• Title/Summary/Keyword: Digital Contents Management

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A Study on Multi-Media Contents Security Using Android Phone for Safety Distribution (멀티미디어 콘텐츠의 안전한 유통을 위한 안드로이드 폰에 기반을 둔 보안에 관한 연구)

  • Shin, Seung-Soo;Kim, Yong-Young
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.231-239
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    • 2012
  • This paper tries to solve the problems which previous methods have such as the WCDRM(Watermark and Cryptography DRM) and the model using smart card for protecting digital contents. This study provides a contents distribution model to protect the rights of author, distributor, and user as well as user's information by using technologies such as cryptography, DRM(Digital Right Management), access control, etc. The proposed system is evaluated as the most safety model compared with previous methods because it not only solves the problems which the previous methods have, but also protects four type of risks such as use of contents which other mobile devices download, the attack on the key to decode the message, the attack on leaking the contents, and the internal attack such as an illegal reproduction.

A Study on Multi-Media Contents Security using Smart Phone (스마트 폰을 이용한 멀티미디어 콘텐츠 보안에 관한 연구)

  • Kim, Dong-Ryool;Han, Kun-Hee
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.675-682
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    • 2013
  • This paper tries to solve the problems which previous methods have the model using smart card for protecting digital contents. This study provides a contents distribution model to protect the rights of author, distributor, and user as well as user's information by using technologies such as cryptography, DRM(Digital Right Management), access control, etc. The proposed system is evaluated as the most safety model compared with previous methods because it not only solves the problems which the previous methods have, but also protects four type of risks such as use of contents which other mobile devices download, the attack on the key to decode the message, the attack on leaking the contents, and the internal attack such as an illegal reproduction.

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

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.4
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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.

Watermarking Technique for the Digital Contents Protection (디지털콘덴츠 보호를 위한 워터마킹 기술)

  • Song Hag-hyun;Kim Yoon-ho
    • Journal of Digital Contents Society
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    • v.5 no.1
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    • pp.66-72
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    • 2004
  • Beyond the digital world from the analog age, the contents are very easily copied under the illegal conditions and these are rapidly distributed by the information super highway. The increase of ilegal usage and conflict in digital content market would diminish motivation of creators for their work, furthermore break down digital content market on cyberspace. Watermarking technology support to the legal users by the protection technique based chi the digital content copyright protection method(DRM). Most of previous digital watermarking have embeded to the content. In this paper, we have researched the standardization of digital rights management and developed more efficient watermark embedding method.

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A Proposal for Digital Forensic Model for Secure Digital Rights Management (안전한 디지털 저작권 관리를 위한 디지털 포렌식 모델 제안)

  • Jang, Ui-Jin;Jung, Byung-Ok;Lim, Hyung-Min;Shin, Yong-Tae
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.6A
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    • pp.185-190
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    • 2008
  • The devices for the digital home in ubiquitous environment aim at providing multimedia services which are not limited to the time and space. However, it does not ensure the fair use of digital contents and causes damage to the contents providers because of indiscriminate distribution of digital contents and the use of illegal contents. DRM system for solving this problems cannot protect the license stored on digital home devices and manage license by redistribution of contents. In this paper, digital forensic model that enables the misuse detection and previous interception of large-scale illegal distribution for contents and license, and also enables the creation and management of digital evidence for legal countermeasure.

A Study on Efficient Key Management Model for Digital Pay-TV System (디지털 유료 방송시스템에 적합한 키 관리 모델에 관한 연구)

  • Yang Hyung-kyu
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.2C
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    • pp.200-207
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    • 2006
  • Recently, with the development of information and communication technology, digital pay-TV technology is paid attention. So the Protection of the provided contents is becoming more important. However, in order to encourage an active based on digital TV, the contents and information sent and received respectively by the broadcaster and the subscriber must be protected. Therefore, in this paper, I analyze the requirements to protect the digital contents, the security and efficiency of the previous digital pay-TV system model. Then I proposed a key management model for digital pay-TV system.

Gamified Contents Management System design for continuous and voluntary participation of Users (사용자의 지속적이며 자발적인 참여를 위한 게임화 기반의 콘텐츠 관리 시스템 설계)

  • Choi, Won-Kyum;Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.5-16
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    • 2018
  • It is very difficult, but important, to induce and maintain voluntary user engagement in content. For example, many Internet contents provide financial rewards for the user's participation and maintenance. However, there are limitations to methods such as stimulating only external motivations, such as monetary rewards, and sophisticated design and management are needed to obtain sustained and voluntary user participation in content. For this purpose, we propose a Gamified CMS that extends the existing Content Management System (CMS) by referring to the example of the Gamified Learning Management System. This will ultimately increase the participation and commitment of users in content.

Distributed Transaction models in Digital Convergence Environment (디지털 컨버젼스 환경에서의 분산 거래 모델에 관한 연구)

  • Lee, Eun-Seo;Kim, Dong-Hwan;Oh, Hwa-Yong;Chang, Tae-Gyu
    • Proceedings of the KIEE Conference
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    • 2005.05a
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    • pp.230-232
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    • 2005
  • This paper proposes a Distributed Transaction models based on the multimedia framework (MPEG-21) in digital convergence environment. Digital media market is growing up rapidly according to the extension of internet and universality of multimedia contents. So, importance of the effective management with the production and distribution of produced multimedia contents is becoming larger. For effective management of multimedia contents, the multimedia contents which are represented with different standard each other can be processed adaptively in the variable network environment. A free compatibility among the different terminals and standards are the essential particular should be offered for the digital convergence environment. A multimedia framework supports this compatibility and various multimedia services. In this paper, the Distributed Transaction models that multimedia contents can be circulated among the individual users safely and freely are proposed and the relation technologies are described.

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An Exploration of Factor's of Service Quality influencing at User's Satisfaction and Distribution Channel of the Digital Contents (디지털 콘텐츠 사용자의 만족에 영향을 주는 서비스 품질 요인 및 유통 채널 탐색에 관한 연구)

  • Suh, Jung Han;Bae, Soonh Han;Kim, Young Gook;Choi, Jae Young
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.4
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    • pp.183-198
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    • 2011
  • With the recent development of IT technology, the existing contents have been digitalized through various distribution channels. Accordingly, a lot of studies have been done in order to figure out the distribution and features of digital contents, In these studies, however, categorical characteristics of digital contents were not considered ; most of the previous researchers saw digital contents as only a single item or focused on some contents within particular part such as movie, music, etc. So, this study divides digital contents into movies, music and texts. I was going to study which factors affect Customer Satisfaction in relation with the kind of contents. With SERVQUAL as independent variables, which affect the Customer satisfaction, I used five factors :Design Quality, Information Quality, Security Quality, Communication Quality and Transaction Quality. As for the detailed items, I corrected them with Open-End Question and Pre Survey Research, which are more fit into the features of digital contents. This research conducted Principle Component Analysis, Reliability Test, Correlation Analysis and Regression Analysis. I verified that each factor of Service Qualities has a positive effect on Customer Satisfaction. Moreover, the factors of the effect are different according to the kind of digital contents. This paper was added Exploratory Study to find the best distribute channel. For the study, I search the possible distribute channel in each digital contents and their characteristic.