• Title/Summary/Keyword: 콘텐츠 서비스

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A Study on the Web Archiving of Disaster Records: Focusing on the Roles and Functions of the OASIS Disaster Archive (재난기록의 웹 아카이빙에 대한 연구 - OASIS 재난아카이브의 역할과 기능을 중심으로 -)

  • Kim, Hyunjung
    • Journal of Korean Society of Archives and Records Management
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    • v.17 no.2
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    • pp.27-56
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    • 2017
  • The need for and importance of preserving various information resources on the web is constantly increasing. In addition to traditional types of records, the web contains communication records displaying various people's diverse viewpoints and connecting an event to its context. In particular, information resources produced during a disaster must be collected for long-term preservation. The "OASIS Disaster Archive" is a service provided through OASIS, which was developed and is managed by the National Library of Korea, to collect and preserve online information resources related to the recent disaster events in Korea. This study examines the characteristics and current status of the contents of the Disaster Archive to make suggestions for its improvements.

Policies of Broadcasting and Telecommunication In Smart Media Convergence Age: Focus on the Policy Paradigm and Public Relations Strategies for Dynamic Quality of Life (스마트미디어융합시대 방송통신정책: 삶의 질을 위한 정책 패러다임과 정책 PR을 중심으로)

  • Park, Sung-Ho
    • Journal of Digital Convergence
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    • v.9 no.5
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    • pp.99-111
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    • 2011
  • Nowadays, the rapid progress and worldwide use of smart-media(SNS) has resulted in coming of the smart media convergence age. In practice, however, the effectiveness of smart media convergence society is limited by the difficulties of using it, which include accessibility, waiting for loading, clutter, old information, privacy risks, expensive communication, etc. The conquest of these difficulties must be policy target of broadcasting and telecommunication for high quality of communication life. From this perspective, this paper proposes a new policy of broadcasting and telecommunication based on the dynamic quality of life for the smart media convergence society. This smart convergence policy will not promote only the development and production of smart media contents but also its stable supply and it will secure the accessibility and privacy. In conclusion, this paper reveals that the components of quality of life are important elements of broadcasting and communication policies which will eventually lead to the popular use of smart media and enhance its quality.

A Study on Leisure Activities for Workers -Focusing on a Cooking Category- (국내 직장인을 위한 여가활동 방안 연구 -요리 분야를 중심으로-)

  • Lee, Jaeeun;Kim, Seung-in
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.305-310
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    • 2018
  • The purpose of this study is to suggest a leisure activity for improvement of personal life and career of Korean workers. To do this, DIY was selected as a method of leisure activity that minimizes cost, time and space contraints. As a method of research, I did case study for investigating the characteristics of existing leisure activities. In addition, I examined the needs about cooking activity through an in-depth interview with 8 workers whose hobby is cooking. As a result, two essential elements were derived. First, it is necessary to establish a clear scope and content of the brand. Secondly, a platform for sharing activity is needed. This study is significant in that it suggests the way to improve leisure activity of workers. After this study, it is expected that it will help to spread leisure activities of workers through the design of leisure activities plan.

An Exploration of Factor's of Service Quality influencing at User's Satisfaction and Distribution Channel of the Digital Contents (디지털 콘텐츠 사용자의 만족에 영향을 주는 서비스 품질 요인 및 유통 채널 탐색에 관한 연구)

  • Suh, Jung Han;Bae, Soonh Han;Kim, Young Gook;Choi, Jae Young
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.4
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    • pp.183-198
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    • 2011
  • With the recent development of IT technology, the existing contents have been digitalized through various distribution channels. Accordingly, a lot of studies have been done in order to figure out the distribution and features of digital contents, In these studies, however, categorical characteristics of digital contents were not considered ; most of the previous researchers saw digital contents as only a single item or focused on some contents within particular part such as movie, music, etc. So, this study divides digital contents into movies, music and texts. I was going to study which factors affect Customer Satisfaction in relation with the kind of contents. With SERVQUAL as independent variables, which affect the Customer satisfaction, I used five factors :Design Quality, Information Quality, Security Quality, Communication Quality and Transaction Quality. As for the detailed items, I corrected them with Open-End Question and Pre Survey Research, which are more fit into the features of digital contents. This research conducted Principle Component Analysis, Reliability Test, Correlation Analysis and Regression Analysis. I verified that each factor of Service Qualities has a positive effect on Customer Satisfaction. Moreover, the factors of the effect are different according to the kind of digital contents. This paper was added Exploratory Study to find the best distribute channel. For the study, I search the possible distribute channel in each digital contents and their characteristic.

A Study on Preference Attribute of Smart Learning for SMEs Work-Place Learning Innovation (중소기업의 직무교육 혁신을 위한 스마트러닝 선호 속성에 관한 연구)

  • Lee, Jung-Hwan;Chang, Hyun-Joon;Han, Yeong-Do
    • Journal of Korea Technology Innovation Society
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    • v.14 no.3
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    • pp.647-663
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    • 2011
  • Company's interest in the work place training and investment has been growing continuously because the talent of human resource is the competitiveness itself in the knowledge based society. However, corporate training programs mainly have focused on large companies and SMEs despite the economic business volume have been treated too lightly so far. This paper regards corporate training programs with one of the methods for SMEs innovation and proposes the smart learning in the smart device diffusion. Concretely, this paper analyzes the utilization intention, each attribute and level in smart learning characteristics using conjoint analysis. The result shows that SMEs have positive response for smart learning acceptance and SMEs consider significantly the usage fee type and location with the difference between regular employee and administrator. Specially, interactive communication and customized contents are preferred in the training type. Smart learning can be used as strategic means in supporting the value innovation and enhancing the absorptive capacity in SMEs innovation process.

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A Study on the 4D Traffic Condition Board based on a Mash-up Technology (Mash-up 기술을 이용한 4D Wall-Map 구성체계)

  • Kim, Joo-Hwan;Yang, Seung-Mook;Nam, Doo-Hee
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.8 no.3
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    • pp.27-33
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    • 2009
  • Content used in mashups is typically obtained from a third party source through a public interface or API (web services). Other methods of obtaining content for mashups include Web feeds (e.g. RSS or Atom), and screen scraping. A mashup or meshup Web application has two parts: A new service delivered through a Web page, using its own data and data from other sources. The blended data, made available across the Web through an API or other protocols such as HlTP, RSS, REST, etc. There are many types of mashups, such as consumer mashups, data mashups, and Business Mashups. The most common mashup is the consumer mashup, which are aimed at the general public. Examples include Google Maps, iGuide, and RadioClouds. 4D Wall-map display is data mashups combine similar types of media and information from multiple sources into a single representation. This technology focus data into a single presentation and allow for collaborative action among ITS-related information sources.

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Automated Driving Car and Changes of Media Industry (자율주행차와 미디어 산업 변화)

  • Do, Joonho;Kim, Hee-Kyung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.5
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    • pp.15-23
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    • 2020
  • Automated driving car is drawing attention as a seminal service representing 4th industrial revolution era based on 5G network, AI, IOT and sensor technology. automated driving car is expected to evolve into the final level which does not require driver's input. Drivers are able to consume new additional time in private space. Many industries started to compete to control these time and space. Media industry is expecting quite big change due to the introduction of automated driving cars. This research examines the impact of the media industry and social & institutional issues of automated driving cars based on depth interviews of experts. The introduction of automated driving cars is giving new opportunity for media industry as contents provider. Telcos and IT corporations are expected to compete each other to get the control of infotainment systems of automated driving cars. The reform of current regulations regarding car driving is pointed as important task to protect private information and the introduction of automated driving cars.

The evaluation on the impact of introduction of 8VSB transmission method on the broadcast market -Focusing on the in-depth interviews with experts- (8VSB 도입이 방송시장에 미치는 영향에 대한 평가 -전문가 심층 인터뷰를 중심으로-)

  • Kim, HeeKyung;Kim, DugMo
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.501-515
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    • 2014
  • The enforcement of the digital switch been two years, but more than half of the viewers are still not enjoying the benefits of it. Therefore, the government proposed that 8VSB transmission method so that majority of the viewer is able to enjoy the benefits of a digital switch. However, the claim has been suggested that 8VSB transmission method will have negative impacts on broadcast market feedback. In this regard, this study verified the effect of 8VSB and the method of minimization on the broadcast market. This study has conducted in-depth interviews concerned experts to achieve this purpose. Results of an interview revealed that the negative impact on the market of content and platforms, network is very small. In other words, the majority of the experts argued that the policy of government about 8VSB transmission are inadequate and it is improved to broaden the choice of the broadcast consumer.

Issues of Applying Intelligent RSS Framework to Electronic Commerce (전자상거래의 지능형 RSS 도입을 위한 이슈 분석과 지능형 RSS 프레임워크의 제안)

  • Park, Sang-Un;Kang, Ju-Young;Kim, Woo-Ju
    • The Journal of Society for e-Business Studies
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    • v.12 no.2
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    • pp.269-290
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    • 2007
  • RSS is a core component of Web 2.0 which is expected to lead the most important innovation in the new IT environment. In that sense, it is actively utilized to distribute Web contents in various areas such as news, blog, multimedia, medical information, and conference and journal information. Also, it is expected to be a major effective marketing tool in electronic commerce domain. In the paper, we analyzed the problems of current utilization of RSS in domestic shopping malls, and suggest requirements for the effective use of RSS in electronic commerce. Furthermore, we proposed various issues and answers on the implementation of the requirements, and designed the intelligent RSS framework for electronic commerce based on the issues. Syntactic and semantic interoperability between the RSS service provider and the user is one of the most important issues in the framework. We suggested how to implement the interoperability based on Semantic Web technologies.

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Study for the Transformation and Growth of MMORPGs: TIME FLOW Scenario Design (MMORPG 온라인게임의 변화와 성장을 위한 디자인 설계 TIME FLOW 시나리오 연구)

  • Jeong, Seong Hwa;Kyung, Byung Pyo;Lee, Dong Lyeor;Lee, Wan Bok;Ryu, Seuc Ho
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.79-92
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    • 2015
  • The trend in the domestic MMORPG online game market is on decline because of the change in customers attitude and the advent of mobile or foreign games. The underlying cause of depressed domestic game market is that it has been failing to provide quality service arising from not revising existing game design. For this reason, this paper sets out to gather game users' opinions and to analyze successful domestic and foreign games comparatively to approve the importance and necessity of scenario development and to solve current problems in the MMORPG market. As one solution, this paper proposes a new design method, TIME FLOW scenario technique. This technique aims to establish a system in which story and environment change as time progresses and thus can provide different contents to its users over time. It is expected to enable a new frame for game design environment and to restructure education environment for human resource cultivation.