• Title/Summary/Keyword: Contents platform

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Changes in Platform and Advertising Market in terms of the advent of 3D TV (3DTV 도입에 따른 플랫폼 시장 및 광고시장의 변화)

  • Cha, Young-Ran;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.119-132
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    • 2012
  • This study is to consider the major policy issues related to 3DTV in terms of the platform projects, not the terminal and equipment manufacture. It reviews what problems the 3D policy in terms of the platform projects has posed so far, and discusses the issues that may appear when the 3D TV is commercialized in the broadcasting market. The major issues dealt in the study include the frequency policy of the terrestrial platform, the additional services activation of the pay platform players, the retransmission policy of terrestrial broadcasting, and the advertising market policy.

(Design and Implementation of A Contents Converter for Integrated Wired and Wireless Platform Based on Mobile) (Mobile 기반의 유무선 플랫폼 통합 컨텐츠 변환기 설계 및 구현)

  • 윤성일;송정길
    • Journal of the Korea Computer Industry Society
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    • v.3 no.9
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    • pp.1295-1314
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    • 2002
  • Recently, wireless internet market has reached to the induction and growth stage by rapid development of Mobile service by fusion of Internet and wireless technology of communications. But, current wireless internet service of domestic five mobile communication companies are being limited to the service using markup-language, platform and Contents. Therefore, research on integration Contents of different. Wireless internet platform and its development are necessary. For the easiness of maintenance and compensation, this paper attempts to design a Wireless internee Contents converter for integrate wired and wireless platform which automatically converts to WML and HDML, M-HTML, S-HTML, C-HTML through analysis of HTML document.

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Performance Evaluation Algorithm of Contents Curation Platform (콘텐츠 큐레이션 플랫폼 성능평가 알고리즘)

  • Choi, Jong-Ho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.6
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    • pp.658-663
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    • 2018
  • In this paper, a performance evaluation algorithm of contents curation platform is proposed. The evaluation starts with setting the initial-final conditions, and measures four performance evaluation parameters. These parameters are response rate of service, accuracy of response result, precision of analysis result, and recall rate of analysis result. To verify the effectiveness of the proposed algorithm, a database of 118,738 cases was constructed and the contents was opened on the Internet. In this experiment, 6,975,365 pageviews were applied to analysis user behavior. Through the measurement of four parameters, it was confirmed that the integrated and unit evaluation of content curation platform can be performed objectively.

A Study on the Development of Youtube Channel Recommendation Platform Based on Crowd Sourcing (크라우드 소싱 기반의 유튜브 채널 추천 플랫폼 개발 연구)

  • Lin, Bin;Lim, Young-Hwan;Sim, Jun-Zung;Lee, Yosep
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.523-528
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    • 2021
  • Current YouTube recommends similar contents to users based on the contents they actually consumed. Due to the feature of these algorithms, users are well recommended for contents in similar fields, but it is difficult to be recommended contents in fields that have never been consumed. There is a limit to being widely recommended for videos. I want to solve this problem by utilizing crowd sourcing. I propose a platform that can be recommended for various channels, through direct participation of the public people using youtube. Users can be recommended a variety of channels, communicate with people in the channel discussion room, and at the same time generate revenue by recommending channels. I hope that this platform can be used in various crowd sourcing-based recommendation platforms.

A Study on the Development of Mobile Foreign Language Learning Platform Based on Audio Contents of Mother Tongue (모국어 오디오 콘텐츠 기반의 모바일 외국어 학습 플랫폼 개발 연구)

  • Lin, Bin;Lim, Young-Hwan;Sim, Jun-Zung;Lee, Yo-Sep
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.487-495
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    • 2021
  • The purpose of this study is to make it easier, more fun and more convenient to learn a foreign language through the development of an efficient audio contents platform that utilizes each person's native language ability. In order to achieve the goal to produce audio contents centering on the native language used in real life. Contents that are created without much effort in daily life could be used as precious contents for foreign language learners to learn the natural use of the language. Currently, most of the online foreign language learning platforms have problems with the contents depletion and the low practicality of contents. Accordingly, I am expecting this platform improves the existing shortcomings, giving foreign language learners the opportunity to learn a foreign language more realistically and at the same time giving native speakers an opportunity to generate additional revenue by utilizing their spare time.

Implementation of Multi Channel Network Platform based Augmented Reality Facial Emotion Sticker using Deep Learning (딥러닝을 이용한 증강현실 얼굴감정스티커 기반의 다중채널네트워크 플랫폼 구현)

  • Kim, Dae-Jin
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1349-1355
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    • 2018
  • Recently, a variety of contents services over the internet are becoming popular, among which MCN(Multi Channel Network) platform services have become popular with the generalization of smart phones. The MCN platform is based on streaming, and various factors are added to improve the service. Among them, augmented reality sticker service using face recognition is widely used. In this paper, we implemented the MCN platform that masks the augmented reality sticker on the face through facial emotion recognition in order to further increase the interest factor. We analyzed seven facial emotions using deep learning technology for facial emotion recognition, and applied the emotional sticker to the face based on it. To implement the proposed MCN platform, emotional stickers were applied to the clients and various servers that can stream the servers were designed.

Information Structure of Online Video Platform Focused on Web-Drama Case (온라인 동영상 시청 플랫폼의 정보구조 탐색 - 웹드라마 사례를 중심으로)

  • Cha, Dong-Min;Sung, Junghwan
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.135-143
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    • 2019
  • Purpose of this study is enhancing usability of online video platform by analyze link-depth and advertisement frequency. In this study, researcher checked market share of video platform which publishing web-drama, and compare their link-depth and advertisement frequency. As a result, access to the latest content has two to three link-depth. So it does not worsen usability. but, if contents doesn't show on main page or search result, it requires more than five to six steps. Image advertisement show up more than twice on every platform. 'Youtube' and 'Naver TV' show up pre-roll video advertisement in video player before offering contents. In this video platform information structure, directory searching needs high link-depth level and advertisement frequency. It will increase user's bounce rate and decrease return visit rate. So researcher suggests prototype using drop-down menu to reduce link-depth and enhance information structure.

Preventing Service Injection Attack on OSGi Platform (OSGi 플랫폼에서 서비스 인젝션 공격 및 대응책)

  • Kim, In-Tae;Chung, Kyung-Yong;Rim, Kee-Wook;Lee, Jung-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.111-118
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    • 2010
  • The OSGi platform is a Java-based component platform that is being widely used from environments for the application development to enterprise software. The OSGi platform provides dynamic and transparent installation for open environments. However, it open new attacks so that many researches try to solve OSGi vulnerability. Security flaws in OSGi platform are categorized two parts: the JVM and the OSGi platform itself. We focus on vulnerability by OSGi platform itself, particularly service injection. We identify the service injection attack and suggest secure mechanisms to prevent the attack. Those mechanisms are implemented, providing a few modification to the Knopflerfish OSGi implementation and are evaluated through comparing with existing mechanisms.

Mobile Contents for Learning of English Presentation based on Android Platform (영어 구두 발표 학습을 위한 안드로이드 플랫폼 기반 모바일 콘텐츠 제작)

  • Park, Seong-Won;Oh, Duk-Shin
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.5
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    • pp.41-50
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    • 2011
  • In this study, we developed mobile contents and mobile learning system for learning of english presentation based on Android platform. First, the application including contents transfer system which enables contents run on Android platform was developed for learning of English presentation. Second, presentation contents which will be applied on the application were manufactured. The contents developed in this study are for learning English presentations. The contents are classified into two parts; Part 1 is for basic English presentations, and Part 2 is for advanced English presentations. Each part is made up with 9 units, and each unit is composed differently by topics. The number of whole chapter for both parts is 51. We analyzed the questionnaire responses with respect to UI satisfaction and satisfaction of the learning experience. The UI satisfaction results showed that 85% of the participants were satisfied at an ordinary or higher level with our system. And The satisfaction of the learning experience results showed that 95% of the participants were satisfied at the ordinary or higher level with our system.