• Title/Summary/Keyword: 디지털콘텐츠개발프로세스

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IT vs. IT - MS '닷넷전략' vs. Sun '썬원전략'

  • Korea Database Promotion Center
    • Digital Contents
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    • no.8 s.111
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    • pp.68-79
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    • 2002
  • IT VS.IT에서 IT업계 진검승부를 통한 라이벌 업체들의 선의의 경쟁의 면면을 들여다보고자 한다. 첫 번째로 마이크로소프트의 '닷넷전략'과 썬마이크로시스템즈의 '썬원전략'에 대해 살펴보자. XML 기반의 에플리케이션, 프로세스와 웹사이트들이 정보와 기능을 플랫폼, 장비에 상관없이 서로간에 공유하고 결합하는 서비스로 사용해 기업과 개인의 요구사항에 적합한 솔루션을 제공할 수 있게 한다는 MS의 '.NET 플랫폼'과 기업 이익을 위해 서비스 형태로 정보 자산을 완벽히 활용하고자 하는 '서비스 온 디맨드' 비전 하에서 '웹 서비스'를 개발하고 운영, 제공하려는 기업들을 위해 고안된 개방적이고 통합 가능한 솔루션 'Sun ONE 플랫폼'에 대한 기고문을 함께 싣는다.

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Users as a partner for product innovation (엔씨소프트의 리니지 사례를 중심으로)

  • Wi, Jeong-Hyeon
    • Proceedings of the Technology Innovation Conference
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    • 2009.02a
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    • pp.25-55
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    • 2009
  • 현재까지 디지털 콘텐츠 산업을 대상으로 한 유저이노베이션 연구는 오픈 소스 소프트웨어를 기반으로 한 연구가 많았다. 하지만 이러한 오픈 소스 소프트웨어의 유저 이노베이션 주체는 프로그램 개발 능력을 보유한 소수의 유저이다. 본 논문은 이러한 소수의 유저가 아닌 다수의 유저가 참여하는 새로운 형태의 유저 이노베이션 패턴을 온라인게임 리니지 사례를 중심으로 분석하였다. 이러한 세미-오픈형 유저 이노베이션의 성공적인 수행을 위해서는 유저 의견을 흡수, 해석할 수 있는 조직 내 역량과 처리 프로세스가 중요하다.

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XML 암호화 표준 동향

  • 김주한;나중찬;문기영
    • Review of KIISC
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    • v.11 no.4
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    • pp.29-34
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    • 2001
  • XML (eXtensible Markup Language) 암호화는 XML 문서 내용을 작성한 사용자에게만 구별 가능하고, 그 외의 사람들에게는 알아보기 힘들게 XML 문서를 변경하는 방법을 의미한다. W3C (World Wide Web Consortium)의 XML 암호화 표준화 그룹은 XML 문서와 그 일부분을 포함한 디지털 콘텐츠를 암호화 및 복호화는 프로세스를 개발하고, 의도된 사용자만이 복호화할 수 있는 정보와 암호화된 내용을 표시하기 위한 XML 구문을 만드는데 목적이 있다. 따라서 본 고에서는 XML 암호화에 대한 소개와 W3C\`s XML 암호화 표준화 동향을 살펴본다.

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A study on metaverse of China's Dunhuang Frescoes through COSPACES EDU (COSPACES EDU를 통한 중국 둔황 원시벽화 메타버스 연구)

  • Liu, Bo-Ya;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.463-470
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    • 2021
  • Due to natural and human factors, dunhuang frescoes in China have gradually degenerated. China has conducted digital transformation of frescoes since 1990. However, it requires expensive research costs. Most of the visitors passively accept transformation contents and lack subjective participation. The paper focuses on produces a prototype of Dunhuang frescoes on the CoSpaces EDU. It was implemented as a metaverse through procedures such as transforming the cave into 3D, mapping images to the cave model and developing CoBlocks. The research puts forward a more specific methodology without expensive costs of development. The paper makes it easier to realize the immersive and interactive virtual Dunhuang frescoes world, to improve the tourism contents and educational effect. This research carries on the statistics to the product result which develops according to the user experience of 100 different ages, has obtained the good feedback. The research results need to be improved is to strengthen the processing of graphic details. Therefore, Optimization and improvement of the result will be carried out in the future research.

Analysis and Experiment of Portrayal Process based on S-100 Standard of Marine Safety Information (해양안전정보의 S-100 표준 기반 표출 프로세스 분석 및 실험)

  • Kim, Hyoseung;Mun, Changho;Lee, Seojeong
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1289-1296
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    • 2018
  • The e-Navigation promoted by the International Maritime Organization is a technology that provides marine-related information necessary for ship and shore side by electronic means for marine safety, security and protecting marine environment. The IHO S-100 standard is a geospatial standard that can express various hydrographic information. Various specifications including S-101 for electronic charts are being developed. In this paper, to help developers who are interested in implementing the technology of S-100, we not only analyze the process to portray the S-100 based data but also implement a case study on S-129 under keel clearance management. The portrayal process consists of data encoding and portrayal engine. Data encoding includes generation of application schema and data set. Portrayal engine is performed by the reform of the generated data set, the XSLT processing, and then the generation of drawing instructions.

The Case of Fusion-based Education Game for Game Design (게임 디자인을 위한 융합 기반의 교육용 게임 접근 사례)

  • Eun, Kwang-Ha
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.557-562
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    • 2014
  • Recently, to make game gotten out of negative perception of game addiction and gradually established as an immersion-centric and ositive and new game culture of the digital era from a culture perspective, the necessity of development of game composed of various materials has been emerging. In other words, the important part to make the environment of game industry which is growing into a higher value-added business expanded in a short space of time as the base culture together with the public in cultural aspects is the development of game material which enables more various objects to approach besides the development of material focused on profit. Above all things, it is the easily accessible material through fusion sith the diverse contents by using elements of interaction, function, system which game itself has. In this connection, this study suggested design approach process ti fuse the material of positive function into game and also proposed the development case ay each level.

A Study on the Improvement of Entity-Based 3D Artwork Data Modeling for Digital Twin Exhibition Content Development (디지털트윈 전시형 콘텐츠 개발을 위한 엔티티 기반 3차원 예술작품 데이터모델링 개선방안 연구)

  • So Jin Kim;Chan Hui Kim;An Na Kim;Hyun Jung Park
    • Smart Media Journal
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    • v.13 no.1
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    • pp.86-100
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    • 2024
  • Recently, a number of virtual reality exhibition-type content services have been produced using archive resources of visual art records as a means of promoting cultural policy-based public companies. However, it is by no means easy to accumulate 3D works of art as data. Looking at the current state of metadata in public institutions, there was no digitalization of resources when developing digital twins because it was built based on old international standards. It was found that data modeling evolution is inevitable to connect multidimensional data at a capacity and speed that exceeds the functions of existing systems. Therefore, the elements and concepts of data modeling design were first considered among previous studies. When developing virtual reality content, when it is designed for the migration of 3D modeling data, the previously created metadata was analyzed to improve the upper elements that must be added to 3D modeling. Furthermore, this study demonstrated the possibility by directly implementing the process of using newly created metadata in virtual reality content in accordance with the data modeling process. If this study is gradually developed in the future, metadata-based data modeling can become more meaningful in the use of public data than it is today.

Methods to System Integration in Distributed Heterogeneous Environments (분산 이기종 환경에서의 메시지미들웨어(MOM) 시스템 통합방안 연구)

  • Kim Jong-Bae;Song Jae-Young;Rhew Sung-Yul
    • Journal of Digital Contents Society
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    • v.6 no.3
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    • pp.163-168
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    • 2005
  • Computing infrastructures and technologies are moving into the distributed environments. Due to increase of M&A, and outsourcing processes, or increase or development of various system in an organizations, there are various problems resing such as difficulties in maintenance and repairment, repetition or inconsistency of data, and lacks of interconnection between different of difficulties in financing and selecting an adequate solutionas. This study presents a method to integrate systems adopting massage middleware as an efficient alternative for integration of applications and data between different models under distributed system environments. We expect that the integration method presented in this study, adopting massage middleware between system, will be an efficient alternative to build up interface between small system in terms of expense and efficiency.

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A Study on Requirement analysis process for the practical guidance of e-Navigation SQA guideline (e-Navigation SQA 가이드라인 실무 지침을 위한 요구사항 분석 프로세스 연구)

  • Kim, Hyoseung;Lee, Seojeong
    • Journal of Digital Contents Society
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    • v.16 no.6
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    • pp.935-941
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    • 2015
  • The maritime industry has been developing e-Navigation strategy for safety navigation. The implementation of e-Navigation strategy will cause many needs for developing new software increasingly. For this reason, IMO referred to importance of software quality and endorsed the e-Navigation SQA/HCD guideline as an official IMO document. Accordingly, it is necessary to develop a practical guidance to apply the guideline. This paper describes the elicitation results about the detailed actions of requirement analysis stage based on quality standards. Also, the improvement measure is proposed in this paper.

Design and Implementation of Portrayal Engine for S-129 Under Keel Clearance Information Display (S-129 선저여유수심 정보 표출을 위한 국제표준기반 표출엔진 설계 및 구현)

  • Kim, Hyoseung;Mun, Changho;Lee, Seojeong
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1593-1601
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    • 2018
  • The International Hydrographic Organization has developed the S-100 standard as a geospatial standard to express various types of hydrographic information. Product specification describes information of data on ENC such as definition, structure, data model, etc. S-129 PS is for under keel clearance management information. In this paper, to help developers to implement S-129 PS using the technology of S-100, we analyze the process to portray the S-100 based data and then implement a case study. This paper introduces the XSLT processing of portrayal engine to reform the generated data set, and the generation of drawing instructions to display the data set on the electronic chart. A case study is experimented to display the portrayal output of under keel clearance management on an electronic chart.