• Title/Summary/Keyword: 기술콘텐츠

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Developing Korean Learning Contents Using Augmented Reality (증강현실을 활용한 한국어 학습 콘텐츠 개발)

  • Park, Eunha;Jeon, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.459-468
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    • 2013
  • With advancements in augmented reality technology, attempts to apply it in various fields have increased. With advancements in information technology and a growth in the number of Korean learners in Korea and abroad, there is a growing demand for state-of-the-art Korean learning contents. Because the Korean learning contents developed using augmented reality have been found insufficient, this paper investigates ways to develop better contents. This paper proposes ways to develop learning contents that can increase learners' interest in learning and lead to academic achievement, because the methods of education in Korea are limited to textbook learning and learning through the media. Because of the structure of fairytales and the educational lessons that can be learned from them, Korean learning contents are developed using fairytales. Additionally, Korean contents are designed to implement augmented reality technology, and learners need only have computers, webcams, and markers to make use of it. In consideration of Korean learners who do not have access to augmented reality technology, this paper clarifies that there should be a harmony between existing and new Korean learning contents. On the basis of this study, further studies on Korean education exploring the role of augmented reality should be conducted so that Korean learning contents that use diverse types of augmented reality technology can be will developed.

A Study on Immersive Content Production and Storytelling Methods using Photogrammetry and Artificial Intelligence Technology (포토그래메트리 및 인공지능 기술을 활용한 실감 콘텐츠 제작과 스토리텔링 방법 연구)

  • Kim, Jungho;Park, JinWan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.654-664
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    • 2022
  • Immersive content overcomes spatial limitations through convergence with extended reality, artificial intelligence, and photogrammetry technology along with interest due to the COVID-19 pandemic, presenting a new paradigm in the content market such as entertainment, media, performances, and exhibitions. However, it can be seen that in order for realistic content to have sustained public interest, it is necessary to study storytelling method that can increase immersion in content rather than technological freshness. Therefore, in this study, we propose a immersive content storytelling method using artificial intelligence and photogrammetry technology. The proposed storytelling method is to create a content story through interaction between interactive virtual beings and participants. In this way, participation can increase content immersion. This study is expected to help content creators in the accelerating immersive content market with a storytelling methodology through virtual existence that utilizes artificial intelligence technology proposed to content creators to help in efficient content creation. In addition, I think that it will contribute to the establishment of a immersive content production pipeline using artificial intelligence and photogrammetry technology in content production.

Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.

The Empirical study on relationship between R&D, the degree of marketing network and firm's performance (R&D와 마케팅 연계 정도가 기업 성과에 미치는 영향에 관한 실증연구 -콘텐츠산업 중심으로-)

  • Yang, dong-woo;Choi, Woo-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.121-122
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    • 2011
  • 본 연구는 한정된 비용으로 효율적/효과적인 기업성과를 도출하기 위해서는 R&D와 마케팅 부문의 연계가 필요하다는 기본관점에서 시작하였다. 연구 결과 R&D와 마케팅 연계 정도와 기술개발성공건수와는 무의미한 관계로 나타났으며 기술상용화건수와 매출액과는 유의한 (+)의 관계를 가지는 것으로 나타났다. 즉, R&D와 마케팅 연계는 기술개발 자체와는 관계가 없으며 개발된 기술의 경제적 성공에는 많은 영향을 미치는 것으로 나타났다.

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CCN (Content-Centric Networking): 콘텐츠 중심 네트워킹 - 인터넷 주소, 이제 몰라도 된다

  • Lee, Byeong-Jun
    • Information and Communications Magazine
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    • v.29 no.9
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    • pp.51-55
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    • 2012
  • 본고에서는 최근 미래 인터넷의 주요 핵심 기술로 주목 받고 있는 콘텐츠 중심 네트워킹 기술에 대해서, 이러한 기술연구가 시작되게 된 배경과 관련 연구, 산업체 및 표준 현황에 대해 살펴본다. 특히 여러 후보 기술들 중, 그 개념의 완성도 및 실현 가능성에 있어서 가장 앞서 있는 CCN (Content-Centric Networking)을 중심으로 콘텐츠 중심 네트워킹의 동작원리를 설명하고, 관련 주요 사용 예 (Use Case)와 향후 전망에 대해 짚어본다.

DRM기술 분석 및 관련 특허에 관한 연구

  • 김동균;권지윤;윤예지;이종진;최동현;권해수;김승주;원동호
    • Review of KIISC
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    • v.15 no.5
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    • pp.113-118
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    • 2005
  • 관련 기술의 발달로 디지털 콘텐츠의 불법적인 복제 및 배포가 급속하게 확산됨에 따라 디지털 콘텐츠에 대한 불법복제방지 및 저작권 보호 관리를 위한 DRM 시스템에 관한 연구가 활발하게 진행되고 있다. 또한, 디지털 콘텐츠시장의 가파른 성장으로 인하여 이와 밀접한 관련이 있는 DRM기술에 대한 관심이 높아지고 있다. 본 논문에서는 최근의 DRM 기술과 관련하여 국내외동향 및 특허출원현황, 그리고 앞으로 DRM의 전망에 대해 알아보기로 한다.

e-Learning을 위한 ICT 활용 교육용 콘텐츠 개발의 실태와 방향

  • 안성훈
    • Review of Korea Contents Association
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    • v.1 no.2
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    • pp.36-49
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    • 2003
  • 국민의 정부에서는 2000년 대통령 신년사에서 '세계에서 컴퓨터를 가장 잘 쓰는 국민'으로 육성하겠다는 의지를 표명함으로써 학교 현장에 본격적인 정보통신 기술 교육이 도입되게 되었다. 따라서 초등학교 1학년부터 고등학교까지 모든 학교급에서 정보통신기술 교육을 시행하는 시책을 2000년 2월 11일에 발표하였다. 이 시책은 21세기 지식 정보 사회의 생애 기술로 정착된 컴퓨터를 조기에 학교 교육을 통하여 체계적으로 교육하기 위하여 초등학교부터 고등학교까지 배워야 할 최소한의 정보 통신 기술 교육의 목표와 수준을 선정, 제시하기로 하는 한편, 현재 부분적, 선택적으로 실시되고 있는 컴퓨터교육을 2001학년도부터 단계적으로 모든 학년에서 시행하기로 한 것이다. (중략)

A study of new business creation on digital contents industries (디지털콘텐츠 산업분석을 통한 기술사엄화 기회창출 연구)

  • Park, Dong-Un;Kim, Eun-Sun;Park, Young-Seo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.759-762
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    • 2006
  • Historically, internet is the fastest growing media together with the ICT development and the key of the development is contents. Digital contents indicate information which covers voice, DB, game, publications and music etc. and the areas have been creating new technology business opportunities. The value chain of digital contents consists of production, collection, processing, services, connection and navigation and is expected to be reorganized around business players of production and distribution areas. This paper presents on those changes occurring in business environment and examples of business models, and further provides industries and academias with technology commercialization strategies.

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Synchronization Method for Continuous Play among Multimedia Devices (다중 기기에서 이어 보기를 위한 동기화 기법)

  • Kang, Mi-Ran;Kim, Se-Young;Kim, Young-Il;Kim, Dae-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.543-551
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    • 2011
  • Recently various handheld multimedia devices are spreading, and users want to share media contents across their own multiple devices. Conventional synchronization techniques for N-screen services can continuously play contents by switching from an initial device to a new device. In this case, even if a new device plays continuously contents, the initial device stops playing them. In this paper, we propose a synchronization technique in which multiple devices can share and continuously play same contents simultaneously by gathering and passing URI and current play-time of the contents. The proposed synchronization technique is built on UPnP and DLNA, and tested by implementing a wireless home media network system.

A System for Custom-built Mobile Contents Production and Transmission (사용자 맞춤형 모바일 콘텐츠 제작과 전송을 위한 시스템)

  • Han, Seung-Jin;Choi, Jun-Hyeog
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.7
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    • pp.117-124
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    • 2010
  • Recently, according to development of wired and wireless networks, contents production of user-defined changes a environment producing contents that it get out of manufactured contents offered by mobile telecommunication company. This paper propose a system proposing and registering a contents service provider of mobile telecommunication company for user-defined mobile contents production and transmission. We propose a system using web hosting service for user-defined mobile contents production and solution for system and transmission for contents production of a person and enterprises.