• Title/Summary/Keyword: IT contents

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The Design of Circulation System of Digital Music Contents in P2P Service (P2P에서의 음악 콘텐츠 유통 시스템 설계)

  • Kang, Woo-Jun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.83-91
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    • 2009
  • In this paper, we propose a new design of circulation system of digital music contents in P2P service. It has functions of contents recognition, management of copyright DB, clearing house to perform payment system of P2P service. In P2P service each user provides his music contents, but in other circulation system, service providers provide their music contents. Therefore it is very difficult for each provider to recognize whatever the quality of distributing contents are good or not. Most circulation systems use hash technology or contents recognition technology for the recognition of contents. For the usability and efficiency this proposed system provides the combining technology of hash processing and contents recognition.

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A Study of the Influencing Factors on the User Satisfaction for the UCI Digital Identifier System (UCI 디지털식별체계시스템의 사용자만족에 영향을 미치는 요인에 관한 연구)

  • Lim, Gyoo-Gun;Kim, Jae-Hun;Baek, Seung-Ik;Park, Seung-Bum
    • The Journal of Society for e-Business Studies
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    • v.15 no.4
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    • pp.197-218
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    • 2010
  • Korean Government has invested a lot of efforts on digital contents industry. It believes that the digital contents industry enables Korea to regain the reputation of the most powerful IT country. Among its various efforts to promote the digital contents industry, a Digital Contents Identifier System, called UCI(Universal Contents Identifier), has been developed and deployed. UCI has provided a critical infrastructure for digital contents production and distribution. Thanks to Korean Government's efforts, users (companies and individuals) have currently registered 3.8 million digital contents through 25 RA organizations. Although the number of registered contents has been increased rapidly, many organizations hesitate to adopt the UCI system due to the lack of visible and short-term returns from the UCI system. Thus, this research tries to explore factors which affect UCI user satisfaction. This research finds that user's awareness, information quality, and service quality are the critical influencing factors toward UCI user satisfaction. In addition, this research finds that the critical influencing factors in public organizations are different from the critical influencing factors in private organizations. These findings hopefully provide useful guidelines for disseminating the UCI system widely.

Implementation of Visual Contents on Mandala's Twining Rite (만다라 결연 의식의 시각 콘텐츠 구현)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.37-45
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    • 2015
  • The importance of cultural contents industry is steadily growing owing to the Korean wave etc. and Buddhist cultural contents is a part of the cultural contents. However, the development of Buddhist cultural contents in many ways has left much to be desired. That is because, it is difficult for the public, who is not Buddhist scholar, to understand and take interest in conventional contents on Buddhist books themselves which are digitalized. Also, most contents researches are discussed on the necessity of contents development and just stay in these subjects, but it is insufficient to study a semantic analysis and visualizing contents on Buddhist books. So, in this paper, we analyse mandala's twinning rite in the Buddhist books and implement visual contents on the rite. The mandala is using toohadeokbul in a special way as the abhisinca rite. We analyse concept of the toohadeokbul and implement its visual contents which visualize ideological logic of Buddhism. The implemented contents are able to provide the public with Buddhist cultural experience of the yard. Additional, by trying to visualize descriptive expressions of Buddhist books, this paper could be a precedent for developing visual contents of unlimited data comprised in Buddhist books.

Flow Experience of Digital Contents: Focusing on the Case of Online Games (디지털 콘텐츠 몰입경험: 온라인게임 사례를 중심으로)

  • Um, Myoung-Yong;Kim, Tae-Ung
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.209-216
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    • 2010
  • The purpose of this paper is to examine a user's flow experience of digital contents. In the paper, the flow experience of digital contents was applied to the case of online games and it was experimentally investigated whether challenge and skill affect the user's flow experience. The results of the paper indicate that there are differences in the flow experience according to the level (low, medium, high) of challenge and skill in the context of online games. Furthermore, there is no interaction effect between challenge and skill affecting flow experience. The findings provide useful implications for IT firms that will plan to develop and design digital contents.

ADL based Construction of Dynamic Contents for Learner's Tailoring Learning (ADL기반의 학습수준별 동적 콘텐츠 구성)

  • Jeong, Hwa-Young;Hong, Bong-Hwa
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.371-378
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    • 2009
  • A lot of learning systems are applying and verify evaluating the item difficulty to increase learner's learning effect. But most of this methods ware calculated the item difficulty when it analyze the learning result before or after learning. So, it is hard to support learning contents with changing item difficulty during learning to learner. In this research, we proposed the method that system can support learning contents to next learning to fit leaner's level immediately as apply to calculate item difficulty during the proceed learning. Through this method, learner could supported learning contents by calculated difficulty through pre-test and it caused this method was helped learner to increase learning effect.

Method of Developing Contents for U-Learning (u-러닝에 적합한 콘텐츠 개발 방안)

  • Ahn, Seong Hun
    • The Journal of Korean Association of Computer Education
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    • v.9 no.6
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    • pp.53-64
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    • 2006
  • In this paper, I described a guide of developing contents to present the direction of developing contents for u-learning. After surveying a character of Ubiquitous computing and u-learning, I described a guide of developing contents which is composed 17 items in 5 fields. This guide is checked by experts and staffs to test a validity and reliability. As a result, It is proven having the validity and reliability. I expect it to guide the direction of developing contents for u-learning. Also, It will contribute to make effective contents which will not affected by technical development and can use continuously because of foreseeing the technical development of future.

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A Study on Intention to Use and Use Charged the Digital Contents (유료 디지털콘텐츠의 이용의도와 이용에 관한 연구)

  • An, Kwan Ho;Jeon, Joong Yang;Cho, Hyeong Rye
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.2
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    • pp.77-90
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    • 2011
  • In these days, almost all existing contents have been digitalized because of development of IT(Information Technology) and the emergence of various distribution channels. Those digitalized Contents has increased so rapidly, particularly Video contents, and brought new market and open new business. Now it became a lucrative industry. Therefore it's necessary to study Digital contents. This study is to find out the factors which have an influence on Intention to Use and Use charged the digital contents. To carry out this study, TAM(Technology Acceptance Model), IDT(Innovation Diffusion Theory) and Use& Gratifications Theory were applied. An empirical method has been adopted, using Likert-style 7 point measurement scale, data were collected by e-mail and direct survey in Daejeon, Korea. On the collected data, after the validity test and reliability test has been taken by factor analysis and using Cronbach's alpha respectively, following 5 variables were extracted such as Perceived Usefulness, Perceived Easy Of Use, Compatibility, Intention to Use and Use.

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
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    • v.10 no.4 s.36
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    • pp.77-85
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    • 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.

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Technology Trends of Realistic Contents and Application to Educational Contents (실감형 콘텐츠의 기술동향과 교육용 콘텐츠로의 적용 방안)

  • Shim, Youn Sook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.315-320
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    • 2019
  • In the era of the fourth industrial revolution, the education industry is expected to grow further. It is expected that growth rate of future education using VR/AR technology will be very high. Realistic contents based on VR/AR technology provides high realism and experience through characteristics of immersion, interaction and intelligence. This paper tries to analyze the trends of realistic contents technology at home and abroad, and to come up with measures that can be applied to future educational content through case analysis of realistic contents development.

The Contents Analysis of Ocean Environment of Textbooks for Fisheries and Marine High School students (수산·해운계 고등학교 교과의 해양환경 내용분석)

  • Kim, Sam-Kon;Kim, Jong-Hwa
    • Journal of Fisheries and Marine Sciences Education
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    • v.16 no.2
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    • pp.143-155
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    • 2004
  • The aims of this study are to analysis about the contents associated with the ocean environment compared 17 special-subject textbooks to 2 common-subject textbooks, and to make some proposals for construction of contents. The results of it are as follows; 1. Only 17 books among 36 textbooks taught by the fisheries and marine high schools are contained to some contents related with ocean environment. The contents associated with the ocean environment take possession of 90%, 62% each of total pages in the textbooks, 'ocean pollution' and 'ocean environment'. 2. Of compulsory texts, namely, 'general fisheries', 'general ocean' and 'information treatment of fisheries-marine', the former 2 books are composed of 4.5%, 36.2% each relating with ocean environment. But the last one is nothing. 3. Therefore, even a little contents of ocean environment and its conservation, it is necessary to add as the reasonable rate to the characteristics of each book in 36 special-subject textbooks. 4. And also it is shown that the common-subject textbooks,'ocean science', ' earth science I' and 'earth science II', are composed of 35.7%, 10%, 16.7% each. So we'd like to recommend that the contents of ocean pollution and environmental conservation have to add more.