• Title/Summary/Keyword: Experiencing Contents

Search Result 192, Processing Time 0.026 seconds

Multisignature Suitable for Digital Contents Copyright Protect ion on CDN (디지털 콘텐츠 저작권 보호를 위한 CDN에서 다중서명)

  • Shin, Seung-Soo;Kim, Duck-Sool
    • Journal of the Korea Society of Computer and Information
    • /
    • v.10 no.4 s.36
    • /
    • pp.77-85
    • /
    • 2005
  • Digital copyright protection is important in the protective side of effort to have leaned to in property right and it which are intelligent of an author and is very important for development of digital contents industry. It is the misgovernment that a reproduction is easy as for the digital contents. and the original and a copy have the same characteristic, and it is so, and is experiencing what is hard for protection of copyright and large quantity illegal copy and illegal distribution prevention. CDN needs a copyright protective plan about the digital contents that digital contents providers were written jointly. The paper used a non-repudiation multi-technique for copyright protection about the digital contents which were written jointly. The Non-repudiation multi-technique proved efficiency about this.

  • PDF

Comparative Navigation system for Experiencing 3D Digital Archives of Cultural Heritage

  • Oh, S.Y.;Yeo, W.H.
    • Korean Journal of Computational Design and Engineering
    • /
    • v.12 no.1
    • /
    • pp.15-26
    • /
    • 2007
  • We have developed a method that enables a user to better understand and enjoy the contents of 3D digital archives, thereby enhancing the user's experience. The system's interactive interface, built using virtual reality technology, enables the user to "walk through" the archives, comparing two or the same content at different points in time. For example, a user can compare the proposed design for a building with the actual building and can compare the states of restoration of a cultural heritage site over time. This ability to perform multilateral comparisons enables the user to clarify the relationship between contents, the influence of one content on another, and the causal relationship between contents. Testing of a prototype system for a 3D digital archive of cultural heritage sites showed that it worked smoothly and that the users could easily operate the navigation system.

A Study on the Decision and Selection of the Star Contents in the Convergence Era (융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구)

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
    • /
    • v.18 no.2
    • /
    • pp.1-21
    • /
    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

Analysis of Correlation Coefficient between Musculoskeletal Symptoms and Job Stress of Physical Therapists in Twenties: Focusing on Therapeutic Exercise Task (20대 물리치료사의 근육뼈대계 증상과 직무스트레스와의 상관관계 분석: 운동치료 업무를 중심으로)

  • Wang, Joong-San;An, Ho-Jung
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.7
    • /
    • pp.314-321
    • /
    • 2015
  • The purpose of this study is to investigate musculoskeletal symptoms and job stress of physical therapists in their 20s who are responsible for therapeutic exercise and to understand the correlation between the two. This study conducted a research on 144 subjects based on the measurement tools provided by national institution. The results are as follows. Many subjects were experiencing musculoskeletal symptoms and disorder in their hands/wrists/fingers, shoulders, and waist with high proportionate of subjects experiencing the symptoms and disorder in their right hand/wrist/finger. Among job stress, job environment, job requirement, and compensation had significantly positive correlation with physical burden(r=.297~.392, p=.000). In particular, shoulder pain intensity has significantly positive correlation with job requirement, duration of pain in hand, wrist, and fingers as well as workplace culture(r=.331~.478, p=.003~.009) which indicates that musculoskeletal symptoms are some what correlated with job stress. Based on this study, it is necessary to show more concern and make an effort to manage musculoskeletal symptoms and job stress.

The Influence of Grateful Note-taking in University Students upon Grateful Disposition and Happiness (대학생의 감사노트 작성이 감사성향과 행복감에 미치는 영향)

  • Kim, Kyung-Hwa
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.7
    • /
    • pp.244-255
    • /
    • 2020
  • The purpose of this study is to closely examine a positive effect of grateful note-taking on grateful disposition and happiness in undergraduates and to inquire into a significance of experiencing the grateful note-taking. For the study, the pre·post tests were carried out in relation to grateful disposition and happiness targeting 131 undergraduates at K university where is located in G city. Also, for the qualitative research, data were collected through mind-class students' grateful notes, grateful-note reviews and in-depth questionnaires, and through the researcher's daily record of observation. As a result of the research, the grateful disposition and happiness showed a significant difference by group according to whether or not writing a grateful note. In other words, compared to the comparative group, the experimental group with the experience of grateful note-taking was indicated to be higher in grateful disposition and happiness. Meanwhile, a significance of experiencing the grateful note-taking appeared to be a positive thought, thankful habit, reflective time, and happiness discovery. These findings can be considered to offer an implication in terms of all variables that have an effect on grateful disposition and happiness in university students, and to show the necessity of expanding a grateful note-taking program.

Material Hardship and Alcohol Use among Low-income Households in South Korea (저소득층의 물질적 어려움과 음주 : 자아존중감과 가족갈등의 매개효과를 중심으로)

  • Lee, Jaekyoung;Lee, RaeHyuck
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.7
    • /
    • pp.552-565
    • /
    • 2016
  • This study aimed to examine the association between material hardship and alcohol use among low-income households in Korea, with particular attention to whether the association was mediated by family conflict and self-esteem. Using a nationally representative sample of 960 low-income households, this study conducted a path analysis to test a structural model liking material hardship to alcohol use through family conflict and self-esteem. The significance of indirect paths was tested by a Sobel test. This study found that experiencing material hardship was directly associated with low levels of coping skills for family conflict and low levels of self-esteem, but not with alcohol use. However, material hardship was indirectly associated with alcohol use through low levels of coping skills for family conflict as well as low levels of self-esteem. The findings of this study suggest that experiencing material hardship among low-income households would be a socio-structural stressor for alcohol use, particularly in that it increases secondary role and intra-psychic strains. Implications to address material hardship and alcohol use among low-income households were discussed.

The Influence of Brand Experience and Positive Emotion on Consumer-brand Relationship -Focusing on smartphone brand (브랜드경험과 긍정적 감정이 소비자-브랜드관계에 미치는 영향 -스마트폰 브랜드를 중심으로)

  • Ryoo, Juyoun
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.10
    • /
    • pp.495-503
    • /
    • 2015
  • This study attempts to reveal that the connection between consumers' self enhancement and consumer-brand relationship can be formed from brand experiences not only through a direct use of products or brands but also through companies' marketing activities including advertising or promotion, in that consumers' sensual, affective, cognitive, and behavioral response to brands are included in brand experiences. After experiencing the Samsung Galaxy S brand with manipulated stimulus, 248 respondents' positive emotion and self-enhancement were increased. Also the positive emotion induced by brand experience increase self-enhancement. This study also shows that brand experience and self-enhancement can significantly affect consumer-brand relationship which in turn affects brand loyalty such as satisfaction, recommendation intention, and repurchase intention. Experiencing strong, favorable, and attractive brand personalities may help consumers to increase positive emotions with self-enhancement and help companies to have brand loyalty through consumer-brand relationship.

Research and Implementation of An Experiencing Fairy Tale Content for Young Inpatients using Augmented Reality (어린 입원 환자들을 위한 증강현실 체험 동화 콘텐츠 연구 및 개발)

  • Jo, Min-hwa;Jung, Jun-young;Choi, Kyu-ri;Cho, Sae-Hong
    • Journal of Advanced Navigation Technology
    • /
    • v.25 no.1
    • /
    • pp.102-107
    • /
    • 2021
  • In the case of long-term hospitalization for young patients, 'Hospital Schools' are operated to pursue school classes and to develop social and emotional abilities for them. However, face-to-face classes at hospital schools have been completely prohibited, and the untact or limited contact environment has been strengthened even for young patients due to the COVID-19 in recent years. Augmented Reality(AR) technology enables the development of experiential content with virtual environments, objects and characters similar to real life. The developed contents should revitalize the imagination of young patients living only in hospitals and allow them to experience, not only acquiring knowledge, but also improving interpersonal skills and sociality. This study is intended to provide diverse adventures and in-depth choice experiences to young patients who are struggling in an environment of untact and limited contact by creating experiential fairy tale contents using AR technology. In addition, long-term hospitalized children will be able to cultivate the will to overcome illness with positive emotions through the augmented reality experience fairy tale content studied and implemented in this study.

The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.5
    • /
    • pp.83-92
    • /
    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.

On the reading method of Korean old poetry in the digital age (디지털 시대 고전시가 읽기)

  • Yeom, Eun-yeol
    • Journal of Korean Classical Literature and Education
    • /
    • no.16
    • /
    • pp.65-90
    • /
    • 2008
  • This study is on the reading method of Korean old poetry in the digital age. Now days, we are living in digital media. The method of getting, organizing, and producing information is changed a lot. So for keeping pace with this change, we should reflect our teaching method. Of course, the purpose of our reflection is not to follow digital media's method and change or alter existing reading or teaching method, but it is to identify proper own reading strategy of old poetry and adjust existing method for our student who are skilled with digital media. We propose three kinds of method for student readers in school. These are 1) starting like a newspaper reader, 2) getting context (reading, making hyperlink), and 3) figuring as an architect (reading as space or scenery creator). In addition, we think about recent tendency that Korean old poetry is de-constructed and re-constructed as digital contents in digital space. We call it digitalizing of old poetry. The experiencing old poetry as a digital contents is different from reading old poetry, so we cannot alter old poetry reading experience into experience of digital contents. In conclusion, digitalizing contents should be used restrictively to fertilize reading experience of original old poetry.