• Title/Summary/Keyword: Digital contents

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A Study of the Impacting Factors on Sharing Illegal Digital Contents and Copyright Cognition (불법 디지털콘텐츠 공유의도에 영향을 미치는 요인과 저작권인식에 관한 연구)

  • Shen, Hong Yan;Lim, Gyoo Gun
    • Journal of Information Technology Applications and Management
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    • v.25 no.2
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    • pp.23-40
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    • 2018
  • In order to reduce the spread of illegal digital contents, many studies have been focusing on how to stop it through laws and regulations. Only few of the studies tried to explain the illegal behaviors from individual's viewpoints. This paper aims to examine the intention of sharing illegal digital contents over the Internet and proposes a theoretical model based on the Theory of Planned Behavior (TPB) along with the introduction of two outcome expectations. We also argue that the individuals' cognition of online copyright will influence individuals' illegal contents sharing on the Internet. We have collected data from online survey and offline interview. By empirical study, the results support the theoretical model except the subjective norm which has no effect on individuals' behavior. This is a different finding from the previous researches revealing that the subjective norm has no effect on individuals' unethical actions. Overall, the findings provide strong confirmation that attitude, self-efficacy and outcome expectations impact on individual's intention of sharing illegal contents. In addition, this study proposed an improved cognition of online copyright through education and standard of new media management will reduce illegal contents sharing on Internet.

Case Study on Major Digital Media Asset Management Systems (디지털미디어자산관리시스템 사례분석에 관한 연구)

  • Jung, Jin-Taek
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.235-244
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    • 2008
  • The purpose of this paper is to analyze and compare the existing digital media asset management systems and develop a prospective implementation model. As a result of conducting this research, it is recommended that the prospective system consists of an archiving server, a processing server, and an interface system. This result suggests important starting point to develop a resonable and reliable implementation model for digital media asset management system.

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A service scheme for the efficient digital contents distribution in mobile environments (모바일 환경에서 효율적 디지털 콘텐츠 유통을 위한 서비스 방법)

  • Kim, Young-Hee;Lee, Chang-Yeol
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.1
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    • pp.9-18
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    • 2007
  • We use PKI technology for the digital content distribution in mobile environment. Encoding method is used TtipleDES and digital signature is used RSA. For the efficient methods and processes to the digital content distribution, we proposed the mechanism which consists of the sequential steps including the digital contents encoding step, rights management information signature step, and interconnection steps. As a result of this study, we propose the efficient and safe processes for the mobile content distribution environment.

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Utilizing Digital Close-Range Images for Road Slope Monitoring (도로사면의 모니터링을 위한 근거리 디지털 영상의 활용)

  • 이진덕;연상호;이호찬
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.151-160
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    • 2004
  • This research addresses the experimental application of the digital close-range photogrammetric technique for 3D deformation measurement and visualization of road slope. The 3D displacements were extracted by the photo-triangulation based on the bundle adjustment method using the digital imagery. In addition, we produced the digital elevation models, the digital orthorectified images and the 3D perspective view images of the slope employing a digital photogrammetric workstation. Also the inclination map of the slope was generated as the data for monitoring and managing dangerous slopes.

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A Study on Effective Advertisement Offer System using Digital Information Display (DID(Digital Information Display)를 통한 효과적인 광고 제공시스템에 관한 연구)

  • Kang, Min-Sik
    • Journal of Digital Contents Society
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    • v.14 no.1
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    • pp.73-80
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    • 2013
  • The advertisement using DID(Digital Information Display) has been a huge increase in many public spaces. Many company has been advertise their products through DID in recent. In this paper, we suggest more effective advertisement system on DID for advertisers. This system can provide a floating population, operation information and other useful informations for advertisement. The advertisers can choose and buy the advertisement that they want.

Factors Related to VDT Syndrome in Elementary School Students in Digital Learning Environments

  • Chung, Myung-Sill;Seomun, GyeongAe
    • International Journal of Contents
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    • v.17 no.4
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    • pp.91-100
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    • 2021
  • The purpose of this study was to identify factors affecting Visual Display Terminal (VDT) syndrome for elementary school students in the digital learning environment. Multiple regression analyses were performed to identify the factors affecting VDT syndrome in the digital learning environment. This was conducted with 256 elementary school students in grades 5-6 with more than a year of experience in digital learning. The regression model explained 41% of elementary school students' VDT syndrome in the digital learning environment. Variables significantly affecting VDT syndrome include game addiction, sleep time, and air quality with game addiction as the most influential. In the digital learning environment, VDT syndrome is significant because it has physical and psychological impacts on the growth of elementary school students. Therefore, it is necessary to develop guidelines for ideal computer usage habits for this age group.

Digital Item Purchase Model in SNS Channel Applying Dynamic SNA and PVAR

  • LEE, Hee-Tae;JUNG, Bo-Hee
    • Journal of Distribution Science
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    • v.18 no.3
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    • pp.25-36
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    • 2020
  • Purpose: Based on previous researches on social factors of digital item purchase in digital contents distribution platforms such as SNS, we aim to develop the integrated model that accounts for the dynamic and interactive relationship between social structure indicators and digital item purchase. Research design, data and methodology: A PVAR model was used to capture endogenous and dynamic relationships between digital item purchase and network indicators. Results: We find that there exist considerable endogenous and dynamic relationships between digital item purchase and network structure variables. Not only lagged in-degree and out-degree but also in-closeness and out-closeness centrality have significant and positive impacts on digital item purchase. Lagged clustering has a significant and negative effect on digital item purchase. Lagged purchase has a significant and positive impact just on the present in-closeness and out-closeness centrality; but there is no significant effect of lagged purchase on the other two degree variables and clustering coefficient. We also find that both closeness centralities have much higher carryover effect on digital item purchase and that the elasticity of both closeness centralities on the purchase of digital items is even higher than that of other network structure variables. Conclusions: In-closeness and out-closeness are the most influential factors among social structure variables of this study on digital item purchase.

Using the Innovation and Technology Adoption Attributes as Predictors of Digital Contents Gift Giving -Focused on Mobile Coupon- (혁신성과 기술 수용 특성이 디지털 콘텐츠 선물 행위에 미치는 영향에 관한 연구 -모바일 쿠폰을 중심으로-)

  • Lee, Han-Suk
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.356-365
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    • 2013
  • As a form of reciprocity or exchange, gift giving is one of the processes that integrate a society. There has been a long history of research on gift giving behavior in the communication area. Recently with the advent of digital environment, digital contents gift giving behavior became a prevalent social custom. But there has been little research of an individual consumer's consumption behavior of digital contents gift giving. Drawing on the innovation theory, technology acceptance model, and gift giving literature, the author take a quantitative approach to the effect of innovation attributes on mobile coupon gift giving behavior. The result showed that innovation attribute did positive influence to mobile coupon gift giving behavior. Furthermore, consumer innovation attribute moderate in the relationship between product innovation and mobile gift giving attitude.

A Study on the Semantic Web for Meta-Communication System (메타커뮤니케이션 시스템 구현을 위한 시맨틱 웹 연구)

  • Kwon Hyo-Jeong;Kim Chee-Yong
    • Journal of Digital Contents Society
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    • v.6 no.4
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    • pp.201-208
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    • 2005
  • In high-technology digital age that change everyday fast, Web became most familiar and essential tool to public. Since creation of web, web began from the first step web that offer simple information and contents. and now, it have developed to step offer dynamic contents that various multimedia components are combined. In future, it will develop to the next generation, intelligence style Semantic Web that Meta Communication of meaning-base is possible. In this paper, we examine about concept and characteristic of Semantic web that is a point technology in next generation. Also, we studied about example and practical use in personalized contents side that is based on Semantic Meta-Communication system. Semantic web is value industry field that has infinite possibility and has necessary of a lot of studies and development yet. Therefore in digital age, we expect this paper will help for space construction of more mature communication.

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Content Analysis of Digital Reality Contents as a Branded Entertainment (가상현실 및 증강현실을 활용한 브랜디드 엔터테인먼트의 내용분석 연구)

  • Cho, Chang-Hoan;Lee, Hui-Jun;Kim, Ho-Hyeon;Lee, So-Yun;Gil, Yeong-Hwan
    • (The) Korean Journal of Advertising
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    • v.29 no.5
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    • pp.127-160
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    • 2018
  • Recently, virtual reality and augmented reality technology have been extensively utilized in brand communication. The purpose of this study is to investigate digital reality contents as branded entertainment and content-analyze its format and contents for brand communication. Coding categories were derived to examine marketing characteristics of 300 digital reality contents and key descriptive statistics were presented and interpreted. The results revealed that consumer responses(i.e., view count, like, and dislike) toward Branded Digital Reality contents vary according to types of storytelling. Moreover, perceived values of contents also varied by the types of digital reality(VR vs. AR). Based on the results, this paper discusses the academical and managerial implications of study findings.