• Title/Summary/Keyword: Content Implementation

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Design and Implementation of a Multimedia Greeting System for the Next Generation Mobile Content Service (차세대 모바일 콘텐츠 서비스를 위한 멀티미디어 인사말 시스템의 설계 및 구현)

  • Seo Dong-Min;Yoo Jae-Soo;Cho Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.243-250
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    • 2005
  • As wireless internet market grows rapidly, demands of various contents in wireless internet are significantly being increased. The mobile contents have been changed from single media contents such as text and voice to multimedia contents. As the technologies of cellular phone and broadband grow, the development of multimedia contents that can well represent the characteristics of users will be more increased. One example of such content developments is a ring-tone content service. Ring-tone content services have been changed from existing simple ring-tone to various sound services that depend on characteristic of user. In this paper, we design and implement a multimedia greeting system for the next generation mobile content service. Our system produces multimedia greeting contents using various multimedia contents and represents the characteristics of users through the elevation of ring-tone content services.

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A Study on the Digital Restoration Policy Implementation Process of Donuimun Gate (돈의문의 디지털 복원 정책집행 과정에 관한 연구)

  • CHOE Yoosun
    • Korean Journal of Heritage: History & Science
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    • v.56 no.2
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    • pp.246-262
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    • 2023
  • This study analyzed policy implementation factors focusing on how Donuimun, a demolished cultural heritage, was digitally restored and the policy implementation process of Donuimun Gate restoration. Through this, the characteristics of the implementation process of the digital Donuimun Gate restoration policy promoted by public-private multilateral collaboration were examined and implications were sought for how institutions with different interests solved problems and collaborated in the implementation process. The research method was focused on policy implementation factors including policy executive factors, policy content factors, policy resource factors, and policy environment factors, and the process was analyzed for each detailed component. Along with literature analysis, in-depth interviews were conducted with participants in policy implementation. As a result of the study, first, it was found in the policy executive factor that the quick decision-making leadership of the policy manager and the flexible attitude of the person in charge of the government agency had a positive effect on preventing conflicts between different interest groups. Second, in terms of policy content, establishing a common goal that everyone can accept and moving forward consistently gave trust and created synergy. Third, in the policy implementation resource factor, the importance of the budget was emphasized. Finally, as an environmental factor for policy implementation, the opening of 5G mobile communication for the first time along with the emergence of the Fourth Industrial Revolution at the time of policy implementation acted as a timely factor. The digital Donuimun Gate was the first case of restoring a lost cultural heritage with AR and VR, and received attention and support from the mass media and the public. This also shows that digital restoration can be a model case that can be a solution without conflicts with local residents where cultural heritages are located or conflicts between stakeholders in the preservation and restoration of real objects.

Implementation of Digital Contents of the Ten Kings of Hell according to Keyword (주제어에 따른 시왕의 디지털 콘텐츠 구현)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.530-539
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    • 2020
  • In this paper, we implement a digital content that visualizes the ten kings of Hell kings appearing in Buddhist myths according to their keyword. The ten kings of Hell are called ShiWang, and can be found in ordinary temples as tangible cultural Heritage such as paintings of the Buddha. ShiWang is a great king who controls the underworld and has been passed on in various forms in shamanism and Buddhist culture. We analyze the ShiWang, who appears in ancient literature, analyzes its features by hell and categorizes keywords. When the public chooses keywords of interest from implemented digital content, digital content represents the ShiWang and Hell image and descriptions associated with the selected keywords. Applications of the digital content are as follows; development of games and cultural characters, digital storytelling using traditional culture, teaching Buddhist culture and doctrines, games, etc.

Library Marketing Model (도서관 마케팅 모형)

  • Lee, Seongsin
    • Journal of Korean Library and Information Science Society
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    • v.45 no.3
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    • pp.249-270
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    • 2014
  • The purpose of this research is to suggest a library marketing model. To achieve the study purpose, this research adopted content analysis methodology. The research papers relating to the subject library marketing were analyzed using qualitative content analysis method. In addition, the study result was revised through the comparison with the general nonprofit marketing process model. As a result, library marketing model was proposed. The final library marketing model was composed of the following elements: 1)Customers(Library users), 2)Internal environmental changes, 3)External environmental changes, 4)Set library marketing goals, 5)Various library marketing strategies, 6)Specific marketing strategy tactics, 7)Implementation of the tactics, 8)Evaluation, 9)Positive evaluation result, 10)Negative evaluation result, 11)Customer satisfaction, 12)Increased library usage rate. and 13)Establishment the positive social value of library.

Implementation of commercial digital Forensic Marking systems (디지털 추적표시(For ensic Marking) 시스템 개발)

  • Kim, Jong-An;Kim, Jin-Han;Kim, Jong-Heum
    • 한국정보통신설비학회:학술대회논문집
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    • 2007.08a
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    • pp.142-146
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    • 2007
  • Digital Rights Management (DRM) technology has been widely used for protecting the digital contents over the recent years. But the digital contents protected by DRM are vulnerable to various video memory capture programs when DRM packaged contents are decrypted on the consumers' multimedia devices. To make up for this kind of DRM security holes the Forensic Marking (FM) technology is being deployed into the content protection area. Most leading DRM companies as well as big electronics companies like Thomson and Philips already have commercial FM solutions. Forensic Marking technology uses the digital watermarking to insert the user information such as user id, content playing time and etc. into the decrypted and decoded content at the playback time on the consumer devices. When the content containing watermarked user information (Forensic Mark) is illegally captured and distributed over the Internet, the FM detection system takes out the inserted FM from the illegal contents and informs contents service providers of the illegal hacker's information. In this paper the requirements and test conditions are discussed for the commercial Forensic Marking systems.

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Spectrum-Based Color Reproduction Algorithm for Makeup Simulation of 3D Facial Avatar

  • Jang, In-Su;Kim, Jae Woo;You, Ju-Yeon;Kim, Jin Seo
    • ETRI Journal
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    • v.35 no.6
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    • pp.969-979
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    • 2013
  • Various simulation applications for hair, clothing, and makeup of a 3D avatar can provide more useful information to users before they select a hairstyle, clothes, or cosmetics. To enhance their reality, the shapes, textures, and colors of the avatars should be similar to those found in the real world. For a more realistic 3D avatar color reproduction, this paper proposes a spectrum-based color reproduction algorithm and color management process with respect to the implementation of the algorithm. First, a makeup color reproduction model is estimated by analyzing the measured spectral reflectance of the skin samples before and after applying the makeup. To implement the model for a makeup simulation system, the color management process controls all color information of the 3D facial avatar during the 3D scanning, modeling, and rendering stages. During 3D scanning with a multi-camera system, spectrum-based camera calibration and characterization are performed to estimate the spectrum data. During the virtual makeup process, the spectrum data of the 3D facial avatar is modified based on the makeup color reproduction model. Finally, during 3D rendering, the estimated spectrum is converted into RGB data through gamut mapping and display characterization.

Design & Implementation of License-based Digital Rights Management System (라이센스 기반 디지털 저작권 보호 시스템 설계 및 구현)

  • Jeong, Yeon-Jeong;Yoon, Ki-Song;Ryu, Jae-Cheol
    • The KIPS Transactions:PartC
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    • v.11C no.1
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    • pp.55-62
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    • 2004
  • The web-based technology allows anybody who has access to the Internet to get all kinds of information from the World Wide Web. It brings about issues regarding intellectual property and copyright threats. After content is downloaded, no further protection is provided on the content that has been accessed. DRM (Digital Right Management) technologies came out to ensure the protection of copyrighted content and information. In this paper, we propose architecture of license-based digital rights management system for protection of contents and principles' rights such as contents creators, providers, distributors, and uses in contents distribution value-chain over Internet. This system makes on-line processing of all value-chain from creator to purchaser possible, compared with existing DRM products only supporting only limited distribution between distributor and purchaser.

Implementation of Audio Equalization in Video-on-Demand Broadcast Content

  • Kwon, Myung-Kyu
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.10
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    • pp.63-71
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    • 2017
  • In this paper, we develop the system for audio volume equalization of video on demand(VoD) content and propose the solution for it. In recent years, there has been a steady increase in the number of VoD users in addition to linear channels. However, viewers ought to sit in an uncomfortable way, adjusting the volume intermittently while they are broadcasted. Sudden changes of volume occur between the broadcasting channels, the programs from the co-channel, or the linear channels and the VoDs. Especially, upsurged dissatisfaction from the televiewers has been found due to the unequalized volume when shifting between the linear channel and the VoD. In order to solve this problem, multilateral efforts were put forth, such as a system for keeping the volume at a certain level in digital broadcasting program has been legislated domestically. It leads success in equalizing linear channel volume. On contrary, too little notice has been taken for distorted volume problem of video on demand(VoD) content. In this paper, we developed and applied the volume equalization system into VoD content to achieve uniformization, a similar condition with linear channel(-24LKFS). This suggestion helped uneven current of volume which was in the stage -16 ~ -20LKFS to stable condition by lowering into the stage of -24LKFS. It also brought 20% increase in perspective of volume quality satisfaction level.

Virtual Reality based Total Station Training Content Development (가상현실 기반 토탈스테이션 훈련 콘텐츠 개발)

  • Im, Tami;Kim, Sang-Youn
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.631-639
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    • 2017
  • Development and implementation of virtual training contents has been increasing along with the emphasis on the experience and practice in engineering education. Virtual training makes repeatable sessions possible within safe learning environment which is very similar with real work place. This feature is very helpful to learners when they manipulate real machines back at work after studying with the virtual training content. The purpose of this study is to develop "Total Station and GPSS surveying" virtual training content focusing on both theory and surveying practice within various circumstances and to explore learners experience. Results show high interest, immersion, perceived learning effectiveness, and satisfaction to the content.

The Influence of Individual Characteristics, Training Content and Manager Support on On-the-Job Training Effectiveness

  • IBRAHIM, Hadziroh;ZIN, Md. Lazim Mohd;VENGDASAMY, Punitha
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.11
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    • pp.499-506
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    • 2020
  • The study examines the influence of individual characteristics, training content, and manager support on the effectiveness of on-the-job (OJT) training in the banking and finance industry. A simple random sampling technique was used to select the samples. Questionnaires were distributed to respondents in order to obtain the data. Using cross-sectional data obtained from 396 respondents in Bank A in Malaysia, the multiple regression results show that self-efficacy, motivation to learn, training content, and manager support have positive influence on OJT training effectiveness. Among all these factors, manager support is very highly correlated with OJT training effectiveness. The findings have given fruitful insight of the crucial roles of OJT training in the respective bank, particularly to bring forward the roles of systematic design and implementation of OJT training. This study is not only expanding knowledge in OJT and training, but offers managers practical insights in developing good OJT training program by considering employees need, capabilities, skills and job requirement. Furthermore, this study also provides a valuable framework in identifying the effectiveness of OJT training program for certain jobs. Further discussion of the research findings and its implications to theoretical knowledge of training and managers are promised at the end of the article.