• Title/Summary/Keyword: Digital contents

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Research on the revitalization of cultural prototype content industry

  • Hur, Kang
    • International Journal of Contents
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    • v.6 no.2
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    • pp.14-20
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    • 2010
  • Korean Cultural Content Industry is developing creative cultural content based on internationally acknowledged manufacturing capacity, however, in order to become cultural industry with international competitiveness, it has to be planned and made in OMSU way. This research studied and analyzed successful cases of cultural content digital restoration and excellent cases of OSMU-type that has been developed and supported by Korean Culture and Contents Agency. This study suggests the direction of growth on the basis of movement of cultural content industry and cultivating plan of human resources.

Collaboration system based on Ajax (Ajax 기반 협업시스템)

  • Kim, Jung-Hun;Ko, Sung-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.37-41
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    • 2006
  • 종래의 웹 기반 업무 협업 및 프로젝트 관리 방법으로 제공되는 기술은 ActiveX 나 JVM(Java Virtual Machine)을 이용한 특정 프로그램 설치를 통한 방법으로써 특정 플랫폼이나 브라우저에서만 동작하는 방법을 제공하고 있다. 본 논문에서는 통상적인 웹 기반에서 임의의 프로그램 설치 없이 Ajax(Asynchronous Javascript And XML)를 이용하여 웹 기반 업무 협업시스템을 개발하였다.

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Public word development based on Ajax (Ajax기반 공유 word 개발)

  • Sin, Yeong-Sik;Ko, Sung-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.7-12
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    • 2006
  • 한때 word process를 하기 위해 PC를 구매하던 때가 있었다. 그리고 지금도 word process 기능은 PC를 쓰는데 없어서는 안 될 기능중 하나이다. 그리고 최근 들어 web2.0의 추세와 함께 일반 application에서 수행하였던 Application들이 Web에서 수행이 가능한 web application으로 변화하고 진화하는 추세이다. 따라서 본 논문에서는 Ajax(Asynchronous Javascript And XML)기반의 공유 word process인 'Ajax기반 공유 word'를 만들었다. 이는 웹에서 WYSIWYG(what you see is what you get)으로 문서를 편집하면서 문서들을 사용자간 공유하고 문서의 변경내용을 다른 사용자가 실시간으로 확인할 수 있는 web application이다.

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A Study on Integrating Digital Application into Foreign Language Education

  • An, Jeong-Whan;Lee, Su-Chul
    • International Journal of Contents
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    • v.12 no.1
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    • pp.54-59
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    • 2016
  • The purpose of this paper is to discover how the use of digital applications can affect students' attitudes toward positive classroom participation and performance in learning a foreign language. Participants of this study were 128 students who took a foreign language class at a high school in central Korea. To find out students' perceptions and attitudes toward the effect of using a digital application for their foreign language study, online questionnaire and focus-group interview were conducted. Our research findings revealed that these students could engage in active language learning and experience learning improvement while studying a foreign language with digital applications. The improvement was possible by creating more interactive activities and quizzes. In addition, the digital application provided students immediate feedback. It gave students and teachers various motivations beyond the traditional 'chalk and talk' format of text-only-classes. This study provides an overview of the usefulness of digital application. In addition, it provides understanding for students' perceptions and involvement using digital application in a foreign language classroom.

A Study on the Certify for Enrolled Student Ability of Digital Interior Design Solution (재학생의 디지털 인테리어디자인 실무능력 인증에 관한 연구)

  • Kim, Dong-Young
    • Journal of The Korean Digital Architecture Interior Association
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    • v.6 no.1
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    • pp.1-4
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    • 2006
  • This research studied necessary digital Interior Design education and certification formality for Dept. of Interior Design students' percentage of employment raising and competitive power elevation of industry by the support of 2005 junior college finance support business from the Ministry of Education & Human Resources Development. Contents of this research is built from joint research by vender of software, which has the highest distribution and preference rate of digital Interior Design related software in industry, and The Korea Digital Architecture and Interior Association, and Daeduk college. The necessary certification standard and course-ware for employment of graduates were developed. There are descriptions for students' needs on digital Interior Design related practical application ability that can receive authentication, And made out education schedule as well as contents so that execution of authentication and education may be possible.

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A Study on Cannibalism in Digital Game (디지털 게임의 카니발리즘 연구)

  • Lee, Dong-Eun
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.65-71
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    • 2010
  • Digital game includes one more funny elements which are competition, puzzle, interaction and role-playing. These elements encourage the player's interest and flow. The purpose of this study is to find out the essence of these elements in digital games with Cannibalism. Digital game inherits and develops Cannibalism in the digital space as magic circle, death and rebirth of life, changing the shape of character and reversing the interface.

A study on the implementation of DRM system in digital home networking (디지털 홈네트워킹 환경에서의 DRM 시스템 구축)

  • Kim, Jong-An;Ryu, Jung-Seob;Han, Pyung-Hee;Kim, Jin-Han
    • 한국정보통신설비학회:학술대회논문집
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    • 2005.08a
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    • pp.104-108
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    • 2005
  • Due to the rapid spread of high speed Internet access and the contents digitization, the demand for the copyright protection of digital contents has increased continuously so that the digital rights protection technology becomes one of the inevitable components in the digital content providing services. This paper describes the current trend of DRM(Digital Rights Management) technology and how to implement the system for the protection of digital assets in the digital home networking environment.

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A Study on the Solutions to overcome the obstacles of Digital comics contents industry development (디지털만화산업 발전의 장애요인과 활성화방안 연구)

  • Kim, Soo-Young;Ha, Kyu-Soo
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.709-723
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    • 2013
  • This study aims to diagnose the present condition of the Digital comics industry, including the "webtoon", which is receiving attention as the new Korean wave (Hallyu) cultural content, and explore ways to vitalize these contents. Considering the fact that the distribution rate of smart devices in Korea is the highest in the world as of June 2013, and that comics as contents have been known to show the easiest and fastest adaptation to changes in the media, the Digital comics industry is certainly an area with high expected growth, but its actual size of the industry shows a very low growth rate compared to other digital contents. This study analyzes the present condition of the Digital comics industry through theoretical and precedent study, and deducts 7 major factors that inhibit the growth of Digital comics industry by summing up the industry structure through making surveys of major businesses in the industry. Further, problems and possible solutions of the digital comics industry are discussed through in-depth interviews with total 10 digital comics industry experts. Building a ecosystem based charged service, realizing a total management system, government support and improvements on restrictions are discussed as solutions to a sustained growth of the Digital comics industry.

Interface Design Principles for Digital Content (디지털 콘텐츠를 위한 인터페이스 설계 원칙)

  • Park, Sang-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.860-864
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    • 2006
  • Various kinds of digital contents developers are recognizing the importance of interface design, but they have no integrated and arranged interface design principles, so are facing difficulties in applying them. About the interface of web-site which is one field of the digital contents, there came out necessary principles about the interface design to some extent by the active studying activities in and out of the country. However, the researchers are proposing various principles, so it is difficult to apply which design principle in what situation. To this, this study looks into the common design principles while comparing and analyzing the design principles of Donald A. Norman, Jakob Nielson, Jeff Johnson and Manna Sjoberg. Based on this, we suggest 10 interface design principles to improve the functionality and aesthetics of the digital contents.

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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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