• Title/Summary/Keyword: Digital Play

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Implementation of Multimedia Contents Stream Service Mobility by Location Tracking (위치 인식을 통한 멀티미디어 컨텐츠 스트림 서비스의 이동성 구현)

  • Kim, Ji-Young;Yong, Hwan-Seung
    • Journal of Digital Contents Society
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    • v.7 no.2
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    • pp.117-124
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    • 2006
  • In ubiquitous computing environment, a user can access their personalized services at anytime, anywhere, through any possible mobile or fixed terminals in a secure way. If the user wants to move to a different location, they need to stop the video play at the current location and makes a new request at the new location. As well, the user needs to manually search for the last frame to be seen at the previous location. In this paper, we proposed an implementation of multimedia contents streaming service mobility by user's location tracking. User can play video seamlessly while moving from one machine to another along the user's moving trail.

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A Study of Non-Disruptive Update Scheme for Online Game (온라인게임을 위한 무 정지 업데이트 기법의 연구)

  • Kang, Sang-Yong;Han, Jung-Hyun
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1307-1312
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    • 2014
  • Online games are virtual space where it connects individual users through network connection to offer enjoyment of play games and game developer who service online games have to develop new contents and provide them to users to extend life of their service. Typically, in order to update new contents, all service companies have maintenance schedule to stop the game service for a while to update both server and client applications. Usually this process takes quite amount of time and users do not have any other choice but disconnected from server and wait until it is over. The purpose of this thesis is to describe the advantages of new design system which will allows users to continue to play the game even during the update. The main focus of this design is to make users feel more convenience in online gaming experience by move client from previous server to new server while users are still playing. If they can to connect current client with new server without any certificate validation process while users information from the client can automatically pass through to the new server, users may not need to experience maintenance for new contents update.

English Zone Education Methodology Utilizing the Wireless Internet (무선인터넷을 활용한 English Zone 영어 학습 방법 연구)

  • Lee, Il Seok
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.407-415
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    • 2015
  • Offline English Zone refers to a physical environment in which the learners can check the results while they practice speaking and listening in English, and look up the vocabulary and information on their own. However, offline English zone is inevitably dependent on limited and artificial environment and its operation is greatly limited in having to provide an environment in which the students can spontaneously experience role play in an artificial space set in a small-scale English village consisting of shopping, restaurant, and hospital zones. The purpose of this study is to analyze the problems of the environmental restrictions in educational methodology utilizing offline English zone programs. Moreover, based on the ubiquitous concept. It is to provide a strategy for utilizing online English zone programs which utilize multimedia tools, wireless internet, and SNS.

A Study on the elements of business model innovation of non-fungible token blockchain game : based on 'PlayDapp' case, an in-game digital asset distribution platform (대체불가능토큰(NFT)기반 블록체인 게임의 비즈니스모델 혁신요소 연구 : 게임 내 디지털 자산 유통 플랫폼 '플레이댑' 사례를 중심으로)

  • Choi, Sung-Wone;Lee, Sung-Mok;Koh, Joong-Eon;Kim, Hyun-Ji;Kim, Jeong-Soo
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.123-138
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    • 2021
  • This study aims to empirically prove that blockchain games can provide business model innovations through interoperability among NFT based game items. Through our research on 'PlayDapp platform', we figured out that the technological innovation of blockchain games not only has provided a positive influence to the socio-economic and industrial ecosystem perspectives, but also it differentiates companies(game developers and platform providers in this eco-system) and increases customer benefits.

Web3.0 Metaverse Business Model Innovation of Sports Media

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.64-76
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    • 2024
  • We study three sports media start-ups that seek to promote business model innovation (BMI) in which Web 3.0 and metaverse are converged. In results, LM starts from an innovative digital space platform offering a unique combination of virtual real estate, games, and non-fungible tokens (NFTs) which come with real-world earning potential. It creates value by integrating virtual real estate, training academies, blockchain games, and meta shops to offer a unique experience, capture value by offering monetization tools for buying and trading limited edition NFTs of favorite influencers from various sports leagues, offering access to premier real-world events and VIP game contests, and delivers value by building community to play games with favorite athletes or teams including trivia games, allowing fans to engage with their favorite athletes in a unique exclusive way. SL starts from the customizable digital identities especially for young sports fans like generation (gen) Z to play, hang out, and express themselves with their own avatars. SI starts from a leading Web3.0 metaverse innovator creating NFTs with the greatest athletes of all time, allowing athletes and creators to set up a profile and mint NFTs directly onto the blockchain. It tries to have the partnerships with great athletes revolutionizing the sports media industry to connect sports heroes and their super fans through an immersive, artistic, inspirational NFTs and unlockable content creating a sticky community between them.

Current Status, Development Trends and Implications of Digital Therapeutics (DTx) (디지털 치료기기의 현황 및 개발 동향과 시사점)

  • S.H. Lee;M.H. Bae
    • Electronics and Telecommunications Trends
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    • v.39 no.4
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    • pp.73-81
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    • 2024
  • As the demand for a healthy life increases and the use of information technology expands, interest in digital healthcare has increased. Among the digital healthcare technologies, digital therapeutics (DTx), which are capable of disease prevention, management, and treatment rather than simple healthcare, are expected to play a key role in future healthcare services. As interest in untact remote treatment that can minimize the risk of viral infection has rapidly increased since the spread of COVID-19, the application of DTx has received much attention because it can partially replace face-to-face treatment for mental illnesses, chronic diseases, and other diseases, reducing concerns about infection. In addition, because of the nature of software, DTx have lower toxicity and fewer side effects than existing treatments and do not require manufacturing, transportation, and storage like general medicines. Hence, they can be supplied in large quantities at low cost and have the advantage of lowering medical costs. However, despite these advantages, it has been pointed out that there are difficulties in investment and universal use because of the complexity of pricing and malpractice compensation. In other words, if it is difficult to prove and measure the improvements in disease management and treatment using DTx and it takes a considerable amount of time and money to do so, it will be difficult to attract investment from stakeholders such as medical providers and pharmaceutical companies. In this paper, we examine the domestic and global application status and development trends of DTx and determine the relevant implications.

The Roles of Public Libraries for the Formation of Digital Capital (디지털 자본의 형성을 위한 공공도서관의 역할)

  • Lee, Seungmin
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.1
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    • pp.521-540
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    • 2021
  • This research categorizes the factors of digital capital accumulated both in personal and social level into digital access and digital competence, and empirically analyzes how the use of public libraries effects on the formation of digital capital. As a result, it was found that participation in public library programs, the use of information services, and the utilization of digital collections had positive effect on the formation and accumulation of digital capital at the personal and social level. In contrast, it was analyzed that the use of digital collections in public libraries did not significantly affect the creation of digital contents or reciprocal collaboration based on online networks. Therefore, in order for public libraries to fully support the formation of digital capital, they should not only provide knowledge and information which is a traditional role of public libraries, but also play a role as a digital-based cooperative system.

A Study of Collaboration between GIS and Census Data for Urban Analysis and Location Analysis (도시현황분석과 시설물 입지분석의 과학화를 위한 센서스와 GIS의 연계 활용방안 연구)

  • Koo, Chamun
    • Journal of the Korean Association of Geographic Information Studies
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    • v.3 no.3
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    • pp.31-44
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    • 2000
  • The purpose of this study is to show how could GIS along with digital maps and census data be used for scientific urban analysis and location analysis for a proposed project. Results are summarized as follows. First. after digital maps being completed, the census tract system being adopted, and major urban data being inputted in the computer file, GIS could be used intensively for various reliable urban analysis. With graphic statistical, and overlay functions of GIS, various physical and socio-economic characteristics of urban areas could be presented for analysis in the form of thematic and datapoint maps on the computer screen. Second, the locational analysis for a proposed project is a major part in the building permit review process, which tends to become disputable and time consuming as society become pluralized. Along with various GIS functions scientific decision-making methods could be developed, and the methods could play an important role for faster and scientific location analysis. As such, GIS would play an important role for faster and reliable urban analysis and location analysis and these functions finally would play important roles to improve public services and administration of local governments.

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The mediative effect of student-parent, student-teacher relationship on the effect of experience of school violence on depression: Difference between elementary and middle school students (학교폭력 피해 경험이 우울에 미치는 영향에서 학생과 부모, 학생과 교사 관계의 매개효과: 초·중학생 차이를 중심으로)

  • Choi, Kyung-Il
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.521-528
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    • 2017
  • The purpose of this study is to find the mediative effects of students' relationship with parents or teachers in the effective path of school violence experience on depression, and to find out the path difference between elementary and middle school students. We used 1,385 students' data collected from the Korean Youth General Survey, and analyzed by multiple group analysis of structural equation. The results showed that elementary school students' relationship with parents or teachers did not play a mediative role. But the middle school students' relationship with parents or teachers play a negative mediative role. It means that if students were damaged by school violence, elementary school students' parents and teachers did not play a specific role but middle school students' parents and teachers caused more depression. Based on these results, some implications for parents and teachers about school violence and depression were suggested.

Longitudinal Effects of Peer Play Behavior during Toddlerhood on Social Competence and Adaptation to Elementary School (유아기의 또래놀이행동이 사회적 유능감 및 초등학교 적응에 미치는 종단적 영향)

  • Kim, Do-Hee
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.361-371
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    • 2021
  • This study investigated the longitudinal effect of peer play behavior (PPB) during toddlerhood on social competence (SC), followed by the effect on adaptation to elementary school. Data were collected from the 4th to 9th Panel Study on Korean Children between 2011 to 2016, of which the data collected from 114 boys and 94 girls were finally analyzed. Multi-Mediator Model Analysis were performed using SPSS and PROCESS macro programs. First, PPB observed at the age of three significantly predicted PPB observed at ages four and five. It significantly affected SC observed at the age of six after transitioning through PPB at each stage. Second, PPB observed at the age of three significantly impacted the degree of adaptation in the first and second grades of elementary school. The medium identified in this second finding was PPB observed after the age of three and SC observed at the age of six.