• Title/Summary/Keyword: Digital contents

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A Design and Implementation of System to Provide Secure Digital Contents Distribution on Mobile Environment (무선 환경에서 안전한 디지털 컨텐츠 유통을 제공하는 시스템 설계 및 구현)

  • Lee, Kwon-Il;Kim, Bong-Seon;Shin, Young-Chan;Ryou, Jae-Cheol;Lee, Jun-Seok
    • The KIPS Transactions:PartC
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    • v.11C no.3
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    • pp.327-336
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    • 2004
  • There is a need for content providers and operators to control the usage of downloaded digital contents. Digital Rights Management(DRM) is the means to control the usage of the digital contents once it has been downloaded. Therefore, appropriate security mechanism is required. The mobile DRM system Is same as the general DRM system. We use encryption technology to package digital contents. In case of Mobile DRM system, secure distribution and secure keeping of packaging encryption key is important. In this paper, we design and implement DRM system on the Mobile Environments following on OMA(Open Mobile Alliance) DRM Model. We considered being a secure DRM system to contain appropriate security solution.

A Study on the Convergence Contents of Projection Mapping in China (중국에서 프로젝션 맵핑을 활용한 융합콘텐츠 사례 연구)

  • Shi, Yu;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.311-316
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    • 2018
  • Projection mapping is one of the convergence contents combined with digital technology. After entering the Chinese market, with its fantastic shock of visual impact, it becomes China's most shocking, most popular, and most commercial value of marketing means, to be widely used in advertising, construction, tourism and other fields. But in China, the lack of projection mapping professionals and professional will affect the development of the entire industry. The study analysed the case of projection mapping in China, and discovered the future direction development of projection mapping. Projection mapping will keep going based on local cultural environment, and combined with other intelligent technologies, and spreading to daily life, also expanding the using area, creating the manifestation pattern then contributing greatly to the entertainment content industry.

Current Research Trends and Present Conditions on Visual Transformation of Digital Text (디지털텍스트의 시각적 변형에 관한 연구 동향 및 실태 분석)

  • Jin, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.486-497
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    • 2010
  • The purpose of this study is to investigate the research trends and the present conditions of real digital texts on "Visual Transformation." For the purpose of this study adopted two different methods: meta analysis and case study. The research trends on visual transformation of digital text were investigated through analyzing the total of 167 literature by means of synthetic meta analysis. Relevant literature was categorized into three types of research: functional, dynamic, and interactional transformation. The type of literature and research methods in each literature were analyzed. The present conditions of real digital texts on visual transformation were investigated by means of case study. The well designed 12 e-learning contents selected and analyzed in terms of the analysis framework which was drawn by the research trends. The results suggested problems as follows in designing e-learning contents. Firstly, there were some cases that did not follow the basic design principles related to typography. Secondly, the content was just provided in each learning steps without consideration of design to enhance text comprehension in many cases. Thirdly, web technology adequately was not applied to design e-learning contents.

Moving Pictogram, a Suggestion for the Digital Native Generation (디지털 네이티브 세대를 위한 제안, 움직이는 픽토그램)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1017-1024
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    • 2017
  • The development of technology has brought changes in content media. Starting from voice and sound media in the oral era, through text and painting, the realism has led to the development of visual media plus sound and image media. What we should consider here is not only the one-sided influence of change in the media due to the development of technology, but also the understanding, concentration, and commitment of information depending on which generation has access to the media Therefore, we focus on the digital native generation that uses digital as main media. The features of the digital native generation include the ability to process visual information quickly, multi-tasking, and divisionism. In this paper, we propose a moving pictogram for the digital native generation, and a moving pictogram for exit pictogram which shows limitation. The new dynamic pictograms that fit to the characteristics of the digital native generation, as well as interactive dynamic pictograms, are areas of thought and research on which this paper can be regarded as the first step.

A study on the smart digital signage using age recognition for the airport service improvement (공항 서비스 향상을 위한 지능형 연령인식 디지털 사이니지 연구)

  • Lee, Dong-Woo;Ko, Kyu-Cheon;Kim, Chun-Ho;Choi, Woo-Young;Na, Jong-Whoa
    • Journal of Advanced Navigation Technology
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    • v.16 no.3
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    • pp.526-535
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    • 2012
  • Digital signage in airport is used to provide the flight and airport information to the airport passenger. However, the current digital signage displays one type of contents to all of the airport customers without considering the type of the customer. Thus, the digital signage suffer from the inefficiency problem resulting in lower customer satisfaction. This problem can be solved if we adopt a smart digital signage which can recognize the type of the customer and provide the tailored contents. In this study, we report a smart digital signage using age recognition. Our smart digital signage can recognize the age of the customer in real-time, and provide the tailored contents to the customer. The smart digital signage can improve the airport customer satisfaction and the airport work efficiency by providing the information that is needed by the airport customers.

A Study on Visualization of Digital Wunderkammer Focusing on the Artworks of Mark Leckey (디지털 분더캄머의 시각화에 대한 연구: 마크 레키의 작품을 중심으로)

  • Kim, Sang Min;Park, Hyesu
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.674-682
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    • 2018
  • In the time of the Fourth Industrial Revolution, we endlessly cross between the virtual and the real in our daily routine. Information saving method has changed from physical to virtual and the contents of a digital device can be a method of showing one's identity. A digital device can be seen as a virtual version of a 'wuderkammer'. With this perspective, this study focuses on the changes that has occurred in our daily interaction, the process of thinking, perceiving, and understanding in the time of 'digital wunderkammer'. In order to discuss this matter, this study looks at the two art work series - 'Universal Addressability of Dumb Things' and 'UniAddDumThs' - by a British artist, Mark Leckey and analyzes the digital environment of today, its visual expression, and the characteristic of 'digital wunderkammer' reflected in his art works. Through this study, we hope that the readers can understand the paradigm shift of today and expand the creative possibilities in this new era of digital revolution.

Collaborative Digital Storytelling Platform with Collective Intelligence (집단지성을 적용한 협업적 디지털 스토리텔링 플랫폼)

  • Cha, Sang-Jin;Park, Seung-Bo;Yoo, Eun-Soon;Jo, Geun-Sik
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.19-26
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    • 2010
  • Due to the development of new digital technologies in recent years, consumers play different roles with compared to the past. Though they used to consume various existing contents, nowadays they have opportunities to use in user-friendly environment which can make them create and share their own contents. Under this circumstance, the digital storytelling has become a big issue in large area, and the web-based contents have been produced with diverse contests. In fact, the digital storytelling means a kind of storytelling method which is made by digital technologies and has been created under various circumstances. However, many researches concern that the digital storytelling is just applied for moving from analog to digital in terms of a tool, but in the reality it is far from the web 2.0 with collective intelligence. Therefore, in this paper, we propose a web-based collaborative digital storytelling platform that analysis user's action processes and components applying collective intelligence.

A Study of the Influence of Digital Media's Consumer Experience on Brand Equity and Purchasing Intention -Focused on Interactive Digital Media Consents using Iris Recognition Techniques (디지털 미디어를 통한 소비자 경험이 브랜드 자산 및 구매의도에 미치는 영향에 관한 연구 -홍채 인식 기술을 이용한 디지털 콘텐츠를 중심으로 -)

  • Kim, Shinyoup;Baek, Jee Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.677-684
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    • 2014
  • The purpose of this study, due to recent increase of digital outdoor media, is to analyze the consumer experience of interaction with digital media. Through this study it was found that experience factor consisting of cognitive, emotional, and interactional factors has a mediating effect on brand preference and brand reliability which in turn influence consumers' purchasing intention. On the other hand, it was verified that the consumer satisfaction of the experience does not directly influence purchasing intention, but only through the mediation of brand reliability. This research has implications on the academic field as well as in work-level practices, as a study based on an actual operating digital media, not a laboratory simulation that verifies the importance of digital media experience in forming brand equity through immediate influence on brand preference and brand reliability.

A Study on Material Analysis with Usability for Virtual Costume Hanbok in Digital Fashion Show (디지털 패션쇼를 위한 가상 한복 재질분석 및 사용성 연구)

  • Ahn, Duckki;Chung, JeanHun
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.351-358
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    • 2017
  • This study seeks to propose the virtual costume's pipeline production in digital fashion show which is based on the unique characteristic combining computer graphic technology and traditional fashion design. This study analyzed the fabric materials based on Korean traditional costume to create a virtual Hanbok for the digital fashion show, and conducted the group of professional's satisfaction statistics through the experiment to verify the realistic usability. The contents of primary process of producing virtual Korean costume is analyzed by summarizing the thickness, weight, and color as the three essential fabric properties required for virtual Hanbok. In addition, virtual costumes are compared with real Hanbok based on the usability survey to evaluate the positive research result by forty graphic experts. The purpose of this study is to present the guideline of essential material analysis of the fabrication to digital fashion show in the virtual clothing production.

A comparison study on characteristics of IPTV and digital CATV subscribers (IPTV가입자와 디지털 CATV가입자의 특성비교에 관한 연구)

  • Ryu, Gui-Yeol;Rhee, Eun-Jun;Lee, Hyun-Woo
    • Journal of the Korean Data and Information Science Society
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    • v.23 no.4
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    • pp.665-675
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    • 2012
  • The object of study is to compare the characteristics of IPTV (Internet protocol television) subscribers and digital CATV (Community antenna television) subscribers. We used the adjusted residuals. We did gang survey for 100 subscribers in Seoul, Kyeonggi or Incheon regions. Compared to digital CATV, IPTV seems to have appropriate contents for interactive services and high satisfaction level for cost, but high dissatisfaction level for channels. Digital CATV subscribers would know and subscribe passively, compared to IPTV subscribers. IPTV subscribers are more satisfied than digital CATV subscribers even though IPTV is higher cost. Main content of digital CATV is sports, which is not interactive contents. People think IPTV is an innovative service which let subscribers see wanted contents always, but digital CATV is an extension of CATV. So digital CATV cannot use advantages of interactive services. Even though two services are almost same, they are very different in recognition.