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Route Optimization Scheme for Mobile Content Sources in Content Centric Networking

  • Lee, Jihoon;Rhee, Eugene
    • Journal of information and communication convergence engineering
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    • v.18 no.1
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    • pp.22-27
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    • 2020
  • Content centric networking (CCN) is regarded as promising internet architecture because it can provide network efficiency in terms of bandwidth consumption by separating contents from a specific network location and decrease network congestion events. However, the application of a CCN does not widely consider the side effects of mobile devices, particularly mobile content sources. For content source mobility, a full routing update is required. Therefore, in this study, a route optimization scheme is proposed for mobile content sources in a CCN environment to provide low communication overhead, short download time, and low resource consumption. The proposed scheme establishes a direct path between content requesters and a mobile content source for the exchange of interest and data packets using interest-piggybacked data packets. Based on the inherent CCN naming characteristics, the content source does not know the name prefix of the content consumer, and thus the proposed optimized CCN scheme utilizes the content router in the home domain of the content source.

An Empirical Study on the Chinese Customer's Repurchase Intention of Mobile Contents Service (중국 모바일 콘텐츠 서비스의 소비자 재구매의도에 관한 실증연구)

  • Zhang, Rui;Moon, Tae Soo
    • The Journal of Information Systems
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    • v.33 no.2
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    • pp.27-45
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    • 2024
  • Purpose The purpose of this study is to understand the important characteristics of mobile content services and to provide better content services to Chinese consumers by understanding consumer behavioral psychology about mobile content services and empirically analyzing research models with perceived usefulness, perceived enjoyment, customer attitudes, and repurchase intentions based on motivation theory. Design/methodology/approach Based on Deci(1975) Self-Determination Theory and Heijden(2004) research model, this study developed a research framework that includes perceived usefulness and perceived enjoyment to influence on repurchase intention. A questionnaire survey was conducted targeting Chinese consumers using mobile content services, and 272 valid responses were analyzed using Structural Equation Modeling (SEM). Findings According to the results of empirical analysis in this study, Chinese consumers were found to feel repurchase intention by positive impact of perceived usefulness and perceived enjoyment in the use of mobile content service. Chinese consumers still use mobile content a lot from a utilitarian perspective in relation to social life or job performance, and there is no positive effect on the use of mobile content related to perceived enjoyment. The results of this study provide the empirical results of a research model that integrates motivation theory and technology acceptance theory for the development of the mobile content industry in the future, and provide necessary insights for managers of companies that develop and distribute mobile content service.

The Effect of Virtual Reality Content Production Types on Customer Satisfaction (Virtual Reality 콘텐츠 제작 유형이 고객 만족에 미치는 영향)

  • Lee, Dongseon;Lim, Daehyun;Kim, Kyonghwan;Choi, Jeongil
    • Journal of Korean Society for Quality Management
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    • v.48 no.3
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    • pp.433-451
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    • 2020
  • Purpose: The purpose of this study is to investigate how the type of virtual reality content production affects the interaction and immersion that is a virtual reality characteristic, and to provide the platform companies and content producers with the basic information necessary to provide the production and service of content suitable for VR characteristics. Methods: Based on the data collected in the survey, multiple regression analysis and hierarchical regression analysis were used. The measurement tools used in this study were studied through three-dimensional composition, including the characteristics and interaction and immersion of content produced in 2D, 3D and 360°, which are elements of virtual reality characteristics. Results: The results of this study are as follows. Among the types of content production, content produced with 2D and 360 technologies was found to affect immersion, while content produced in 3D affected interaction. Motion sickness has been investigated to affect both immersion and interaction. Conclusion: Service-provided platform enterprises and content-making enterprises should consider content-making and providing services that suit service characteristics and purposes, taking into account the characteristics of interaction and immersion in content-making investment and service delivery.

Dynamic Resource Allocation and Scheduling for Cloud-Based Virtual Content Delivery Networks

  • Um, Tai-Won;Lee, Hyunwoo;Ryu, Won;Choi, Jun Kyun
    • ETRI Journal
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    • v.36 no.2
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    • pp.197-205
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    • 2014
  • This paper proposes a novel framework for virtual content delivery networks (CDNs) based on cloud computing. The proposed framework aims to provide multimedia content delivery services customized for content providers by sharing virtual machines (VMs) in the Infrastructure-as-a-Service cloud, while fulfilling the service level agreement. Furthermore, it supports elastic virtual CDN services, which enables the capabilities of VMs to be scaled to encompass the dynamically changing resource demand of the aggregated virtual CDN services. For this, we provide the system architecture and relevant operations for the virtual CDNs and evaluate the performance based on a simulation.

A Study on Barrier-Free Culture and Art Content Applications (배리어 프리 문화예술 콘텐츠 애플리케이션에 관한 연구)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.1
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    • pp.56-61
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    • 2022
  • The purpose of this study is to provide a cultural and artistic content guide service that can provide customized guides according to the disability status of the disabled who consume cultural and artistic contents. It is designed to provide a more individualized service through user input of disability information including the type and degree of disability of the disabled, the type of cultural and artistic content desired by the disabled, and information on the cultural and artistic level of the disabled. In addition, it is not limited by time and place, and it has the distinction of providing appreciation of cultural and artistic contents and commentary information of the corresponding cultural and artistic contents in various ways on the application. In particular, to provide cultural and artistic contents differently by identifying the type or degree of disability of the user, or to provide cultural and artistic contents with different expertise in consideration of the user's cultural level and taste, and to improve the cultural level. The most special feature is that it provides recommended content in consideration of the difficulty of art content. User analysis was conducted through in-depth interviews and persona techniques. As a result of the analysis, the needs for the enjoyment of culture and arts are also increasing among the disabled, while the services that reflect those needs are very insufficient. Therefore, all interviewees stated that they are willing to actively utilize these services if they are released. In the future, it is necessary to increase the accessibility of the disabled to culture and arts by developing various services using new ICT technologies.

The Targeting for Users Data Service of 3D-mesh contents (맞춤형 Targeting 3차윈 컨텐츠 Data 서비스)

  • Jung Jong-Jin;Lee Jong-Sul;Lim Tae-Bum;Lee Seok-Pil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.83-86
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    • 2003
  • With the opening of digital broadcast services and development of wire/wireless Internet, the current multimedia broadcasting is provided for has various services. The user will be provided lots of various content through the various channel and media. Content provider and consumer want the various service using content with the better quality which is fit to user preference. For transmitting this content in the limited transmission channel capacity, it needs to transmit the highly compressed content which user wants. The content of 3D mesh model-based on MPEG-4 enables the various content service that provides the lower capacity and the better quality, and Targeting service enables just provide the contents that user more wants and likes. The adaption of Java application program and 3D program can provide the content service utilizing 3D mesh model, so content provider and consumer can share the more information about the content. This paper has presented the study on the targeting service using compression of 3D mesh model-based on MPEG-4 and the adaptation of Java application program using it

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A Study on the Harmonizing media for E-learning service in Smart Environment (스마트 환경에서 이-러닝 서비스를 위한 학습 미디어 Harmonizing 기법 연구)

  • Kim, Svetlana;Yoon, Yong-Ik
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.10
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    • pp.137-143
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    • 2012
  • The learners using learning content through the smart devices can access to the Internet from anytime and anywhere. However, with the rapid increase of learning content on the Web, it will be time-consuming for learners to find contents they really want to and need to study. Therefore, e-learning systems should not only provide flexible content delivery, but support adaptive harmonizing fusion content. The harmonizing fusion content it is a very important in fusion e-learning service. The representative method to provide synchronization between fusion content is a provide absolute time value between of the contents. However, this method is occurs a problem transferring time delay. Also, to enter an absolute time value for the duration of the each content is several problems arise. In this paper introduces a new smart e-smart service support the harmonizing media based technology to create synchronized learning presentation.

Classification and Characteristics of Augmented Reality Contents of Fashion Brands (패션 브랜드의 증강현실(AR) 콘텐츠 유형 및 특성)

  • Lee, Hyun-Jin;Ku, Yang-Suk
    • Fashion & Textile Research Journal
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    • v.22 no.3
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    • pp.310-322
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    • 2020
  • This study investigated the classification and characteristics of augmented reality (AR) content of fashion brands. The AR contents of fashion brands were classified according to user participation space and content delivery method. Based on these types, eight case studies were conducted, along with a discussion of AR characteristics in terms of presence, interactivity, and immersion. The results showed that AR content could be divided into four types: offline visit-external information type, offline visit-internal experience type, online utilization-external information type, and online utilization-internal experience type. It was also found that there were differences in characteristics for each type of AR content. First, the offline visit-external information type requires various new content that can provide entertainment immersion to users. Second, the offline visit-internal experience type requires a powerful inducement for users to visit a specific space providing AR content and to participate in augmented environments. Third, the online utilization-external information type needs a series of AR content that can consistently incite users' curiosity about brands and products. Fourth, the online utilization-internal experience type needs effective content to improve users' shopping experience with the virtual fitting of fashion accessories, such as eyewear, hats, jewelry, and watches. Accordingly, fashion companies should create contents that can provide appropriate presence, interactivity, and immersion by AR type.

A Trusted Key Management Scheme for Digital Rights Management

  • Jeong, Yeon-Jeong;Yoon, Ki-Song;Ryou, Jae-Cheol
    • ETRI Journal
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    • v.27 no.1
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    • pp.114-117
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    • 2005
  • In this paper, we propose a key management scheme which can provide delivery of the key used to encrypt a digital content from the package server to digital rights management (DRM) clients in a secure manner. The proposed scheme can protect digital content from attacks since an encrypted digital content is sent by a package server and only DRM clients can decrypt the encrypted digital content. It protects the key not only from purchasers but also among the other principals who manage the distribution and license servers.

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Research on Digital Content Development for AR-Based Traditional Craft Education and Training -Focusing on Lacquer Thread Sculpture-

  • HaiBiao-Huang;LingJing-Zheng;Seuc-HO Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.72-79
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    • 2024
  • This study focuses on combining traditional craft lacquer thread sculpture and augmented reality (AR) technology to develop digital educational content. In this way, we not only make it easier and easier for children to learn and understand the traditional craftsmanship of lacquer thread sculpture, but also finds a new direction for traditional craft education. First, through literature research, the production process of traditional craft lacquer thread sculpture is summarized. Through an in-depth understanding of traditional craft lacquer thread sculpture, it provides a theoretical basis for subsequent AR digital content development to achieve educational goals. Next, we used AR technology to design and produce the digital content of the traditional craft lacquer thread sculpture. This study proposes the application of AR technology and the design and production methods of digital content. It is hoped that the methods and experiences we have proposed will not only provide reference for the development of similar digital content in the future, but also provide new educational methods for the inheritance of traditional crafts.