣ (융·복합, 스마트)교수-학습 서비스 방향- Next-Generation Web과 eLearning의 방향
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Human
Social
Service
Technology
Experience
Convergence
Learning Tool
Device
Teaching Tool
Learning Capacity
Interaction
Context
Relation group
Knowledge
Location
M2M
usability
Culture Personalization
Mobility
▣ (융·복합, 스마트)교수-학습 서비스 환경- Service, Tech Map
IV. Social과 eLearning의 만남 이후
Cloud
Collaboration
Open Standard
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※ Source: http://languagelab.com/about/english_city/
V. 이러닝 서비스 사례 - 콘텐츠
▣ 콘텐츠 서비스 사례- 3D Virtual Reality Service- UK, Languagelab
-16-© Copyright 2011, KRKIM, All rights reserved.
※Source: http://cast.org/netp/page/NETP/l28/
▣ 콘텐츠 서비스 사례- Text to Voice Service- USA, National Education Technology Plan
V. 이러닝 서비스 사례 - 콘텐츠
-17-© Copyright 2011, KRKIM, All rights reserved.
Question & Answer
Kyung-Rog, Kim : [email protected]