• Title/Summary/Keyword: 디지털 세계

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A Study of Collaborative Online Knowledge-Information Service Management: A Plan for Improving the Service (협력형 온라인 지식정보서비스 운영방안에 관한 연구 - <사서에게 물어보세요> 서비스 활성화 방안을 중심으로 -)

  • Jung, Kwang-Hun;Kim, You-Seung
    • Journal of Korean Library and Information Science Society
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    • v.40 no.1
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    • pp.133-155
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    • 2009
  • To deal with a new environment of information technologies in the 21 Century, many libraries around the world have made great efforts to develop online knowledge-information services. In Korea, the National Library initiated an online knowledge-information services, in 2008. Through case studies and practical tests of online knowledge-information services, this article discusses plans for developing . The article explores definitions and types of online knowledge-information services, and analyzes online knowledge-information services in Denmark, Sweden, Finland, and Korea. Futhermore, practical reviews on the four services are conducted through 'question-answer' tests. As a result, the article discusses present and future tasks for improving .

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Digital Character Motion Using Motion Capturing System (광학식 모션 캡쳐(Optical Motion Capture)방식을 이용한 디지털 캐릭터 움직임)

  • Choi, Tae-Jun;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.109-116
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    • 2007
  • Motion Capture in multimedia contents of the imagination world is utilized in various field such as game, movie, TV. Motion Capture technology of most of game is utilized. As well as is more realistic if use motion Capture and superior time and monetary aspect than previous key frame (Key-Framing) way as well as can display screen that do dynamic, there is more excellent advantage in qualitative aspect. But, is utilizing in some specialty companies and use example was not informed much about problem when is very lacking, and utilize yet in learned circles. Extract motion data of various action using optic motion Capture of motion Capture equipment in this treatise, and investigated about problem that appear when applied in character that is different from a person.

Technical Trends of Ubiquitous Home in Korea and Japan (국내 및 일본의 유비쿼터스 홈 기술 동향)

  • Lim Shin-Young;Huh Jae-Doo
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.3 no.1
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    • pp.102-115
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    • 2004
  • Recently, the cooperation among Korea, Japan, and China for the standardization of information technology is very well done due to the mutual countries' interests. Especially, in the field of digital home, that is consisted of next generation digital home technology and service based on the ubiquitous computing, the Korea and Japan have endeavored for several years, and now they are in good will competition in technology and the mutual cooperation for the standardization. In this article, the current trends of Japanese and Korean technology and service in ubiquitous home are discussed. From this discussion, the comparison between Japan and Korea will be used for the industrialization based on the best aspects from the view points of each other's technology and approach.

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Design and Simulation of ARM Processor with Interrupts (인터럽트 기능을 갖는 ARM 프로세서의 설계 및 모의실행)

  • Lee, Jongbok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.6
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    • pp.183-189
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    • 2019
  • Despite its low cost, ARM is widely used in smartphones, digital cameras, home network devices, and wireless technologies because of its low power consumption and reliable performance. The domestic memory semiconductor design technology is in the world's highest level, but that of the processor is far less than that, which results in the technology unbalance between the memory and the processor. When designing a processor, exception and interrupt capabilities are requisite, but this is often omitted in the research stage. However, exception processing and interrupts must be included in order for the processor to function fully. In this paper, we design a 32-bit ARMv4 family of processors with exception handling and interrupts using VHDL and verify with ModelSim. As a result, ARM's exception and interrupts are successfully performed.

Analysis on the International Comparison of Computer Education in Schools (국외 컴퓨터 교육과정의 변화 분석)

  • Sung, Jung Sook;Kim, Hyeoncheol
    • The Journal of Korean Association of Computer Education
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    • v.18 no.1
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    • pp.45-54
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    • 2015
  • A whole society has become software-driven and each independent fields has become convergence based on computing as the new digital economy era has come. This change affect computational literacy using computational thinking is emphasized the importance as the core competence for the future living. It means that supply of manpower with understanding software principle will decide the fate of the country. For this reason, each country are reinforcing computer science education or computing education. In this paper, we researched and analysed on new global trends of computer education in school especially focused on national curriculum and policy.

2018 블록체인 기술과 미디어 산업

  • Jeong, Sang-Seop
    • Broadcasting and Media Magazine
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    • v.23 no.3
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    • pp.43-55
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    • 2018
  • 블록체인 기술은 '새로운 산업을 만드는 구조'는 아니다. 오히려 과거 인터넷이 도입되면서 사회, 경제 모델 전반이 바뀐 것에 비하면 작은 변화에 가깝다고 할 수 있다. 하지만 블록체인은 높은 보안성과 투명성을 기반으로 기존 산업의 기대 효용을 높여 주고, 다양한 시도를 가능하게 만들어 줄 것이라는 점에서 매우 기대되는 분야이기도 하다. 블록체인은 인터넷 이후의 다른 기술과는 확연히 다르다는 주장을 유심히 살펴볼 필요가 있다. 왜냐하면 블록체인이 인터넷과 우리 사회구조를 어떻게 혁신 시킬 수 있는지, 인터넷 이후의 마케팅 세계가 어떻게 변해왔는지, 소비자는 또 어떻게 변해 왔는지 우리는 쉽게 알 수 있기 때문이다. 이처럼 현재 우리 사회는 "새로운 것을 만들기보다는 효율성과 사회의 신뢰성, 콘텐츠 가치의 투명성을 높여 주는 것이 블록체인의 기술이다"라고 정의할 수 있다. 그렇다면 블록체인 기술의 혁신이 미디어 산업 분야에도 접목되어 새로운 동력으로 작용 할 수 있을 것인가? 이같은 질문과 함께 본 고에서는 블록체인과 콘텐츠 산업, 블록체인과 미디어 서비스 구조, 새로운 서비스 사례 및 기존 스트리밍 서비스, 콘텐츠 제작 및 유통 분야 변화, 그리고 유료 콘텐츠 거래, 디지털 콘텐츠의 효율적인 저작권 관리 분야에서 그 역할과 비중이 어떻게 적용되어 효과가 나타나게 될 것인지에 대해 방송 현업 종사자의 시각에서 살펴보았다. 결국 이러한 신기술을 적극 활용하기 위해서는 블록체인 기술이 갖는 신뢰와 가치라는 근본적인 사항과 미디어업계 종사자들의 긍정적인 인식 변화와 함께 블록체인 미디어 비즈니스 생태계 조성을 위한 연구와 파일럿 적용 등 실험적 여정들이 뒤따라야 할 것이다.

A study on regulatory approach to sharing economy platform (공유경제 플랫폼 규제접근방법에 대한 연구)

  • Cho, Dae-Keun
    • Journal of Internet Computing and Services
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    • v.19 no.5
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    • pp.133-145
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    • 2018
  • This paper proposes a desirable regulatory measure for the rapidly growing shared economic platform. The development and innovation of digital technology is expected to create new services and new economic and industrial values, but it also raises concerns, challenges about social trust issues arising from conflicts of interest with existing industries. Although sharing economies also creates new forms of supply and demand and grows rapidly around the world with innovative trading methods, institutional limitations are still being exposed in the major cities in terms of conflicts with existing industrial values. In order to reduce the social costs associated with the regulatory process and reach the appropriate regulatory policy goal, this paper proposes a co-regulation approach considering the sharing economic characteristics.

From An Imitator to a Pioneer in Design Strategy -A Study on Progresses of the Design Promotion on Strategy in Korea since 1950s- (디자인 전략의 모방자에서 선구자로 -한국 디자인 진흥 전략의 발전 과정에 관한 고찰-)

  • Chung, Kyung-Won
    • Archives of design research
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    • v.17 no.4
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    • pp.385-396
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    • 2004
  • The progresses in the Korean design promotion strategy since the 1950s have been studied. Korean design strategy was somewhat limited in the imitator who copied advanced nations strategies at the beginning. Their strategies changed to adopter and/or modifier in conjunction with the Korean economic development. It has pursued pioneer strategies since 2000. This study has identified the changing environment of design, the nature of design promotion strategy, the historical background and current states of world design promotion. Finally, it has suggested four challenges for transforming Korea into the world class design nation: Formulation of law for cultivating the design industry; enhancing the self-survival power of Korea Institute of Design Promotion(KIDP), the establishment of the Korea Design Promotion Foundation, upgrading the Korea Federation of Design Associations(KFDA).

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A Study on the Implementation of the Privacy Impact Assessment Management System for Enterprise (기업을 위한 개인정보영향평가 관리 시스템의 구현에 관한 연구)

  • Sun, Jae Hoon;Kim, Yong Ho
    • Convergence Security Journal
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    • v.15 no.4
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    • pp.57-63
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    • 2015
  • Development of IT technology, the rapid computerization of society has accelerated the digitization of the world's information. Then, the activation of the e-commerce is the collection of a number of sensitive information, storage, operational increased rapidly. Currently, the public sector, financial sector, the private sector has utilized a number of privacy. Accidents caused by leakage of information is a tendency to increase day by day. For a review of the problems of security and protection for such sensitive information, the need for easier support system it is required. This thesis suggests E-PIAMS(Enterprise-Privacy Impact Assessment Management System) applicable effectively in private sectors.

A Study on Game Mechanics and Dynamics of Survival Game Content (생존 게임 콘텐츠의 게임 메커닉·다이내믹 연구)

  • Kang, Jihye;Jang, Ahyoung;Song, Inhee
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.5-14
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    • 2018
  • Nowadays, game development of new genres continues through convergence among existing genres, and the games of this hybrid-genre are gaining popularity around the world. Following this trend, it is meaningful to analyze the characteristic contents of the existing genre for more effective genre fusion. In this paper, in the genre of survival game, a genre of digital game, we would like to select a representative survival game for analysis of survival content, which is a key goal and core of the game, to identify common and differentiated features. For this purpose, we have studied game mechanics and game dynamic components around the contents of the survival game, based on the MDA framework.