• Title/Summary/Keyword: 콘텐츠 IP

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A Study on the Integration of Embedded Middleware Platforms for IP and Digital TV Environments (Digital TV와 IPTV 환경을 위한 단말기 미들웨어 플랫폼 기술의 통합에 대한 연구)

  • Hong, Gun-Ho;Song, Ha-Yoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2008.11a
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    • pp.51-53
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    • 2008
  • Digital TV와 IPTV 환경에서의 단말 어플리케이션은 디지털 콘텐츠에 대한 사용자 인터페이스를 제공하고 고부가가치의 복합 방송 서비스의 구현을 가능하게 하는 핵심 요소이며 이러한 단말 어플리케이션의 호환성을 확보하기 위해 방송 단말용 미들웨어 기술이 도입되었다. 방송 기술을 위한 단말 미들웨어는 크게 XHTML 브라우저 기반 플랫폼과 가상 머신 기반 플랫폼으로 양분되며 각각 독자적인 어플리케이션 모델을 제공한다. 이러한 두 가지 플랫폼의 통합을 위해 방송용 단말을 위한 미들웨어 국제 표준 기술 규격에서는 초기부터 브라우저와 가상 머신 플랫폼의 상호 운영성에 대해 정의하였다. 본 논문에서는 현재까지 다양한 플랫폼에서 연구 개발이 진행된 브라우저와 가상 머신 기반 미들웨어의 특성을 살펴보고 통합된 어플리케이션 모델과 이를 지원하는 미들웨어 아키텍처를 미들웨어 구현 관점에서 제시한다. 또한 국제 표준 규격들에서 제시하는 기술 방식을 검토하여 최근 변화한 기술 요소에 대한 적용점을 살펴본다. 마지막으로 TV 환경에서의 통합된 미들웨어 플랫폼 기술의 발전 전망과 방송용 단말 미들웨어 플랫폼에 대한 향후 연구에 관련된 주요한 기술적 변화들을 정리한다.

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Mania Construction and Constitution based on Animation 'Full metal Alchemist's Character (애니메이션 '강철의 연금술사' 의 캐릭터를 중심으로 한 매니아 형성과 구조)

  • Park, Yoon-Sung;Kim, Hye-Sung;Lee, Ga-Young
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.253-260
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    • 2006
  • As media and product became variety, the propensity of the people is be coming various. From diversity, there we could search for some popularity is called 'the mania.' When Mania takes shape, the product will being longer even masses in these days only have short-term life. Also there are hundreds of animations that has short-term life whom people forgot everyday they watch. However, the animations could lasting its value which has the Mania. This thesis is a studies on the constitution of Mania from animation 'Fullmetal Alchemist's Character The BONES had made. We can learn that the audience were not just like the animation, but get crazy for it by comparing Japanese animation industry in those days; before it has been shrinking and manufacturing various contents from Fullmetal Alchemist means there is enough consumtions. There are many reasons to form Mania group, but specially the character symbols at the works as a whole. From this study is to know a cause of how the animation 'Fullmetal Alchemist' made huge Mania group, and significance value of the work those group left.

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A Case Study of eSports' NFT utilization and Discussion of Activation Plan (e스포츠의 NFT 활용 사례와 활성화 방안 논의)

  • JaeHun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.493-502
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    • 2023
  • The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.

Network Monitoring Mechanism For High Quality Real-Time Streaming Service (고품질 실시간 스트리밍 서비스 제공을 위한 네트워크 모니터링 기법)

  • Kim, Yong-Sul;Kim, Hwa-Sung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.11B
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    • pp.969-978
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    • 2006
  • Recently, there has been explosive growth in Internet service contents, and we have witnessed the emergence of many real-time applications on the Internet. These types of applications require special support from the underlying network such as reliability, timeless, and guaranteed delivery, as well as different levels of service quality. Estimation network status and transcoding data rate are researching for QoS of multimedia service by using the RTP/RTCP. We propose two schemes that the way to calculate the one-way delay by expanding the structure of RTP/RTCP in Internet that provides us 'best effort' service and to estimate the network condition by using this in this paper. And we propose the dynamic RTCP mechanism based on one-way delay to deal with rapidly changed network situation immediately. In simulation, proposed monitoring schemes using the one-way delay has similar in performance to monitoring schemes using the GPS, proposed dynamic RTCP scheme obtain the desired result of decreased packet loss rate by sending RTCP RR packet lower than other schemes.

DisplayPort 1.1a Standard Based Multiple Video Streaming Controller Design (디스플레이포트1.1a 표준 기반 멀티플 비디오 스트리밍 컨트롤러 설계)

  • Jang, Ji-Hoon;Im, Sang-Soon;Song, Byung-Cheol;Kang, Jin-Ku
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.48 no.11
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    • pp.27-33
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    • 2011
  • Recently many display devices support the digital display interface as display market growth. DisplayPort is a next generation display interface at the PC, projector and high definition content applications in more widely used connection solution development. This paper implements multiple streams based on the behavior of the main link that is suitable for the display port v1.1a standard. The limit point of Displayport, interface between the Sink Device and Sink Device is also implemented. And two or more differential image data are enable to output the result through four Lanes stated in display port v1.1a, of two or more display devices without the addition of a separate Lane. The Multiple Video Streaming Controller is implemented with 6,222 ALUTs and 6,686 register, 999,424 of block memory bits synthesized using Quartus II at Altera Audio/Video Development board (Stratix II GX FPGA Chip).

Analysis on the Popularity and Storytelling of Pokomon GO (<포켓몬GO>의 인기요인과 스토리텔링 분석)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.159-168
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    • 2016
  • $Pok{\acute{e}}mon$ Go is an augmented reality (AR) game developed jointly by Niantic and Nintendo. It's a new type of augmented reality role-playing game (RPG) where AR elements like location information, visual recognition technology and GPS navigation technology are integrated with the intellectual property of the popular $Pok{\acute{e}}mon$ anime. The global success of $Pok{\acute{e}}mon$ Go can be attributed to the innovative incorporation of AR technologies into the game but also to the utilization of the Pokemon story which had been developed for 20 years. In summary, Pokemon Go is the fruitful result of a successful storytelling that combines the humanistic imagination of a popular, cultural archetype and the engineering imagination of AR game technologies.

A Study on Users' Perception on the Reallocation of 700MHz Spectrum After Digital Transition of Terrestrial Broadcasting (지상파 방송의 디지털 전환 완료 이후 700MHz대역 주파수 재배치에 대한 이용자 인식 연구)

  • Lee, Yeong-Ju;Park, Sung-Kyu;Choi, Seong-Jin
    • Journal of Broadcast Engineering
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    • v.17 no.6
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    • pp.1080-1090
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    • 2012
  • This study investigates the users' preference of frequency reallocation and frequency auction after digital transition of terrestrial broadcasting and it focuses on the relationships between media using pattern, reception environment of broadcasting telecommunication, and expectation for the universal service and requirement for the public interest. The results show that the longer DMB viewing hours, people prefer to frequency allocation for the telecommunication side. The technical aspects such as perception on the reception environment of broadcasting don't make effect on the users' preference of frequency allocation. In addition, the more people think the universal service of terrestrial broadcasting important, the more people think it unnecessary to adopt auction system to the broadcasting frequency. These results give implication that it is the most basic condition to improve the reception environment in order to accomplish universal service duty of terrestrial broadcasting.

방송통신사업자의 스마트미디어 전략에 대한 탐색적 연구: HTML5, 클라우드 컴퓨팅 등의 기술적 배경을 근간으로

  • Song, Min-Jeong
    • Broadcasting and Media Magazine
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    • v.18 no.1
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    • pp.89-104
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    • 2013
  • 다양한 스마트기기 간 및 앱(Application) 간 연동을 통한 스마트미디어 생태계 환경에서 애플(Apple), 구글(Google), 마이크로소프트(Microsoft) 등 SW(Software) 기반 OS(Operating System) 플랫폼들은 개별 체제 강화를 더욱 견고히 하고 있다. 생태계 내 타(他) 구성원들은 이들에 의한 제약이 더욱 심해지자, 웹 문서의 표준화(HTML5)나 클라우드 컴퓨팅(Cloud computing) 같은 개방화된 기술들을 환영한다. 실제로 최근 웹 애플리케이션(Web application) 개발과 개발자들의 OS 플랫폼 이탈은 이러한 변화의 단면을 보여주기 시작했다. 본 고는 SW 중심에서 서비스 중심으로 이동 중인 플랫폼 경쟁 환경에서 네트워크를 보유 중인 방송통신사업자들의 새로운 스마트미디어 전략 방향을 제시하는데 그 목적을 둔다. 이를 위해 두 가지 기술적 배경인 HTML5와 클라우드 컴퓨팅 기술들을 살펴본 후, 그 동안 SW 중심 플랫폼 경쟁 환경에서 주도권을 빼앗겼다고 깨달은 방송통신사업자가 취해야 할, 두 가지 새로운 기술적 환경에서의 스마트미디어 전략을 제시하였다. 분석 결과, HTML5가 모바일 분야의 핵심 기술이 될 전망이지만, 단기적으로는 여전히 미성숙 문제가 제기될 것으로 보이며, 기존 경쟁력을 유지하려는 OS 사업자들의 가치사슬 통합 전략이 가시화되고 있는 환경이 목격된다. 또한, 클라우드 서비스 제공도 이미 이들 OS사업자들의 기존 생태계 유지를 위한 핵심 툴로 이미 활용되기 시작했다. 그럼에도 불구하고 HTML5와 클라우드 컴퓨팅은 방송통신사업자들에게 생태계 주도권을 탈환할 수 있는 중요한 기술로 인식되고 있다. 따라서 본 연구에서는 이를 기반으로 세 가지 이용자 경험인 '경계 없는', '동질적인', '끊김 없는' 이용자 경험(User Experience) 제공을 위해 노력하는 선도적인 사례 탐색이 시도되었으며, 이를 통해 방송통신사업자들의 미래 스마트미디어 전략 방향이 도출되었다. '경계 없는' 서비스에서는 구글, 애플 외의 멀티OS 전략과 기존 OS의 앱 서비스 대항마인 아마존(Amazon), 페이스북(Facebook) 등과의 적극적 서비스 제휴, '동질적인' 서비스에서는 클라우드 기반 주요 콘텐츠 플랫폼 제휴와 방송통신 가입자 기반의 All-IP기반으로의 확대, 마지막으로 '끊김 없는' 서비스에서는 SNS, LBS, 가상현실 등과의 매쉬업(Mash-up)과 의료, 금융 등과의 융합서비스 개발을 통한 스마트홈 전략 추진, 인증 및 결제시스템의 개방화 등이 제시되었다.

A Study on NFT Marketing Cases to Bring in the Web 3.0 Era: Focusing on NFT Art in Japan 「HARTi」 (Web 3.0 시대가 가져올 NFT 마케팅 사례에 관한 연구: 일본 「HARTi」 NFT Art를 중심으로.)

  • Ha, YounSoo
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.5
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    • pp.61-72
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    • 2022
  • Web 3.0 is also called the "next-generation Internet" and is a new concept that started in 2018 and is attracting attention as the beginning of the "distributed Internet era". As Web 3.0 became mainstream, non-fungible tokens (NFTs) serving as content as services were distributed, and companies started to introduce NFTs in their marketing campaigns. This is because NFTs can be used to promote brands to new consumers. In this study, using Japan's 「HARTi」 NFT Art as an example, we investigate a new method using urban infrastructure and spaces, not NFTs that exist only in the Japanese art market and online. By analyzing social issues following the introduction of a new digital marketing method based on NFT Art, we will discuss issues and countermeasures in the domestic NFT Art market and present a positive outlook.

Research on the Medical Tourism Attributes by IPA (IPA를 이용한 의료관광선택속성 연구)

  • Ko, Seon-Hee;Park, Eun-Suk
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.438-447
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    • 2012
  • The objectives of this research are: to provide fundamental data for tourism policy and investigate medical tourism attributes by IPA(Importance-Performance Analysis) to attract Japanese medical tourists to Korea. Utilizing Japanese medical tourists as subjects of inquiry, this study evaluated the importance of medical tourism selection attributes and the rate at which these attributes were performed. Consequently, this study deduced 'convenience, service quality, differentiation, approximation' factors by factor analysis as well as the ranking among each selection attributes using T-test. The importance-performance analysis showed 'Concentrate Here' in quadrant I, 'Keep up the Good Work' in quadrant II, 'Low Priority' in quadrant III and 'Possible Overkill' in quadrant IV. The results show that "Concentrate Here" part in quadrant I is reservation procedure rapidity and information system simplicity. This means that these attributes are very important but they indicate low performance. Thus, concentration among tourism managers should be focused along these attributes. The study, then, suggests that employee who speaks Japanese fluently should be arranged during reservation procedure. Furthermore, Japanese class should become mandatory during basic employee training to improve reservation procedure rapidity. Moreover, clinic websites should concentrate on accessibility of Japanese users in such a way that they can consult their needs on line. Finally, managers should find diverse ways to bring about good service rapidly and conveniently.