• Title/Summary/Keyword: Digital contents

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Design and Implementation of a Digital Asset Manager for Contents Authoring Applications (컨텐츠 저작 응용을 위한 디지털 자산 관리자의 설계 및 구현)

  • Kim, Jong-Soo;Bang, Su-Ho;Chung, Yon-Dohn;Lee, Jae-Hyung;Kim, Min-Jung;Kim, Myoung-Ho;Chang, Duk-Ho;Park, Jong-Seung;Oh, Hwang-Seok
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.3
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    • pp.288-298
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    • 2000
  • Digital assets denote multimedia information that exists in the form of digitized materials such as images, audio, and video. The management of digital assets demands much effort because of a huge amount of storage space requirement and multidimensional characteristics of the information needed to describe their contents. In this paper, we design and implement a Digital Asset Manager that stores and manages digital assets efficiently. Among the various types of digital assets, we focus on the video asset which has the highest complexity. Our Digital Asset Manager provides various facilities for digital contents authoring applications. In the Digital Asset Manager, video assets are managed by using a hierarchical model in order to ensure efficient accesses to any part of a video asset. Our system also guarantees the independence from the storage platform, and provides a fast content-based similarity search method on the digital assets.

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Development and Application of Digital Contents Technology Evaluation Framework (디지털콘텐츠 기술 가치평가 프레임워크 개발 및 적용)

  • Jung, Jai-Jin;Kim, Chang-Su
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.301-314
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    • 2010
  • The digital content industry, purred by the growth of high technology content digitization is growing in demand for content technology. The development of the digital content industry and competitive technology ensure that superior digital content is essential. National policy development through business support enables the digital content industry to pursue technology development, transfer and trade, export and industrial use of digital content and value creation to maximize the time required for project. To this end, significant public and corporate funds to strengthen competitiveness for digital content on research and development. Companies perform research and development for effective decision-making, and invest in an archive to check the efficiency and soundness of technology valuation systems in place. This research studies the development of digital content, technology, and the old methods of technology commercialization to facilitate the growth and development of digital content throughout the business world. In order to assess the value of this support, a technology valuation framework has been developed and applied to this case to validate its usefulness.

A Study on the Effect of Multimedia Online Learning Contents on Learner's Performance (멀티미디어 온라인 학습 컨텐츠의 특성이 학습자의 학습 효과에 미치는 영향에 관한 연구)

  • Bae, Soon Han;Kim, Ji Hoon;Lim, Yang Whan
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.1
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    • pp.127-139
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    • 2009
  • Recently a rapid development of Information Technology including Internet have brought new way of education such as Distance education, Cyber University, Home Schooling and so on. This change of education have also brought about the change of a tool and medium for education. It is a using multimedia contents in education. Using the multimedia learning contents on line education is considered as one of new way of education and expected to bring learner's better performance. Therefore, it's necessary to research online education contents and its design. In this paper, we discussed how the multimedia contents should be designed to help to reinforce what the learner have learned and researched a critical factor of online contents to effect on learner's better performance.

A Design of Workflow based on EJB Component for E-Business Contents (E-Business 컨텐츠를 위한 EJB 컴포넌트 기반의 워크플로우 설계)

  • Jeong Hwa-Young;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.3 no.2
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    • pp.177-185
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    • 2002
  • E-Business part is activated to base on contents for supports various constomer's desire. That is, techniqueses for efficient business transaction processing are studied and Web-Based component technology such as EJB is applied. Thus, this research designed Wokeflow for efficient E-Business contents supervision and processing that apply Web-Based EJB component technology. Accordingly, 1 used web server component model EJB for handling of various contents. Components of function module can improve system development efficiency of reusability, maintenance etc.. to process various contents.

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Metadata production system based on MPEG-21 IPMP for protection and management of The Digital contents (디지털 콘텐츠 보호 관리를 위한 MPEG-21 IPMP 기반의 메타데이터 저작 시스템)

  • Ryu Kwang-Hee;Hong Hyen-Woo;Kim Kwang-Yong;Kim Jae-Gon;Jung Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.577-580
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    • 2006
  • The rapidly growth of Internet is main factor that activates the Digital Contents market. However imprudent Digital Contents market could be shrunk by imprudent illegal copy and delivery. MPEG(Moving Picture Experts Group) proposed MPEG-21 Multimedia frameworks in order to solve these problem. IPMP is parts of MPEG-21 Multimedia Frameworks, when Digital Contents goes through production delivery consumption, which defines standard to keep the Digital Contents in safety. Currently IPMP defined by FCD(Final Committee Draft) level. Therefore development of system which applied to latest standard to protect and manage the Digital Contents is required. and the system consists of fourth organizations which means Metadata Production server, Tool server, License server, Consumption server. In this Paper, we made production server to parse REL(Rights Expression Language) document that has right information for content from license server, and create metadata based on MPEG-21 IPMP about the content that applied to watermark. then, after it do remuxing, transmit the protected data to consumption server.

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A Study on Improvement of Kid Authoring System for Developmental Disability Students (발달장애 학생을 위한 어린이용 저작시스템의 개선에 대한 연구)

  • Hong, Su-Jin;Roh, Jin-Lee;Lee, Jeong-Joong;Baik, Sung-Wook
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06a
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    • pp.134-136
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    • 2012
  • 본 연구에서는 일반 어린이들이 쉽게 활용할 수 있는 콘텐츠 저작시스템(COSMOS KID)을 발달장애 학생들에게도 활용가능한 저작시스템으로 개선하기 위하여 발달장애 학생들에게 기존 시스템을 직접 활용하게 해봄으로써 시스템 기능 이해 및 숙련도를 파악 및 분석하여 이에 대한 보완점 및 대안을 모색하여 다음과 같이 시스템 개선에 대한 연구 결과를 제안하고자 한다. (1) 실험 대상자들의 학습능력 부족으로 인해 최종 프로그램 숙련도가 매우 낮은 것으로 나타났으며, 이를 보완하기 위해 발달장애 아동의 특성을 고려한 인터페이스 개선이 우선적으로 필요할 것으로 파악되었다. (2) 발달장애 학생들의 음성표현능력이 매우 낮아서 저작하는 콘텐츠의 스토리를 적절히 표현하지 못하여 이를 보완하기 위한 방안으로 자막처리가 가능한 기능 등의 원활한 인터랙션이 지원될 수 있는 시스템 환경이 구축이 필요하다고 판단되었다.

A Study on The Gamification Elements of Eye-tracker for Improving Attention Concentration of Children with Quadratic Palsy with Intellectual Disability (지적장애를 동반한 사지마비형 뇌성마비 아동의 주의집중력 향상을 위한 아이트래커기반 게임화 요소 연구)

  • Jeong, Yoona;Woo, Tack
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.57-66
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    • 2020
  • In this paper, we analyze the interaction features using eye-tracker and the characteristics of attention concentration of children with intellectual disabilities, and present gamification elements that can be used when designing digital contents for them. For children with quadriplegic cerebral palsy, eye-trackers will increase the accessibility of digital contents. Foreground gamification can be used for selective attention concentration, background gamification and intrinsic motivation to sustain attention concentration, and foreground gamification and extrinsic motivation for mobility.

A Social Cultural Approach to Illegal Digital Contents Sharing (디지털콘텐츠 불법 파일공유에 관한 사회문화적 접근)

  • Park, Kyung Ja
    • Knowledge Management Research
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    • v.17 no.1
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    • pp.113-133
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    • 2016
  • Why illegal digital contents sharing happens? This study pays attention to the fact that file sharing is an exchanging behavior between people and it is expanding despite of an illegal behavior and proposes that it is necessary for the phenomenon to be understood from social cultural point of view beyond a personal dimension. Based on the social exchange theory, this study demonstrates effects of file sharing attitudes and continuity, regarding 'group norm', 'popular demand', 'reciprocity' and 'social solidarity' as main factors. The main findings of this study are as followed;- First, it is shown that a tacit agreement of a group on file sharing is a determinant of positive attitude to file sharing and the intent of continual file sharing. Second, it is not found that the social relationship factors that are regarded as potential influential factors on file sharing attitude have effects on file sharing behavior, except for 'group norm'. Unlike previous studies, the results may come from the fact that this study deals with an illegal behavior. The third finding indicates a structural relationship between social relationship factors. When members of a group have more amicable attitude to file sharing including silence or a tacit agreement on file sharing, more people ask illegal sharing of files that they need. Such public demand creates expectation of reciprocity. As reciprocity maintains, social connectedness is strengthened. Then, strong social connectedness escalates the intent to maintain file sharing. It is important to notice that this study promotes understanding of how digital contents sharing happens by structuring and demonstrating influential relationship between characteristic factors of the social relationship.

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Digital Watermarking Method using Discrete Optimization Method (이산최적화 기법을 사용한 디지털 워터마킹)

  • Lee, Chang-Soon
    • Journal of Advanced Navigation Technology
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    • v.18 no.1
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    • pp.44-49
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    • 2014
  • In recent, watermarking technology have been paying attention to methods avoiding illegal use and reproduce of digital contents. Then, in order to protect the right of digital contents, a watermark image is inserted into original images. In different watermarking methods, several technologies using Ant Colony Algorithm have been studied. In this paper, we propose a watermarking method using a discrete optimization method in the ants colony algorithm. This proposed method resembls the process that ants follow the pheromone traps to find out food. And when a watermark image is inserted into original images, the proposed method considers the deployment of obstacles or the balance between cells in the entire digital image. Simulation results show that the proposed method is increased in robustness of watermarked image and is decreased in the perceptibility of watermarking compared to the previous methods.

Formal Representation and Query for Digital Contents Data

  • Khamis, Khamis Abdul-Latif;Song, Huazhu;Zhong, Xian
    • Journal of Information Processing Systems
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    • v.16 no.2
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    • pp.261-276
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    • 2020
  • Digital contents services are one of the topics that have been intensively studied in the media industry, where various semantic and ontology techniques are applied. However, query execution for ontology data is still inefficient, lack of sufficient extensible definitions for node relationships, and there is no specific semantic method fit for media data representation. In order to make the machine understand digital contents (DCs) data well, we analyze DCs data, including static data and dynamic data, and use ontology to specify and classify objects and the events of the particular objects. Then the formal representation method is proposed which not only redefines DCs data based on the technology of OWL/RDF, but is also combined with media segmentation methods. At the same time, to speed up the access mechanism of DCs data stored under the persistent database, an ontology-based DCs query solution is proposed, which uses the specified distance vector associated to a surveillance of semantic label (annotation) to detect and track a moving or static object.