• Title/Summary/Keyword: Digital Contents Design

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Construction of Two-Dimensional Database of Korean Traditional Shoes for the Development of Cultural Contents(1) (문화콘텐츠개발을 위한 한국 전통신발의 2D데이터베이스 구축(1))

  • Park, Hea-Ryung
    • Fashion & Textile Research Journal
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    • v.12 no.6
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    • pp.796-811
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    • 2010
  • Research materials of Korean traditional shoes have so far been mainly literary explanations or plane pictures expressed on the basis of the explanations and photographs of incomplete forms of relics excavated and it makes us have difficulty in observing them visually and producing products with them by design application. This project is to establish database of literal data of Korean traditional shoes and visual data using 3D in order to make the foundation of developing culture industry contents using Korean traditional shoes. According to the initial research plan. first. it analyzed and arranged the Korean traditional shoes into period. sex and function as the research goals of the first year. categorized the form. composition. materials. patterns. and colors of traditional shoes and then database of the materials was performed with text. Second. visual image materials including forms. composition. materials. patterns. and colors of traditional shoes were established as database with scanner. digital camera and computer 2D. Results of such a database will be able to be used as important materials which can be the foundation of culture industry contents development of traditional shoes and be the materials for developing digital culture contents of traditional shoes and teaching Korean traditional culture.

The Impacts of Influential Factors on Flow in Digital Reading

  • Kang, Minjeong;Eune, Juhyun
    • International Journal of Contents
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    • v.11 no.3
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    • pp.54-62
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    • 2015
  • In this paper, we investigate the impacts of the following four influential factors on flow in digital reading: contents, platforms, motivations, and places. The contents factor was subdivided into "news articles" and "journal papers"; platforms is comprised of "mobile phones," "tablets," and "laptops"; motivations consists of "pleasure" and "assignments"; and "home," "on the go," and "out of home" are the subdivisions of the places factor. We conducted a questionnaire survey with the study's participants and the following results are shown: 1) The flow during the reading of news articles is influenced by motivations, whereas the flow during the reading of journal papers is influenced by platforms. 2) Regarding mobile phones, motivations significantly affected the flow, whereas content types significantly affected the flow for tablets; also, laptops provided the best flow and articles can be read on the platform regardless of motivations. 3) Reading for pleasure rather than for assignments positively influenced the flow for all of the platforms. 4) With respect to news articles, the places providing flow are different across platforms. However, for journal papers, the places out of home provided good flow. For tablets, the places for flow significantly depended on the content type, which is not the case for laptops.

Development of MCI Extended Reality-based Cognitive and Motor Training Workbench and Contents Design Proposal for Older People (Extended Reality 기반 고령자 대상 인지·운동 기능 훈련 워크벤치 개발 및 콘텐츠 설계 제안)

  • Kim, Taehong;Kim, Joong Il;Seo, Jeong-Woo;Do, Jun-Hyeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.11
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    • pp.1755-1758
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    • 2022
  • One of the most negative social changes of the last decade is population aging which leads to 19 times more patients with Mild Cognitive Disorder(MCI). It is well established that MCI is the most important state that can prevent dementia with early diagnosis and intervention. However, the social security system for patients with dementia is not working properly due to the coronavirus pandemic and the limited human power. This article proposes a form of workbench and design principles for dementia training programs of extended reality devices. and the findings in this study provide a guide for considering the cognitive and physical and social functions of patients.

Design of Digital Fingerprinting Scheme for Multi-purchase

  • Choi, Jae-Gwi;Rhee, Kyung-Hyune
    • Journal of Korea Multimedia Society
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    • v.7 no.12
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    • pp.1708-1718
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    • 2004
  • In this paper, we are concerned with a digital fingerprinting scheme for multi-purchase where a buyer wants to buy more than a digital content. If we apply previous schemes to multi-purchase protocol, the number of execution of registration step and decryption key should be increased in proportion to that of digital contents to be purchased in order to keep unlinkability. More worse, most of fingerprinting schemes in the literature are based on either secure multi-party computation or general zero-knowledge proofs with very high computational complexity. These high complexities complicate materialization of fingerprinting protocol more and more. In this paper, we propose a multi-purchase fingerprinting scheme with lower computational complexity. In the proposed scheme, a buyer executes just one-time registration step regardless of the number of contents to be purchased. The number of decryption key is constant and independent of the number of contents to be purchased. We can also reduce the computational costs of buyers by introducing a concept of proxy-based fingerprinting protocol.

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A Study on the Serious Games Design Framework via Potential Outcomes - Focused on Construal Level Interventions

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.10 no.4
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    • pp.53-62
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    • 2014
  • Although many studies have considered the outcomes and impacts of serious games, little is known about the factors which affect a user's perception or interpretation in games during the process of decision making from theoretical perspectives. This study aimed to explore the process of user perception from the perspective of construal level theory, and to suggest a theoretical design approach for the development of effective serious games. In the current study, cognitive and affective learning outcomes were articulated through literature review and synthesized into a series of assumptions with persuasive and educational aspects in serious games. Serious games reflect the potential of the game mechanism for changing players' perception, and helping with knowledge acquisition of the users. The potential to use construal level theory for effective serious games interventions was suggested, and a Serious Games Design Framework was proposed via potential outcomes from recent advanced research. Finally, implications of the application of the suggested model with various-related purposes and directions for future research were discussed. The model could be useful not only for game researchers and designers, but also for game marketers in attracting potential consumers.

A Study on User Experience of OTT Service -Focused on Netflix, Watcha and Wavve- (국내외 OTT서비스의 사용자 경험 연구 -넷플릭스와 왓챠, 웨이브를 중심으로-)

  • Choi, Hye-Sun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.425-431
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    • 2020
  • The purpose of this study is to measure the user experience of Netflix which is a representative global OTT service, Watcha and Wavve which is a representative service of Korea. Using mobile applications, qualitative research and quantitative research on user experience of OTT service were conducted with task test, in-depth interviews and surveys. As a result of the study, The usefulness and accessible of the OTT service has not shown much difference between OTT services. Rather, contents based on personal preferences has a significant impact on OTT service selection. The study found that Netflix needs to secure contents, Watcha needs to improve interface and recast categories, Wavve needs to present contents that are focused on and improve interface of main screen. The study expects to help a build a differentiate user experience in the face of growing OTT platform competition.

The Development Case of G-Learning Based Education Contents (G러닝기반 교육 콘텐츠 개발 사례)

  • Eun, Kwang-Ha;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.397-402
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    • 2013
  • The development case presented is about the development of smart education contents for development of creativity, and suggests the development contents and approach to design of software of teaching materials based on G-Learning which allow learner to interact depending on their dispositions. Above all, focusing on design approach in order to maximize interaction which is the characteristic of game, the education contents that enable learner to be immersed by education level as per learner's disposition have been developed, and it allows to compose the level of difficulty based contents according to level design plan. Also, it is the case that the contents allow for effective education by setting visual environment which enables learner to be immersed depending on learner's disposition with the realization of object which appears in respect of vision and visual Customizing of character.

The Design of Circulation System of Digital Music Contents in P2P Service (P2P에서의 음악 콘텐츠 유통 시스템 설계)

  • Kang, Woo-Jun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.83-91
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    • 2009
  • In this paper, we propose a new design of circulation system of digital music contents in P2P service. It has functions of contents recognition, management of copyright DB, clearing house to perform payment system of P2P service. In P2P service each user provides his music contents, but in other circulation system, service providers provide their music contents. Therefore it is very difficult for each provider to recognize whatever the quality of distributing contents are good or not. Most circulation systems use hash technology or contents recognition technology for the recognition of contents. For the usability and efficiency this proposed system provides the combining technology of hash processing and contents recognition.

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A Study on the Development of Avatar Fashion Item as Cultural Industries Using Digital Contents - Focused on the Off-Line Fashion Brand - (디지털 콘텐츠 문화산업으로서 아바타 패션 아이템 개발 연구 - 오프라인 패션 브랜드의 홈페이지 콘텐츠를 중심으로 -)

  • Lee, Keum-Hee;Ryu, Jin-Kyoung
    • The Research Journal of the Costume Culture
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    • v.15 no.2 s.67
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    • pp.339-351
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    • 2007
  • Many off-line fashion brands currently has construct hompage in the form of digital contents at the website. The purpose of this study is to confirm that fashion item of avartar can be applicate to react for consumer desires by a process of construction for hompage digital contents of fashion brand, and develop various avartar fashion item to satisfy consumer's wants using the computer graphics. The results of this study are as followings. First, it should be the first to decide whether hompage contents can be used for any purposes. And it will offer initial brand concept, followed by the contents of event, blog, avatar, fashion information. Second, portal sites currently service avatar fashion item, but it just bounds the limit of indirect effect. Many fashion brands face a challenge to differenciate themselves, so avatar fashion item should be planned to coordinate the contents and brand concept. Also it is certainly possible that fashion brand communicates larger consumers with a avartar fashion item that appeal to a consumer's sensibility. Third, this study propose design development and application as 3 of the avartar fashion item using the computer graphics. Avatar Fashion item using the computer graphics was presented by application as promotion through event garment, item coordinate, cellular phone service.

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