• Title/Summary/Keyword: 콘텐츠 서비스

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Implementing the Management Model of the Institutional Repositories for the Efficient Distribution Infrastructure of National Knowledge Focusing on the dCollection System (국가지식정보의 효율적인 유통체제 구축을 위한 대학 리포지토리의 운영 모형 개발 : dCollection을 중심으로)

  • Kim, Hyun-Hee;Ahn, Tae-Kyoung;Chang, Woo-Kwon;Kwak, Byeong-Heui
    • Journal of the Korean Society for information Management
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    • v.22 no.3 s.57
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    • pp.103-127
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    • 2005
  • The purpose of the study is to implement the management model of the institutional repositories for the efficient distribution infrastructure of national knowledge focusing on the dCollection system which is operated by KERIS (service provider). In order to build the management model, the two steps were utilized. The first step is to investigate the checklists of repositories that are important factors for the successful repository implementation through literature review. On the other hand, the second one is to survey the current status of the sixteen domestic and foreign institutional repositories through interviews, surveys and email as well as the repository home pages and literature reviews. Through the two steps, the management model including six components such as content and librarian role was proposed. The proposed management model will be utilized to supply guides both to the universities which plan to build their institutional repositories and to the universities which try to promote the activities of their repositories.

Website Design for Improving Web Accessibility of Disabled People (장애인의 웹 접근성 향상을 위한 웹사이트 설계)

  • Lee, Won-Kyung;Seo, Eun-Gyoung
    • Journal of the Korean Society for information Management
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    • v.30 no.1
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    • pp.193-219
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    • 2013
  • Public institutions or libraries urgently prepare comprehensive measures to improve web accessibility of their websites as booting web dependability and web utilization of disabled people. The purpose of this study is to propose the design guidelines for improving web accessibility of disabled people. The study, first, analyzed various web accessibility requirements based on web standards, web accessibility guidelines, and the related researches and proposed a web accessibility checklist with 42 requirement. Next, the study evaluated 15 websites of public institutions such as government departments, association of disabled people, and public libraries using the checklist. Finally, the study revealed non-adherence requirements and suggested website design guidelines in terms of contents configuration, sound, colour, keyboard handling, mouse handling, access, image processing, text processing, and code processing.

A System on iPG XML creation and transmission based on SD&S for IPTV (IPTV를 위한 SD&S 기반 iPG XML 생성 및 전송 시스템)

  • Kim, Tae-Hyun;Bae, Yu-Seok;Hao, Ri-Ming;Lee, Sang-Jo;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.109-112
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    • 2007
  • Currently was Convergence time of broadcasting and communication with development of information communication technology and internet infra environment. The superhigh speed internet about under using there is IPTV where it provides the broadcasting contents with broadcasting and communication Convergence service. Digital broadcasting it makes various broadcasting in one stream and it transmits, and about under analyzing it uses Channel information which is included in broadcasting and broadcasting information from the terminal. But, IPTV transmits each broadcasting in multicast methods, therefore the possibility of knowing all Channel information and broadcasting information from the terminal it is not there is a problem point. This paper hereupon it searched IPTV broadcasting information from the terminal and in order to support a channel selection from IPTV broadcasting streams SI about under extracting SD&S XML documents it created and it transmits with the distant multicast the system which plan and it embodied.

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Robust Blind- Video Watermarking against MPEG-4 Scalable Video Coding and Multimedia Transcoding (MPEG-4 스케일러블 비디오 코딩 및 멀티미디어 트랜스코딩에 강인한 블라인드 비디오 워터마킹)

  • Yoon, Ji-Sun;Lee, Suk-Hwan;Song, Yoon-Chul;Jang, Bong-Joo;Kwon, Ki-Ryong;Kim, Min-Hwan
    • Journal of Korea Multimedia Society
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    • v.11 no.10
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    • pp.1347-1358
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    • 2008
  • A blind video watermarking scheme for providing safety, authenticity, and copyright protection is proposed in this paper, which is robust to MPEG-4 SVC and multimedia transcoding. In proposed method, embedding and detecting of watermark is performed based on base layer with considering spatial SVC. To be robust from temporal SVC, our method embeds repeatedly a permutated character with ordering number per one frame. Also for robustness from multimedia transcoding and FGS, the method is embedded watermark in low middle frequency of each frame adaptively based on DCT in ROI. Through experimental results, invisibility of the watermark is confirmed and robustness of the watermark against the spatial SVC, temporal SVC, FGS and video transcoding between MPEG-2 and MPEG-4 SVC is also verified.

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Rate Control Scheme for Improving Quality of Experience in the CoAP-based Streaming Environment (CoAP 기반의 스트리밍 환경에서 사용자 체감품질 향상을 위한 전송량 조절 기법)

  • Kang, Hyunsoo;Park, Jiwoo;Chung, Kwangsue
    • Journal of KIISE
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    • v.44 no.12
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    • pp.1296-1306
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    • 2017
  • Recently, as the number of Internet of Things users has increased, IETF (Internet Engineering Task Force) has released the CoAP (Constrained Application Protocol). So Internet of Things have been researched actively. However, existing studies are difficult to adapt to streaming service due to low transmission rate that result from buffer underflow. In other words, one block is transmitted one block to client's one request according to the internet environment of limited resources. The proposed scheme adaptively adjusts the rate of CON(Confirmable) message among all messages for predicting the exact network condition. Based on this, the number of blocks is determined by using buffer occupancy rate and content download rate. Therefore it improves the quality of user experience by mitigating playback interruption. Experimental results show that the proposed scheme solves the buffer underflow problem in Internet of Things streaming environment by controlling transmission rate according to the network condition.

A Case Study on HathiTrust as a Sustainable Cooperative Model of Digital Repositories (디지털 리포지터리의 지속가능한 협력 모델로서 하티트러스트 사례 연구)

  • Lee, You-Kyoung;Sung, Yunah;Jung, Young-Mi
    • Journal of Korean Library and Information Science Society
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    • v.47 no.4
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    • pp.443-464
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    • 2016
  • A great number of institutions around the world have been building digital repositories to communicate scholarly information. Meanwhile, digital repositories have been struggling with how to preserve increased volume of digital contents for the long term and how to build a sustainable information environment. The HathiTrust partnership was established to meet the need of a sustainable collaborative model of digital repositories in research libraries, mainly in North America, and has been expanded globally by signing with other libraries around the world. This paper is dealt with the establishment, operation and policy, construction status, and user service of the HathiTrust. The results presented in this paper include the benefits and potential opportunities of the HathiTrust as a participating member. Partnership in HathiTrust would allow each member institution to provide more cost-effective operations, shared management and long-term preservation of digital content, ease of copyright management, and increased accessibility. In the future it is expected to provide a shared storage of printed materials and to facilitate a big data research center.

A Study of the Creative Application of Performing Arts Archives in the Fourth Industrial Revolution (4차 산업혁명 시대의 공연예술아카이브와 창조적 활용)

  • Choi, Haeree
    • Trans-
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    • v.6
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    • pp.1-15
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    • 2019
  • Performing arts is an intangible arts that disappears immediately at the moment it is presented and remains only in the memory of the performer's body and audience. The same repetition, restoration and reproduction of the disappeared performance is impossible, but artists of all times and places have tried various recording methodology to leave their performances in the tangible form. The performing arts archive is where performing arts are recorded, preserved, and utilized. In the fourth industrial Revolution era, library institutions in developed countries are turning into institutions that support creative activity by not only artists but also the general public. Korea's performing arts archives should also shift from the role of an old archive to a platform to create new cultural contents. This paper summarizes the changes in the Korean performing arts archive and presents the creative application of the performing arts archive in response to the fourth industrial revolution.

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Team Project Activity and Satisfaction in Business Education (경영학 수업에서 팀 프로젝트활동과 수업만족에 관한 연구)

  • Suk, Yeung-Ki
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.217-227
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    • 2014
  • Since 2010, the universities in Korea have been faced severe difficulties on the selection of students and on the delivery of high quality education services, as the number of students is reduced and the college entrance rate is declined. To solve these problems, the universities have introduced the various and professional education services such as team-based projects, case study, e-learning, action learning, etc. The purpose of this study is to examine the effect of team-based project learning on the student's satisfaction in business education. The 4 factors(team cohesiveness, teamwork, team performance and goal achievement) are measured by using questionnaire survey and data are collected from 134 students(34 teams) for 4 subjects. The results show that the structure of team cohesiveness${\rightarrow}$teamwork${\rightarrow}$student's satisfaction is statistically significant, and that team performance and goal achievement are not significant. The student's satisfaction in team-based project learning would highly be related with team cohesiveness.

A Study On design & implementation of the intelligent robot simulator which is connected to an URC system (URC시스템과 연계한 지능형 로봇 시뮬레이터의 설계 및 구현에 관한 연구)

  • Nam, Sang-Yep;Lee, Hyo-Young;Kim, Suk-Joong;Kang, Yi-Chul;Kim, Keun-Eun
    • 전자공학회논문지 IE
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    • v.44 no.4
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    • pp.11-18
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    • 2007
  • Concept of URC does "with me wherever when, and the robot" which provides necessary service to me can be simply defined. This paper uses URC technology and various robots are implemented with a design. That is, we are going to implement that a user controls a virtual robot by communication between URC server with a design. We used an intelligent robot simulation tool, and a developer was easy, and it was intelligent, and we were connected to active URC server, and modeling did a system for simulation to be able to do an URC robot usefully. It was connected to an URC system and various robots and environments were composed with 3D, and, in this paper, a design and implementation did an intelligent robot simulation system so that it was possible by various contents development through simulation. The URC communication protocol and the URC server were based on a Planet v.1.2 ; Network Protocol, CAMUS(Context-Aware Middleware for URC Systems); URC Server, SAM(Service Agent Manager) v.1.2 ; Service API module developed in Electronics & Telecommunications Research Institute (ETRI).

Specialized manpower trainning system for Technology-friendly game graphic designer (기술친화형 게임그래픽디자이너 인력양성 특성화 방안)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.257-262
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    • 2017
  • The success or failure of the Korean game industry is a key issue for the creation of competent and talented human resources for the production of competent contents. The purpose of this study is to elucidate how to characterize and educate human - friendly game graphic designers with global competitiveness. The success of multi-disciplinary education will be maximized when cooperation with the responsible professors, the active will of the professor, the educational vision of the school, and real-time and active administration are supported In this study, based on the analysis of demand and supply of the human resources in the game industry, we found out that the game industry requires specialized manpower of technology-friendly game graphic designer who has the creativity, practical. application ability, and the international competency. In addition, we suggested ways of linking the curriculum with the local industries and related organizations such that they could be well educated as experts in related fields.