• Title/Summary/Keyword: Content Implementation

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Design and Implementation of Digital Game-based Contents Management System for Package Tour Application (패키지 투어 애플리케이션을 위한 디지털 게임 기반 콘텐츠 관리 시스템의 설계 및 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.872-880
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    • 2022
  • This paper present a design and implementation of a Contents Management System (CMS) to be integrated into a game that uses a Digital Game-based Learning (DGBL) approach for helping tourists learn about tourism spots as a part of the Package Tour Application. In terms of design, this paper shows a system architecture that consists of a database to store the game's content such as tourism spot information, score and question configuration, score history, et cetera, a web application to manage the content and a Rest API to delivers the content to the mobile game. Meanwhile, in terms of implementation, MySQL database and PHP programming language are used. Moreover, a time response performance evaluation is conducted which resulted in between 0.77 s to 1.4 s from CMS to the database. Once successfully integrated with the game, the CMS will allow the game to be played on multiple tours simultaneously, without having to rebuild the game for every package tour group.

Design and Implementation of a Personalized Broadcasting System based on TV-Anytime (TV-Anytime 기반 맞춤형 방송 전송 시스템 설계 및 구현)

  • Yang Seung-Jun;Lee HeeKyung;Kim Jae-Gon;Hong Jinwoo
    • Journal of Broadcast Engineering
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    • v.9 no.4 s.25
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    • pp.345-356
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    • 2004
  • In this paper, we present a design and implementation of a personalized broadcasting system using TV-Anytime metadata for providing personalized services. The TV-Anytime specifies metadata schema, metadata coding and delivery, and provides service models to provide personalized broadcasting content services at anytime when users want to consume using metadata, which includes ECG (Electronic Content Guide) and content descriptive information in a PDR (Personal Digital Recorder)-centric environment. The proposed personalized broadcasting system consists of a server that provides metadata binary-coding, encapsulation and multiplexing, and a client terminal that takes charge of de-multiplexing, metadata decoding, and metadata processing for personalized content accessing and consumption. This paper presents the details of the design of each functional module, and the evaluation results with a set of service scenarios in an end-to-end broadcasting test-bed.

The Development of Content Management System for Culture & Tourism Based on Recursive Relation Object Model (순환관계 객체모델에 기반한 문화관광 콘텐츠관리시스템 개발)

  • Shin Dong-Suk
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.2 s.40
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    • pp.263-273
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    • 2006
  • The remarkable development of the internet causes us to have too many homepages and content, to be specialized and subdivided, and to need 'CMS'(Content Management System). Currently, CMS have been developed by many solution providers and studied in many ways. However, it is hard to find a system which is able to construct the specified Culture & Tourism content rapidly and managed them efficiently. Step on these requirement, this paper focus on design and implementation of unified CMS based on recursive relation object model which can be satisfied the demand of the usual people's information service of Culture & Tourism and which can be installed and managed the standardized Culture & Tourism content easily.

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Design & Implementation of DRM System for End-to-end Content Protection (End-to-end 콘텐츠 보호를 위한 DRM 시스템 설계 및 구현)

  • Jeong Yeon-Jeong;Yoon Ki-Song
    • The KIPS Transactions:PartC
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    • v.13C no.1 s.104
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    • pp.35-44
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    • 2006
  • Current technologies on digital rights management (DRM) have focused on security and encryption as a means of solving the issue of unauthorized copying, that is, locking the content and limiting its distribution to only purchasers. But, illegal content copy should be protected not only from purchasers but also from other principals such as media distributors and content providers. In this paper, we designed and implemented end-to-end digital lights management system that can cover a content protection on the overall value-chains of content distribution. Proposed system provides content protection and secure management of digital rights in creator, provider, and distributor like in purchaser. Accordingly it can provide an environment protecting each principal's digital rights and prohibiting illegal usage of content.

An Design and Implementation of WAP(Wireless Application Protocol) Emulator (WAP(Wireless Application Protocol) 에뮬레이터(Emulator)의 설계 및 구현)

  • 최철웅;장지산;신화종;김상국;신동규;신동일
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10c
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    • pp.135-137
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    • 2000
  • 무선 인터넷 시장의 급속한 발전으로 인해 컨텐츠에 대한 사용자들의 다양한 요구가 증가되고 있고, 그로인해 WML과 WML Script를 개발자가 실제와 같은 상황에서 편리하게 개발할 수 있는 환경이 필요하게 되었다. 본 논문에서는 CP(Content Provider)들이 쉽고 편리하게 WML(Wireless Markup Language) 컨텐츠(Content)를 개발, 브라우징하기 위한 WAP(Wireless Application Protocol) Emulator의 설계와 구현에 대하여 기술한다. WAP Emulator는 WML 파싱(parsing) 모듈과 인터페이스(Interface)모듈, 그리고 Data Send/Receive 모듈로 구성되며, 디코딩(Decoding)된 WML 문서를 파싱하여 브라우저로 보여준다.

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Novel Hybrid Content Synchronization Scheme for Augmented Broadcasting Services

  • Kim, Soonchoul;Choi, Bumsuk;Jeong, Youngho;Hong, Jinwoo;Kim, Kyuheon
    • ETRI Journal
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    • v.36 no.5
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    • pp.791-798
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    • 2014
  • As a new hybrid broadcasting service, augmented broadcasting shows enhanced broadcasting content on a large TV screen, while augmented reality (AR) on a mobile device augments additional graphical content onto an input image from the device's own camera to provide useful and convenient information for users. A one-sided broadcasting service using AR has already been attempted in virtual advertisements during sport broadcasts. However, because its augmentation is preprocessed before the video image is transmitted, the viewer at home may have no influence on this formation; and no interaction for the user is possible unless the viewer has a direct connection to the content provider. Augmented broadcasting technology enables viewers to watch mixed broadcasting content only when they want such service and to watch original broadcasting content when they do not. To realize an augmented broadcasting service, the most important issue is to resolve the hybrid content synchronization over heterogeneous broadcast and broadband networks. This paper proposes a novel hybrid content synchronization scheme for an augmented broadcasting service and presents its implementation and results in a terrestrial DTV environment.

A Design and Implementation of DRM System by Applying System Authentication Method (시스템 인증기법을 적용한 DRM 시스템 설계 및 구현)

  • Jang, Eun Gyeom;Lee, Bum Suk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.2
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    • pp.177-184
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    • 2009
  • The digital contents distribution system via network provides comfortability, usability, and diversified functions to content's users. However, for the characteristic of easy access of digital contents, the copyright infringements and indiscreet contents distribution are realized in this days. In other words, any users with the authentication key can access to copyright contents with any restrictions. To solve this problems, we proposed a user authentication mechanism which prevent indiscreet access to the digital content by using user system information. Also, to provide safe distribution of digital content, we used user's unique content authentication key.

Implementation of Metaverse User-Avatar Interaction using Real-time Motion Data (실시간 모션 데이터를 활용한 메타버스 사용자-아바타 상호작용 구현)

  • Gang In Lee;Eun Hye Noh;Young Jae Jo;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.4
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    • pp.172-178
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    • 2023
  • With the expansion of metaverse content and hardware platforms, various interactions in the virtual world have been built, raising expectations for an increase in immersion which is a major element of the metaverse. However, among hardware platforms that increase virtual immersion elements, the typical HMD platform can be a barrier to new user inflows due to its high cost. Thus, this paper focused on improving virtual-to-real interactions by extracting motion data using relatively inexpensive webcam equipment in PC environments, utilizing Unity game engines, Photon unity network, multi-platform implementations, and Barracuda neural network inference libraries.

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Development of Efficient VR Contents Writing Tools for Support Storytelling (스토리텔링 지원을 위한 효율적인 VR 콘텐츠 저작도구 개발)

  • Lee, Yang Min;Lee, Jae Kee
    • Journal of Korea Multimedia Society
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    • v.23 no.5
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    • pp.700-709
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    • 2020
  • With the development of virtual reality (VR)-related technology and the advent of the 5G era, VR-based streaming games or content have been developed and transmitted at high speed. Although VR technology is also being applied in education, health care, manufacturing, and production fields, its main application is for entertainment. VR technology has been developed based on hardware and various contents have been developed accordingly; however, the number of VR content with high entertainment value is insufficient, and there are primarily hands-on contents. In this paper, we propose a method for developing an writing tool that can enhance the productivity in the development and editing of VR content and create VR contents based on a timeline by reflecting the storytelling rather than by a simple empirical type to solve the bias in content style. The proposed VR content writing tool is expected to increase the productivity in VR content development and contribute to the creation of various styles of content. Its implementation can enable developers to create specific stories in a timeline and support several animation effects.

A Design and Implementation of Integrated Content Management System Based on Microservices Architecture (마이크로서비스 아키텍처 기반의 통합 콘텐츠 관리 시스템 설계 및 구현)

  • Yoon, Kyung Sik;Kim, Young Han
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.3
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    • pp.97-108
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    • 2019
  • As digital content items increase, new content services are often added to or integrated among existing content management systems to manage them. For efficient system integration, this paper designed a content management system that combines two existing content management systems based on a microservices architecture. In addition, during the development process, integrated system that existing systems were recycled without disruption to existing systems, integrated efficiently and implemented as scalable systems. It measured the resource usage of this systems and analyzed the differences between features for system integration using traditional middleware.