• Title/Summary/Keyword: Digital Text

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A novel, reversible, Chinese text information hiding scheme based on lookalike traditional and simplified Chinese characters

  • Feng, Bin;Wang, Zhi-Hui;Wang, Duo;Chang, Ching-Yun;Li, Ming-Chu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.1
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    • pp.269-281
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    • 2014
  • Compared to hiding information into digital image, hiding information into digital text file requires less storage space and smaller bandwidth for data transmission, and it has obvious universality and extensiveness. However, text files have low redundancy, so it is more difficult to hide information in text files. To overcome this difficulty, Wang et al. proposed a reversible information hiding scheme using left-right and up-down representations of Chinese characters, but, when the scheme is implemented, it does not provide good visual steganographic effectiveness, and the embedding and extracting processes are too complicated to be done with reasonable effort and cost. We observed that a lot of traditional and simplified Chinese characters look somewhat the same (also called lookalike), so we utilize this feature to propose a novel information hiding scheme for hiding secret data in lookalike Chinese characters. Comparing to Wang et al.'s scheme, the proposed scheme simplifies the embedding and extracting procedures significantly and improves the effectiveness of visual steganographic images. The experimental results demonstrated the advantages of our proposed scheme.

A Study on Agile Transformation in the New Digital Age

  • Lee, Jee Young
    • International Journal of Advanced Culture Technology
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    • v.8 no.1
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    • pp.82-88
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    • 2020
  • In the face of recent digital and digital transformation, companies and industries are trying to be agile to adapt and respond to change. Agile paradigm is spreading beyond the boundaries of existing applications such as IT-related projects and software development. In this regard, this study, we analyzed the diffusion of agile paradigm by text mining abstracts of research papers from 2001 to 2019. In addition, we discussed agile transformation in the Fourth Industrial Revolution. Through this study, we confirmed that we are studying agile transformation in various fields such as business environment, corporate organizational culture, manufacturing industry, and supply chain. The results of this study will contribute to understanding the meaning and role of agile as a basic paradigm for digital transformation in the Fourth Industrial Revolution.

Development of Evaluation Criteria on Digital Text-book (디지털 교과서의 평가 준거 개발)

  • Jeong, Young-Sik
    • The Journal of Korean Association of Computer Education
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    • v.11 no.3
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    • pp.13-20
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    • 2008
  • The Ministry of Education, Science and Technology has been developing the digital textbooks from 2007. But the evaluation criteria on the digital textbooks is not prepared, so it is difficult to develop excellent digital textbooks and to select superior ones. In this study, we researched into the concept, attributes and functions of the digital textbook in order to select the evaluation indicators, based on the literature reviews of digital textbooks, core evaluation measures and criteria were identified. And three methods were employed: a Delphi study, expert forums, and simulation tests. The results of these studies led the development of an evaluation criteria which consisted of four evaluation areas and 74 questions. The four evaluation areas consisted of content area, instrument design area, platform area and user area.

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The Slope Extraction and Compensation Based on Adaptive Edge Enhancement to Extract Scene Text Region (장면 텍스트 영역 추출을 위한 적응적 에지 강화 기반의 기울기 검출 및 보정)

  • Back, Jaegyung;Jang, Jaehyuk;Seo, Yeong Geon
    • Journal of Digital Contents Society
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    • v.18 no.4
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    • pp.777-785
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    • 2017
  • In the modern real world, we can extract and recognize some texts to get a lot of information from the scene containing them, so the techniques for extracting and recognizing text areas from a scene are constantly evolving. They can be largely divided into texture-based method, connected component method, and mixture of both. Texture-based method finds and extracts text based on the fact that text and others have different values such as image color and brightness. Connected component method is determined by using the geometrical properties after making similar pixels adjacent to each pixel to the connection element. In this paper, we propose a method to adaptively change to improve the accuracy of text region extraction, detect and correct the slope of the image using edge and image segmentation. The method only extracts the exact area containing the text by correcting the slope of the image, so that the extracting rate is 15% more accurate than MSER and 10% more accurate than EEMSER.

Classifying Digital Game Genres (게임 장르의 유형화)

  • Lee, Sul-Hi;Kwon, Min-Seok
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.3-14
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    • 2008
  • Classifying digital games' genres is quite ambiguous work, as they have been using other media's genre classification such as film genre. Therefore this paper tries to propose a new way of classifying genres of digital games. There are two kinds of approaches to digital games genres: one is based on gamers' activities and the other is on game text. The former turned out to be limitative because the meanings of gamers' activities are sometimes overlapped and this overlapping causes lack of objectivity in deciding which activity belongs to which genre. On the other hand, the latter is comparatively clear and accurate as it is based on what a game text provides. After all. a new classification of digital games based on game text makes total of 7 digital game types, which are Physical obstacles, Mainly Physical & partially intellectual obstacles, Intellectual obstacles, Mainly intellectual & partially physical obstacles, Self-supporting games, Confronting games, Ranking games, and each type has its own convention and characteristics.

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A Case Study On Digital Education Design In Foreign Countries By Analysis Education Condition (선진학교 교육현황 분석을 통한 디지털 교육매체 디자인 국외 사례 연구)

  • Kim, Jung-Hee
    • Cartoon and Animation Studies
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    • s.30
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    • pp.201-219
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    • 2013
  • Development of digital media in education field at America, UK, Japan etc bring big progress on digital device if education. Japan bring huge progress on digital education by nationally. UK use huge a national budget at digital education development and Sweden which is advanced country of education and a welfare state. Especially UK and Sweden's digital education markets are full now aspect more high quality design. Korea which is advanced country of IT adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital text book is in a transition period. that needs case study of advanced country of education for setting design guide and educational effect to digital education media and device plan. All researches are based on LG europe design center at London. Analysis by using KJ method, survey of questionnaire, heuristic method at 4 schools in UK and Sweden. Through analytical researches want to more reality simulation at digital education, and high quality contents with digital socialization. co-work with analog, can get any where, anytime user want without any difficulty. Also interactive GUI design of digital education device to easy to access for user. When plan Digital text book content and design needs methodical design guide for target who students and environment an in-depth study of the appraisal and method. The results of the research are introduce the design plan as a basic research and giving useful design plan to make digital educational media in Korea industrial aspect.

A Study on architectural historic of Hotel DIABUTSU (대불호텔의 건축사적 고찰)

  • Sohn, Jang-Won;Cho, Hee-Ra
    • Journal of The Korean Digital Architecture Interior Association
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    • v.11 no.3
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    • pp.27-34
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    • 2011
  • The DIABUTSU hotel was built first in Korea and we know that the hotel was built in 1888. However, it has many questions. This study was conducted to uncover the truth. Non-text media in the study is useful to take advantage of the media. However, it is not used in Korea. I prefer that study by Non-text Media. The findings, DIABUTSU hotel was built in 1884. It was Japanese-style two-story wooden building. HORI was hospitality there and many foreigners stayed. Underwood, Appenzeller and Carles were this hotel and they recorded about the hotel in 1885. We know that three story building was the first hotel. But this is wrong in fact. The first hotel is Japanese-style wooden building built in 1884.

A Method of Calculating Topic Keywords for Topic Labeling (토픽 레이블링을 위한 토픽 키워드 산출 방법)

  • Kim, Eunhoe;Suh, Yuhwa
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.16 no.3
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    • pp.25-36
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    • 2020
  • Topics calculated using LDA topic modeling have to be labeled separately. When labeling a topic, we look at the words that represent the topic, and label the topic. Therefore, it is important to first make a good set of words that represent the topic. This paper proposes a method of calculating a set of words representing a topic using TextRank, which extracts the keywords of a document. The proposed method uses Relevance to select words related to the topic with discrimination. It extracts topic keywords using the TextRank algorithm and connects keywords with a high frequency of simultaneous occurrence to express the topic with a higher coverage.

A Study on Variable Text Effect applying for Digital Contents (디지털 콘텐츠에 다양한 텍스트 효과 적용에 관한 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.228-229
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    • 2015
  • 본 연구에서는 디지털 콘텐츠의 다양한 텍스트 효과 적용에 대해서 나타낸다. 디지털 콘텐츠에 텍스트 효과를 적용함으로서 영상의 의미를 보다 더 구체적으로 이해할 수 있고, 디지털 콘텐츠의 정체성이 드러나며, 콘텐츠의 성격과 그 진실성을 보다 명확히 이해 할 수 있다. 따라서 영상에 어떤 텍스트 효과를 사용하느냐에 따라 디지털 콘텐츠의 성격이 달라지고, 콘텐츠의 의미가 부각되고, 콘텐츠의 격과 질이 높이고, 관심과 가치를 나타낼 수 있다. 따라서 본 연구에서는 다양한 텍스트 효과 유형을 디지털 콘텐츠에 적용함으로써 다양한 영상 효과를 나타내고, 콘텐츠의 성격을 보다 구체화시킬 수 있고, 디지털 콘텐츠의 명확성과 관심과 흥미를 통하여 콘텐츠의 가치를 높일 수 있다고 사료한다.

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The Estimation of Domestic Construction Technology Full-Text Services using Tobit Model (Tobit 모형을 이용한 국내 건설기술 원문서비스 가치 추정)

  • Jeong, Seong-Yun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.6
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    • pp.656-662
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    • 2016
  • We have provided a variety of domestic construction technology related full-text services through the Construction Technology Digital Library system since 2001. CODIL is a system that services the database related to construction technology data. On the other hand, there is growing demand for DB every year, but the required budget is shrinking. Therefore, this study investigated the satisfaction to effectively service the construction technique-related full-text with a limited budget. The monetary value of full-text to express satisfaction with the quantified value was estimated using the Tobit model. The Tobit model is used as a contingent valuation method to estimate the value of non-market goods. This model is the limited dependent variable regression model to observations by censoring the limit of the left side or right side so that a biased outlier is not reflected in the willingness to pay. A survey was conducted by sampling 312 respondents. The mean, median, truncating the willingness of payment were calculated for the six types of the full-text services using the Tobit model. The statistically significant variables affecting the willingness to pay for the full-text services were identified. The mean value of per the full-text service was estimated to be 46,530 won. The significance of this study was to use the Tobit model to estimate the value of the construction technology-related full-text services for the first time in Korea.