• Title/Summary/Keyword: 콘텐츠 특성

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A Design of ICDN for Adaptive Content Repurporsing Service (적응적 콘텐츠 리퍼포징 서비스를 위한 ICDN 설계)

  • Cha, Woo-Suk;Kim, Sang-Soo;Lee, Joon-Whoan;Lee, Moon-Kun;Cho, Gi-Hwan
    • Annual Conference of KIPS
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    • 2005.05a
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    • pp.1601-1604
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    • 2005
  • 유비퀴토스 환경에서 기존의 일반 콘텐츠는 다양한 사용자의 단말기 특성과 선호도, 네트워크 특성등을 고려하여 원본 콘텐츠를 콘텐츠 리퍼포징(Contents Repurporsing)하여 사용자에게 적응적으로 제공될 필요가 있다. 본 논문에서 제안하는 ICDN은 기존의 CDN 기술과 OPES 구조 및 ICAP 표준 인터페이스를 이용하여 콘텐츠 리퍼포징 서비스를 지원하기 위한 네트워크 프레임워크를 제공한다. ICDN은 콘텐츠 서버가 사용자에게 콘텐츠 리퍼포징 서비스를 제공하기 보다는 사용자와 인접해 있는 네트워크 구성요소가 콘텐츠 리퍼포징 서비스를 제공하기 때문에 보다 효율적인 네트워크 서비스 지원이 가능하다.

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Architecture for Contents-Repurposing Multimedia Middleware Architecture in Next LBS Service (차세대 LBS 서비스를 위한 콘텐츠 리퍼포징 멀티미디어 미들웨어 아키텍처)

  • Choi, Joeng-Ran;Cha, Woo-Suk;Cho, Gi-Hwan;Lee, Moon-Kun
    • Annual Conference of KIPS
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    • 2005.05a
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    • pp.373-376
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    • 2005
  • 유비퀴토스 환경에서 차세대 LBS(Location-Based Service) 서비스를 위한 콘텐츠를 제공하기 위해 각 단말기와 환경 및 사용자의 취향에 맞게 콘텐츠를 리퍼포징(Repurposing)해야 한다. 콘텐츠 리퍼포징이란 유비퀴토스 환경 구축에 필수적인 핵심 기술로서, 하나의 원본 콘텐츠를 사용자의 선호도, 단말기 특성, 네트워크 특성 등에 따라 최적의 상태로 적응/변환하여 제공함을 말한다. 본 논문에서는 다양한 사용자에게 차세대 LBS 서비스를 위해 콘텐츠의 사용자 정보와 콘텐츠 관련 환경 정보 등을 분석, 전달하기 위한 방법론을 제안하고, 또한 리퍼포징된 콘텐츠의 다양한 정보 분석 방법을 제공하기 위한 미들웨어 아키텍처를 설계한다. 이는 학문적으로 새로운 최첨단의 이론과 기술을 창출하고 이를 기반으로 차세대 LBS 서비스 분야에 혁신적인 역할을 할 것으로 기대된다.

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User-Created Content (UCC) based OSMU virtual character making - Focused on K/DA Girl Group - (사용자 제작 콘텐츠(UCC) 기반 OSMU 디지털 캐릭터 메이킹 - K/DA 걸 그룹을 중심으로-)

  • Han, Zhe;Lee, Hyun-Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.49-50
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    • 2019
  • 2018년 11월 '리그 오브 레전드' S8 파이널 폐막식장에서 Riot Games회사는 홀로그래픽 기술을 이용하여 디지털 K/DA 걸 그룹과 리얼 걸 그룹 멤버들과 함께 K/DA의 데뷔 앨범 타이틀곡 'POP/STARS'를 제작하였다. 디지털 캐릭터는 VOCALOID 기술 및 창작자의 디자인에 기반을 두지만, 디지털콘텐츠로써의 가치는 UCC 컨버전스를 통해 기존 콘텐츠의 영역을 확장하여 디지털 캐릭터의 생명력과 활용성을 확대하였다. UCC에 기반을 둔 디지털 캐릭터는 주요한 정보 기여자와 소비자가 콘텐츠를 제작함으로써 그 영역이 확대되고 있다. 이에 본 연구에는 디지털 캐릭터 콘셉트를 이용한 K/DA 걸 그룹의 캐릭터의 특성을 살펴보고, UCC를 바탕으로 K/DA 걸 그룹 데뷔 이래 뉴스, OSMU의 특성, 디지털 캐릭터의 가용성을 중심으로 사용자의 캐릭터에 대한 역할을 분석하고자 한다.

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A Study on the Impact of the Service Characteristics of Premium Internet Information Contents on Customer Satisfaction and Customer Loyalty (인터넷 유료 정보콘텐츠 서비스 특성이 고객만족, 고객애호도에 미치는 영향에 관한 연구 - 콘텐츠 유형에 따른 조절효과 검증 -)

  • Choi, Pil-Jin;Sim, Sun-Hee;Kim, Ha-Kyun
    • Management & Information Systems Review
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    • v.30 no.3
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    • pp.1-25
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    • 2011
  • The purpose of this study was to examine the impact of the service characteristics of premium information contents, one of premium Internet contents, on customer satisfaction and customer loyalty, as the premium Internet contents market has attained a rapid growth owing to the nationwide penetration of the Internet and its ease of use. Earlier studies were analyzed to define the service characteristics of premium Internet information contents, and a research model and hypotheses were formulated to find out the influence of the characteristics on customer satisfaction and customer loyalty. After a survey was conducted, the analyzable answer sheets from 359 respondents were analyzed. As a result, four service factors of premium Internet information contents that were reliability, charge, usefulness and convenience were identified as the variables that had a significant impact on customer satisfaction, and the other two factors that were timeliness and diversity exerted no influence on that. And customer satisfaction affected customer loyalty in a significant manner. This study attempted to investigate the influential relationship of the diverse service characteristics of premium Internet information contents on customer satisfaction and customer loyalty to have a good understanding of the attitude and will of consumers who bought the premium information contents, and this study also intended to make a contribution to the improvement of the quality of information contents in an effort to step up the revitalization of the Internet contents market by helping the market attract more loyal customers.

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Effect of SNS Characteristics on Consumer Satisfaction and Purchase Intention of Agri-food Contents (SNS 특성이 농식품 콘텐츠의 소비자만족과 구매의도에 미치는 영향)

  • Shin, Mi-Hae;Oh, Sang-Heon;Hwang, Dae-Yong;Seo, Su-Seok;Kim, Young-Chul
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.358-367
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    • 2012
  • Recently, The development of information and communication technologies is having a very strong effect on the agri-food industry. Especially, agri-food content utilizing social network services such as Facebook and Twitter led to direct communication with consumers stirred into a new distribution channel. The purpose of this paper is to provide way to successful utilization of agri-food contents and improvement of purchase intention. The results of analyzing the relation between the three characteristics of SNS-social presence, conversation and interaction frequency-, consumer satisfaction and purchase intention are summarized as follows. First, characteristics of SNS of social presence and conversation have a positive effect on consumer satisfaction. Second, the interaction frequency does not have positive effect on consumer satisfaction. Finally, the consumer satisfaction has a positive effect on purchase intention.

A preliminary study for the development of educational IPTV contents (IPTV 교육용 콘텐츠 개발을 위한 탐색적 연구)

  • Leem, Jung-Hoon;Han, Seung-Yeon;Kim, Se-Ri
    • Journal of The Korean Association of Information Education
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    • v.13 no.4
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    • pp.517-528
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    • 2009
  • As a convergence media, IPTV is expected to provide better learning experience with customized and individualized contents. Yet, little has been known in the are of contents development. Hence, the purpose of this study was to explore educational use of IPTV in terms of design and development perspective. First, this paper identifies the concept and characteristics of IPTV in an educational context. Second, it categorizes the types of IPTV contents. Lastly, the paper discusses guidelines for the design, development, and management of educational IPTV contents.

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A Study on the Reuse Intention of Virtual Reality(VR) Content Using Technology Acceptance Model (기술수용모델을 이용한 가상현실(Virtual Reality : VR) 콘텐츠 재이용 의도에 관한 연구)

  • Qiao, Rongrong;Han, Dongsoong
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.115-132
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    • 2019
  • This study analyzed factors affecting the perceived fun of VR contents' reuse intention through use of the technology acceptance mode. The factors associated with perceived fun were identified by setting the content quality, VR characteristics, emotional character and flow. The results demonstrate that perceived fun exercises a positive effect on VR characteristics, emotional character and flow, but that high content quality does not have an affect on perceived fun. Also perceived fun, perceived usefulness and perceived ease of use are all influenced by the intention to reintegrate.

Optimal Coding Model for Screen Contents Applications from the Coding Performance Analysis of High Efficient Coding Tools in HEVC (HEVC 고성능 압축 도구들의 성능 분석을 통한 스크린 콘텐츠 응용 최적 부호화 모델)

  • Han, Chan-Hee;Lee, Si-Woong
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.544-554
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    • 2012
  • Screen content refers to images or videos generated by various electronic devices such as computers or mobile phones, whereas natural content refers to images captured by cameras. Screen contents show different statistical characteristics from natural images, so the conventional video codecs which were developed mainly for the coding of natural videos cannot guarantee good coding performances for screen contents. Recently, researches on efficient SCC(Screen Content Coding) are being actively studied, and especially at ongoing JCT-VC(Joint Collaborative Team on Video Coding) meeting for HEVC(High Efficiency Video Coding) standard, SCC issues are being discussed steadily. In this paper, we analyze the performances of high efficient coding tools in HM(HEVC Test Model) on SCC, and present an optimized SCC model based on the analysis results. We also present the characteristics of screen contents and the future research issues as well.

The impact of contents and system characteristics on online game usage : Focused on MMORPG (온라인 게임(MMORPG)의 콘텐츠 특성 및 시스템 특성이 게임이용에 미치는 영향)

  • Cha, Meong-Whan;Kang, So-Ra;Kim, Yoo-Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3249-3258
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    • 2010
  • The purpose of this study is to investigate the contents and system characteristics of online game and analyzed how these characteristics are related to the flow and online game usage. For this purpose, we identified character customization, storytelling traits, item properties as the contents characteristics of online game(MMORPG) and user interface and ease of community usage as the system characteristics of online game(MMORPG) based on previous researches and in-depth interviews from MMORPG users. The results of this paper revealed that character customization, storytelling traits and item properties positively influence the flow, however, game reality has not impact on the flow. In the system characteristics, only ease of community usage positively influence the flow at a significant level. Furthermore, it is proven that flow has an impact online game usage. Implications and directions for future research are discussed.

A Study on the Improvement of Tax Incentive for the TV Content Production Industry (방송콘텐츠 제작산업의 세제 인센티브 개선에 관한 연구)

  • Yim, Jungsu
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.121-122
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    • 2019
  • 이 연구는 실천적 차원에서 방송콘텐츠 제작산업을 활성화시키기 위한 세제혜택의 개선방안을 다루었다. 콘텐츠 제작규모가 커짐에 따라, 투자를 얼마나 유치할 수 있는지가 콘텐츠의 질을 결정하는 데 중요한 요인으로 작용하고 있다. 중소기업 대상 지원정책이나 벤처기업 지원정책 등이 방송콘텐츠 제작산업에도 적용될 수 있지만, 방송콘텐츠 산업의 특성상 실질적인 혜택이 거의 없는 것이 현실이다. 영상콘텐츠제작관련 세제혜택이 있지만 드라마, 애니메이션 등 일부 장르에 국한되어 있다. 이 연구는 관련정책의 개선이 필요함을 주장하고, 제도의 개선안을 제시한다.

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