• 제목/요약/키워드: Pirated contents

검색결과 8건 처리시간 0.024초

만화 온라인 불법복제물 시장의 양성화를 위한 이용자 연구 (User Study for Legalization of Pirate Comics Market)

  • 황선태;진전은영
    • 한국콘텐츠학회논문지
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    • 제15권5호
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    • pp.550-559
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    • 2015
  • 한국의 만화산업은 오랜 역사에도 불구하고 뿌리 깊숙이 박혀 있는 불법복제물 시장으로 인해 아직까지 자생적인 건강한 생태계를 이루지 못하고 있다. 그간 불법복제물 시장 근절을 위한 다양한 연구가 있어왔으나 아직까지 이렇다 할 실효성을 인정받지 못하고 있는 상황이다. 이에 본 논문에서는 만화복제물 시장에 관한 연구를 이용자 관점에서 분석해 보고자 한다. 특히 불법복제물이지만 유료인 파일공유 사이트를 이용하는 이용자들을 대상으로 설문조사와 서면인터뷰를 통해 파악해 보았다. 이를 통해 이용자들의 도덕성과 사이트 이용 간의 상관관계는 어떠한지, 이용자들이 느끼는 파일공유 사이트의 인지된 편의성은 무엇인지 그리고 그들을 합법적인 만화 포털 사이트로 유인하기 위한 요인은 무엇인지를 중심으로 연구하였다. 그 결과, 만화 포털 사이트는 이용자들의 양성화를 위해 양질의 콘텐츠 확보, 결제 수단 등의 불편함 개선, 콘텐츠에 관한 자세한 정보 제공, 콘텐츠 구매 대여 방식 다양화 등의 구매 요인들을 개선할 필요가 있음을 알 수 있었다.

세계 컨텐츠산업의 지적재산권 문제 - 일본의 대책과 한국에의 시사점 - (IPR Issues in World contents Industry - Japanese countermeasures and Its Lessons to Korea -)

  • 정수원
    • 한국중재학회지:중재연구
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    • 제19권2호
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    • pp.229-243
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    • 2009
  • The content industries environment has been undergoing significant changes due to rapid technological innovation and content market expansion. Interest in the industry is growing fast both in Asia and Europe. However, in Japan content industries are showing almost zero growth with no increase in overseas expansion. Until now, Japanese content industries have been able to grow based on domestic demands. Many different factors contributed to today's zero growth in Japanese content industries. Two main reasons are: 1) Their lack of interest in overseas expansion and 2) Insufficient investment in domestic human resources development. Considerable amounts of Japanese contents including films, music, games, and animations have been distributed in many Asian countries and today piracy problems in the region are at a serious level. According to 2004 records pirated editions accounted for 85%, 16%, 19%, and 36% in China, Korea, Hong Kong, and Taiwan respectively. Pirated editions bring economic losses to Japanese copyright profits. Making it worse, they weaken the motivation to create content and make it hard to activate cultural exchanges. Losses from copyright violations in Japanese content industries are expected to keep increasing in the future. In order to make Japan competitive and grow it is crucial to take proper measures to protect copyright infringements. This study considers the current situation of the Japanese content market, infringement issues in content which is causing many problems in Asian countries, including China, and facts about losses caused by this problem.

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불법복제물 고속검색 및 Heavy Uploader 프로파일링 분석기술 연구 (High-Speed Search for Pirated Content and Research on Heavy Uploader Profiling Analysis Technology)

  • 황찬웅;김진강;이용수;김형래;이태진
    • 정보보호학회논문지
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    • 제30권6호
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    • pp.1067-1078
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    • 2020
  • 인터넷 기술의 발달함에 따라 많은 콘텐츠가 생산되고 그 수요가 증가하고 있다. 이에 따라 유통되고 있는 콘텐츠 수가 증가하였고, 반면에 저작권을 침해하는 불법복제물을 유포하는 건수도 증가하고 있다. 한국저작권보호원은 문자열 매칭 기반 불법복제물 추적관리시스템을 운영하고 있으며, 이를 우회하기 위해 다수의 노이즈를 삽입하므로 정확한 검색이 어려운 현실이다. 최근, 노이즈를 제거하기 위한 자연어 처리, AI 딥러닝 기술을 이용한 연구와 저작권 보호를 위한 다양한 블록체인 기술이 연구되어 있으나 한계가 있다. 본 논문에서는 온라인에서 수집한 데이터에 노이즈를 제거하고, 키워드 기반 불법복제물을 검색한다. 또한, heavy uploader 대상 프로파일링 분석을 통해 동일 heavy uploader를 추정해 간다. 향후, 불법복제물 검색기술과 heavy uploader 대상 프로파일링 분석 결과를 바탕으로 차단 및 대응기술이 결합하면 저작권 피해를 최소화할 것으로 기대한다.

암호 기술을 이용한 디지털 콘텐츠 안전 거래 시스템 구현 (Implementation of Digital Contents Safety Trade System using Encryption Technology)

  • 양정모
    • 디지털산업정보학회논문지
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    • 제9권4호
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    • pp.119-125
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    • 2013
  • The amount of digital content grows exponentially by the development of the internet and the change of computing environments and the target also is getting wider. The industry using this digital content has been growing greatly. However, the distribution of pirated digital content is increasing using internet because digital content is easy to store and transmit and the damage is growing. In this paper, we propose safety trading system which can conceal the author's information safely in digital content in order to block illegal distribution of digital content. ARIA encryption algorithm is used to protect the concealed information of author in digital content and it is a help to track the illegal traders by doing fingerprinting of buyer information to digital content and managing the transaction information. The technical support for copyright dispute is to allow by providing the capability to verify illegal edit to original digital contents.

디지털 저작물의 불법복제 행동에 영향을 미치는 요인에 관한 탐색적 연구 (An Exploratory Study on the Antecedent Factors to the Piracy of the Digital Copyrights)

  • 곽원일;최원일
    • 통상정보연구
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    • 제10권4호
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    • pp.47-62
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    • 2008
  • The purpose of this study is to explore the antecedent factors to the piracy of the digital copyrights in order to provide basic data for piracy prevention policy. The findings of study revealed that most respondents had experiences to copy MP3 files illegally. And many respondents answered they didn't copy pirated material by themselves but others did piracy a lot. The feeling of quilt and anxiety against piracy is shown very low level. Low copy cost and regulation level significantly impact upon the cognitive level of other's piracy. Updated contents, the higher price of authenticated materal, piracy regulation are the significant antecedent factors to the level of piracy. The level of piracy activity and anxiety against piracy are significantly different by age. The cognitive level of other's piracy, piracy activity and anxiety are significantly different by gender.

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중간 주파수 영역에서의 디지털 워터마킹 기법에 의한 홍채 및 지문 데이터 보호 연구 (A Study on Protection of Iris and fingerprint Data Based on Digital Watermarking in Mid-Frequency Band)

  • 정대식;박강령
    • 한국멀티미디어학회논문지
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    • 제8권9호
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    • pp.1227-1238
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    • 2005
  • 최근 인터넷과 네트워크 기술의 발달로 디지털 콘텐츠(이미지, 음성, 동영상 등)의 불법적인 복제나 유통으로 인한 저작권 문제가 크게 대두되고 있다. 이런 저작권의 보호를 위해 콘텐츠 내에 저작권자의 정보를 삽입하여 저작물의 저작권을 보호하는 기술인 디지털 워터마킹 기술은 현재 널리 연구되고 있다. 이러한 디지털 워터마킹 기술을 생체 정보(지문, 홍채)에 적용하여, 저장되어 있던 생체 정보의 도난이나 도용 시에 발생 할 수 있는 문제를 방지하는 것이 본 연구의 목적이다. 이를 위해 본 논문에서는 주파수 영역에서의 워터마크 삽입 방법을 사용하였으며, 워터마크 삽입 전후의 인식률 차이를 비교 분석하였고, 일반적으로 생체 데이터에 대해 많이 가해지는 공격인 흐림 공격에 대한 워터마크의 강인성을 측정하였다. 실험결과 본 논문에서 제안하는 워터마킹 기법이 홍채 및 지문 영상에 대해 효과적으로 사용될 수 있음을 알 수 있었다.

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저작권 침해 사이트 생애 주기 모델 개발 (Development of Lifecycle Model for Copyright Infringement Site)

  • 김득훈;정해선;곽진
    • 정보보호학회논문지
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    • 제30권1호
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    • pp.101-121
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    • 2020
  • 기술 및 문화는 다양한 산업과 융합하여 컨텐츠 부가가치를 창출하고 있다. 또한, 국가에서는 새로운 기술과 문화 컨텐츠를 접목시키기 위한 기반 환경을 조성하고 있다. 그러나 저작권을 갖는 문화 컨텐츠에 대하여 음성적인 수요 및 공급에 의한 저작권 침해가 지속적으로 발생하고 있으며, 최근에는 침해 사이트 단속 모니터링을 회피하기 위해 해외에 서버를 두고 사이트를 생성 및 운영하는 사례가 증가하고 있다. 이를 방지하기 위해 여러 분야에서 다양한 저작권 보호 연구가 진행 중이지만, 현재의 탐지 및 방지 기술은 주로 사후대응을 이루고 있어서 실효성의 문제가 존재한다. 이에 따라, 본 논문에서는 저작권 침해 사이트의 생애주기 분석을 통해 불법 복제물 유통에 대한 선제적 대응 기반 마련을 위한 저작권 침해 사이트 생애주기 모델을 제안한다.

창의적인 UCC 제작에 영향을 미치는 동기 및 보상 체계에 대한 연구: 몰입에 매개 효과를 중심으로 (An Empirical Study on Motivation Factors and Reward Structure for User's Createve Contents Generation: Focusing on the Mediating Effect of Commitment)

  • 김진우;양승화;임성택;이인성
    • Asia pacific journal of information systems
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    • 제20권1호
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    • pp.141-170
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    • 2010
  • User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.