• Title/Summary/Keyword: Digital contents

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Multi Emotional Agent based Story Generation (다중 감정 에이전트를 이용한 자동 이야기 생성 시스템의 설계)

  • Kim, Won-Il;Kim, Dong-Hyun;Hong, You-Sik;Kim, Sung-Sik;Lee, Chang-Min
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.5
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    • pp.134-139
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    • 2008
  • In this paper, we propose a story generation system using multi emotional agents. The proposed multi emotional agents are equipped with multiple emotional model so that it can be used as individually personalized agents that can generates unique storylines. Basically these kinds of multi emotional agents are easily employed as Avatar or NPC in computer games. In the proposed system, emotional agents are used as actor or actress whose characters and preferences are different each other. The storylines generated using the proposed system are realistic since the characters are emotional as humans.

A Study on the Gamification Elements which Applicable to Digital Contents for Dogs (반려견을 위한 디지털콘텐츠에 적용 가능한 게임화 요소 연구)

  • Ma, Mi Yeong;Woo, Tack
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.75-86
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    • 2019
  • The fast-growing pet industry is expanding its reach to digital content for dogs. In this regard, the study aims to present game elements applicable to pet content, taking into account the sensory characteristics of dogs: visual, auditory, and olfactory. To this end, attendance and rules were drawn as factors to induce continuous use of content by pet owners, and intimacy and compensation were derived as game elements so that dogs could get positive responses by feeling fun and interesting through content. Through this study, we expect to revitalize the newly evolving dog content industry.

A study on the Efficient OKTEK(One-way Key-chain for TEK) for Realtime Digital Contents Transmission (실시간 디지털 콘텐츠 데이터 전송을 위한 효율적인 OKTEK(One-way Key-chain for TEK) 기법에 관한 연구)

  • Jeon, Sang-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.3
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    • pp.103-111
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    • 2009
  • IEEE 802.16e(Wibro) standard, providing robust mobile realtime data transmission technology, requires of faster and smooth execution of security mechanisms, such as key distribution and user authentications, during base station hopping. In particular, key management mechanisms such as redistribution and regeneration have an impact on digital contents transmission and realtime data transmission, not only in 802.16e environment, but also in typical transmission environment as well. This paper presents traffic management mechanisms designed to realtime digital contents (such as IPTV) transmission efficiency and increase the QoE by utilizing OKTEK methodology.

Sensing and Control Virtual Environment Using Zigbee Sensor Technology (지그비 센서를 활용한 가상현실 제어)

  • Joo, Jae-Hong;Lee, Hyeon-Cheol;Hur, Gi Taek;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.243-247
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    • 2007
  • User interface is one of important factors to enhance one's presence in virtual reality systems. Due to the performance improvement of hardware, the virtual reality system is extensively utilized in games, broadcastings, educations, cultural contents, and so on. And, it is enlarged the necessity for researches on mobile interface to control the virtual reality system guaranteeing user's unrestricted movement. In this paper, we present a mobile interface, ZA sensor which is constructed with a Zigbee module and a Accelerometer to control the virtual environment. And, we propose a method of constructing the virtual reality system using the ZA sensor as a input device and practical applications of the system.

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RCBAC(Relationship-Content based Access Control) Model for User Privacy Protection of Digital Contents in Web 2.0 Environment (웹 2.0 환경에서 사용되는 디지털 컨텐츠의 사용자 프라이버시 보호를 위한 RCBAC 모델)

  • Cho, Eun-Ae;Moon, Chang-Joo;Park, Dae-Ha;Kim, Jeong-Dong;Kang, Dong-Su;Baik, Doo-Kwon
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.697-705
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    • 2008
  • The recent web technology has been developed by three mainsprings which include integration, virtualization, and socialization. The web technology provides the increment of the social networking ability. However it deepens the exposure of privacy about personal information as more complicating and difficult problems. Representatively, it is impossible to define and manage the specific relation, so the personal information and interest can be inferred from collecting and summarizing the contents. Also, there are some problems that it is hard to construct the information owner's own social network. Thus this paper proposes the RCBAC(Relationship-Content based Access Control) Model which applies both the concepts of Relationship and Content Semantic to the existing access control methods to protect the user's own digital contents in web 2.0 environment. This method prevents privacy such as personal inclination from being exposed and enables to define and manage the specific relation. By doing this the information owners can construct their social network. This social network can be applied and extended to web contents.

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An Analysis on the Digital Contents of Costume Cultural Heritage (디지털기술을 이용한 복식 문화유산의 콘텐츠화 현황)

  • Kim, Yeo-Kyung;Kim, Jeong-Min;Hong, Na-Young
    • Journal of the Korean Society of Costume
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    • v.62 no.4
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    • pp.136-148
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    • 2012
  • The purpose of this study is to investigate the current infrastructure of database on costume cultural heritage. The contents, kinds and accessibility regarding the digital contents of the websites of literature archives, museums and culturecontent.com by Korea Creative Content Agency were analyzed. First, it was evident that the quantity and quality of the database should be improved. The literature archives are mostly comprised of historical documents; however, the quantity of the database regarding the documents that are commonly studied in the field of traditional costume is not satisfactory. On the other hand, the quality of the database depends on the in-depth understanding of the terminology because errors occur when the contents of literature are transferred to an online database. Second, various information is required to meet the needs and interests of the digital environment. Most of the museums provide information on costume cultural heritage through their websites; nevertheless, it is not thorough and only partial. Third, the reliability of information needs to improve. The various contents provided by culturecontent.com lack reliability as it focuses on the entertainment values. To increase reliability, the source and origin of the information about the costume cultural heritage should be provided and the contents should be proofread before they are exposed to the public. Based on these findings, the researchers put forward the following suggestions: the quantity and quality of the databases should be enriched, and that more diverse information is required. Finally, more attention should be paid to increase the reliability of this information. This study will be an asset for the foundation to build solid databases and popularization of the traditional costumes.

The Biometric based Convertible Undeniable Multi-Signature Scheme (바이오정보 기반 전환 부인봉쇄 다중서명 기법)

  • Yun, Sung-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.5
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    • pp.1670-1676
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    • 2010
  • It is easy to reproduce and manipulate the digital contents. It's difficult to distinguish the original contents with a pirate one. A digital signature scheme is used to protect the contents author's ownership and to provide secure contents distribution. Generally, the digital contents is completed with many authors' help. It's necessary to apply a cryptographic method for protecting co-authors' rights and interests. In this paper, the biometric based convertible undeniable multi-signature scheme is proposed. In the proposed scheme, keys are generated by using a signer's biometric data. Consigning the private key to another signer is infeasible. Signers must participate in signature generation and verification stages. Our scheme also provides signature conversion protocol in which the undeniable signature is converted to the ordinary one. For applications, we show how the proposed scheme is used to protect co-authors' rights and to distribute the contents securely.

A Study on the Development of Intelligent Contents and Interactive Storytelling System (지능형콘텐츠 개발과 인터렉티브 스토리텔링 시스템 연구)

  • Lee, Eun Ryoung;Kim, Kio Chung
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.423-430
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    • 2013
  • The development of information technology introduced digital contents and Social Network Services(SNS), and allowed the virtual transaction and communication between users called "the experience knowledge" advanced from "the objective knowledge." This paper will analyze interactive storytelling system creating different types of stories on narrative genre about family history, personal history and so on. Through analysis on narrative interviews, direct observations, documentations and visual records, contents about CEO story, corporate story, family story and especially family history will be categorized into sampleDB and informationDB. Accumulated contents will allow the user to increase the value and usage of the contents through interactive storytelling system by restructuring the contents on family history. This research has developed writing tool data model using different digital contents such as texts, images and pictures to encourage open communications between first generations and third generations in Korea. Furthermore, researched about connected system on interactive storytelling creation device using various genre of family story that has been data based.

A Study on Implementation and Design of Scheme to Securely Circulate Digital Contents (디지털콘텐츠의 안전한 유통을 위한 구조 설계 및 구현에 관한 연구)

  • Kim, Yong;Kim, Eun-Jeong
    • Journal of the Korean Society for information Management
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    • v.26 no.2
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    • pp.27-41
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    • 2009
  • With explosive growth in the area of the Internet and IT services, various types of digital contents are generated and circulated, for instance, as converted into digital-typed, secure electronic records or reports, which have high commercial value, e-tickets and so on. However, because those digital contents have commercial value, high-level security should be required for delivery between a consumer and a provider with non face-to-face method in online environment. As a digital contents, an e-ticket is a sort of electronic certificate to assure ticket-holder's proprietary rights of a real ticket. This paper focuses on e-ticket as a typical digital contents which has real commercial value. For secure delivery and use of digital contents in on/off environment, this paper proposes that 1) how to generate e-tickets in a remote e-ticket server, 2) how to authenticate a user and a smart card holding e-tickets for delivery in online environment, 3) how to save an e-ticket transferred through network into a smart card, 4) how to issue and authenticate e-tickets in offline, and 5) how to collect and discard outdated or used e-tickets.

A Study on Variable Digital Contents Production and Utilization Calligraphy (캘리그래피를 이용한 다양한 디지털 콘텐츠 제작 및 활용에 관한 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.191-192
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    • 2015
  • 본 연구에서는 디지털 캘리그래피 콘텐츠 다양한 제작과 활용을 제안한다. 캘리그래피는 기존의 아날로그 텍스트를 디지털 아트예술로 승화하여 글자 자체로서의 예술성과 이미지와 합성하여 다양한 효과를 연출함으로써 예술성과 작품성 그리고 취미 등 삶에 다양한 창조의 가치를 부여하여 디지털 예술의 한 영역으로 발전 할 수 있다고 사료하며 그 활용도는 증대 된다고 볼 수 있다. 따라서 본 연구에서는 캘리그래피의 다양성을 제시한다.

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