• Title/Summary/Keyword: 디지털 콘텐츠

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An Analysis of Card News and Deconstructing News Values in Curated News Contents in the Digital Era

  • Hong, Seong Choul;Pae, Jung Kun
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.105-111
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    • 2017
  • This paper explores the characteristics of curated news content. With content analysis of 1020 news clips, the study found that news values immersed in card news differed from those of traditional news. Specifically, timeliness was not regarded as a key factor in newsworthiness. Rather, information and social impacts were highly emphasized. Considering news consumers depend on traditional news for timely news, curated news content was not a replacement for traditional news but a supplement. By refurbishing photos from previous news reports and googling the web for related information, curated news reiterates social meaning and provides relevant information. Furthermore, salience of human interest can be explained by entertaining characteristics of curated news. In story forms, the list technique has several important points to stress, and was more frequently used than inverted pyramids. Another key finding of this study is man-on-the street as the most quoted main sources in the curatorial context.

A Study for Forest Research using Airborne Laser Scanning (항공레이저측량을 이용한 산림조사 방법에 관한 연구)

  • Kim, Eun-Young;Wie, Gwang-Jae;Cho, Heung-Muk;Yang, In-Tae
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.28 no.3
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    • pp.299-304
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    • 2010
  • Depending on the progress of the surveying and information processing technology, the rapidly developing field of spatial information and the 3D real world spatial information for a variety of content on the computer was able to easily access. In this research, to study on the spot or to use aerial photographs to measure trees of the acquired data, calculate the trees height, forest area and capacity, determine the distribution of the density of acquired points in the forest and analyze accurate and objective information was acquired. The United States, Canada and so on through the capacity of trees biomass, forest resource analysis, time series monitoring, wildfire behavior modeling and applied research and has been declared. During worldwide is increasing interest in forest resources. In nationally, extensive research and analysis of the forest consists of the correct management and protection of forest resources to be effective.

A Study on Automatic Module Control Robot System (자율 모듈 제어 로봇시스템에 관한 연구)

  • Lee, Jeong-Ick
    • Proceedings of the KAIS Fall Conference
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    • 2010.05b
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    • pp.610-613
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    • 2010
  • 본 과제를 통하여 기술적으로는 로봇 개발에 있어 기존 기술을 최대한 활용하고 새로운 기능을 추가하는 형태로 발전해 갈 수 있도록, 각 요소별 기능을 표준화 모듈화 하여 새로운 제품의 개발이 손쉽게 이루어 질 수 있는 기본 platform으로의 역할이 가능해졌다. 구동부 제작 및 설계, 금형 비용 등을 절감하기 위한 다목적 완구로봇 플랫폼을 확보할 수 있었다. 로봇이 복잡한 환경을 인식하고, 자율적으로 작업을 수행하며, 예측하지 못한 문제에 적절한 대처를 할 수 있도록 하기 위한 핵심 기술을 제공하게 될 것으로 생각된다. 로봇 개발에 있어 전문지식이 없는 초보자들이 직접 제작 구동해 볼 수 있는 비주얼한 개발환경을 지원할 뿐만 아니라 GUI 개발환경 및 TEXT Programming 으로 상호 전환이 가능한 코딩 방법을 지원(MSRS와의 차별화를 시도하였다. 기존 하드웨어 지식과 소프트웨어지식이 없는 상태에서도 제작자의 창의력에 따라 다양한 형태의 로봇을 제작 적용이 용의 하며 초보자들에 대한 로봇개발에 흥미를 유발할 수 있도록 하였다. 고급사용자를 위한 별도의 다운로딩 포트를 제공하였다. 로봇공학의 기본지식을 습득(아날로그/디지털 회로를 이해하고, 각종 센서의 이해하며, 스템/서보/DC모터의 제어기술, 펌웨어개발능력, 기본수준의 소프트웨어개발 능력) 활용할 수 있다. 또한, 경제 및 산업적 측면으로는 다음과 같은 장점이 있다. 기존 기술들의 장점을 취합하여 추가적인 기술을 적용할 수 있는 Base형태의 로봇을 개발할 경우 이를 활용한 제품 개발 및 Base자체로도 충분한 시장을 형성 할 수 있을 것으로 기대된다. 인터넷기반 로봇 제어 기술의 확보로 로봇시스템의 생산비용을 낮추고 TTM (Time-to-Market) 제약을 해결시켜 준다. 다른 응용 시스템에 쉽게 적용이 가능하고 지식기반 로봇 서비스의 요소기술 개발은 멀티미디어 콘텐츠분야(교육/게임/오락 등)의 활성화가 가능하기 때문에 타 IT산업에의 파급효과가 예상된다. B2B를 통한 실질적인 판매를 통한 동종기업의 연구 개발비 및 개발 기간의 단축이 예상된다.

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A Study on Internet Emergency Alert Distribution System Adaptive to the Receiver Characteristics (인터넷 기반의 수신자 맞춤형 재난경보 전달시스템 연구)

  • Ahn, Soyoung;Jeon, Inchan;Kim, Jihee;Lee, Yong Tae;Choi, Seong Jong
    • Journal of Broadcast Engineering
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    • v.20 no.4
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    • pp.598-605
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    • 2015
  • Effective alerts will drastically mitigate the disaster impacts. One way to enhance the effectiveness is to prepare multiple alert distribution channels. In this paper, we propose a new emergency alert distribution system that will solve the weaknesses of the current distribution systems, such as Cell Broadcasting System and T-DMB Automatic Emergency Alert Service. The weaknesses are: the limitation of message length, small portions of terminals that can receive and display the alert signal, and one-way communication service. To solve these problems, we propose an emergency alert distribution system over the Internet with RSS (Rich Site Summary) format. The system also has the capability of adaptive alert filtering according to the receiver characteristics. We analyzed the characteristics of RSS as an alerting format, and draw functional requirements satisfying use case scenarios. We designed the system only with major requirements and verified it on our test bed. Sending richer message contents through various receiving terminals, the system will achieve more effective emergency alert service.

A Study on Factors Influencing User's Satisfaction of OTT Service (OTT 서비스의 이용만족도에 영향을 미치는 요인에 관한 연구)

  • Lee, heesung;Jin, Haiyan;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.18 no.6
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    • pp.93-100
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    • 2017
  • In multi-media, multi-channel era, video viewing using various digital devices via the Internet, not the existing broadcasting network, is emerging as a new broadcasting viewing behavior. OTT service is regarded as the main service of this change of viewing behavior. It is a video service that can seamlessly use any content desired by the user at any time, at any time, any device, any contents, if the Internet connection is available. The purpose of this study is to investigate the factors affecting the satisfaction of OTT service by applying the technology acceptance model (TAM). As a result of analyzing through 303 questionnaires of the early users of OTT service, social pressure, perceived popularity, perceived cost, user reputation, individual innovation, and esthetics set as external factors in this study are partially affects perceived usefulness, perceived ease of use, and perceived enjoyment. In addition, perceived usefulness, ease of use, and enjoyment are directly influencing satisfaction. Based on these results, we discuss the theoretical and practical implications and propose future research direction.

2D Adjacency Matrix Generation using DCT for UWV Contents (DCT를 통한 UWV 콘텐츠의 2D 인접도 행렬 생성)

  • Xiaorui, Li;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.22 no.3
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    • pp.366-374
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    • 2017
  • Since a display device such as TV or digital signage is getting larger, the types of media is getting changed into wider view one such as UHD, panoramic and jigsaw-like media. Especially, panoramic and jigsaw-like media is realized by stitching video clips, which are captured by different camera or devices. However, a stitching process takes long time, and has difficulties in applying for a real-time process. Thus, this paper suggests to find out 2D Adjacency Matrix, which tells spatial relationships among those video clips in order to decrease a stitching processing time. Using the Discrete Cosine Transform (DCT), we convert the each frame of video source from the spatial domain (2D) into frequency domain. Based on the aforementioned features, 2D Adjacency Matrix of images could be found that we can efficiently make the spatial map of the images by using DCT. This paper proposes a new method of generating 2D adjacency matrix by using DCT for producing a panoramic and jigsaw-like media through various individual video clips.

Research of EPG Time Accuracy for Terrestrial Broadcasting Re-transmission (지상파방송 재전송을 위한 EPG 시간 정확성 연구)

  • Seok, Jin-Hwan;Won, Chung-Ho;Yoon, In-Seop;Han, Chan-Ho
    • Journal of the Institute of Convergence Signal Processing
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    • v.17 no.1
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    • pp.40-45
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    • 2016
  • In accordance with the digital broadcast data converted, the number of the service provider, and content channel for interaction with the viewer has increased exponentially. Electronic program guide in such a multi-channel time(Electronic Program Guide, EPG) is an essential requirement, and also from day to day EPG generation technique according to the user's requirements. But the current situation is getting EPG to viewers outside for reasons such as absence, lack of accurate information, organizing techniques utilized lack of standard systems. In this article, we describe the State and EPG solution to the problem of these terrestrial stations. This, the EPG information and the actual broadcast time of the terrestrial channel 6 using a ground wave receiving method for a direct comparison was studied the problems and the average error of the current start. Also this research perform to enhance accuracy of EPG information.

Change of Value Chain and Current Issues in Game Items Real Money Trade (게임아이템 현금거래의 가치사슬 변화와 동향분석)

  • Han, Chang-Hee;Kim, Jung-Min;Park, Chae-Hee;Hong, Yu-Jin;Kim, Min-Kwan
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.45-56
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    • 2011
  • The concept, means, value chain, the persons concerned and possible issues of game item trading in cash are analyzed in this study. The trading is characterized by not only being performed with its own unique business model but also causing issues related to delicate social problems, such as digital contents distribution, work place and gambling. The way of game item trading in cash and its value chain have been changed with game market growth for the past years. I analyzed in this article the new concept of game item trading in cash that is different from the past. Also, analysis on several issues related to game item trading in cash is conducted.

A study on the effects of digital content marketing in OTT (Over The Top) service platform: focusing on indirect advertising types (OTT(Over The Top) 서비스 플랫폼에서 디지털 콘텐츠마케팅 효과 연구: 간접광고 유형을 중심으로)

  • Kim, Tae-Yang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.155-164
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    • 2020
  • This study measured the effect of PPL(Product Placement: PPL) in OTT(Over The Top) to search a new advertising revenue model according to the change of viewers' video content consumption patterns. On the first, by two research steps, the experiment was carried out using an eye-tracker and then a survey as the second step was administered asking subjects about their attitude about advertising messages, attitude about brand, and intention to purchase the brands used in the experiments. Specifically, the PPL materials used in the experiments were classified with three parts. This study has the meaning as approaching to the PPL research with new methodology by quantitatively access through the eye tracking of the subjects beyond the conventional qualitative measure that depends only on the memory of them. This research aims to find the possibility of indirect advertising as a new revenue model in the OTT environment.

Design of Transformation Engine for Mobile 3D Graphics (모바일 3차원 그래픽을 위한 기하변환 엔진 설계)

  • Kim, Dae-Kyoung;Lee, Jee-Myong;Lee, Chan-Ho
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.44 no.10
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    • pp.49-54
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    • 2007
  • As digital contents based on 3D graphics are increased, the requirement for low power 3D graphic hardware for mobile devices is increased. We design a transformation engine for mobile 3D graphic processor. We propose a simplified transformation engine for mobile 3D graphic processor. The area of the transformation engine is reduced by merging a mapping transformation unit into a projective transformation unit and by replacing a clipping unit with a selection unit. It consists of a viewing transformation unit a projective transformation unit a divide by w nit, and a selection unit. It can process 32 bit floating point format of the IEEE-754 standard or a reduced 24 bit floating point format. It has a pipelined architecture so that a vertex is processed every 4 cycles except for the initial latency. The RTL code is verified using an FPGA.