• Title/Summary/Keyword: Digital contents

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Design & Implementation of License-based Digital Rights Management System (라이센스 기반 디지털 저작권 보호 시스템 설계 및 구현)

  • Jeong, Yeon-Jeong;Yoon, Ki-Song;Ryu, Jae-Cheol
    • The KIPS Transactions:PartC
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    • v.11C no.1
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    • pp.55-62
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    • 2004
  • The web-based technology allows anybody who has access to the Internet to get all kinds of information from the World Wide Web. It brings about issues regarding intellectual property and copyright threats. After content is downloaded, no further protection is provided on the content that has been accessed. DRM (Digital Right Management) technologies came out to ensure the protection of copyrighted content and information. In this paper, we propose architecture of license-based digital rights management system for protection of contents and principles' rights such as contents creators, providers, distributors, and uses in contents distribution value-chain over Internet. This system makes on-line processing of all value-chain from creator to purchaser possible, compared with existing DRM products only supporting only limited distribution between distributor and purchaser.

Proposed Open Source Model for Video Offline Distribution using Cinema DRM for Home Users

  • Pardeshi, Sunil;Kwon, Soon Chul;Lee, Seung Hyun;Hamacher, Alaric
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.1
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    • pp.10-14
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    • 2015
  • Video Content owners seek to squeeze the maximum amount of revenue from their assets via distribution into more territories. Digital Cinema Package(DCP), trusted solution to distribute protected content to theaters, caters to relatively small user base, which limits revenue. With the growth of the Internet & other digital media, the economics of media content has changed dramatically. Security remains main concern to deliver content to millions of consumers using intelligent digital display devices like Tablets, Smartphones, Smart TVs, Desktop & Laptop. By making the video content available to this segment securely, content owners will benefit from increased revenue. Through this paper we propose Open Source HomeDCP model to distribute the content to home users for offline viewing. We propose to include other open source CODEC than JPEG2000/MPEG2, which are specifically designed for theatrical performance. Final image size will be further reduced considering the display device resolution where video will be finally played. Key Delivery Message(KDM) system to be altered to suit new devices. This will be a big boost to Content Economy as content owners would be able to distribute the content securely to the wider audience & ensure more revenue.

Research on the Trend of Digital Contents Protection Techniques (디지털 컨텐츠의 보호기술에 관한 기술동향 분석)

  • Park, Jin;Na, Cheol-Hun;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.1094-1097
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    • 2005
  • It is issued that protecting and managing a copyright are very important to a digitization of multimedia contents. We analyze the trend of a multimedia service, IPMP(Intellectual Property Management and Protection), DMP(Digital Media Project), ENTHRONE(End-to-end Qos through Integrated Management of Content, Networks and Terminals), and DRM(Digital Rights Management). All of these techniques are for developing solution about protection and management of the copyright and media service. These have been at the head of the growth of the whole media service, but cause problems such as a illegal copy and distribution. To solve these problems, researchers are performing many projects.

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Virtual Lecture Contents for Digital Logic Circuit Using Multimedia (멀티미디어를 이용한 디지털 논리 회로 콘텐츠)

  • Lim, Dong-Kyun;Oh, Won-Geun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.1
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    • pp.59-64
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    • 2008
  • In this paper, we developed an virtual lecture to study digital logic circuits. The contents is intended fer the students without or with little knowledge about electrics or electronics. For the beginners, the lecture contains the basic electronics and basic circuit theory as well as the degital logic circuits to be more practical lecture. And we developed the virtual circuit lab which uses real-like devices, circuits and interactive objects for the students to experience practical digital circuits. With the features described above, this contents would be useful for the beginners who want to studying digital logic circuits.

A Study on Screen Golf as Digital Convergence Contents: Focused on Interaction and Play (디지털융합콘텐츠로서 스크린골프에 관한 연구: 상호작용과 놀이를 중심으로)

  • Oh, Dong Il;Sung, Chang Soo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.171-180
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    • 2014
  • Screen golf may be said as one of the most successful digital contents business along with the game industry. The success of the screen golf is because the high tech virtual reality technology is applied to the business in a way that it can meet the five senses of human and that the user can be absorbed into it. In addition, the interaction and playfulness in the screen golf helps the users to get more involved in the game, thus enhancing its value as one of the entertainments. Especially, this study focuses on its interaction and playfulness, which helped the screen golf succeed as a business because they help people to get more absorbed in the game through the communication and fun. From this point of view, the screen golf can be considered to have the best characteristics by which the users can be motivated to use the screen golf. Now along with the public success of the screen golf, the screen golf is recognized as the core field of digital contents. So, the screen golf needs the approaches and researches from multiple points of views, including culture and arts.

A User-centered Classification Framework for Digital Service Innovation : Case for Elderly Care Service

  • Lim, Hong-Tak;Han, Jeong-Won
    • International Journal of Contents
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    • v.14 no.1
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    • pp.7-11
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    • 2018
  • Digital technology has been changing everyday life of ordinary people let alone the structure of world industry. The elderly care service is also going through changes influenced by the unavoidable impact from torrents of digital technologies. There are numerous reports and news about the digital technologies increasing the efficiency and effectiveness of care service yet lacking systematic understanding of the sources of such improvement. This study aims to present a new classification framework for digital elderly care service innovation to fully utilize the power of digital technologies drawing on insights from innovation studies and service studies. First, 4 features of digital technologies are identified as sources of new value in service innovation. The co-creation of value by users and producers in service and technology development is discussed to illuminate users' contributions to service innovation. Communication of needs and ideas with producers and application of new technologies into everyday practice of life are identified as the source of new value which can be attributed to the elderly. Customization along with efficiency gains is the key to digital elderly care service innovation. The classification framework, thus, incorporates the needs of the elderly as one axis of criteria in the conventional technology-centered framework. The new classification framework would help give due weight to user-driven or demand-driven innovation in the elderly care service R&D activities.

The Effects of Digital Signage Attributes and Content Type on Flow in Apparel Stores (의류매장의 디지털 사이니지 속성과 콘텐츠 유형이 몰입에 미치는 영향)

  • Ji, Kyoungha;Kim, Hanna
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.5
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    • pp.855-870
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    • 2018
  • This study analyzes and categorize the types of digital signage content using the case study method as well as explores the moderating effects of digital signage content in the relationship between digital signage attributes and consumer's flow using the empirical study method. For a case study, the total of 38 fashion brands, including 10 designer brands, 14 sports and outdoor brands, 6 casual brands and 8 SPA brands were investigated. For an empirical study, the virtual store with two types of digital signage contents was developed. Then, the online survey was conducted with 20s to 40s respondents and a total of 544 responses were analyzed using SPSS 24.0. The study results were as follows. First, digital signage in fashion store were categorized into four types by its content; brand-centric type, product-centric type, compound type, and promotional type. Second, digital signage consists of three attributes such as attractiveness, informativity, and entertainment. Third, the results showed that attractiveness and entertainment had a significant effect on consumer's flow. The type of digital signage content was also shown to moderate the influence of attractiveness and consumer's flow.

Watermarking Technique for the Digital Contents Protection (영상 콘텐츠 지적재산권 보호 워터마킹 기술)

  • 송학현;김윤호;류광렬
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.144-148
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    • 2004
  • Beyond the digital world from the analog age, the contents are very easily copied under the illegal conditions and these are rapidly distributed by the information super highway. The increase of illegal usage and conflict in digital content market would diminish motivation of creators for their work, furthermore break down digital content market on cyberspace. Watermarking technology support to the legal users by the protection technique based on the digital content copyright protection method(DRM). Most of previous digital watermarking have embeded to the content. In this paper, we researched the standardization of digital rights management and developed more efficient watermark embedding method.

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A Study on the Aesthetic Ontology of Digital Hybrid Image (디지털 하이브리드 이미지 존재론에 관한 연구)

  • Jeong, Heon
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.117-124
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    • 2019
  • This paper investigates how digital technology innovates the aesthetic ontology of film images. The modern civilization of computer and internet bring about the new ontology of film images. Digital hybrid image expands the contradictory combination of physical reality and filmic fantasy. It is inevitable to recount Walter Benjamin' s concept of mechanical reproduction in the age of digital cinema. The modern condition of image arts changes the concept of mechanical reproduction to the logic of digital configuration. In addition, computer simulation innovates the film aesthetics of montage to the aesthetics of digital collage. The technological and aesthetical development of computer simulation and internet network leads to the new ontology of digital hybrid images. This study suggests a new theoretic point that the aesthetic ontology of digital hybrid images leads to the expansion of filmic fantasy and expression.

An Exploratory Study on Digital Contents-based Life-long Sex Education Program for Persons with Mental Retardation (지적장애인 대상의 성교육 프로그램 현황과 과제 : 디지털 교육콘텐츠를 중심으로)

  • Park, Won-Hee;Choi, Yeon-Sook;Park, Seong-Taek
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.349-359
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    • 2012
  • There is growing recognition that individuals with mental retardation are particularly vulnerable to sexual abuse due to multiple factors including life-long dependence on adults for care, trained compliance, social isolation, lack of education about sexuality and sexual abuse, and a societal view that devalues people with disabilities. Teaching about sexual abuse only may raise an individual's anxiety without promoting a healthy sexual identity. For many individuals with mental retardation, the provision of formal sexual health education and sexual abuse prevention training has been shown to be protective against exploitation as well as increase appropriate sexual behavior. To maximize the reach of formal sexual health education and abuse prevention promotion effort, this article suggest exploiting the internet and digital contents as delivery vehicles that have uniquely suitable communication characteristics and outstanding ability to reach large numbers of persons with mental retardation. We review the sexual health education programs, utilizing the internet and digital contents, for individuals with mental retardation. We also suggest the revised version of the Information-Motivation-Behavioral Skills (IMB) model of health behaviour change (Fisher & Fisher, 1992), and give a brief discussion of how useful this model is for constructing a life-long sex education program for persons with mental retardation.