• Title/Summary/Keyword: Digital contents

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Suggestion of a Digital Curation Framework for Historical Contents (역사콘텐츠 활용을 위한 디지털 큐레이션 프레임워크 제안)

  • Lee, Hyewon
    • Journal of Korean Society of Archives and Records Management
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    • v.16 no.3
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    • pp.235-256
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    • 2016
  • This study suggested a digital curation framework for supporting the digital policy of institutes that collect memory. As such, it conducted a literature review and an analysis of digital curation models, as well as a focus-group interview of historians and graduate students majoring in historical studies. In this study, digital curation framework refers to an abstract model for supporting policy development and the planning for a high-level view of the archival information service. This implications of this framework are as follows: (1) to emphasize the data life cycle and connection between stages and actions; (2) to make an infra-schema for understanding institutes that create, arrange, or store specific data as the same history contents have to be provided by different institutes and as there are differences in the data's value; (3) to check the present conditions of information services and their systems; (4) to consider the practical applications of contents that have been collected and stored; and (5) to converge all data in one system through the framework and activate diverse works in the context of the framework.

Construction for Community Cultural Contents Industry Cluster (지역 문화 콘텐츠 산업 클러스터 구축)

  • Kim, Hye-Suk;Kim, Kyoung-Soo
    • The Journal of the Korea Contents Association
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    • v.7 no.3
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    • pp.118-128
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    • 2007
  • The world is interested and actively investing in culture and its cultural contents industry has grown very much. Cultural contents industry is the concentration of human creation and knowledge and the Internet and digital technology have greatly impacted such creation and knowledge. This paper presented a method of digitalization of regional cultural resources, voluntary digitalization strategies, and a method of building an innovative cluster of cultural contents industry. The proposed plan would become the future growth engine of cultural tourism industry.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.77-87
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    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

Portability Testing Method for Digital Right Management Software (디지털 저작권 관리 S/W의 이식성 시험 방법)

  • Yang, Hae-Sool;Kang, Bae-Keun;Lee, Ha-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.103-113
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    • 2009
  • The Digital Right Management from illegal copy protects the various digital contents, the use self-admiration which is lawful does to make the contents use, payment leads about use and is a system which protects a copyright voluntary right and a profit the contents free reproduction permits, illegality use the fact that closes thoroughly is goal. Portability rating will lead and as the technique will be able to induce the quality increase of Digital Right Management S/W the strategic engineering development which accommodates an international standard there is a possibility which an objectivity and an application degree will raise. In order to evaluate Portability of Digital Right Management S/W from the research which sees proposed the tentative metric. Also, measured a quality and the result according to the standard which is appropriate accomplished presented clearly presented a research about the method which decides and an evaluation instance and a evaluation method.

Design and Implementation of Digital Science Textbook with Cutting Effects (커팅 효과가 포함된 디지털 과학 교과서의 설계 및 구현)

  • Yang, Hyun-Roc;Kang, Kyung-Kyu;Han, Kwang-Pa;Kim, Dong-Ho
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.465-474
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    • 2009
  • The emergence of the digital age has changed the paradigm of education. Recently, the new paradigm needs new digital books that contain more interactive contents. Our goal is to design the digital textbook with convenient interfaces and cutting effects for interactive and effective education. To achieve these goals, we propose interfaces and contents which are designed after a lot of discussion with educational experts. In the implementation step, cutting algorithm is proposed to generate the cut planes of the 3D objects, based on the free strokes specified by the users. In order to test the performance of the contents, the testbed was implemented so that students try our digital book and present their evaluation results on the convenience and the effectiveness.

Real-time Audio Watermarking System Considering Audio Source and User (음원 및 사용자를 고려한 실시간 오디오 워터마킹 시스템)

  • Cho, Jung-Won;Jeong, Seung-Do
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.11
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    • pp.3213-3217
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    • 2009
  • Distribution, duplication and manipulation of the digital contents are very easy due to the characteristics of the digital contents. Thus, damages of invasion of property right rapidly increase due to infringement of copyright for the digital contents. To prevent illegal use and to settle conflict about ownership of the digital contents, continuous efforts with enormous expense are devoted. In this paper, we design and implement real-time audio watermarking system to protect ownership and copyright for the digital contents. The proposed system also clarifies where the responsibility about the illegal distribution lies. The system has convenient user interface so that general administrator without an expert knowledge of the protection of copyright can use easily. In addition, unlike the traditional watermarking system, our system has merit to offer information about the illegal distribution for clear post-management.

A study of influence factor on Mobile Game Heavy User - focused on Game User Properties (모바일 게임 중이용자 영향요인에 관한 연구 - 게임 이용자 속성을 중심으로)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.493-501
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    • 2015
  • This study is to observe the correlation between user properties and user behavior on the mobile game, one of the most prominent digital contents with the most mutual interaction. Among various factors affecting on behaviors of game users, the user properties itself was accentuated, and the effect of individual and psychological quality on the use of game was evaluated. The user properties were mainly categorized into five factors of "interpersonal relationship", "level of game skill", "inclination of innovation", "self-esteem", and "competitive spirit", and the use behavior of game was categorized mainly into two types - quantitative behavior of "amount of use (time of use, consumption cost)" and qualitative behavior of "perceived satisfaction level (perceived enjoyment, perceived service quality, and perceived price)". As a result of study, in general, as the user quality subjected in this study is stronger, the amount of use and satisfaction level are higher. This study is to observe what type of user qualities leads to the more use, consumption, and satisfaction level of game contents to contribute to the study about the use of conventional digital contents and heavy use.

IPMP system for a digital contents copyright protection (디지털 콘텐츠 저작권 보호를 위한 IPMP 시스템)

  • Kim, Chang-Su;Yoo, Sung-Jae;Choi, Il-Sun;Song, Jung-Young;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.409-412
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    • 2005
  • A digital content have been utilized extensively without being limited to one territory of communication, computer, broadcasting, Mobile etc. A digital contents industry have been raised to a key point industry of a knowledge information society. An information infra setup of a global unit was processing to the development of Internet therefor copyright protection a digital contents and system for the officer have been desired. Like this, according as digital contents do fetters to MPEG-4 is circulated, copyright problem was risen. So, people had a lot of interests to protect and manage copyright. Hereupon, MPEG of the IS0/IEC established IPMP(Intellectual Property Management and Protection) standard, and supplements and corrects continuously standard. Therefore, existing system does fetters to MPEG-4 need system that process IPMP information. Hereupon. in this paper, designed system module that is processed by IPMP extension standard that progress now, and embodied copyright protection and management system that user can insert and update IPMP information efficiently within whole or specification part of MPEG-4 digital contents.

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A Study on Creative Industry Development Vision based on Digital Contents (지식창출형 콘텐츠 기반 창조산업 육성방안)

  • Noh, Si-Choon;Bang, Kee-Chun
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.47-53
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    • 2012
  • Economic crisis, efforts to overcome the digital content industry development at home and abroad have been racing in the country's future lies in the digital content industry. Therefore, the digital content industry through vision, model identification knowledge-based global digital content market-based deployment is required. For research purposes the digital content industry to derive an alternative to national industrial development that will lay the groundwork. The deployment order for the first digital content industry, SWOT analysis performed to derive the Korean-specific model. As a result, measures based on the advancement of digital content industry as a long-term vision and specific goals are presented as staged. The age of convergence of the u-media content markets in government, corporations, consumers, and these form the structure of a virtuous cycle distribution systems for energy by being active, synergistic effects are obtained. Above all, based on the content industry to secure internal and external growth is key. Vision of the digital content, the growth momentum of the national social development policies to be used as a role model by changing the way a series of courses is required.

A Study on Convenient Move of Digital Contents Between Devices Using RFID in Home Network (홈 네트워크에서 RFID를 이용한 디바이스 간 디지털 콘텐츠 이동에 관한 연구)

  • Kim, Eun-Hwan;Jung, Yong-Hoon;Jun, Moon-Seog
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.2
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    • pp.351-357
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    • 2009
  • Home network is a network composed of devices in home and is being expanded by evolving devices. Also, The number of digital contents in home network has been increasing steadily. But it is difficult to continually protect the rights of digital contents due to lack of interoperability among contents devices. Besides, a license has to be re-issued by DRM sever for contents transfer between devices. Thus, this paper proposes framework which can freely transfer and contents to another device through mutual device authentication and a system that can decrease overload of license management of the DRM sever and that enable device outside home network to use contents through user authentication.