• 제목/요약/키워드: Contents industry

검색결과 3,942건 처리시간 0.039초

한미 FTA와 디지털 환경의 지역방송 콘텐츠 활성화 방안 (Korea and America FTA and Area Broadcasting Contents Activation Plan of Digital Environment)

  • 김덕모;김만기
    • 디지털융복합연구
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    • 제6권4호
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    • pp.73-81
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    • 2008
  • Market penetration of media capital and with domestic broadcasting and communication fusion affect from the contents competitive situation which is general, the digital conversion of ground group broadcasting which follows in like this change tried to point out the hereafter direction of broadcasting contents industry with Korean-American FTA compromises. Further with role of the program heightening of competitiveness plan for the ground group digital contents activation of local broadcasting and loca broadcasting accomplishes the funeral of succession development and area public opinion integration of politics, economy and culture of the community and being understood for a harmony, and proposed a politic alternative in the Broadcast Communications Commission which starts newly and Local Broadcasting Developmental Commission.

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OpenAPI를 이용한 외부컨텐츠 기반 동영상 매쉬업 서비스의 구현 (Implementation of External-Contents based Video Mashup Service using OpenAPI)

  • 이동균;권준희
    • 디지털산업정보학회논문지
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    • 제5권1호
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    • pp.89-98
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    • 2009
  • The existing mashup service providers have induced users to participate in their own made services and have grown their services by user participations and contributing contents. Recent services based on Web2.0 are called by 'Open (Content) Service' which means anyone can provide new services to the others without any of their own contents. But unfortunately the most of these days services are not opened. They just using mashups for increasing their service's traffics. We introduce the way to make a simple service to provide searching videos present it with extracted keyword from external content without our own contents at all. this show that how to combine the content with another contents or services.

온라인디지털콘텐츠산업의 보호에 관한 연구 -온라인디지털콘텐츠산업발전법을 중십으로- (A study on the protection of on-line digital contents industry -focused on on-line digital contents industry development act-)

  • 강성주
    • 정보학연구
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    • 제7권2호
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    • pp.55-67
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    • 2004
  • 디지털콘텐트산업은 정보화사회의 핵심적인 기반산업분야이나 복제의 용이성으로 디지털코텐츠를 법적으로 보호하지 않는다면 우리사회가 필요로 하는 디지털콘텐츠의 개발의욕을 저하시켜 산업발전을 기대할 수 없을 것이다. 따라서 디지털콘텐츠제작자의 법적보호는 국가적 이익을 극대화하기 위한 필수불가결한 조치일 것이다. 이러한 디지털콘텐츠제작자의 법적보호를 위하여 탄생한 법이 온라인디지털콘텐츠산업발전법이다.

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3D VR 기반의 교육 콘텐츠 개발 시스템 구현 (Implementation of Developement System of Education Contents Utilizing 3D VR)

  • 배성실;이정민;안성수
    • 디지털산업정보학회논문지
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    • 제12권1호
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    • pp.97-106
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    • 2016
  • 3D virual reality technique develop rapidly such as parts of education, health, national defense, etc. This paper implements an education contents utilizing 3D virtual reality based on HMD. In this paper, contents make up Changdeokgung Palace using to 3Dmax and Unity program, it shows on implemented Helmet Mounted Display. HMD obtain dynamic image from the target source of smart phone. Also, contents consist of service senerio through divided palace position and King's a day's journey especially. Above all, this paper indicate improving performance according to reduced cybersickness and immersion enlargement. And memory capacity reduced by various technique such that file type, compressed file, minimized resource. Proposed technique can obtain dynamic 3D image by HMD implementation at real time basis so that it is possible to use simultaneously multi-source. From the various and practical experiment, it is confirm that proposed 3D VR education system is useful for experience of virtual reality practically.

디지털 콘텐츠로서 개인형 메신저 콘텐츠 디자인 분석에 관한 연구 (Analysis of Personal Messenger Contents Design as Digital Contents)

  • 오문석;원종욱
    • 디지털산업정보학회논문지
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    • 제6권4호
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    • pp.183-192
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    • 2010
  • Digital communities' spaces have been very popular through communication contents provide entertainment and usability. Emoticons provide simply emotional expressions and intension, so they weakly convey a realistic sense as they are designed by 2D graphics. However, 3D Avatars presented by 3D Computer Graphics make users interesting because of delivering senses of reality and three-dimension and amuse users because of representing their characters. It is the purpose of this study to analyze design examples of emoticons and avatars applying to personal messengers and propose the development of them. In addition, this paper researches various characteristics of emoticons and avatars for web and mobile phones, and suggests a strategy to usefully and properly apply emoticons and avatars to design.

왕겨기반 고순도 셀룰로오스의 제조 (Preparations Purified Cellulose from Rice Hull)

  • 이영주;성용주
    • 펄프종이기술
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    • 제44권3호
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    • pp.79-85
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    • 2012
  • In this study, purified cellulose was prepared from rice husk which is one of the major agricultural residues in Korea. The various bleaching processes such as ozone bleaching, $ClO_2$ bleaching and $H_2O_2$ bleaching were applied to remove residual lignin and impurities. In order to increase the contents of ${\alpha}$-cellulose contents, the effects of acid and alkali treatments were evaluated. Although the multi stages of the bleaching processes resulted in less than 0.5 % residual lignin contents, the application of ozone leaded to the decrease in DP(degree in Polymerization) and ${\alpha}$-cellulose contents. The alkali treatment after bleaching processes resulted in pure cellulose which showed more than 98% of ${\alpha}$-cellulose contents.

디지털 컨버전스 환경에서 교육용 콘텐츠 활용방안에 관한 고찰 (Consideration at the idea to utilize educational cm1mts under digital convergence environment)

  • 오문석;김문석
    • 디지털산업정보학회논문지
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    • 제7권4호
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    • pp.101-110
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    • 2011
  • The change of digital convergence service environment converted the subject of design into user -centric one instead of developer-centric one, and changed the existing design environment focused on product development into the new user -centric design environment. Accordingly, GUI considering user's usability come to take big shares in those contents being used for multimedia equipments. However, as the present educational contents provide complex interface due to its design produced based on the existing e-learning system, they have many problems in that they don't consider user's usability. Thus this paper aimed to analyze actual examples through GUI elements of educational contents being used for multimedia equipments and attempt to suggest some directions for development. additionally, consider the various characteristics of digital convergence environment and educational contents, and try to set up strategic directions possible to utilize user'-centric interface elements more usefully and properly at the time to produce designs.

Data Mining Approach to Predicting Serial Publication Periods and Mobile Gamification Likelihood for Webtoon Contents

  • Jang, Hyun Seok;Lee, Kun Chang
    • 한국컴퓨터정보학회논문지
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    • 제23권4호
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    • pp.17-24
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    • 2018
  • This paper proposes data mining models relevant to the serial publication periods and mobile gamification likelihood of webtoon contents which were either serialized or completed in platform. The size of the cartoon industry including webtoon takes merely 1% of the total entertainment contents industry in Korea. However, the significance of webtoon business is rapidly growing because its intellectual property can be easily used as an effective OSMU (One Source Multi-Use) vehicle for multiple types of contents such as movie, drama, game, and character-related merchandising. We suggested a set of data mining classifiers that are deemed suitable to provide prediction models for serial publication periods and mobile gamification likelihood for the sake of webtoon contents. As a result, the balanced accuracies are respectively recorded as 85.0% and 59.0%, from the two models.

System Integration for the Operation of Unmanned Audio Center based on AoIP

  • Lee, Jaeho;Hamacher, Alaric;Kwon, Soonchul;Lee, Seunghyun
    • International journal of advanced smart convergence
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    • 제6권2호
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    • pp.1-8
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    • 2017
  • Recently, the development of the information communication industry has made many changes in the industrial acoustic industry. Especially, it has a great influence on the change of system and equipment of acoustic system. Analog equipment is changing to digital equipment, and integrated control equipment makes it easier to operate and manage the sound system. However, the integrated control system currently on the market is only controllable for some devices. In this paper, we propose a new AoIP - based system configuration method, which enables the operation status monitoring, unmanned operation and self - diagnosis of equipment. As a result of the study, it is confirmed that the proposed system can be operated, monitored, and self - diagnosed at remote sites. It is expected that an AoIP- based sound system will be the industry standard in the future.

광선의 영향에 따른 감자의 Chlorophyll과 Glycoalkaloid의 함량 변화 (The Changes of Chlorophyll and Glycoalkaloid Contents in Potato Tubers after Exposure of Fluorescent and UV Light)

  • 김정애;소궤신행;한재숙
    • 동아시아식생활학회지
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    • 제15권2호
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    • pp.207-212
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    • 2005
  • To determine changes of chlorophyll and potato glycoalkaloid(PGA) contents in potato tubers after lightening, Dejima potatoes cultivated in Korea were used and PGA was analyzed by HPLC. Potatoes were stored under fluorescent and UV light exposure or darkness for 7 days at $5^{\circ}C$. The contents of chlorophyll and glycoalkaloid in the peel of potatoes exposed to fluorescent light were increased to $84\%,\;69.5\%$ respectively compared to potatoes stored without lightening. While a marked effect of lightening on the peel of potatoes exposed to fluorescent light, UV light lead to no change of chlorophyll and less increase in glycoalkaloid than fluorescent did. The increase of chlorophyll was provoked by only fluorescent light. Cortex part did not accumulate any chlorophyll or glycoalkaloid.

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