• Title/Summary/Keyword: Digital Contents Industry

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A study on construction for all times learning system (상시학습 시스템 설계에 관한 연구)

  • Park, Young Ho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.61-70
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    • 2014
  • The government supports the various systems on the premise of life-long education for improving the qualification of its people and supporting the lifelong career system. These systems help the educational activities for every generation from the teens. Each government department supports the learning activities for those who are related. In addition, each government department systemizes the regular education for advancing the performance of civil servant, by obliging a self-directed system to their member as well as by reflecting this educational activities in a promotion. This style of learning is provided not only offline but also online. However, not all necessary educational contents is furnished within the department. It is sometimes necessary to cooperate with the commissioned education and a professional educational institution. This thesis suggests three model systems while comparing one another. This paper suggests three system model. The first model is e-contents open place. The second model is e-contents open place. Finally, the suggest model is mixed form.

Platform study for museum mobile portal service (박물관 모바일 포탈서비스 제공을 위한 플랫폼 구축 연구)

  • Doo, ll Chul;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.147-155
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    • 2014
  • The rapid increase in the penetration rate and diverse utility of smart devices opens an opportunity for a development in creating a user-oriented ubiquitous system. And it allows audiences to deploy the exhibition-helping contents regardless of the restriction of place and time with using the smart devices of audience themselves. Also it needs to build a mobile web-based portal system for the related services. To do this, Firstly, it needs the corresponding strategies on a smartphone-based environment such as technical competence, systematic preparation of exhibition with compatible mobile contents, and a compatible channel for interactivity. Secondly, it needs the differentiation of exhibition guide with the existing system: an adoption of augmented reality, panoramic technology and simulation effect aiming for an improvement in a sense of immersion and reality for audience, and building up additional contents with a diversity of formats of image, sound, and video for customer satisfaction.

Recommendation Method for Mobile Contents Service based on Context Data in Ubiquitous Environment (유비쿼터스 환경에서 상황 데이터 기반 모바일 콘텐츠 서비스를 위한 추천 기법)

  • Kwon, Joon Hee;Kim, Sung Rim
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.2
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    • pp.1-9
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    • 2010
  • The increasing popularity of mobile devices, such as cellular phones, smart phones, and PDAs, has fostered the need to recommend more effective information in ubiquitous environments. We propose the recommendation method for mobile contents service using contexts and prefetching in ubiquitous environment. The proposed method enables to find some relevant information to specific user's contexts and computing system contexts. The prefetching has been applied to recommend to user more effectively. Our proposed method makes more effective information recommendation. The proposed method is conceptually comprised of three main tasks. The first task is to build a prefetching zone based on user's current contexts. The second task is to extract candidate information for each user's contexts. The final task is prefetch the information considering mobile device's resource. We describe a new recommendation.

A New Strategy for Vitalizing the Future Smart Contents Industries (차세대 스마트콘텐츠 산업 활성화 전략)

  • Kim, Kyungjun;Kim, Nam-guk;Hong, Kyung-a
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.317-320
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    • 2015
  • 기존의 ICT기술과 콘텐츠 융합을 통해 스마트 콘텐츠는 차세대 디지털 라이프의 필수적인 요소로 인식되면서 보조적인 요소에서 주도적인 요소로서 그리고 새로운 변화의 주요 동인으로 역할을 하고 있다. 본 논문에서는 차세대 기술의 저변에서 흐르고 있는 스마트화의 관점에서 스마트콘텐츠 요소기술 및 동향과 이를 기반으로 한 차세대 지역 스마트콘텐츠 산업 활성화 방안을 제시한다.

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Service Innovation in Digital Contents Industry: A Case of Korean Online Games (디지털컨텐츠산업의 서비스혁신 패턴 분석: 온라인게임 사례를 중심으로)

  • Nam, Young-Ho
    • Journal of Technology Innovation
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    • v.17 no.1
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    • pp.119-148
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    • 2009
  • The paper presents and empirically tests a model of the digital contents(DC) innovation systems that enables us to study interactions between users, service providers, contents developers and network providers, and to examine the relationship between manufacturing innovation and service innovation as well as patterns of innovation in the DC industry. The framework of Gallouj and Weinstein(1997) and Gallouj(2002) is modified into the DC innovation model according to characteristics of the DC industry, that is, user involvement and network externalities. The model is applied to a case analysis that traces the growth of the online game industry in Korea since its introduction. The model offers several advantages over other approaches in understanding the dynamics in the DC industry. Most importantly, it provides a single unified basis within which both service innovation resulting from users and service providers and manufacturing innovation induced by contents developers, platform holders and network providers are analyzed. The distinction between service and manufacturing innovation is important in many ways, for instance in selecting proper government policy tools for promotion or regulation of the DC industry. Second, the Korean online game industry has experienced both radical innovation during the beginning period and non-radical innovation throughout the maturation period. The model developed herein helps to illustrate several types of non-radical innovations such as recombinative innovation that are crucial to sustainable development of the DC industry. Third, the model clarifies impacts of network externalities that are characteristics of the DC industry.

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Smart Home Environment for the Protection of Multimedia Digital Contents (멀티미디어 콘텐츠 보호를 위한 스마트 홈 환경)

  • Choi, Kee-Hyun;Jang, Kyung-Soo;Shin, Ho-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.189-196
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    • 2011
  • As internet is getting advanced day by day, digital contents have been developed in various areas as killer content in the IT industry. It needs to develop lots of complicated digital content protect systems due to the enhancement and variety of user's multimedia devices. Although there are lots of protect systems based on DRM(Digital Rights Management) technology, it is difficult to provide secure protection because of the problems resulting from analog hole problem, inefficiency of key sharing and various independent protect technologies. Thus, in this paper, we propose a novel authentication and protect system based on RFID(Radio Frequency Identification) technology to solve the problems and show possibility of free content duplication and efficient contents management in smart home environments.

Study on the Maximum Number of Lyrics, Pictures, Music, and Movies that Human Can Make due to the Characteristics of Digital Contents (디지털 콘텐츠의 본질로 인해 인류가 만들 수 있는 노래가사, 사진, 음악, 영화의 최대 개수에 관한 고찰)

  • Kim, Sung-Man
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.7
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    • pp.801-806
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    • 2015
  • Recently, retro music is popular in the domestic music industry. Even in the movie industry, remake or retro movies are made continuously. In this paper, we consider the reason of remake in the viewpoint of mathematics and show that there is a maximum number of lyrics, pictures, music, and movies that human can make due to the characteristics of digital contents. The time that human cannot make new lyrics, new pictures, new music, and new movies any more will be estimated. Therefore, artists will have difficulties to make new contents in the future, and human have to listen and see the previous lyrics, movies, music, or pictures in the future. This study will give a deep philosophical insight for contents industry.

A Study on the Application of Motion Graphics Animation in Opening Titles of Noir Dramas

  • LinLin Huang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.278-283
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    • 2024
  • As the introductory content of televison series, the opening titles are crucial for helping the audience quickly grasp the tone of the narrative. With the continuous integration of the televison production industry and digital computer technology, motion graphics, featuring its unique dynamic graphic design, offers new avenues for title sequence creation. This paper dives into the application of motion graphics in the title sequences of noir genre television series, analyzing aspects such as visual style, content presentation, and narrative expression. By comparing early static text title sequences with motion graphics ones, this paper reveals the advantages of motion graphics in designing opening titles for noir genre television series and examines how it enhances visual impact and improves audience experience. This study not only enriches the creative techniques for title sequence design, but also provides valuable insights for future creations.

Analysis of Educational Content Related to 'Clothing Life Industry' in Middle and High Schools According to Curriculum Revision (교육과정 개정에 따른 중·고등학교 '의생활산업' 관련 교육내용 분석)

  • Lee, Eun Hee
    • Fashion & Textile Research Journal
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    • v.26 no.1
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    • pp.15-24
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    • 2024
  • At a time when the direction of the middle and high school curriculum is being discussed in line with the change in the future education paradigm to the 4th industrial revolution and the post-COVID-19 era, this study attempted to establish the identity of middle and high school clothing life education by exploring the clothing life contents with content analysis method and analyzing the 'clothing life industry' related educational content of the curriculum revision period. Following the revision of the curriculum, the contents related to the middle and high school 'clothing life industry' were not systematic. In the 2022 revised curriculum, the 'clothing life industry' and the digital fashion industry are presented as content related to the 'clothing life industry', so it is expected that the textbooks implemented in the educational field in the future will mention specific content about this. In addition, research on the direction of sustainable clothing life is also needed because the 'clothing life industry' can be an important cause of environmental pollution from production to consumption. Above all, it is expected that follow-up studies will be conducted to enhance the value of clothing life education in the future in the reality that the awareness of middle and high school clothing life education is low.

A Study on the Digital Contents Development of Traditional Korean Furniture (한국전통가구의 디지털콘텐츠 개발 및 산업적 활용방안 연구)

  • Nam, Kyung-Sook
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2005.10a
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    • pp.227-230
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    • 2005
  • This subject is about the study on digital contents development of traditional Korean furniture to find our traditional peculiarity that is disappearing gradually in the rapid computerization. In order to carry out this subject, we established some methodology to industrialize the culture, the style, the manufacturing process and the configuration details of traditional furniture in the form of digital contents with reference to books regarding the furniture in Chosun Dynasty and furniture collection in possession of museum, gallery, etc. This study made a database about traditional Korean furniture systematically to be used as basic materials that are available for diverse culture business as a whole with Korean identity in the future. The contents of this study are as follows: 1) Style of traditional furniture 2) Decoration of traditional furniture 3) Manufacturing process of traditional furniture 4) Configuration details of traditional furniture The contents work of traditional Korean furniture was to secure the identity of Korean furniture from the point of culture and to provide an alternative of modernization by re-illuminating the superiority of traditional furniture in discontinuation from the point of industry.

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