• Title/Summary/Keyword: Paid Digital Contents

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A Study on the Architecture of an Electronic Governance System (전자거버넌스 시스템의 구조에 대한 연구)

  • Han Jae-Il;Jun Sung-Taeg
    • The Journal of the Korea Contents Association
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    • v.5 no.1
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    • pp.209-215
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    • 2005
  • The first wave of e-government projects dating from the early 1990s primarily focused on setting up national and global information infrastructure, internal organizational reform, digital procurement, and the digital delivery of government services to citizens. Most of these e-Government projects have concentrated on the development of systems focusing on strengthening the formal agencies and institutions of government. To date, despite many theoretical and empirical studies on citizen involvement in terms of governance, relatively little attention has been paid to developing e-government systems with a focus on improving citizen involvement, which we call e-governance systems. This paper discusses the characteristics of the e-governance systems, identifies core requirements for its development, and suggests an e-governance system architecture that can satisfy the core requirements.

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Spatial augmented reality for product appearance design evaluation

  • Park, Min Ki;Lim, Kyu Je;Seo, Myoung Kook;Jung, Soon Jong;Lee, Kwan H.
    • Journal of Computational Design and Engineering
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    • v.2 no.1
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    • pp.38-46
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    • 2015
  • Augmented reality based on projection, called "Spatial Augmented Reality (SAR)", is a new technology that can produce immersive contents by overlapping virtuality and real-world environment. It has been paid attention as the next generation digital contents in media art and human-computer interaction (HCI). In this paper, we present a new methodology to evaluate the product appearance design more intuitively by means of SAR technique. The proposed method first projects the high-quality rendered image considering the optical property of materials onto the mock-up of a product. We also conduct a projector-camera calibration to compensate a color distortion according to a projector, a projection surface and environment lighting. The design evaluation methodology we propose offers more flexible and intuitive evaluation environment to a designer and user (evaluator) than previous methods that are performed via a digital display. At the end of this research, we have conducted a case study for designing and evaluating appearance design of an automobile.

A Review and Analysis of Earthquake Disaster Risk Assessment Tools and Applications (지진 재해 위험도 평가 분석 도구 사례 분석 연구)

  • Chai, Su-Seong;Suh, Dongjun
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.899-906
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    • 2018
  • In the entire process of disaster management, it is very significant to construct related information as well as perform quantitative assessment of damage losses with respect to minimizing the effect of disasters. Many countries have paid much attention not only to studying risk assessment methodologies including constructing inventories, hazard mapping, vulnerability assessment and direct/indirect damage loss estimation, but also to developing risk analysis tools investigated in this paper. We conducted comparison studies of representative earthquake damage risk analysis tools, and the result of this study is able to provide useful information to decision makers and researchers who can contribute to development of effective disaster management.

Content Recommendation Techniques for Personalized Software Education (개인화된 소프트웨어 교육을 위한 콘텐츠 추천 기법)

  • Kim, Wan-Seop
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.95-104
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    • 2019
  • Recently, software education has been emphasized as a key element of the fourth industrial revolution. Many universities are strengthening the software education for all students according to the needs of the times. The use of online content is an effective way to introduce SW education for all students. However, the provision of uniform online contents has limitations in that it does not consider individual characteristics(major, sw interest, comprehension, interests, etc.) of students. In this study, we propose a recommendation method that utilizes the directional similarity between contents in the boolean view history data environment. We propose a new item-based recommendation formula that uses the confidence value of association rule analysis as the similarity level and apply it to the data of domestic paid contents site. Experimental results show that the recommendation accuracy is improved than when using the traditional collaborative recommendation using cosine or jaccard for similarity measurements.

A Study on the Game Criticism: Meta-analytical Approach to Game Critiques (게임비평에 대한 연구 : 게임비평 텍스트의 메타분석적 접근)

  • Jeon, Gyongran
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.19-30
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    • 2013
  • Digital games have become a major part of the modern popular culture, but little attention has been paid to understanding the textuality of games and what the game texts have the cultural meanings. As the games develop, however, the academic and journalistic game critiques and reviews that try to understand and to deconstruct the game texts are on the rise. This study explores how the game criticism characterizes the game texts, creates and shapes the understanding of games. The finding shows that game criticism is rich and varied in terms of themes and approaches covered, more generally, games criticism can also help preserve game history by focusing on the distinctive game textuality, forms and meanings, and by contextualizing the links and cultural meanings that exist between games and between games and the cultural context.

A Study on the Forehead Temperature Distribution Palpation, so called 'Emaizhenduan' (이마의 온도 분포 진단법, 소위 액맥진단(額脈診斷)에 관한 고찰)

  • Jeong, Seunghan;Kim, Kiwang
    • The Journal of the Society of Korean Medicine Diagnostics
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    • v.19 no.2
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    • pp.65-74
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    • 2015
  • Objectives As a method of body temperature distribution diagnosis, palpation of infants' forehead had been widely introduced in ancient East Asian medical classics. However, few attention have been paid to this diagnostic method - so called 'emaizhenduan (額脈診斷)'. So we studied the history of emaizhenduan and it's implication in modern clinical field. Materials and methods: To search the medical classic that contains any contents of emaizhenduan, we mainly used the electronic texts of Zhonghuayidian (中華醫典). To search modern study article on emaizhenduan, we used China National Knowledge Infrastructure (www.cnki.net), National Digital Science Library (ndsl.kr) etc. Results 20 kinds of East Asian medical classics were found to contain contents on emaizhenduan. The oldest one was Huoyoukouyi (活幼口議) which was written in Yuan dynasty of China. Only one modern TCM book was found to have comments on emaizhenduan, while some textbooks of pediatrics in Korean Medicine was found to have relatively sound introduction on emaizhenduan. Conclusion It is shown in ancient East Asian medical classics that infants' forehead temperature palpation was introduced as early as late 13th century in China, and have continuously been referred in many East Asian medical classics before modern era.

A Study on the Factors of Experience and Habit on Information Security Behavior of New Services - based on PMT and UTAUT2 (경험 및 습관이 신규서비스의 정보보호 행동에 미치는 요인에 대한 연구 - 보호 동기이론과 UTAUT2을 중심으로)

  • Lee, Hong-Je;Kho, Hyeong-Seog;Roh, Eun-Hee;Han, Kyeong-Seok
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.93-102
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    • 2018
  • This study aims to present policy implications by analyzing information security behavior factors of internet users. The research model, based on PMT and UTAUT2, consists of perceived threat, severity, social influence, self-efficacy, experience and habits, PC and privacy behaviors, security behaviors on new services and set demographic characteristics, use places of internet, use of paid products, and experiences of accident as moderate variables to analyze the effect on security behavior. The results showed that perceived severity, self-efficacy significantly influenced on experience and habits, and experience and habits and self-efficacy had a high influence on PC and privacy behavior. Also, PC and privacy behaviors have a high impact on security behavior of new services. Age, income, use of paid products, and experience of accidents have a moderating effects on security behaviors. The results of this study are expected to help policy decision making to improve the level of information security of internet users.

Research on Classification of Human Emotions Using EEG Signal (뇌파신호를 이용한 감정분류 연구)

  • Zubair, Muhammad;Kim, Jinsul;Yoon, Changwoo
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.821-827
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    • 2018
  • Affective computing has gained increasing interest in the recent years with the development of potential applications in Human computer interaction (HCI) and healthcare. Although momentous research has been done on human emotion recognition, however, in comparison to speech and facial expression less attention has been paid to physiological signals. In this paper, Electroencephalogram (EEG) signals from different brain regions were investigated using modified wavelet energy features. For minimization of redundancy and maximization of relevancy among features, mRMR algorithm was deployed significantly. EEG recordings of a publically available "DEAP" database have been used to classify four classes of emotions with Multi class Support Vector Machine. The proposed approach shows significant performance compared to existing algorithms.

Analysis on Interesting Element of Mobile Application Using User Reviews (사용자 리뷰를 이용한 모바일 어플리케이션의 관심 요소 분석)

  • Kim, Kyoung-Nam;Choi, Dong-Seong;Lee, Kang-Moo;Lee, Myoun-Jae
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.431-438
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    • 2012
  • Recently, many mobile applications have been developed and published by increasing popularity of smart phone's market. However, a lack of research work is an issue for mobile applications' favoritism to users. In this paper, we have determined the acceptance factors on the existing smart phone applications in order to fit into mobile user's requirements. In addition, we have defined the modification of acceptance factors which are the interesting element of mobile applications, code users reviews of top 20 paid applications among android market applications, and analyse on what element can attract users' interest of mobile applications. As a result, we propose a development method of mobile applications based on the analyzed interesting elements. Our contribution is to provide useful information to mobile application companies for helping them to develop and publish successful mobile applications.

Effect of the VOD Holdback Strategy Change on IPTV and Cable TV VOD Usage (VOD 홀드백 정책 변화가 IPTV와 케이블TV VOD 이용에 미치는 영향)

  • Cho, Sukhyun;Chung, Donghun
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.142-150
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    • 2015
  • This study examines the effect of changes in the content distribution strategy on VOD usage by comparing the VOD usage pattern following the changes in the IPTV and Digital Cable SVOD holdback policy. The result of this study shows that after changing the SVOD holdback from one week to three weeks, the VOD usage decreased up to 50 percent while paid VOD revenue increased as a result of the rise in PPM. The time series analysis shows statistical decrease in the number of SVOD usage, SVOD usage per user, and PPV revenue per user while VOD revenue per user increased significantly. Moreover, SVOD usage within the drama genres such as mini-series, weekend series, weekend special series, and sitcom decreased significantly. This research provides a case study on the effect of the broadcaster's content distribution policy on the VOD user behavior thus proposing broadcasters and platform operators the ways of establishing distribution strategy as well as invigorating the VOD usage.