• Title/Summary/Keyword: 컨텐츠 보급

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Mobile game meet Reality (모바일 게임, 현실과 만나다)

  • Park, Joon-Won
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.215-220
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    • 2006
  • 오늘날 우리는 모바일 기기의 눈부신 성장과 보급으로 인해 누구나 손쉽게 모바일 게임을 즐길 수 있게 되었다. 많은 게임 제작 업체들은 모바일 게임개발에 총력을 기울이고 있고, 단말기 제조업체들 역시 게임 전용폰을 출시하는 등 모바일 게임에 대한 호응이 고조되고 있는 상황이다. 이는 모바일 게임이 시간과 공간적 개념을 뛰어넘는 이동성(Mobility)이라는 큰 장점을 가지고 있기 때문이다. 그러나 이러한 장점에도 불구하고 현재까지 모바일 게임의 컨텐츠는 기존의 다른 게임에 비해 그다지 큰 차별성을 가지고 있지 않다. 고스톱이나 단순한 퍼즐게임 등이 호응을 얻고 있기는 하지만 '이동성' 이라는 큰 장점을 살리기 위해서는 거 적극적이고 새로운 개념의 접근이 필요하기 때문이다. 더구나 요즘은 PSP 와 같은 막강한 휴대용 게임기가 등장하면서 휴대폰에서 즐기는 모바일 게임은 작은 화면이나 낮은 메모리 등의 한계로 인해 점점 더 그 자리를 내어주고 있는 실정이다. 그렇다면 '이동성'을 적극적으로 활용할 수 있는 모바일 개임 제작에 대한 새로운 접근방식은 어떻게 이루어져야 할까? 이를 위한 효과적인 방법으로 본 논문에서는 게임의 무대를 우리가 살고 있는 '현실-Reality'로 옮겨 올 것을 제안한다. 그렇게 되면 게이머는 모바일 기기가 가진 제약에서 벗어나 그 자신이 직접 현실세계를 배경으로 한 게임캐릭터가 되고, 물리적 이동에 따라 게임이 진행되는 전혀 새로운 방식의 모바일 게임을 경험할 수 있게 될 것이다. 현재 국내외적으로 이러한 실험적 시도가 조금씩 이루어지고 있기는 하지만 아직 호응은 그리 높지 않다. 그리하여 본 논문에서는 그러한 사례들을 조망하고 가장 효과적인 방법을 국내의 현실에 적합하게 적용할 새로운 모바일 게임의 방식을 제안하고자 한다. 연구사례로 제안 할 모바일 게임은 인터넷 미니홈피, GPS, 멀티미디어 메시지, 카메라 폰, 전자상거래의 기능을 통합하여 활용하는 'Dice Adventure Meeting'이라는 이름의 모바일 미팅 게임이며, 게임의 구체적인 시나리오를 살펴보면서 현실을 배경으로 한 새로운 모바일 개임의 제작에 대한 접근방법을 제시하고자 한다.

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Software Downloading for Digital TV Settop Boxes (디지털 TV 수신장치를 위한 소프트웨어 다운로드 기능)

  • Jung Moon-Ryul;Park Youn-Sun;Ryu Il-Kyoun;Kim Jin-Goo;Ahn Byoung-Kyu;Choi Seung-Pil;Kim Jung-Hwan;Choi Jin-Soo;Bang Gun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2004.11a
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    • pp.271-276
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    • 2004
  • 디지털방송이 시작되면서 고품질의 A/V(비디오/오디오)프로그램과 다양한 멀티미디어 컨텐츠를 제공하는 데이터방송을 처리하기 위한 수신 장치의 비중이 커지고 있다 이와 관련하여 데이터방송 환경에서 새로운 기술과 서비스가 등장할 때마다 이를 수용할 수 있는 소프트웨어를 탑재한 새로운 수신 장치가 필요하다. 일반적으로 한번 가정 내에 보급된 디지털 수신 장치의 소프트웨어 업그레이드가 용이하지 않기 때문에, 방송을 통해 이를 실현한다. 본 논문은 TV 셋탑박스 (STB) 내에 상주하는 middleware native application software 를 방송으로 다운받아 수정하는 기능을 지닌 STB 의 구현에 대해서 기술한다. 소프트웨어 업데이트 시스템은 소프트웨어를 포함하는 데이터 카루셀 스트림을 다운받아 파싱하는 다운로더, 추출된 소프트웨어를 설치하는 업데이트 로더, 그리고 예치상황이 발생하면 셋탑박스가 새로 부팅될 때, 로그 파일을 이용하여 소프트웨어를 옛날 상태의 회복시켜주는 리커버러 (recoverer)로 구성되어 있다. 다운로더는 지상파 디지털 방송 규격인 ATSC 규약에 맞게 구현하고, ATSC용 STB환경에서 테스트하고 있다.

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Design and Implementation of μ-Webpage based on QR Code (QR 코드 기반 마이크로 웹페이지 설계 및 구현)

  • Ha, Sunju;Eun, Seongbae;So, SeonSub;Yun, Young-Sun;Jung, Jinman
    • KIISE Transactions on Computing Practices
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    • v.21 no.3
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    • pp.239-246
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    • 2015
  • QR(Quick Response) Code has been developed to provide greater storage capacity and more functionality compared to 1D bar codes. With the emergence of increasingly mobile devices equipped with cameras such as smart-phones and tablets, QR codes have become very popular and more important in mobile businesses. Typically, most QR codes are used as a URL link for redirecting users to webpages. However, the URL based QR codes are required to be connected over the internet and to be run a server. This can incur unnecessary traffics in the Internet. Furthermore, it is not suitable for the country lagging behind others in its network infrastructure. In this paper, we propose a server-less ${\mu}$-webpage to provide mobile web services and be optimized for the capabilities and limitations of QR Code. We have implemented the ${\mu}$-webpage in Android, and the results showed that the proposed mechanism can provide web-services without requiring extra servers or incurring mobile traffic data compared to the URL-based QR Codes.

A Study on Cognition and Policy of Shutdown System of Adolescent (셧다운제도에 대한 청소년의 인식과 정책에 관한 연구)

  • Lee, Young-Joo
    • Journal of Digital Convergence
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    • v.9 no.3
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    • pp.21-29
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    • 2011
  • Recently, the side effects from the online game is appearing to adolescent to serious level. This research studied the system to protect adolescent from excessive game usage, the system to limit an online game service connection at the midnight time. Namely we found at a shutdown system introduction of adolescent out about cognition, problems with the game poisoning and effects with shutdown system and alternative policy. The investigation results were as follows. First, only 17.5% of adolescent knew a shutdown system. Second, they were recognizing about the game poisoning seriously. Also the half degree thought them efficiently about a shutdown system introduction. The policy about a shutdown system introduction were as follows. First, public education is activate, and we must keep adolescent from exposing to private education in the entrance examine competition. Second, we need the thing to increase the conversation time of the children with put parents to develop desirable family education program. Lastly, the supply must be achieved with leisure culture contents development of adolescent.

Investigation on Key Success Factors for Future Broadcasting and Telecom Convergence Service Using AHP Method (계층적분석방법을 이용한 차세대 방통융합서비스의 핵심 경쟁 요인에 관한 연구)

  • Yoo, Jae-Heung;Choi, Mun-Kee;Kim, Sun-Joong;Cho, Ki-Sung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.6B
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    • pp.650-662
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    • 2011
  • The competition among companies in converged market of broadcasting and telecommunications has become severe. Companies in this market have vertically integrated critical resources by acquiring or strategically allying with relevant companies. However, the expansion of business territory accompanies financial, organizational, and technological risks. As such, it is important to identify critical success factors that highly affect the company's competency. This study is aimed at delivering strategic implications for firms playing in the converged market of broadcasting and telecommunications by drawing the priorities of competitive resources to acquire. To do this, we selected four teen specific core resources on CPNT (content- platform - network - terminal) value chain. Then, we conducted an Analytic Hierarchical Process (AHP) using data from experts in this industry. As a result, the priority for acquisition of competitive resources is presented as follows: broadcasting programs, implementation of TV application store, multi-platform, investment on wireless network, and diffusion of mobile devices. In addition, the result shows that the platform-centric vertical integration is the most promising strategy for competition.

An Efficient and Secure Group Key Distribution Protocol for IP-based Pay-TV Systems (IP기반의 Pay-TV 시스템을 위한 안전하고 효율적인 그룹 키 분배 프로토콜)

  • Kim, Jung-Yoon;Choi, Hyoung-Kee
    • The KIPS Transactions:PartC
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    • v.16C no.2
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    • pp.199-208
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    • 2009
  • Recently,IP-based broadcasting systems,such as Mobile-TV and IP-TV, have been widely deployed. These systems require a security system to allow only authorized subscribers access to broadcasting services. We analyzed the Conditional Access System, which is a security system used in the IP-based Pay-TV systems. A weakness of the system is that it does not scale well when the system experiences frequent membership changes. In this paper, we propose a group key distribution protocol which overcomes the scalability problem by reducing communication and computation overheads without loss of security strength. Our experimental results show that computation delay of the proposed protocol is smaller than one of the Conditional Access System. This is attributed to the fact that the proposed protocol replaces expensive encryption and decryption with relatively inexpensive arithmetic operations. In addition, the proposed protocol can help to set up a secure channel between a server and a client with the minimum additional overhead.

Tangible Interaction : Application for A New Interface Method for Mobile Device -Focused on development of virtual keyboard using camera input - (체감형 인터랙션 : 모바일 기기의 새로운 인터페이스 방법으로서의 활용 -카메라 인식에 의한 가상 키보드입력 방식의 개발을 중심으로 -)

  • 변재형;김명석
    • Archives of design research
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    • v.17 no.3
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    • pp.441-448
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    • 2004
  • Mobile devices such as mobile phones or PDAs are considered as main interlace tools in ubiquitous computing environment. For searching information in mobile device, it should be possible for user to input some text as well as to control cursor for navigation. So, we should find efficient interlace method for text input in limited dimension of mobile devices. This study intends to suggest a new approach to mobile interaction using camera based virtual keyboard for text input in mobile devices. We developed a camera based virtual keyboard prototype using a PC camera and a small size LCD display. User can move the prototype in the air to control the cursor over keyboard layout in screen and input text by pressing a button. The new interaction method in this study is evaluated as competitive compared to mobile phone keypad in left input efficiency. And the new method can be operated by one hand and make it possible to design smaller device by eliminating keyboard part. The new interaction method can be applied to text input method for mobile devices requiring especially small dimension. And this method can be modified to selection and navigation method for wireless internet contents on small screen devices.

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A Study on the Evaluating Model to Analyze the Type of Digital Storytelling in Web Museums (웹 뮤지엄에서 디지털 스토리텔링 유형분석을 위한 평가모형 개발 및 적용 연구)

  • Kim, Mi-Re;Park, Soo-Jin
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.301-312
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    • 2006
  • The advancement of IT technology and the distribution of PC makes a change on the web contents expressions and user's experiments. The advanced web environment makes virtual web museum. We anticipate that demand of virtual web museum is likely to increase. However, most of studies on web museum are case studies about visual expression or graphic interface of virtual space. This paper will be considered about the functions of digital storytelling on web museum and try to develop an self-evaluation model which can evaluate the value of digital storytelling on web museum. The ultimate goal of this study is to verify the validity of the model to evaluate new storytelling of web museum and to classify the digital storytelling based on the evaluated results, with a view to presenting the direction of development by type. The results of this study may provide a reference of applying digital storytelling into web museum and also it can be a checklist for developing the user experience for navigating a web museum.

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Secure and Energy-Efficient MPEG Encoding using Multicore Platforms (멀티코어를 이용한 안전하고 에너지 효율적인 MPEG 인코딩)

  • Lee, Sung-Ju;Lee, Eun-Ji;Hong, Seung-Woo;Choi, Han-Na;Chung, Yong-Wha
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.20 no.3
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    • pp.113-120
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    • 2010
  • Content security and privacy protection are important issues in emerging network-based video surveillance applications. Especially, satisfying both real-time constraint and energy efficiency with embedded system-based video sensors is challenging since the battery-operated sensors need to compress and protect video content in real-time. In this paper, we propose a multicore-based solution to compress and protect video surveillance data, and evaluate the effectiveness of the solution in terms of both real-time constraint and energy efficiency. Based on the experimental results with MPEG2/AES software, we confirm that the multicore-based solution can improve the energy efficiency of a singlecore-based solution by a factor of 30 under the real-time constraint.

Development of Demand Prediction Model for Video Contents Using Digital Big Data (디지털 빅데이터를 이용한 영상컨텐츠 수요예측모형 개발)

  • Song, Min-Gu
    • Journal of Industrial Convergence
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    • v.20 no.4
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    • pp.31-37
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    • 2022
  • Research on what factors affect the success of the movie market is very important for reducing risks in related industries and developing the movie industry. In this study, in order to find out the degree of correlation of independent variables that affect movie performance, a survey was conducted on film experts using the AHP method and the importance of each measurement factor was evaluated. In addition, we hypothesized that factors derived from big data related to search portals and SNS will affect the success of movies due to the increase in the spread and use of smart phones. And a prediction model that reflects both the expert survey information and big data mentioned above was proposed. In order to check the accuracy of the prediction of the proposed model, it was confirmed that it was improved (10.5%) compared to the existing model as a result of verification with real data.Therefore, it is judged that the proposed model will be helpful in decision-making of film production companies and distributors.