• 제목/요약/키워드: Digital Contents

검색결과 8,406건 처리시간 0.031초

디지털콘텐츠 소비자 피해유형 분석 (Analysis the Types of Consumer Damages Incurred by Using a Digital Contents)

  • 남수정;이은희;박상미
    • 한국생활과학회지
    • /
    • 제16권6호
    • /
    • pp.1197-1209
    • /
    • 2007
  • The advance of digital contents industry shifts the focus of consumptions; from analogue to digital ones. It gives significant impact on individual life as well as overall society and culture, and it leads to the increased consumption of digital contents. Nevertheless, current digital contents industry fails to secure the sufficient consumer protection systems including relevant rules and laws which regulate the distribution, use, and other transaction activities of digital contents and the efforts, on the part of contents providers, to provide information to consumers and to protect them. Digital contents, by its nature, is different from the existing products so that its nature is likely to cause unique consumer problems totally different from the offline transactions and the electrical transactions of existing products. This study, therefore, aims to identify the possible problems which may be incurred by consumers in their use of digital contents, specify the types of consumer damages, and provide the underlying materials to improve the systems related to digital contents and take legally complementary measures for consumer protection. To identify the types of consumer damages, this study analyzed the results from consumer counselling cases, experts opinion survey, and FGI. For consumer damage cases, this study analyzed the consumer complaints received by open consumer counselling sites of the Korea Consumer Agency and Seoul Electronic Commerce Center. For experts opinion survey, it conducted questionnaire survey of the group of experts from digital contents manufacturers or providers, and those who treated consumer damages directly. For FGI analysis, it organized a panel of students and employees who had used digital contents to understand the types of consumer damages. The results of this study can be summed up as follows. Based on the results from consumer counselling cases, experts opinion survey, and FGI analysis, the consumer damages related to digital contents can be classified, in their nature, into economic or financial damages (25 cases), emotional or psychological ones (15 cases), time-related ones (7 cases), physical ones (4 cases), and privacy-related ones (i.e. leakage of personal data)(3 cases). More specifying the types of damages, damages can be subdivided into contract-, charge-, maintenance-, use-, individual-related ones and other ones. Among them, both contract- and charge-related damages appeared only in the economic or financial damages, whereas user-specific individual damages appeared only in physical and emotional or psychological ones. On the other hand, maintenance- and use-related damages and other ones were observed in both categories of economical or financial damages and time-related ones. Use- and privacy-related damages, in particular, caused emotional or psychological damages.

UCI 기반 콘텐츠유통모형 활용 (Practical Use of Contents Distribution Models on the Basis of UCI)

  • 박승범;백승익;이상원
    • 한국컴퓨터정보학회:학술대회논문집
    • /
    • 한국컴퓨터정보학회 2013년도 제48차 하계학술발표논문집 21권2호
    • /
    • pp.35-37
    • /
    • 2013
  • UCI is contributing to establishing and administrating CMS to improve the quality of contents efficiently and effectively. In these days, enterprises are also making a new try to manage copyrights of digital contents by use of DRM(Digital Right Management). UCI would be a good solution to solve this overburden. The objective of our research is to study on practical uses of various digital contents models on the basis of UCI. We introduce two business cases; one is publishment of digital contents and the other is DB service of digital contents.

  • PDF

A Study on Extraction and Comparison of Digital Content Key Frame in UCC Service Environment

  • Jang, Eun-Gyeom
    • 한국멀티미디어학회논문지
    • /
    • 제14권8호
    • /
    • pp.1020-1028
    • /
    • 2011
  • In this paper, we proposed a mechanism that prevents indiscreet use of digital contents, verifies created content's copyrights to provide services to granted user and protects digital contents by law by authenticating the original digital content whenever an infringement of copyright occurs in UCC environments. The proposed mechanism uses specific information and features of contents as copyrights authentication information without additional information. Also, provides the fact of violation by inferring the modification of the original digital contents. That means this mechanism infers same or similar value from the contents; fraudulent use of content, modification of content color, modification of content format, modification of content resolution and illegal use of frame not principal key frame. In that point, we found that the inferred value from the content differed according to features of content modification.

Effects of Implementation and Application of Realistic Digital Contents

  • Han, Ji-Woo
    • International journal of advanced smart convergence
    • /
    • 제8권1호
    • /
    • pp.147-152
    • /
    • 2019
  • This study aims to explore the understanding of and the interest in realistic digital contents and examine their effectiveness, by implementing and applying VR around the science subject in middle schools. It organized each group of two for cooperative activities, in order to implement VR for 52 middle school students located at Y-county, who understood study contents and agreed to participate in the study. Then, it implemented and applied realistic digital contents regarding a change in the science geosphere and many kinds of forces, by extracting and designing them. As they implemented and applied VR around contents interest in science subject. VR assisted lessons made statistically significant differences in understanding and effectiveness of realistic digital contents. It will provide basic data used to cultivate future talents who can prepare for a change in the educational paradigms along with the fourth industrial revolution and adapt to the future knowledge-based society.

공개 키 기반의 계층 구조를 갖는 디지털콘텐트 분배 시스템의 설계 (A Design of Multi-tier Structure Digital Content Distribution System based on Public Key)

  • 고일석;나윤지;조동욱
    • 정보처리학회논문지A
    • /
    • 제11A권2호
    • /
    • pp.175-180
    • /
    • 2004
  • DVD, MP3, AAC 등과 같은 고품질의 디지털콘텐트는 품질의 손상 없이 복제되어 인터넷을 통해 배포 가능하며, 이는 디지털콘텐트 제공자에게 커다란 경제적 손실을 주게 된다. 이에 따라 디지털콘텐트의 안전하고 효율적인 분배를 위한 연구가 필요하다. 디지털콘텐트 분배 시스템의 설계에서 가장 중요한 이슈는 사용자 편의성과 실행 속도, 보안성 문제라 할 수 있다. 본 연구는 웹 캐싱 기술과 계층구조의 암호화/복호화 기법을 사용한 웹 기반의 디지털콘텐트 분배 시스템을 설계하였다. 본 연구에서 제안한 시스템은 보안성과 실행속도, 사용자의 편의성을 향상시킨 디지털콘텐트 분배 시스템이며, 실험을 통해 성능의 우수성을 검증하였다.

한·미 FTA 전자상거래 협정문의 주요쟁점과 디지털콘텐츠 산업의 활성화 과제 (Legal Issues of Electronic Commerce Chapters of the Korea·US FTA and Tasks of the Digital Contents Industry)

  • 권순국
    • 디지털융복합연구
    • /
    • 제13권5호
    • /
    • pp.21-29
    • /
    • 2015
  • 인터넷의 출현은 국제상거래 분야에 영화, 음악, 소프트웨어 및 기타 디지털콘텐츠 제품의 전자적 거래를 발생시켰다. 본 연구는 한 미 FTA 전자상거래 협정문의 주요쟁점을 검토하고 이를 바탕으로 우리나라 디지털콘텐츠산업의 활성화를 위한 과제에 대해 문헌연구를 중심으로 살펴보았다. 이러한 연구결과를 바탕으로 다음과 같은 시사점을 제시하고자 한다. 우선 통상측면의 과제로는 디지털콘텐츠에 대한 분류 및 관세 문제, 디지털콘텐츠의 비차별대우 문제, 시청각서비스의 배제 문제 등에 대한 해결이 필요하다. 다음으로 산업측면에서는 디지털콘텐츠의 글로벌 경쟁력 강화, 수출지원 시스템의 일원화, 지역 및 장르별 해외시장 진출 전략 수립, 글로벌 전문인력의 양성, 디지털콘텐츠의 지적재산권 보호 등이 필요하다.

깊이정보의 변환 및 합성 기법을 이용한 디지털 홀로그래픽 콘텐츠 저작 (Digital Holographic Contents Manipulation using Convert and synthesize of Depth-map)

  • 최현준;서영호;김동욱
    • 한국정보통신학회논문지
    • /
    • 제17권4호
    • /
    • pp.1010-1019
    • /
    • 2013
  • 최근 완전한 3차원 입체시를 구현하는 홀로그램에 대한 연구가 활발해지고 있으나, 홀로그램은 생성 비용이 많이 들어 콘텐츠의 확보가 어려운 단점을 갖고 있다. 이에 본 논문에서는 생성된 디지털 홀로그램 콘텐츠를 저작하여 새로운 디지털 홀로그램 콘텐츠를 확보하는 방법을 제시한다. 이 방법은 깊이정보를 조작하거나 합성하여 새로운 디지털 홀로그램 콘텐츠를 저작하는 방법이다. 제안한 방법을 검증하기 위해 여러 종류의 깊이정보를 조작하여 위치와 거리를 변경하고, 이를 컴퓨터-생성 홀로그램으로 만든 후 복원한 결과 조작한 위치와 거리에 정확히 물체상이 복원되는 것을 확인하였다.

유비쿼터스 시대(時代) 디지털콘텐츠의 발전방향(發展方向)과 개발전략(開發戰略)에 관한 연구(硏究) (A Study on the Development Trend and Strategies of Digital Contents in the Ubiquitous Era)

  • 심상열
    • 무역상무연구
    • /
    • 제29권
    • /
    • pp.121-142
    • /
    • 2006
  • With the advent of Ubiquitous era, Korean government understood its strategic importance and formulated 'IT839 Strategies' with various action plans not to miss the great opportunities which it may allow and eventually to realize u-Korea. As a result, m-Commerce is actualized and new types of Ubiquitous services such as digital multimedia broadcasting(DMB) and wireless broadband Internet(WiBro) are now on their commercial stages. Digital contents are the key success factors of these new services. Digital contents industry is regarded as next generation of growth engine in the digital economy, because it is knowledge-based and high value-added global industry affecting positively on the whole private and public sectors. This paper reviewed the characteristics, business models, technical and market trend of digital contents to be compatible with Ubiquitous environment. Also, it reviewed the development strategies of DMB and WiBro services, which are newly introduced and commercialized in Korea to make it as world leader in these fields. It may be concluded that Korea should make more efforts to development market-oriented digital contents for Ubiquitous era and to realize the sustained economic growth.

  • PDF

디지털 학습콘텐츠 공간특성 분석과 디자인 방향 제시 (A Study on Characteristics of Digital Learning Contents Space and Suggestion on Design Directions)

  • 김미실;문정민
    • 한국실내디자인학회논문집
    • /
    • 제19권6호
    • /
    • pp.11-19
    • /
    • 2010
  • Technological development of information and communication have brought sharp changes to every sector such as society, culture, economy and education because of knowledge and information-oriented society. The number of classes has decreased, and some schools are closed or incorporated due to decrease of the population. Such phenomenon has brought changes to learning using digital technology and space. A change called digital innovation is characterized by interactive communication centering on the internet network. Therefore, it is very important to predict educational environment to be changed according to digital environment and to note how real learning space is changed. The development of digital technology in society in general presents two concepts of digital and contents, digitalized information. Such technology is recognized as a new paradigm in education sector and a new space is created through participation of instructors and learners in learning space. This study analysed cases of learning space of elementary schools based on bibliographical examination and related bibliography including data from academic presentations and news release to present developed leaning space. To present healthy and creative learning environment which can lead knowledge and information-based society in the future, the preface described the background, purpose, methods and range of the study, and analysed transitional processes of society and culture, digital learning contents, and learning space in education of elementary schools. Finally the study identified trends and cases of research on learning space and suggested digital learning contents space.