• Title/Summary/Keyword: Content Creation Service

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Design of OpenScenario Structure for Content Creation Service Based on User Defined Story (사용자 정의 스토리 기반 콘텐츠 제작 서비스를 위한 오픈 시나리오 언어 구조 설계)

  • Lee, Hyejoo;Kwon, Ki-Ryong;Lee, Suk-Hwan;Park, Yun-Kyong;Moon, Kyong Deok
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.170-179
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    • 2016
  • It is a story-based content creation service that provides any user with some proper contents based on a story written by the user in order to utilize a lot of contents accumulated on Internet. For this service, the story has to be described in computer-readable representation. In this paper, analyzing the structure of scenario, as known as screenplay or scripts, a structure of story representation, which is referred to as OpenScenario, is defined. We intend users to produce their own contents by using massive contents on Internet by the proposed method. The proposed method's OpenScenario consists two main parts, OSD (OpenScenario Descriptors) which is a set of descriptors to describe various objects of shots such as visual, aural and textual objects and OSS (OpenScenario Scripts) which is a set of scripts to add some effects such as image, caption, transition between shots, and background music. As an usecase of proposed method, we describe how to create new content using OpenScenario and discuss some required technologies to apply the proposed method effectively.

Design and Implementation of UCC Metadata Manager for Social Collaborative Service (소셜 협업 서비스를 위한 UCC 메타데이터 매니저 설계 및 구현)

  • Oh, Jung-Min;Song, Ju-Hong;Moon, Nam-Mee
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.3
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    • pp.1-10
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    • 2011
  • Social network service is defined as an online service or communication service based on social relations among people applied the concept of social network. Social collaborative service included in social network service is characterized by the new value of modified content or recreated content made through collaborative creation process between members of the group. It has the remarkable merits such as sharing and collaboration. But, at the same time, it has the latent problems such as content reuse or copy that is not allowed for members to use. It has been emerged that UCC which is a typical example of recreated or modified content has the copyright issues in both creation and publishing step. To resolve this matter, we don't have many appropriate methods except CCL so far. So, in this paper, we define the problem and implement the UCC metadata manager to control metadata reflecting the feature of UCC. We draw the reference metadata element to identify original content utilized re-creation process. After that we define the R.Metadata Loader module based on the use case. Finally, the proposed UCC metadata manager provides the information of referenced content and lets us to identify the relationship between reference contents. So as to implement prototype, we use Kaltura which is CMS using open source and obtain functional extensibility of metadata manager by using open API.

A Study on Automatic Service Creation Method of Cloud-based Mobile Contents

  • Park, Jong-Youel
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.19-24
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    • 2018
  • Recently, people can create small content by themselves and it improved into a form that can be promoted. Also, as active small business owners increase, they produce the content for promotion by themselves without external professional help and they utilize it. This paper studies the method to make Mobile Apps, Mobile Web and homepage services available by automatically generating the mobile based mini content. The automated content creation system suggests the method that small business owners and groups can easily communicate with new people by bringing Single Page Application, hybrid mobile web app, N-Screen based content building, private cloud-based PaaS building technology, P2P network based file sharing and multimedia thread technologies together and creating the content.

Contents Personalization

  • 김광용
    • Proceedings of the Korea Database Society Conference
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    • 2001.11a
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    • pp.76-112
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    • 2001
  • Web personalization entails the creation and dissemination of person- or group-specific content -- including, but not limited to, advertising, marketing campaigns, cross- and up-sell recommendations, or service and support information. (omitted)

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ETRI AI Strategy #3: Leading Future Technologies of Network, Media, and Content (ETRI AI 실행전략 3: 네트워크 및 미디어·콘텐츠 미래기술 선도)

  • Kim, S.M.;Yeon, S.J.
    • Electronics and Telecommunications Trends
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    • v.35 no.7
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    • pp.23-35
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    • 2020
  • In this paper, we introduce ETRI AI Strategy #3, "Leading Future Technologies of Network, Media, and Content." Its first goal is "to innovate AI service technology to overcome the current limitations of AI technologies." Artificial intelligence (AI) services, such as self-driving cars and robots, are combinations of computing, network, AI algorithms, and other technologies. To develop AI services, we need to develop different types of network, media coding, and content creation technologies. Moreover, AI technologies are adopted in ICT technologies. Self-planning and self-managing networks and automatic content creation technologies using AI are being developed. This paper introduces the two directions of ETRI's ICT technology development plan for AI: ICT for AI and ICT by AI. The area of ICT for AI has only recently begun to develop. ETRI, the ICT leader, hopes to have opportunities for leadership in the second wave of AI services.

An The Service Innovation in the Cultural Industry : Focused on the Characteristic Approach (문화산업의 서비스혁신 분석 : 속성중심접근법을 중심으로)

  • Jung, Sang-Chul
    • Journal of Information Technology Services
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    • v.10 no.4
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    • pp.103-117
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    • 2011
  • Recently, the service innovation is getting interests among innovation researchers. After reviewing the Lancasterian approach concerning the service innovation, this paper explains concretely the innovation in the cultural industry, specifically online game industry, using Lancasterian approach. Combining Lancasterian approach and the value chains in the cultural industry systematically, we draw both implications in theory and policy. Theoretically, the innovation in the cultural industry needs interdisciplinary research due to the inclusion of diverse innovation natures-technical, content, and marketing innovation. Also this paper suggests policy makers to apply research and development(R&D) concept in the manufacturing sector to the cultural industry in which content R&D means the creation of new concepts or new development of the service.

Customized Content Creation and Consumption System for UCC Service (UCC 서비스를 위한 맞춤형 콘텐츠 저작 및 소비 시스템)

  • Kim, Chang-Su;Lee, Sang-Jo;Kim, Kwang-Yong;Hong, Jin-Woo;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.8
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    • pp.1434-1441
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    • 2007
  • Recently Digital Content has been to product, process and circulate fast. Also Environment and personality of user who consume digital content have been to diversify. These would be provide customized digital content to satisfy user request following specific character, environment and personality of user. In this paper, We design and implement customized content creation and consumption based on DID of MPEG-21 framework which is processing the standardization in MPEG. It filled in standard document md packaging according to the selection of the user.

Private Contents Management and Sharing Service with Voluntary Sharing Economy System (자발적 공유 경제 방식의 개인 콘텐츠 관리 및 공유 시스템)

  • Ryu, Hyesong;Hong, Kwangjin;Jung, Keechul
    • Journal of Korea Multimedia Society
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    • v.19 no.9
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    • pp.1698-1709
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    • 2016
  • These days, anyone can easily product and share their own content through a web service such as blogs and SNS. However, contents are being operated separately because of the space limitation in individual SNS. Therefore, it is hard to search contents efficiently in individual SNS. To solve this problem, this paper propose a "Private Contents Management and Sharing Service with Voluntary Sharing Economy System." The system is in part [Input], [Save] and it provides a way to collect the content that are scattered on the Internet based on the creation of personal index. It also proposes a more systematic content management and sharing by creating and updating the website standard index by introducing an index Coordinator concept. Furthermore in [Use] section, by providing a portion of the index as the primary search results, it avoid unclassified content list which was simply collected by users. In conclusion, unlike previous studies, this system will contribute to the acquisition and management of interspersed content and ultimately contribute to the shared activation by preventing secondary processing and unauthorized processing to the original article.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

Convergence Service Design Using Delphi Technique : Financial Service Robot for Introduction to Bank Branches (Delphi를 활용한 융합 서비스 설계에 관한 연구 : 은행지점 도입용 금융 서비스 로봇 사례)

  • Song, Young-gue;Lee, Jungwoo;Han, Chang Hee
    • Journal of Information Technology Services
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    • v.19 no.3
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    • pp.1-15
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    • 2020
  • This study applies the Delphi method to design services with convergence characteristics in the financial sector. In designing a service robot for practical deployment that can support and replace bank teller, the opinions and judgments of various expert groups were extracted and a consensus process was made through feedback. A total of six dimensions and thirty service elements were derived over three rounds. Coefficient of Variation and content validity were used to verify the suitability and reliability of the selected service elements. As a result, the essential service element of robots was interaction with customers, followed by basic and professional financial services. Based on these service factors, we proposed two types of service models. support mode to assist employees during business hours and alternative mode on behalf of employees outside business hours. It is hoped that this study will use the Delphi technique in the design of IT convergence services.