• Title/Summary/Keyword: Contents

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Use and Perception of the Video Contents as Teaching Materials (교수학습 자료로서의 영상 콘텐츠 활용과 인식)

  • Choi, Kyung-Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.173-181
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    • 2012
  • The education method using visual materials such as video contents is getting more attentions in the education field. This study researched how undergraduate students perceive the objective of education method utilizing video contents, what types of education using video contents they put a great importance on, and what kinds of correlations exist between the video contents method and the ability of discussing about a topic in essay-type examinations. With in-depth interviews with undergraduate students, the results showed that video contents was perceived as one of the attractive teaching methods increasing students' comprehension of lectures. Also, students evaluated that the video contents method could provide an opportunity to be exposed to the vivid scene of the journalistic environment and make them learn practical cases at second hand. Moreover, they perceived the video contents method as a very effective learning method improving their ability to discuss about a topic in essay-type exams.

A Study on Personalized Recommendation Method Based on Contents Using Activity and Location Information (이용자 이용행위 및 콘텐츠 위치정보에 기반한 개인화 추천방법에 관한 연구)

  • Kim, Yong;Kim, Mun-Seok;Kim, Yoon-Beom;Park, Jae-Hong
    • Journal of the Korean Society for information Management
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    • v.26 no.1
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    • pp.81-105
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    • 2009
  • In this paper, we propose user contents using behavior and location information on contents on various channels, such as web, IPTV, for contents distribution. With methods to build user and contents profiles, contents using behavior as an implicit user feedback was applied into machine learning procedure for updating user profiles and contents preference. In machine learning procedure, contents-based and collaborative filtering methods were used to analyze user's contents preference. This study proposes contents location information on web sites for final recommendation contents as well. Finally, we refer to a generalized recommender system for personalization. With those methods, more effective and accurate recommendation service can be possible.

A Design and Implementation of User Device Framework for Service Adapted Contents (적응화된 콘텐츠를 서비스하기 위한 사용자 단말기 프레임워크 설계 및 구현)

  • Kim, Jin-Sung;Lee, Jae-Dong
    • The KIPS Transactions:PartD
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    • v.16D no.5
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    • pp.801-808
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    • 2009
  • According to development of internet and an increase in demand of multimedia contents, the contents industry is being developed. However, they are served same contents in the limited environment(user device environment, network environment) of the present contents industry. And users have difficulties in searching and finding contents since they are served contents they want and contents suitable to diverse context and affection. Therefore, it is necessary to make a system offering contents according to context and affection of users. The study proposes the system to offer contents suitable to context and affection of users whenever and wherever through diverse devices in a ubiquitous environment and designs/implementation a user device framework system that users can be offered contents suitable to their devices.

Prioritization of Strategic Factors for Revitalization of the Sports Contents Distribution Industry

  • KIM, Min-Kyu;KIM, Soo-Hyun
    • Journal of Distribution Science
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    • v.18 no.12
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    • pp.5-13
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    • 2020
  • Purpose: The objective of this study is to explore and prioritize strategic factors for revitalization of the sports contents distribution industry. Research design, data and methodology: To this end, strategic factors for revitalization of the sports contents distribution industry were explored based on literature review, and 14 experts were consulted to prioritize the factors. Results: Major conclusions deduced are the following: First, the factors were prioritized in order of legal policy factors, contents factors, and technical infrastructure factors. Second, subdomains of legal policy factors were prioritized in order of policy process factors, legislation enactment and revision factors, budget factors, business model factors focusing on sports contents. Third, subdomains of contents factors were prioritized in order of humanware contents factors, sports contents diversification factors, and high-quality sports contents production factors. Fourth, subdomains of technical infrastructure factors were prioritized in order of sports contents service platform factors, technical development and standardization, global distribution channel provision, and distribution metadata standardization. Conclusions: Findings of this study are of significance given that this study stratifies factors of sports contents distribution industry revitalization-about which there have been very few previous studies- analyzed mainly in terms of justifiability and timeliness, and presents preferential business strategies.

A Design of the Ontology for Enhanced Semantic Retrieval of Multimedia Contents (멀티미디어 콘텐츠의 강화된 의미 검색을 위한 온톨로지 설계)

  • Kim, Sun-Kyung;Shin, Pan-Seop;Lim, Hae-Chull
    • Journal of Internet Computing and Services
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    • v.13 no.1
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    • pp.107-115
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    • 2012
  • In recent Information Environment, various Multimedia contents are getting noticed. But, since these contents have various formats of representation and very wide range of information, it was difficult to retrieve contents that user wanted and to utilize it. To solve these problems, many studies presented draft standards for adding metadata to contents, and then, semantic search for contents had become available. Unfortunately, as the number of metadata standards and contents increased, the lack of interoperability between contents was begun and users are faced with difficulty of search contents again. To improve these problems, this paper supports interoperability between metadata standards and expands the semantic relationship between elements and proposes an ontology which is named TOFIC(The Ontology For Imagery Contents) for enhanced semantic search. In TOFIC, the semantic relationships between MPEG-7 and TV-Anytime are classified, and extended new semantics are defined. As a result, semantic search for multimedia contents is enhanced and it is possible to retrieve most of the multimedia contents that exist on the current information environment consistently. In addition, it supports enhanced content-based search for multimedia contents.

Design of GeoPhoto Contents Markup Language for u-GIS Contents (u-GIS 콘텐츠를 위한 GeoPhoto 콘텐츠 언어의 설계)

  • Park, Jang-Yoo;Nam, Kwang-Woo;Jin, Heui-Chae
    • Journal of Korea Spatial Information System Society
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    • v.11 no.1
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    • pp.35-42
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    • 2009
  • This paper proposes a new GeoPhoto contents markup language that can create u-GIS contents by using the spatial photos. GeoPhoto contents markup language has designed the GeoPhoto contents model and markup language for contents that can be used the spatial photos information. GeoPhoto con tents markup language is represented by the convergence of GIS information, location information, photos information respectively. GeoPhoto contents markup language to provide a variety of pictures related to the content model consists of GeoPhoto contents model and operations between the GeoPhoto contents. GeoPh oto contents model supports GeoPhoto model, CubicPhoto model, Photo model and SequenceGeoPhoto mod el. In addition, this paper propose the Annotation operation, Enlargement operation and Overlay operation for represent the GeoPhoto contents. GeoPhoto Contents Markup Language has the advantage of supportin g user custom contents model of u-GIS.

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Study on Media Adaptation from a Webtoon to Virtual Reality Content (웹툰의 가상현실 콘텐츠로의 매체 전환에 관한 연구)

  • Park, Hyung-Woong;Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.308-315
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    • 2017
  • This study aims to review the differences and distinctive characteristics between storytelling method of virtual reality contents and storytelling method of conventional contents instead of focusing on economic and industrial effects of virtual reality contents. As a specific target, this study discusses how existing storytelling method of webtoons as a single contents genre can be applied to virtual reality contents when webtoons are adapted into virtual reality contents. The purpose of this study is to find limitations and possibilities for the storytelling technique of virtual reality contents. The results of this study showed that the essence of storytelling in virtual reality contents is in three roles of the users of virtual reality. The users of virtual reality must play the roles of service user, audience of contents, and director of story. This is because the most important storytelling techniques in media contents like editing and change of camera viewpoint can no longer be forced in virtual reality contents. Storytelling techniques in virtual reality contents are much limited compared to the conventional contents in terms of user interaction, expansion of senses, and guarantee of freedom.

Effects of Regulation against Unlicensed Contents Sharing on the Contents Producers' Profit (불법복제에 대한 규제가 콘텐츠 제작자의 수익에 미치는 영향)

  • Koh, Byung-Wan;Song, Hee-Seok;Ryu, Young;Lee, Sang-Ho;Kim, Dong-Il
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.320-329
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    • 2010
  • As software producers have tried to keep their profit against illegal piracy, contents producers also want to protect their contents from unlawful sharing among users. Some researchers uncovered that the regulation on the unlicensed contents is not the best policy to maximize their profit mainly due to network effect but this issue has been still controversial. In this paper, we develop a model to investigate the effect of regulation against unlicensed contents sharing on the profit of contents producers and present the optimal condition to maximize profit of contents producers under the regulation and non-regulation of unlicensed contents. As a result, we analyzed that the firm's payoff under the regulation on unlicensed contents is not always greater than the payoff under the non-regulation because of network externality. If the additional utility from off-line purchase of type P consumers (who enjoy the additional benefit of off-line purchase) is large enough, then the firm's payoff is maximized without regulation.

A Study on the Management of the WCMS-based Web-Contents (WCMS 기반의 웹 콘텐츠 관리에 관한 연구)

  • Park, Man-Seub;Kim, Chang-Su;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.4
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    • pp.857-862
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    • 2013
  • Due to the development of the online and mobile, cases of introducing CMS(Contents Management System) and WCMS(Web Contents Management System) to manage Web-Contents of individual and company's homepage are continuously increasing. In this paper, it is necessary to develop WCMS that can establish GUI(Graphic User Interface) based WCMS and edit contents using more concise procedures. In this paper, by reconfiguring WCMS-based Web contents using user-definition, we designed the system that can effectively and conveniently edit web contents as GUI-based. Also, we studied the intuitive and convenient web-contents management methods through researches using simplified logic. Therefore, proposed WCMS based Web-contents editing system allows the users to edit and modify the web contents much more quickly and conveniently compared to the existing web-contents editing system.