• Title/Summary/Keyword: Digital content production

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Development of Information Security Practice Contents for Ransomware Attacks in Digital Twin-Based Smart Factories (디지털트윈 기반의 스마트공장에서 랜섬웨어 공격과 피해 분석을 위한 정보보안 실습콘텐츠 시나리오 개발)

  • Nam, Su Man;Lee, Seung Min;Park, Young Sun
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.31 no.5
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    • pp.1001-1010
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    • 2021
  • Smart factories are complex systems which combine latest information technology (IT) with operation technology (OT). A smart factory aims to provide manufacturing capacity improvement, customized production, and resource reduction with these complex technologies. Although the smart factory is able to increase the efficiency through the technologies, the security level of the whole factory is low due to the vulnerability transfer from IT. In addition, the response and restoration of the business continuity plan are insufficient in case of damage due to the absence of factory security experts. The cope with the such problems, we propose an information security practice content for analyzing the damage by generating ransomware attacks in a digital twin-based smart factory similar to the real world. In our information security content, we introduce our conversion technique of physical devices into virtual machines or simulation models to build a practical environment for the digital twin. This content generates two types of the ransomware attacks according to a defined scenario in the digital twin. When the two generated attacks are successfully completed, at least 8 and 5 of the 23 virtual elements are take damage, respectively. Thus, our proposed content directly identifies the damage caused by the generation of two types of ransomware in the virtual world' smart factory.

A study on the effective batch image management method (효율적인 일괄 이미지 관리 방법에 대한 연구)

  • Choi, Jae-Wan;Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.779-784
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    • 2008
  • An environment of information sharing is developed as a high-speed growth of internet infrastructure and a fast supply of digital imaging devices. Therefore, developing and supply various digital contents are needed. As occasion demands, the utility of editing tools with a simple image viewer, or programs to need technical education increased. One of subproblems is to take long time for editing images. In this paper, we propose a new method which is a method to edit images in a lump. This method has advantages compared with the previous searching engines in terns of performances and speed. Also, we propose the new approach for developing fusion graphic image contents as binding each advantages of the category. It reduces the production time and costs of contents by the proposed method.

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A Case Study on Application of Realistic Content to Space Design (실감형콘텐츠의 공간디자인 적용사례연구)

  • Kang, Jae-Shin
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.369-376
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    • 2017
  • In a digital multimedia environment with various experiences and communication, We live in an age where it is possible to experience from imagination to reality realizable by imagination. The remarkable technology based on ICT has been attracting attention as next generation video service technology from 3DTV, UHD TV, and hologram. These media, combined with space design, are able to offer us amazing and diverse experiences. In addition, now, there is a demand for more differentiated contents using human five senses recognition technology. We analyzed the application of realistic contents to space design. As a result, we have come to the conclusion that creative production which can express more fun and convenient will be an important issue.

A Study on a Prototype for the Development of a Marine Character Based on the 『Jasan-urbo』 (자산어보를 토대로 한 해양캐릭터 개발을 위한 원형 연구)

  • Lee, Young-suk
    • Journal of Korea Multimedia Society
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    • v.21 no.3
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    • pp.432-440
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    • 2018
  • In this study, we propose a marine character prototype study for development of a marine character as digital contents. This study is a precedent study to build a marine character database with the production of digital contents based on "Jasan-urbo". "Jasan-urbo" is a representative cultural heritage that can highlight the value of Korean marine culture as the first illustrated book of marine creatures in Korea. Therefore, we examined the use value of "Jasan-urbo" through the content approach and looked at the visualization for character utilization and then designed a marine fish species classification standard model. Finally, this study proposed the possibility of discovering prototype sources for digitalization of Korean marine creature's resources.

A Study on the 3D Contents Production Technology of Taepyungmu

  • Gu, Ja-bong
    • International Journal of Advanced Culture Technology
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    • v.5 no.1
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    • pp.40-50
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    • 2017
  • Taepyungmu is a performing art that can be called the most skillful dance among Korean dances. It expresses the meaning of honoring the peace and peacefulness of the country in dance. The construction of 3D stereoscopic digital contents for Taepyungmu is in a series of processes such as 3D recording of intangible cultural properties and implementation of hologram contents. The purpose is to try various possibilities through various technologies and methods, to establish a technical basis of the preservation paradigm change of intangible cultural properties and to present a leading direction to realize real digital cultural properties.

A study on the applicability of interactive technology in VR video content production

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.71-76
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    • 2022
  • The continuous development of virtual reality technology in the last five years has brought about a big change in the future film industry. Interactive VR movies using virtual reality technology in movies showed the result of increasing the immersion of the audience due to the characteristics of interaction. This will provide a unique opportunity for a new experience of immersion in various forms of cinema in the near future. In this paper, the interaction of narrative VR movies was studied as an example of the movie , which won the [The Best VR Experience Award] at the Venice International Film Festival, In future development, improve the scene transition, Dizziness, Ways of interaction and other questions, let the audience increase the sense of participation, immersion and curiosity when watching movies, and make watching movies a more interesting thing in life.

Exploratory Discussion on Outdoor Video AD Effects: Focusing on Exposure Environment of Administration's ADs (옥외영상광고 효과에 대한 탐색적 담론: 정부 행정기관의 옥외영상광고 노출 환경을 중심으로)

  • Song, Seungyeol;Kwak, Ju Yeong;Kim, Jung Kyu
    • Journal of Korea Multimedia Society
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    • v.23 no.11
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    • pp.1435-1445
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    • 2020
  • Advertising is a communication that aims to persuade you through communication. Local governments are enforcing a lot of budget for outdoor advertisements and exposing advertisements to various media. However, in the case of outdoor advertisements, advertisements are executed without considering the specificity of the exposure environment, so it is inferior to the budget input. Therefore, this study aims to help local advertisement agents, producers, and related parties by classifying components by combining video analysis methodology and video ad analysis methodology for effective message delivery and immersion in local outdoor advertising. As a discussion to provide an efficient production methodology for outdoor advertising video production in the future, it is an extension of exploratory research through content analysis.

Technical of the 3D industry technology & 3DTV Broadcasting (기획특집 - 3D 산업과 3DTV 방송의 기술적인 전망)

  • Won, Chung-Ho
    • Journal of the Korean Professional Engineers Association
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    • v.43 no.3
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    • pp.23-27
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    • 2010
  • Since 3DTV was introduced, the market could not grow further due to the several causes such as the lack of content, technology for production and display and eyestrain. However, the rapid advances of the technologies on digital broadcasting, consumer electronics and computer enabled the commercialization of 3D animation, computer graphic, 3D advertising as well as 3D movies, and since then the international technical competition is growing fiercer. Since much more companies introduced the solutions for 3D in NAB 2010 than 2009, the expected size of the market will be bigger than ever before. This article describes the recent trends and the prospect of the 3D technologies including national defence strategy, content, construction, consumer electronics, advertisement, and terrestrial 3D1V pilot project in Korea.

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Development of modern bag design using cultural content from Baekje - Focusing on laser-cutting techniques - (백제 문화콘텐츠의 현대적 활용을 위한 가방 디자인 개발 - 레이저커팅 기법을 중심으로-)

  • Ha, Seung Yeon
    • The Research Journal of the Costume Culture
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    • v.28 no.6
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    • pp.738-754
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    • 2020
  • As a cultural feature of, the relics of the Royal Tomb of King Muryeong are suitable design content for applying with sophisticated production and delicate molding laser cutting techniques. The purpose of this study is to develop modern bag designs using relics of the Royal Tomb of King Muryeong of Baekje using laser-cutting techniques. First, the historical background and meaning of Baekje's cultural content were explored. Second, the principle of laser-cutting techniques were explored, laser-cutting techniques applied to modern fashion and bag design were examined, and bag design characteristics were analyzed. Third, based on prior research, the criteria for the development of bag design, from which eight bag design were developed that combine modern popularity and functionality utilizing Baekje cultural content and using laser-cutting techniques to apply the textile design developed by researchers in 2013 (modified to match laser-cutting techniques). The research results show that bag were clutch, tote, shoulder, and mini. Gold, silver, brown, beige, and navy colors were arranged, based on black/white contrast. Cow, lambskin, washed snakeskin, mesh, and Saffiano leather were used. For the pattern-applying technique, this study showed that a new digital technique, which is laser-cutting techniques could be combined with contemporary bag designs. Moreover, a bag design was developed that has a modern sense and functionality as well as Korean formativeness, which is significant.

A Case Study: Design and Develop e-Learning Content for Korean Local Government Officials in the Pandemic

  • Park, Eunhye;Park, Sehyeon;Ryu, JaeYoul
    • International Journal of Contents
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    • v.18 no.2
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    • pp.47-57
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    • 2022
  • e-Learning content can be defined as digital content to achieve educational goals. Since it is an educational material that can be distributed in offline, online, and mobile environments, it is important to create content that meets the learner's education environment and educational goals. In particular, if the learner is a public official, the vision, philosophy, and characteristics of each local government must reflect. As non-face-to-face online education expands further due to the COVID-19 pandemic, local governments that have relied on onsite education in the past urgently require developing strong basic competency education and special task competency content that reflect regional characteristics. Such e-learning content, however, hardly exists and the ability to independently develop them is also insufficient. In this circumstance, this case study describes the process of self-production of e-learning content suitable for Busan's characteristics by the Human Resource Development (HRD) Institute of Busan City, a local government. The field of instructional design and instructional technology is always evolving and growing by blending technological innovation into instructional platform design and adapting to the changes in society. Busan HRD Institute (BHI), therefore, tried to implement blended learning by developing content that reflected the recent trend of micro-learning in e-learning through a detailed analysis. For this, an e-learning content developer with certain requirements was selected and contracted, and the process of developing content through a collaboration between the client and developer was described in this study according to the ADDIE model of Instructional Systems Development (ISD).