• Title/Summary/Keyword: 논문 콘텐츠

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Design and Implement of a Certification System for Digital Contents Circulation and Secure (디지털 콘텐츠 유통 및 보호를 위한 인증 시스템 설계 및 구현)

  • 고병수;장재혁;최용락
    • Journal of the Korea Society of Computer and Information
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    • v.8 no.3
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    • pp.1-8
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    • 2003
  • The growth of Internet is the main factor that activates the Digital Contents Market. However the Digital Contents Market could be shrunk by an illegal reprinting and imprudent using. Therefore we urgently need a new technology which can prevent the contents from illegal using, illegal reprinting and imprudent using. We developed the system prohibits a imprudent using in order to activate the Digital Contents Market. We developed the system protects the contents safely by removing the dangerous for the illegal reprinting with providing the encoded contents and the system removes the contents according to the number of usage and the user authentication through Network.

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Efficient Content Delivery Method in Wireless Content-Centric Network (무선 Content-Centric Network에서 효과적인 콘텐츠 전달 방식)

  • Park, Chan-Min;Kim, Byung-Seo
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.13-20
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    • 2017
  • Recently, researches to adopt Content-centric network (CCN), which is one of the promising technologies for replacing TCP/IP-based networks, to wireless networks has actively performed. However, because of erroneous and unreliable channel characteristics, there are many problems to be resolved to adopt CCN to wireless networks. This paper proposes a method to reduce content download time because nodes possess only parts of content chunks. The proposed method enables a node having parts of content chunks to request the rest of parts of content chunks to a provider before a Consumer requests the content. As a consequence, the content download time is reduced.

Naming Creation of Cultural Contents based on the Violation of Selectional Restrictions (선택제약 위반을 활용한 문화콘텐츠의 네이밍 창작)

  • Kim, Young-Do
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.164-172
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    • 2010
  • The purpose of this paper is to clarify the naming creation process of cultural contents based on the violation of selectional restrictions. This is to insist that the violation of selectional restrictions should be significantly considered as a mode of story planning and title naming in the cultural contents such as 'King and the Clown' and 'Ballerina Who Loves B-Boy'. This approach of selectional restrictions is based on the insistence of Chomsky's 'Aspects of the Theory of Syntax' in 1965. His idea had proposed that violation of linguistic rules affects the acceptability in the selectional properties of words and sentences. This focuses on the naming creation of cultural contents by widening his notion between selectional restrictions and the violation of selectional restrictions.

Design and Implementation of the GNEX C-to-Android Java Converter using a Source-Level Contents Translator (소스 레벨 콘텐츠 변환기를 이용한 GNEX C-to-Android Java 변환기의 설계 및 구현)

  • Son, Yun-Sik;Oh, Se-Man;Lee, Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.13 no.7
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    • pp.1051-1061
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    • 2010
  • Since Korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented an automatic mobile contents translating system that automatically translates mobile C game contents of the GNEX platform to mobile java contents of the Android platform as a smart platform using a source-level contents translator. The GNEX C-to-Android Java automatic contents translation system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly translating a platform-specific-content to run under other platforms. Also, the automatic translation and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of games.

An Implementation of Interactive Table Contents using the Projection Mapping (프로젝션 매핑 기법을 활용한 테이블 기반 상호작용 콘텐츠의 개발)

  • Lee, Bum-Ro
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.317-318
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    • 2016
  • 본 논문에서는 증강현실이나 혼합현실을 구현하기 위한 가장 현실적인 대안으로 주목받고 있는 프로젝션 매핑 기법을 활용하여 상호작용이 가능한 콘텐츠를 제작하기 위한 방법론을 제시하고 구체적인 구현의 방향성을 제시한다. 프로젝션 매핑은 구현의 측면에서 기술 문턱이 높지 않고 하드웨어의 수급이 용이하다는 점과 콘텐츠의 만족도가 매우 높다는 장점을 가지고 있어서 홀로그램과 같은 궁극의 증강현실 기술이 완성되기 이전까지 매우 현실적인 대안 기술로 인식되어 지고 있다. 본 논문에서는 이러한 프로젝션 매핑 기반의 증강현실 프레임워크를 완성하고 기본적인 상호작용이 가능한 콘텐츠를 제작하여 프로젝션 매핑 기반의 콘텐츠의 우수성과 가능성을 실증해 보이고자 한다. 향후 본 논문에서 실증한 상호작용 프로젝션 매핑 분야의 기술들은 전산업계에서 매우 파격적인 변화를 이끌어 낼 것이라고 판단된다.

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Design and Implementation of Learning Contents Using Interactive Genetic Algorithms with Modified Mutation (변형된 돌연변이를 가진 대화형 유전자 알고리즘을 이용한 학습 콘텐츠의 설계 및 구현)

  • Kim Jung-Sook
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.6 s.38
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    • pp.85-92
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    • 2005
  • In this Paper, we develope an effective web-based learning contents using interactive genetic algorithms with modified mutation operation. In the interactive genetic algorithm, reciprocal exchange mutation is used. But. we modify the mutation operator to improve the learning effects. The new web-based learning contents using interactive genetic algorithm provide the dynamic learning contents providing and real-time test system. Especially, learners can execute the interactive genetic algorithm according to the learners' characters and interests to select the efficient learning environments and contents sequences.

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Develop of a Personalized Learning System based on Data Stream Technology (데이터 스트림 기술에 기반 한 개인화된 교육 시스템 개발)

  • Cho, Sung Ho
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.49-56
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    • 2005
  • Because e-learning system does not have any dynamic contents-delivery mechanism, all students in the same class get identical contents. In this paper, we introduce a personalized learning system, which is carefully designed and implemented based on data stream technology. The proposed system have a mechanism and interface changing lecture contents based on learner's level and ability. The system consists of a dynamic contents-delivery mechanism and learner level-test system. In this paper, we describe what are points to be considered when design and implementing a personalized learning system.

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Analysis of Global virtual, augmented reality Contents States (가상, 증강현실 콘텐츠의 동향파악을 위한 국내외 선진 현황 분석)

  • Kim, Jung-Hee
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.7-16
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    • 2017
  • In this thesis, the objective is to identify and analyze trends in the evolution of virtual reality in the midst of the trend of digital content and the trend of the 4th industrial revolution. The analysis is divided into devices, development, distribution platforms and content fields, which are divided into active, static, and classical content and trend. This thesis is meaningful as a basic material in the planning stage of virtual augmented reality contents.

Design and Implementation of the GNEX C-to-WIPI Java Converter for Automatic Mobile Contents Translation (모바일 콘텐츠의 자동변환을 위한 GNEX C-to-WIPI Java 변환기의 설계 및 구현)

  • Lee, Yang-Sun;Ham, Hyung-Bum
    • Journal of Korea Multimedia Society
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    • v.13 no.4
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    • pp.609-617
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    • 2010
  • Since Korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented an automatic mobile contents translating system that automatically translates mobile C game contents of the GNEX platform to mobile java contents of the WIPI platform. The GNEX C-to-WIPI Java automatic contents translation system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly translating a platform-specific-content to run under other platforms. Also, the automatic translation and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of games.

Design and Implementation of a Multimedia Greeting System for the Next Generation Mobile Content Service (차세대 모바일 콘텐츠 서비스를 위한 멀티미디어 인사말 시스템의 설계 및 구현)

  • Seo Dong-Min;Yoo Jae-Soo;Cho Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.243-250
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    • 2005
  • As wireless internet market grows rapidly, demands of various contents in wireless internet are significantly being increased. The mobile contents have been changed from single media contents such as text and voice to multimedia contents. As the technologies of cellular phone and broadband grow, the development of multimedia contents that can well represent the characteristics of users will be more increased. One example of such content developments is a ring-tone content service. Ring-tone content services have been changed from existing simple ring-tone to various sound services that depend on characteristic of user. In this paper, we design and implement a multimedia greeting system for the next generation mobile content service. Our system produces multimedia greeting contents using various multimedia contents and represents the characteristics of users through the elevation of ring-tone content services.

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