• Title/Summary/Keyword: 저작권문화

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Development of K-12 Digital Culture Curriculum for AI Edcuation (AI교육을 위한 초등 디지털 문화 교육과정 개발)

  • Soo-Bum Shin;Jeong-Hye Han
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.449-455
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    • 2022
  • The digital culture area is a field of artificial intelligence education and partially overlaps with information ethics, and this study proposed an elementary school-centered digital culture curriculum, a detailed area of artificial intelligence education. First, as a leading overseas case in the field of digital culture, we analyzed the secure online interaction, which is the core content of the K12CS framework in the United States and the UK's computing curriculum. We presented by categorizing it into four digital areas: content, communication method, copyright, and job exploration in accordance with the domestic educational environment and field conditions. In addition, educational goals were stated according to the level of kindergarten and elementary school, and the validity of a group of field teachers majoring in in information and artificial intelligence was investigated to confirm the validity. As a result of the analysis, it was found that all the contents set were suitable except for some of the detailed goals of the first grade elementary school stages. Accordingly, a digital culture curriculum for artificial intelligence education was presented by revising and supplementing the detailed goals of the first graders.

A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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A Study on the Effect of Digital Literacy Education in Personal Information Security Perception (디지털리터러시 교육이 개인 정보 보안 인식에 미치는 영향 연구)

  • Kwon, Jungin
    • Convergence Security Journal
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    • v.20 no.4
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    • pp.161-167
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    • 2020
  • Convergence ethics education for digital culture in cyberspace is limited to specific areas such as personal information and copyright. Education on the ability to accept information and provide information in cyberspace in which digital natives communicate, share and exchange is inadequate. As a result, the dysfunction of abusing the personal information of others without recognizing the importance of information security has recently emerged as a social problem. In this study, among digital netizen who communicate and exchange information the most in cyberspace, digital literacy education was conducted for students in the first and second grades of university, and then they investigated the change in information security perception. Based on this, we intend to prepare fundamental measures for systematic cultivation of digital literacy education necessary for the Digital Cultural Society.

Digital Contents Application using Intelligence (지능을 이용한 디지털 콘텐츠 응용)

  • Kim, Man-Ki;Hong, You-Sik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.2
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    • pp.65-71
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    • 2009
  • The end of the 1990s due to the rapid development of Internet communications and two-way communication advertising, public relations, online music, video, movies, e-Book, and distribution of digital content is actively underway. The combination of Internet and TV, as well as born of IPTV and interactive digital content industry's future has become a key industry. However, these two-way communication that illegal adult sites, illegal Bulletin, illegal Ads, PR, shopping mall, illegal music copying, video replication, such as negative due to the emergence of IPTV and is always around us and should be recognized. For example, on the Internet, which has been operating in the ocean sounds from the music copyright issue, the prosecution decided to prosecute because of the digital cultural content, copyright issues has become an important issue. Status and issues of this paper to learn the digital content, using intelligence to solve these problems, two-way communication advertising, public relations and practice of digital content, practices and courses of students vulnerable to offers for the analysis simulation.

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Applicability of Different E-book Production Methods for Books No Longer in Print (절판(絶版)서적의 전자책 제작방법에 따른 효용성 비교 연구)

  • Kim, So-Ra;Kim, Dong-Eon
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.157-168
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    • 2017
  • This thesis will select one of the books that went out of print, and republish it using the ePub and PDF format to observe the effective and economic method to republish it as an e-book. Conclusively, e-book in PDF format was advantageous over ePub production. The ePub has limitations of electronically publishing the books went out of print prior to 21st century when storing the original text was not common, as well as book with complex layouts. The PDF format was able to capture and recreate the sensitivity that can only be presented by vintage books, also adding to the cultural value. To publish PDF e-books, the foremost requirement is to prepare a standardized system that allows comprehensive browsing of the current status of the book, and also creating an environment for copyrighted publishers to more actively publish e-books by diversifying the distribution platforms and properly allocating the profit generated by use of the copyright. This thesis provides a simulation of e-book publications, for small and medium size publishers and writers who are hesitant to publish e-books, to take more aggressive approach in entering the business.

A Study of Legal Issues for Web Archiving (웹 아카이빙의 법.제도적 문제에 대한 고찰 - 웹 정보자원의 특성을 중심으로 -)

  • Kim, You-Seung
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.3
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    • pp.5-24
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    • 2007
  • In terms of archiving. an importance of the Web is more increasing. Since the Internet has been popularized. many archivists have made efforts to preserve informational. cultural. and evidential values of the Web. Information resources on the Web raise archival issues that are significantly different from issues of preservation for tangible materials, because they are based on unique characteristics of the Web. One of issues is about a technical aspect which is based on technical architecture of Web. Another important issue is related to legal problems including copyright, authenticity and so on. In this context. it is essential to understand technical and legal characteristics of the Web. A purpose of this article is to review technical and legal aspects of Web archiving and to find an agenda for development of Web archiving.

화폐도안의 광고행위 이용금지 협조요청

  • 한국자동판매기공업협회
    • Vending industry
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    • v.1 no.2 s.2
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    • pp.95-97
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    • 2001
  • 최근 만원권, 오천원권, 백원화 등 화폐의 도안물 그대로 또는 원부 변형하여 신문 및 잡지광고, 할인용 쿠폰, 광고용 전단 등 상업적 광고물에 무단 이용하는 사례가 빈번히 발견되고 있다. 화폐도안을 이용한 광고행위는 화폐의 품위를 손상시킬 뿐만 아니라 일반인으로 하여금 위조화폐 제작 충동을 유발하고 지급수단으로도 악용될 소지가 있어 선진국에서도 일정한 기준 들을 정하여 엄격히 규제하고 있는 실정이다. 이에 따라 한국은행은 1999년 6월 29일 문화관광부에 화폐도안된 한국은행의 저작물로서 등록하여 법적권리를 강화하는 한편 화폐의 품위 유지 및 건전한 신용질서 확립을 위하여 화폐도안을 이용한 광고행위가 발견될 경우 ${\ulcorner}$저작권법${\lrcorner}$에 의한 고소 등의 법적조치를 취할 수 있음을 산업계에 주지시켜 달라는 협조요청을 해왔다. 금호에서는 각 사례별로 저작권 침해사례를 풀이한 협조요청 자료를 게재한다.

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Remediation strategy of MP3 and its implication (MP3의 재매개 양식과 그 함의)

  • Kim, Chang-Wook
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.670-677
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    • 2007
  • 본 연구는 기존의 미디어 연구 내에서 시각미디어에 비해 상대적으로 그 중요성이 간과되어 왔던 음악미디어에 대한 계보적 접근을 통해서 MP3의 사회문화적 의미를 고찰해보는 시론적 성격을 가진 연구다. 이러한 분석을 위해서 고립주의적인 미디어 연구와는 달리 미디어 사이의 상호관계적인 맥락에서 미디어를 파악하는 미디어 재매개 이론을 이론적 기반으로 해 MP3에 대한 분석을 시도한다. 이러한 연구의 결과로 본 연구에서는 음악미디어의 재매개 과정을 소리의 비매개성과 인터페이스의 하이퍼매개성이라는 이중 논리로 분석했다. 또한 음악미디어 재매개의 관행으로 이동성과 사사화라는 측면에서 MP3가 기존 음악미디어들이 가지고 있던 '이동성과 사사화'에 '밀도의 심화'를 가져왔다고 밝혔다. MP3의 시공간성은 음악미디어의 청각적 시공간성과 모바일 기기들이 가지는 모바일 시간성의 융합을 통한 '모바일 음악 시공간성'으로 개념화 했으며, MP3의 사회적 물질적 차원의 재매개를 통한 듣기 체계의 변화는 저작권 문제와 음악가들의 지위의 변화의 차원에서 고찰되었다.

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A Quantitative Study on the Artistic Perception and Value Acceptance of NFT Art Buyers (NFT 미술품 구매자의 예술적 인식과 가치 수용에 대한 양적 연구)

  • Bang Jin won
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.731-737
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    • 2024
  • This study conducted a quantitative research on the artistic perception and acceptance of value among buyers of commodified digital art known as NFT artworks. NFTs, digital assets, have shown rapid growth as investment products, but recently there has been a trend of declining value. However, NFT art, characterized by uniqueness and scarcity, continues to undergo continuous development to create new opportunities and values. Nonetheless, there are also negative opinions regarding NFT art itself as a form of technological art, as well as concerns about copyright disputes and fears of a bubble due to the conversion of physical artworks into NFTs. Predicting the value of artworks targeting specific demographics is difficult, and the value of innovative art such as NFT art, which changes along with the fluctuation of cryptocurrency values, is even more challenging to predict. Therefore, through research on the buyers who play a crucial role in the growth and development of this new form of art, the study aims to contribute to the expansion of NFT art.

A Conceptual Framework for One Source Multi Use Strategy of Culture Content (브랜드 아이덴티티 기반 문화콘텐츠 OSMU 전략 연구)

  • Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.28
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    • pp.155-180
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    • 2012
  • This article is to propose a conceptual framework for the One Source Multi Use (OSMU) strategic model of culture content. In this study, OSMU is defined as a series of marketing activities to increase the value created by culture content. The framework of brand equity strategy is applied to develop the strategic model of OSMU, as both share the same goal - maximization of long term value created by brand or culture content. This article suggests the brand identity-based OSMU strategic model, in which the brand identity of culture content guides, integrates, and coordinates every decision-making of OSMU activities. For the maximization of brand equity value of culture content, the copyright holder of original content should decide the content's brand identity, which should provide the criteria of all decision makings regarding window strategy, adaptation of content to other genre, and merchandising. This brand identity-based OSMU strategic model can not only contribute to the sales of OSMU content, but also the creation of high equity culture content in the long run. Also, the model allows monitoring and evaluation of content's brand equity, which can be used for the strategic adjustment for the sake of long term value of the content. This study is differentiated from previous study on OSMU and expected to invigorate the further discussion on OSMU in several points. First, it broadens the scope of OSMU discussion as it views OSMU as a series of process including feedback. Second, this study points out the need for integration and coordination of various OSMU activities. Third, the strategic focus is laid on the value maximization of the original content, not 'multi used' content. Fourth, the suggested model emphasize the strategic role of copyright holder who takes the charge of the content brand management. Fifth, the model requires discussion on the components of marketing communication in addition to the content itself, which means the model includes the prospects, not only the content consumers, as the major future source for value creation.