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A Study on the Impact of Modern Technological Development on the Form of Music Concerts

  • Yifan Cui;Xinyi Shan;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.88-93
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    • 2023
  • In the era of continuous progress, concerts have emerged as a significant medium for music performance, providing audiences with both musical enjoyment and a means of relaxation. The study examines pivotal moments and milestones in concert history, highlighting the emergence of novel elements such as visual presentations, integration of multimedia, virtual reality experiences, and metaverse concerts. By scrutinizing the repercussions of these changes on the concert experience, the study sheds light on the transformative influence of technology on concert formats, audience engagement, and artistic expression. Moreover, it delves into the challenges and opportunities arising from technological advancements in the contemporary concert landscape. The insights gained from this research contribute to a comprehensive comprehension of the dynamic interplay between technology and concert forms, thereby laying the foundation for future scholarly discourse and advancements within the field.

Workflow for Anamorphic 3D Advertising based on Image Distortion

  • Fu Linwei;Tae Soo Yun
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.170-183
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    • 2024
  • In producing anamorphic 3D advertisement projects, it is necessary to apply the principles of illusion art to distort the images output to the screen (Image Distortion) so that their display aligns with our visual perception in a real three-dimensional environment. We focuse on the methods of image distortion in the creation of content for anamorphic 3D advertisement screens in this thesis. We propose using Unity 3D's real-time rendering instead of the offline rendering method of compositing method, and employing UV grid mapping to replace the manual correction in Adobe After Effects(AE). The significance of this paper lies in simplifying the image distortion processing workflow in anamorphic 3D projects and optimizing the image distortion creation methods used in compositing method. In outdoor anamorphic 3D advertisement projects, the proposed image distortion creation method demonstrates significant advantages in terms of production time, process simplification, flexibility, and expansion possibilities. Our research provides new perspectives and methods for the creation of anamorphic 3D content, offering theoretical and methodological references for professionals working on similar contents.

A Multimedia Contents Recommendation System for Mobile Devices using Push Technology (모바일 환경에서 푸쉬 기술을 이용한 개인화된 멀티미디어 콘텐츠 추천 시스템)

  • Kim, Ryong;Kang, Ji-Heon;Kim, Young-Kuk
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.745-749
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    • 2006
  • The appearance of wirelsss internet service made accessing easier than existing mobile devices. Due to the properity of mobile devices, we can easily obtain his/her profile information compared to a wired internet service. It enables to provide a personalized service through mobile devices. In this paper, we propose a recommendation service based on collaborative filtering method and a content push service. Using users' profile information, we recommand a target user's favoriate content. The recommanded contents are stored in mobile device through the push service. When we connect a wireless internet service, our mobile push service starts to cache from user's favorite contents. Especially, when we select a large mobile content, our system can reduce a download time by using our recommandation service. Also, in case of a connectionless, we can use a cached data from pushed content in our mobile device.

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The Research Regarding the Effect of Consumers' Motives on Perceived Usefulness of Word-of-Mouth Marketing in Online Shopping Mall Contents (온라인쇼핑몰 콘텐츠에서 소비자 동인이 구전마케팅의 지각된 유용성에 미치는 영향에 관한 연구)

  • Chun Myung-Hwan
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.19-28
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    • 2005
  • It is true that internet provides consumers with an efficient way to search information with minimal effort and cost, which facilitates better decision making. Especially, previous studies revealed that the online word-of-mouth marketing is widely used as a source of consumers' information seeking and purchase decision making. Even with this importance of the online word-of-mouth communication on internet few researches have systematically addressed the issue. This study investigates the effect of consumers' motives on perceived usefulness of word-of-mouth marketing in online shopping mall contents. The results are as follows: First, choice uncertainty, perceived sacrifice, and social pressure play an important role for perceived usefulness of word-of-mouth marketing. Second, perceived usefulness has directly affected consumers' quality perception. Thus, it is essential for internet companies to find ways to encourage their customers to engage in word-of-mouth communication on their websites.

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Preliminary Study on Global Clipboard System (글로벌 클립보드 시스템에 대한 기초 연구)

  • Hwang, Kitae;Kwon, Heejeong;Lee, Sanghoon;Park, Doyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.5
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    • pp.223-229
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    • 2017
  • This paper proposes the Global Clipboard System and presents a preliminary study on it. The clipboard is a temporary storage used to copy and paste some contents between application programs in Windows Operating System. The proposed Global Clipboard is a contents delivery system that extends the concept of the existing local clipboard to Internet. The Global Clipboard System operates in two steps. An application user can upload selected contents to the Global Clipboard by typing consecutive keys of Ctrl-C and Ctrl-Shift-C easily. And other users can download and utilize the contents from the Global Clipboard by typing Ctrl-Shift-V and Ctrl-V keys consecutively. The proposed Global Clipboard can deal almost data like simple texts, screen capture images, files, and directories. In this paper, we developed a global clipboard server, a Windows application, and an Android application. We have conducted experiments about functions of the Global Clipboard and also compared delay times between 4 applications such as e-mail, Kakao, Google Drive, and the Global Clipboard. The results of the evaluation show that the time delay spending in sending and receiving contents is shortest when the Global Clipboard is used.

NDN Contents Verification Scheme for Efficient XaaS Implementation (효과적인 XaaS 구현을 위한 NDN 데이터 인증 기술)

  • Kim, DaeYoub
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.4
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    • pp.692-699
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    • 2015
  • Evarything as a Service (XaaS) is a software, platform, infra distribution method which provide users with necessary modules, not entire modules, as a service. To efficiently and securely operate services such as XaaS, it is needed to solve various Internet problems like network congestion, weak security and so on. Future Internet technologies are provided to solve such problems. Specially, named data networking architecture (NDN) proposes that network nodes cache transmitted data, and then they send the cached data if receiving request messages for the cached data. So NDN can efficiently diffuse excessive request messages transmitted toward original contents providers. However, when receiving contents through NDN, receivers can not confirm the practical providers because the practical providers can be different from original contents providers. Hence, it is requested for receivers to verify the received contents and such a verification process can cause service delay of XaaS. In this paper, we improve a content verification scheme of NDN to enhance the performance of services such as XaaS.

A Distinction Technology for Harmful Web Documents by Rates (등급에 따른 웹 유해 문서 분류 기술)

  • Kim, Yong-Soo;Nam, Taek-Yong;Won, Dong-Ho
    • The KIPS Transactions:PartC
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    • v.13C no.7 s.110
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    • pp.859-864
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    • 2006
  • The openness of the Web allows any user to access almost any type of information easily at any time and anywhere. However, with function of easy access for useful information, internet has dysfunctions of providing users with harmful contents indiscriminately. Some information, such as adult content, is not appropriate for all users, notably children. Additionally for adults, some contents included in abnormal porn sites can do ordinary people's mental health harm. In the meantime, since Internet is a worldwide open network it has a limit to regulate users providing harmful contents through each countrie's national laws or systems. Additionally it is not a desirable way of developing a certain system-specific classification technology for harmful contents, because internet users can contact with them in diverse way, for example, porn sites, harmful spams, or peer-to-peer networks, etc. Therefore, it is being emphasized to research and develop context-based core technologies for classifying harmful contents. In this paper, we propose an efficient text filter for blocking harmful texts of web documents using context-based technologies.

Optimization of image data for Mobile Game Gontents (모바일게임 콘텐츠 개발을 위한 이미지 데이터 최적화)

  • Lee, Hwan-joong;Kim, young-bong
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.38-42
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    • 2008
  • In the 2000s, the PC package game market has withered, but the internet based on-line game, the wireless internet based mobile game and high-powered console game market have been main stream. Among those markets, mobile game market has rapidly increased because it has 'mobility' that overcomes the limitation of time and area. But, unlike other platforms, mobile game user have to pay the higher price for download mobile game contents through the wireless internet and mobile game developer have to overcome the limitation of storage memory capacity.of mobile phone. Chiefly, the image data consume the storage capacity of mobile game contents, this paper present a technology to optimize image data for mobile game contents through analyzing type of compression method and image formats.

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Improvement of AACS Security Framework with Access Control to Personal Contents (개인 콘텐츠 접근제어 기능을 갖는 개선된 AACS 보안 Framework)

  • Kim, Dae-Youb
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.4
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    • pp.167-174
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    • 2008
  • As both a digital camera and a digital camcorder are popularized in recent years, UCC created by general users is also popularized. Unfortunately, according to that, the lack of privacy is also increasing more and more. The UCC is saved on the recordable media(Media) like DVD and deposited personally as well as distributed through Internet portal service. If you use Internet portal service to put up your contents, you can partially prevent the violation of privacy using security technologies such as authentication and illegal copy protection offered by internet portal service providers. Media also has technologies to control illegal copy. However, it is difficult to protect your privacy if your Media having personal contents is stolen or lost. Therefore, it is necessary to develope an additional security mechanism to guarantee privacy protection when you use Media. In this paper, we describe AACS framework for Media Security and propose improved AACS framework to control the access to personal contents saved on Media.

The Blockchain based Undeniable Multi-Signature Scheme for Protection of Multiple Authorship on Wisdom Contents (지혜콘텐츠 공동저작권 보호에 적합한 블록체인 기반 부인봉쇄 다중서명 기법)

  • Yun, Sunghyun
    • Journal of Internet of Things and Convergence
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    • v.7 no.2
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    • pp.7-12
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    • 2021
  • Wisdom Contents are created with experiences and ideas of multiple authors, and consumed in Internet based Social Network Services that are not subjected to regional restrictions. Existing copyright management systems are designed for the protection of professional authors' rights, and effective in domestic area. On the contrary, the blockchain protocol is subjected to the service and the block is added by the consensus of participating nodes. If the data is stored to the blockchain, it cannot be modified or deleted. In this paper, we propose the blockchain based undeniable multi-signature scheme for the protection of multiple authorship on Wizdom Contents. The proposed scheme is consisted of co-authors' common public key generation, multi-signature generation and verification protocols. In the undeniable signature scheme, the signature cannot be verified without help of the signer. The proposed scheme is best suited to the contents purchase protocol. All co-authors cannot deny the fairness of the automated profit distribution through the verification of multiple authorship on Wizdom Contents.