• Title/Summary/Keyword: 콘텐츠 패키지

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Design and Implementation of SIP-based Multi-party Conference System Including Presence Service (Presence 서비스를 포함한 SIP 기반의 다자간 컨퍼런스 시스템의 설계 및 구현)

  • Jung Young-Myun;Ko Se-Lyung;Jang Choon-Seo;Jo Hyun-Gyu
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.257-266
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    • 2005
  • As developing of the internet and computer technology, more interests are gathered to the conference service which provides capability of multi-party real-time visual conference. In this paper, we have designed and implemented a SIP-based visual conference system which includes Presence service. The elements of this conference system are user system, which has conference UA(User Agent) capability, presence seuer and conference server. For the presence service, we have adapted publication method which uses SIP PUBLISH message, and with this service various status informations of users are easily acquired. Also invitations and involvements to the conference are easily made through this service. For the conference server which controls establishment and management of multi-party connections, we have included conference event package. This package provides dynamically changing conference informations and users informations through SIP subscription and notification functions.

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Efficient Distributed Conference Architecture in SIP Environment (SIP 환경에서의 효율적인 분산형 컨퍼런스 구조)

  • Jo, Hyun-Gyu;Lee, Ki-Soo;Jang, Choon-Seo
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.1-8
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    • 2008
  • The centralized conference architecture, one of the conference architectures in SIP(Session Initiation Protocol) environment, is widely used as it has the advantage of conference management and control. However it has been limited in scalability. Therefore we have proposed an efficient distributed conference architecture to improve scalability of centralized conference model. In our architecture, if the number of conference participants exceeds the predefined maximum number, a new conference server is added to the conference dynamically. In this case, the focus of existing server acts as primary focus and the focus of added server acts as secondary focus, and dynamic reallocation of participants between servers is done to equally divide the loads. This process is repeated as the number of conference participants increases. For this behavior, we have proposed procedure of adding the conference server, SIP call signal exchange, signaling procedure for RTP(Real Time Transport Protocol) sessions between conference servers, and procedure of conference event package between conference servers. The performance of our proposed model is evaluated by experiments.

The Moderating Role of the Strategies Suitability Factor for ERP Introduction Factors and Internal Performance: Focusing on the Small & Medium Transportation Companies (전략의 적합성요인이 ERP 도입요인과 내부성과 간에 미치는 조절적 역할: 중소 운수업체를 중심으로)

  • Kim, Jong-Ju;Yi, Seon-Gyu
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.419-432
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    • 2015
  • This study analyzed the moderating role of the suitability factors of corporate strategies and information system strategies targeting small and medium sized transportation companies in Korea. The analytical result has found that the suitable factors of corporate strategies and information system strategies play the moderating role in the ERP introduction factors and internal performance. In other words, the suitability factors of corporate strategies and information system strategies were analyzed to play the moderating role in support of CEOs, education/training, users' IT capabilities, standardization/formulation of business, infrastructure of information technologies, and internal performance. The result of this study based on the above analytical results has found that introduction performance will be maximized when ERP packages are introduced in the small and medium-sized transportation companies and corporate strategies properly harmonize with the introduction strategies of ERP packages in the companies.

A Study on the Semantic Network Structure of the Regime in the Image Contents (영상콘텐츠분야의 정권별 의미연결망 연구)

  • Hwang, Go-Eun;Moon, Shin-Jung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.28 no.3
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    • pp.217-240
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    • 2017
  • The purpose of this study was to investigate the semantic network analysis to understand image contents and to examine the degree to which words, word clusters contributed to the formation of semantic map within image contents. For this research, from 1993 until 2016 the field of the image contents were collected for a total of 2,624 cases papers. The word appeared in Title analyzed the social network by using the R program of Big Data. The results were as follows: First, The field of image contents is based on researches related to 'image', 'media' and 'contents'. Second, there is a three-step flow ('education' -> 'media' -> 'contents') of research in the field of image contents. Third, researches related to 'broadcasting', 'digital', 'technology', and 'production' were continuously carried out. Finally, There were new research subjects for each regime.

Optimization of image data for Mobile Game Gontents (모바일게임 콘텐츠 개발을 위한 이미지 데이터 최적화)

  • Lee, Hwan-joong;Kim, young-bong
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.38-42
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    • 2008
  • In the 2000s, the PC package game market has withered, but the internet based on-line game, the wireless internet based mobile game and high-powered console game market have been main stream. Among those markets, mobile game market has rapidly increased because it has 'mobility' that overcomes the limitation of time and area. But, unlike other platforms, mobile game user have to pay the higher price for download mobile game contents through the wireless internet and mobile game developer have to overcome the limitation of storage memory capacity.of mobile phone. Chiefly, the image data consume the storage capacity of mobile game contents, this paper present a technology to optimize image data for mobile game contents through analyzing type of compression method and image formats.

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A Package Design for RSS Reader Systems (RSS 구독 시스템을 위한 패키지의 설계)

  • Lee, Dong-Kyu;Kim, Yun-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.12
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    • pp.2140-2150
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    • 2006
  • The RSS Reader is a software application that assist users easily to read and collect contents which are frequently changeable syndicated contents of RSS format that published on the web. This paper presents a formula software design based on RUP object-oriented design method for implementing the RSS Reader. We extract a use case based on requirements for implement of the RSS Reader and propose a domain concept model by. Using above artifacts, we extract event to generate between users and, the RSS Reader and logical architecture. So, we design classes and packages of the RSS Reader. As proposed a formula software design about the RSS Reader in early stage, it can make the RSS Reader with a variety of characters easily based on these.

Access Control of Digital Content Package by Using XML Encryption (XML 암호화를 이용한 디지털 콘텐츠 패키지의 접근 제어)

  • Cho, Kwang-Moon
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.291-295
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    • 2004
  • As a large quantity of information is presented in XML format on the web, there are increasing demands for XML security. Until now research on XML security has been focused on the security of data network using digital signature and encryption technology. As XML data become extensive and complex however XML security comes to involve not only network security but also managerial security. But XML encryption support simple network security. So it cannot support multiple users and multiple access control policy. In this paper, we propose an integration method of encryption and access control policy for securing XML documents. This methodology can support multiple authorization of multiple users with integrating access control. And this can reduce the cost of the existing complicated access evaluation process of access control by using pre-processing.

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Consideration Points for Mobile Conversion of Game Contents (게임콘텐츠의 모바일화 과정에서의 고려사항들)

  • Ryu, Seuc-Ho;Han, Jong-Sung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.130-136
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    • 2008
  • With the rapid development of information technologies, various types of game devices have been created. Moreover, the game contents are once created, they can be easily reused on several other devies without depending on their platform or media, which phenomena is so called as one source multi use (OSMU). Especially young gamers are good at not only playing the famous computer games but also good at using and utilizing the brand new and the latest mobile devices, they might be the major consumers in the area of mobile games in the near future. This paper discusses and proposes several points to be considered when a conventional computer game to be transformed into a mobile game. Since the points suggested are very useful when the conventional game is to be ported to the mobile devices of inferior performance, it is expected that more profits could be achieved in the market of mobile game with less investment and effort.

Reconstruction Of Photo-Realistic 3D Assets For Actual Objects Combining Photogrammetry And Computer Graphics (사진측량과 컴퓨터 그래픽의 결합을 통한 실제 물체의 사실적인 3D 에셋 재건)

  • Yan, Yong
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.147-161
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    • 2021
  • Through photogrammetry techniques, what current researches can achieve at present is rough 3D mesh and color map of objects, rather than usable photo-realistic 3D assets. This research aims to propose a new method to create photo-realistic 3D assets that can be used in the field of visualization applications. The new method combines photogrammetry with computer graphics modeling. Through the description of the production process of three objects in the real world - "Bullet Box", "Gun" and "Metal Beverage Bottle," it introduces in details the concept, functions, operating skills and software packages used in the steps including the photograph object, white balance, reconstruction, cleanup reconstruction, retopology, UV unwrapping, projection, texture baking, De-Lighting and Create Material Maps. In order to increase the flexibility of the method, alternatives to the software packages are also recommended for each step. In this research, 3D assets are produced that are accurate in shape, correct in color, easy to render and can be physically interacted with dynamic lighting in texture. The new method can obtain more realistic visual effects at a faster speed. It does not require large-scale teams, expensive equipment and software packages, therefore it is suitable for small studios and independent artists and educational institutions.

Design and implementation of the focusable table component for mobile application using the WFC (모바일 GUI를 지원하는 WFC에서 포커싱 가능한 테이블 컴포넌트의 설계 및 구현)

  • Jun, Jong-Chan;Kim, Jeong-Ik;Kang, Young-Man;Han, Soon-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.2
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    • pp.485-492
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    • 2010
  • In this paper, we propose a focusable table component for mobile application to support table form representation of various contents and manipulation such as focusing on the contents using the WFC which is a software module to support components of the window based GUI package. It is not easy for us to express contents with table attributes on mobile devices. Java provides several table components, but these are not suitable on the mobile environment. So we design and develop the extended table component to provide properly table form representation and manipulation on the mobile devices. Also, we provide a performance comparison between th supposed table component and Java Swing's JTable.