• Title/Summary/Keyword: Digital Item

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Customized Content Creation and Consumption System for UCC Service (UCC 서비스를 위한 맞춤형 콘텐츠 저작 및 소비 시스템)

  • Kim, Chang-Su;Lee, Sang-Jo;Kim, Kwang-Yong;Hong, Jin-Woo;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.8
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    • pp.1434-1441
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    • 2007
  • Recently Digital Content has been to product, process and circulate fast. Also Environment and personality of user who consume digital content have been to diversify. These would be provide customized digital content to satisfy user request following specific character, environment and personality of user. In this paper, We design and implement customized content creation and consumption based on DID of MPEG-21 framework which is processing the standardization in MPEG. It filled in standard document md packaging according to the selection of the user.

The Development of Digital Age Literacy: A Case Study in Indonesia

  • MUJTAHID, Iqbal Miftakhul;BERLIAN, Mery;VEBRIANTO, Rian;THAHIR, Musa;IRAWAN, Dedi
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.2
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    • pp.1169-1179
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    • 2021
  • This research aims to develop the instrument of feasible and reliable digital-age literacy to be used in the learning process. This needs to be done due to a different region, tribe, and gender involved in this research. The digital-age literacy developed in this research consisting of 8 constructs, including 1) basic literacy, 2) scientific skill, 3) economy skill, 4) information skill, 5) technology skill, 6) visual skill, 7) various cultures skill, and 8) global awareness. As many as 650 respondents were chosen through stratified and random sampling in this survey. Those respondents were students at Universitas Terbuka based on gender and Ethnicity comparison. To see the internal consistency, the data were then analyzed using SPSS 23.00 version for Windows. It was obtained that all questionnaire constructs were valid and reliable, proven by obtaining a high mean reliability value of Cronbach Alpha (0.816 > 0.6), in which each item had a high value (0.778-0.841). Therefore, the number obtained the results proved that this research had produced a quality instrument that can be used to evaluate the students' mastery of the digital-age literacy of the learning process in Universitas Terbukain Asia, especially in Indonesia.

A Study on the Development of Upcycling Textile Design and Digital 3D Utilization for the Sustainable Fashion Industry (지속가능한 패션산업을 위한 업사이클링 텍스타일디자인 개발과 디지털 3D 활용 연구)

  • Mikyoung Kim
    • Journal of Fashion Business
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    • v.27 no.5
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    • pp.108-120
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    • 2023
  • Recently, interest in eco-friendliness and sustainability has been increasing due to the rapid progress of fast fashion and the crisis of sudden environmental changes after COVID-19. This study aims to develop upcycling textiles and express product design using digital 3D to realize a sustainable fashion industry and present environmental aspects, diversity, creativity, and new directions in fashion industry design. The research method is to develop and pattern upcycling textile designs by applying weaving techniques with waste materials. It uses the developed upcycling textile design in digital 3D to incorporate it into clothing fashion and shows the utility and practicality of upcycling textile design. As a result of the study, the appearance is realistic when outputting DTP of upcycling textile design. It endures without loosening or tearing, making it a durable and creatively expressive fashion item. Texpro 3D mapping reduces the time and cost of making actual sample fabric. Upcycling textile design and 3D CLO virtual clothing are combined to produce actual clothing samples, resulting in zero waste reduction due to cutting and sewing. This study anticipates actively and continuously advancing the development of upcycling textile design and digital 3D in terms of ethics and the environment.

Development of a Tool to Measure Knowledge of Clinical Dental Hygienists on Precautions for Dental Treatment of Dementia Patients (임상 치과위생사의 치매 환자 치과 진료 시 주의 사항에 관한 지식측정 도구 개발)

  • Nahyun Kim;So-Jung Mun;Hie-Jin Noh;Sun-Young Han
    • Journal of Korean Dental Hygiene Science
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    • v.6 no.2
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    • pp.79-89
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    • 2023
  • Background and Objectives: The prevalence of dementia is steadily increasing each year, and preceding studies continue to explore the association between dementia and oral health. Dental hygienists require specialized competencies to provide appropriate dental healthcare services, necessitating the development of a tool for the objective measurement of their knowledge levels. This study aimed to develop a knowledge assessment tool for dental hygienists concerning considerations for dental care for patients with dementia. Methods: The study constructed preliminary items based on a literature review and then conducted expert validation, a pilot survey, and the main survey. The main survey was conducted among 220 dental hygienists. Validity and reliability analyses were conducted with the collected data to select the final items, and the correctness rates for each selected item were verified. Results: As a result of the analysis of the collected data, 18 items were eliminated out of a total of 40 preliminary items, leaving a total of 6 factors and 22 items. The Cronbach's α value for the selected items was 0.791. The six factors are as follows: 'Considerations during dental treatment for dementia patients' (5 items), 'medication side effects in dementia patients' (4 items), 'oral care methods for dementia patients' (4 items), 'communication with dementia patients' (4 items), 'psychological reactions of dementia patients' (3 items), and 'guidance for dementia patients' (2 items). The item with the highest correctness rate was item 2 of the 'guidance for dementia patients' category at 98.6%, while the item with the lowest correctness rate was item 2 of the 'psychological reactions of dementia patients' category at 5.9%. Conclusion: This study validated the reliability and validity of the knowledge assessment tool, which lays the foundation for future research on dental hygienists and dementia. It contributes essential data for ongoing education, development of educational programs, and establishing operational guidelines in healthcare institutions.

Power saving in Kand-held multimedia systems using MPEG-21 Digital Item Adaptation (MPEG-21 디지털 아이템 적응을 이용한 휴대용 멀티미디어 시스템의 전력 소모 절감 기법)

  • Shim Hojun;Cho Youngjin;Kim Jaemin;Chang Naehyuck
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.43 no.2 s.344
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    • pp.60-75
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    • 2006
  • The MPEG-21 Multimedia Framework initiative aims to support a wide range of networks and devices in the delivery and consumption of multimedia resources. One of the primary goals of MPEG-21 is universal multimedia access (UMA) through Digital Item Adaptation (DIA), which supports multimedia streaming to heterogeneous devices ensurung the same readability and seamlessness. We pioneer power saving of luminal devices with MPEG-21 DIA, so that the MPEG-21 DIA can also be used to support power saving, even though the framework is not primarily designed for power reduction and only limited power awareness is defined by DIA. We introduce several power-saving techniques conforming to MPEG-21 DIA specifications and show the dependency relation among introduced techniques. We achieve energy savings of up to $66\%$ in hand-held multimedia devices with minor QoS (quality of service) degradation.

Design and Implementation of MPEG-21 Testbed (MPEG-21 Testbed의 설계 및 구현)

  • 손정화;권혁민;손현식;조영란;김만배
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2002.11a
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    • pp.139-143
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    • 2002
  • 1990 년대 후반부터 다양한 디지털 통신망을 이용하여 멀티미디어 컨텐츠 서비스가 가능하게 되었다. 하지만, 멀티미디어 컨텐츠의 전달 및 이용을 위한 기반 구조들의 독자적 발전 및 다양한 통합적 관리 체계 시스템으로 인해, 멀티미디어 컨텐츠 표현 방식의 호환성 문제, 혼재하는 네트워크 전달 방식과 단말 방식의 호환성 문제 등의 잠재적인 문제점이 발생한다. 이런 문제의 대안으로 현재 존재하는 기술 및 기반 구조들 사이의 연동을 통한 큰 프레임워크인 MPEG-21이 진행 중이다. MPEG-21 의 목표는 표준화 목표를 구체화하는 것부터 진행하여, 최종적으로 “다양한 네트워크 환경과 단말기에 있어서, 투명하고 통합적으로 멀티미디어 자원의 이용을 가능하게 하는 것”이다. 본 논문에서는 현재 표준화 작업이 진행 중인 MPEG-21 을 기반으로 하는 Testbed를 제안한다. Testbed는 server, client, DIA(Digital Item Adaptation) 의 세 모듈로 구성된다. Server 의 역할은 멀티미디어 컨텐츠를 Digital Item(DI)으로 생성하고, client 가 DI를 요구할 경우 DIA 모듈을 통해서 변환된 DI를 client 에게 제공한다. DIA 모듈은 server 에서 동작되며 client로부터 요청된 DI를 분석하고 client로부터 전송된 환경 정보를 이용하여 client 환경에 적합하게 변환된 (adapted) DI를 생성하는 것이 주 기능이다. Client 는 server 에 저장되어 있는 DI를 선택하고 user preference, terminal capability 등의 필요한 정보를 server로 전송한다. Testbed 에서는 스포츠 경기의 동영상, 정지 영상, 경기 내용 역사를 기록한 파일 등의 DI를 이용한다. 표현 언어는 XML이며, HTTP 기반의 Web 환경에서 구동되도록 설계된다.스템 사이에 의미 있는 데이터 전송, 지식 획득을 위해 정보 기술 분야에서 활용해야 할 영역으로 XML Web Services, Multi-agent Systems, 전문가 컴뮤니티를 위한 그룹웨어 연구 개발에 관해 사례 중심으로 발표한다.다 신선한 공기를 넣어 주었을 때는 배의 발달이 많이 늦어져 배양 3주째에 다른 처리보다 배의 수가 훨씬 적었다. 체세포배가 발달하는 동안에는 산소를 많이 요구하지 않으나 성숙하는 동안에는 산소를 많이 요구하는 것으로 생각된다.적인 것으로 나타났다. 다만, 곡선형은 물론 직선형에서도 열교환 튜브의 배치밀도, 튜브 길이 및 두께 등의 변화에 따른 최적화 연구가 수반되어야 할 것으로 판단된다.에서 제공된 API는 객체기반 제작/편집 도구에 응용되어 다양한 멀티미디어 컨텐츠 제작에 사용되었다.x factorization (NMF), generative topographic mapping (GTM)의 구조와 학습 및 추론알고리즘을소개하고 이를 DNA칩 데이터 분석 평가 대회인 CAMDA-2000과 CAMDA-2001에서 사용된cancer diagnosis 문제와 gene-drug dependency analysis 문제에 적용한 결과를 살펴본다.0$\mu$M이 적당하며, 초기배발달을 유기할 때의 효과적인 cysteamine의 농도는 25~50$\mu$M인 것으로 판단된다.N)A(N)/N을 제시하였다(A(N)=N에 대한 A값). 위의 실험식을 사용하여 헝가리산 Zempleni 시료(15%$S_{XRD}$)의 기본입자분포로부터 %$S_{XRD}$를 계산한 결과, 16%$S_{XRD}$의 결과값을 얻을 수 있었다. 따라서, 본 연구에서 도출한 관계식들이 유효함을 확인할 수 있었다.계식들이 유효함을 확인할 수 있었다.할 때 약간의 증가

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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.

A Study on the Factors Affecting the Intention to Purchase Digital Items (디지털 아이템 구매의 영향요인 연구)

  • Byun, Wan Soo;Park, Seong-Taek;Kim, Tae Ung
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.243-251
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    • 2012
  • Digital items, considered as virtual assets, include avatars, accessories for the avatars, digital wallpapers, and game items, etc. The objective of this study is to examine the factors influencing the purchase of digital items. Factors, based upon Uses and Gratifications theory, including image making, self-expression, social awareness and fun-seeking, are introduced as salient variables for purchasing digital items. In addition, social identification and flow are also considered as key motivators. Statistical results indicates that social identification affects both flows and the intension to purchase digital items, and then flow next influences intension to purchase. It was also found that motives based upon Uses and Gratifications theory influences social identification, but have no impact on flow. As a conclusion, the academic and practical implications of these findings are also discussed.

Humanities Digital Contents of The Fourth Industrial Revolution (4차산업혁명의 인문 디지털 콘텐츠에 대한 연구)

  • Choi, Hyun Ju;Lee, Jun Ha
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1097-1103
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    • 2018
  • The purpose of this study is to arrange a plan for which humanities digital contents can be directly utilized in modern people's life through a convergent approach between humanities and ICT. It inquired into a plan for developing and applying contents, which are made contents in the aspect of cartoon and animation, by excavating contents available for advancing to start-up in Greater China based on the Chinese cultural content archetype. Also, the aim is to offer the integrated start-up DB and child-care mentoring program for advancing to greater China that supports the development in specific ICT start-up item, through a research on smart-phone APP publishing environment based on ICT and a research on mobile big-data ecological environment.

A study on smart launcher features in terms of UX (UX 관점에서의 스마트 런처 특징연구)

  • Lee, Jung-Ae;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.463-468
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    • 2015
  • A study on how a launcher as smart phone application was utilized as brand communication by deriving a characteristic element that could be changed into an extended function which carried out brand communication function going beyond the basic function of launcher pre-installed for the purpose of UI differentiation according to each device brand. In the results of analyzing the items and features of brand communication shown in each detailed item after classifying properties of launcher components into that of home component and personalization function element, (1) brand image identity element and (2) service marketing commitment element was derived.