• Title/Summary/Keyword: content

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The Targeting for Users Data Service of 3D-mesh contents (맞춤형 Targeting 3차윈 컨텐츠 Data 서비스)

  • Jung Jong-Jin;Lee Jong-Sul;Lim Tae-Bum;Lee Seok-Pil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.83-86
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    • 2003
  • With the opening of digital broadcast services and development of wire/wireless Internet, the current multimedia broadcasting is provided for has various services. The user will be provided lots of various content through the various channel and media. Content provider and consumer want the various service using content with the better quality which is fit to user preference. For transmitting this content in the limited transmission channel capacity, it needs to transmit the highly compressed content which user wants. The content of 3D mesh model-based on MPEG-4 enables the various content service that provides the lower capacity and the better quality, and Targeting service enables just provide the contents that user more wants and likes. The adaption of Java application program and 3D program can provide the content service utilizing 3D mesh model, so content provider and consumer can share the more information about the content. This paper has presented the study on the targeting service using compression of 3D mesh model-based on MPEG-4 and the adaptation of Java application program using it

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Chemical Quality Evaluation of Commercial Infant Formulas (시판 조제 분유의 화학적 품질 평가)

  • 한정은;홍윤호
    • Food Science of Animal Resources
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    • v.21 no.1
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    • pp.56-63
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    • 2001
  • In this study, three domestic and one foreign formulas for the infants up to 5 month old were examined to detect chemical changes such as pH, reactive sulfhydryl groups(RSH) content, 5-hydroxymethylfurfral(HMF) content, available lysine content, electrophoresis, and surface color caused by heat treatment for long term storage. In the SDS-polyacrylamide gel electrophoresis, A and B products showed similar pattern, while C product had a clearly distinguishable $\beta$-lacto-globulin band, but in casein, only D product showed a few strong casein band. RSH content, which indicate the extent of whey protein denaturation, ranged from 4.40 to 5.93 mmole/g protein. HMF content. which indicate the extent of Maillard reaction, ranged from 192 to 432 $\mu$mole/100g in formulas. B product showed the highest RSH and HMF content. Available lysine content ranged from 31 to 46 mg/g protein. Among them D product contain the highest available lysine content and others showed no significant difference. In conclusion, the domestic infant formulas showed higher RSH and HMF content than the foreign product and the available lysine content of the domestic products were lower than of the foreign product.

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VR Smart Factory Training Content Production for XR Content UI/UX Evaluation (XR 콘텐츠 UI/UX 평가를 위한 VR 스마트 팩토리 교육훈련 콘텐츠 제작)

  • Lee, YoungWoo;Leem, EekSu;LEE, Su Min;Kim, Hyun Sik;Kang, Mingoo;Lee, Chang-kyo;Seo, Jeongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.259-261
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    • 2021
  • In this paper, VR smart factory XR content tailored to process execution scenarios was produced to reflect the characteristics of XR content, which is highly dependent on HDM, unlike general-purpose content software for UX/UI design and usability evaluation of digital twin-based XR content in manufacturing. HMD equipment called Qculus Quest2 was used to perform the process execution task scenario for XR content, and content production was made through Unity Engine and SteamVR Plugin.

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An Empirical Study on the Chinese Customer's Repurchase Intention of Mobile Contents Service (중국 모바일 콘텐츠 서비스의 소비자 재구매의도에 관한 실증연구)

  • Zhang, Rui;Moon, Tae Soo
    • The Journal of Information Systems
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    • v.33 no.2
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    • pp.27-45
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    • 2024
  • Purpose The purpose of this study is to understand the important characteristics of mobile content services and to provide better content services to Chinese consumers by understanding consumer behavioral psychology about mobile content services and empirically analyzing research models with perceived usefulness, perceived enjoyment, customer attitudes, and repurchase intentions based on motivation theory. Design/methodology/approach Based on Deci(1975) Self-Determination Theory and Heijden(2004) research model, this study developed a research framework that includes perceived usefulness and perceived enjoyment to influence on repurchase intention. A questionnaire survey was conducted targeting Chinese consumers using mobile content services, and 272 valid responses were analyzed using Structural Equation Modeling (SEM). Findings According to the results of empirical analysis in this study, Chinese consumers were found to feel repurchase intention by positive impact of perceived usefulness and perceived enjoyment in the use of mobile content service. Chinese consumers still use mobile content a lot from a utilitarian perspective in relation to social life or job performance, and there is no positive effect on the use of mobile content related to perceived enjoyment. The results of this study provide the empirical results of a research model that integrates motivation theory and technology acceptance theory for the development of the mobile content industry in the future, and provide necessary insights for managers of companies that develop and distribute mobile content service.

Effect of Nitrogen Content on SAW Weld Metal Properties (SAW 용접금속 성질에 미치는 질소함량의 영향)

  • Byeon, Ji-Cheol;Bang, Guk-Su;Lee, Jong-Bong;An, Yeong-Ho
    • Proceedings of the KWS Conference
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    • 2005.06a
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    • pp.147-149
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    • 2005
  • Effect of nitrogen content on SAW weld metal properties were investigated. Weld metal nitrogen content increased with an increase of base metal nitrogen content due to dilution. High nitrogen content in weld metal resulted in high free nitrogen content, and consequently reduced impact toughness due to, mainly, strain aging effect.

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A Study on the Digital Content Dissemination Model Based on Identification and Public key (식별체계와 공개키 기반의 디지털 콘텐트 유통모텔 연구)

  • 최성원;이상환;이상기;조성남;석중호
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10c
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    • pp.520-522
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    • 2004
  • 최근 급속히 증가하고 있는 Digital Content의 생성과 활용으로 인해 인터넷 기반의 Digital Content 유통이 활성화 되고 있다. 하지만 URL의 한계와 Content의 불법복제 및 무단변형과 같은 역기능이 나타남으로써 양질의 콘텐트 생산 유통이 저해되고 있다. 따라서 본 논문에서는 URN 기반의 DOI 식별체계와 Digital Content 보호를 위한 PKI 기반의 공개키 알고리즘, 그리고 콘텐트 제공자의 저작권을 보호하기 위한 Digital Watermarking과 DRM기술을 접목한 강인한 Digital Content 유통모델을 제안하고자 한다.

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Morphological Properties of Lintnerized Maize Starches with Different Amylose Content (아밀로오스 함량이 다른 산처리 옥수수전분의 형태학적 특성)

  • 신말식;이신경
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.26 no.6
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    • pp.1086-1090
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    • 1997
  • Morphological properties on lintnerized maize starches with different amylose content were investigated. With increasing the lintnerization periods and decreasing the amylose content, hydrolysis rate was increased. As amylose content of starch was increased, the degree of damage with acid treatment was decreased by SEM. With increasing hydrolysis, iodine affinity, apparent amylose content and ${\lambda}_{max}$ of lintnerized starches were decreased. Water binding capacities of lintnerized starches were higher than those of native starches.

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N-Screen Service for ASMD support (N-Sceen Serivce의 ASMD를 지원 방안 연구)

  • Yun, Sang-Jun;Kim, Kee-Cheon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.615-617
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    • 2012
  • N-Screen Service는 하나의 Content를 다양한 Device에서 사용가능하게 해주는 Service를 의미한다. 현재 N-Screen Service는 Content Service 형태로 봤을 때 OSMU(One Source Multi Use) Service를 제공한다. ASMU(Adaptive Source Multi Device) N-Screen Service의 조건으로 Device에 최적화된 Content를 제공하여야 한다. 이를 위해서는 Device에 최적화된 Content의 변환 및 Metadata의 이동이 자유로워야 한다. 본 논문에서는 ASMD를 지원하는 N-Screen Model을 제안한다. 특히 Home Network와 Cloud 사이의 Devicerks Content Metadata 이동과 Content 변환에 대한 방법을 제시하고자 한다.

The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.219-230
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    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.

Protection of MPEG-2 Multicast Streaming in an IP Set-Top Box Environment

  • Hwang, Seong-Oun;Kim, Jeong-Hyon;Nam, Do-Won;Yoon, Ki-Song
    • ETRI Journal
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    • v.27 no.5
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    • pp.595-607
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    • 2005
  • The widespread use of the Internet has led to the problem of intellectual property and copyright infringement. Digital rights management (DRM) technologies have been developed to protect digital content items. Digital content can be classified into static content (for example, text or media files) and dynamic content (for example, VOD or multicast streams). This paper deals with the protection of a multicast stream on set-top boxes connected to an IP network. In this paper, we examine the following design and architectural issues to be considered when applying DRM functions to multicast streaming service environments: transparent streaming service and large-scale user environments. To address the transparency issue, we introduce a 'selective encryption scheme'. To address the second issue, a 'key packet insertion scheme' and 'hierarchical key management scheme' are introduced. Based on the above design and architecture, we developed a prototype of a multicasting DRM system. The analysis of our implementation shows that it supports transparent and scalable DRM multicasting service in a large-scale user environment.

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