• Title/Summary/Keyword: content model

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An Empirical Study of the Piracy Behavior on Digital Content (디지털콘텐츠 불법복제 행동에 관한 연구)

  • Zhang, Xiang-Lan;Shim, Min-Woo;Gim, Gwang-Yong
    • Journal of Information Technology Services
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    • v.9 no.4
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    • pp.37-55
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    • 2010
  • Digital content piracy has been shown to be an emerging societal problem, However, Studies on digital content piracy are very limited. In this paper, we try to find whether Theory of Planned Behavior(TPB) can explain the online digital content piracy in China. In addition to the finding of TPB's usefulness, We also examine the cross-cultural differences between Korea and China in behavior towards online digital content piracy. we argue that cultural factors moderate the strength of the relationships in the TPB model in online digital content piracy. we use a theoretical model of behavior based on the framework of the TPB( Theory of Planned Behavior) and Hofstede's national cultural dimensions. Our results indicate that the general TPB(Theory of Planned Behavior) model of software piracy is broadly applicable to digital content piracy in China. Our findings also show that most of the hypothesized moderating effects of national cultural factors were found to be significant.

Software Design Framework for Content Creation (콘텐츠 제작을 위한 소프트웨어 디자인 프레임워크)

  • Oh, Jung-Min;Moon, Nammee
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.11
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    • pp.815-822
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    • 2013
  • Nowadays, the various kind of software packages that support content creation consumed in touch-type terminals as an application have come into the market. These softwares have a different style of user task compare to existing user task. The reason why difference style has been appeared for now is because interaction timing has a important role of both content creation and consumption. For this reason, in this paper, we propose a software UI design framework for content creation using MB-UID and UCD model based on task modeling. The proposed framework is made up of five steps: business rule model, creation role model, creation flow model, creation action model, presentation model. Through this framework, we handle the interaction between a content creator and software user interface at the content creation phase. At the same time, we consider a possible interaction type which can occur by consumers at the consumption phase in advance.

An Empirical Study of the Piracy Behavior of Online Digital Content: A Cross-Culture Comparison of China and Korea (온라인디지털콘텐츠 불법복제 행동에 관한연구 : 중국 및 한국 비교를 중심으로)

  • Zhang, Xiang-Lan;Gim, Gwang-Yong
    • 한국IT서비스학회:학술대회논문집
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    • 2009.05a
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    • pp.602-605
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    • 2009
  • Digital content piracy has been shown to be an emerging societal problem, However, Studies on digital content piracy are very limited. In this paper, we try to find whether Theory of Planned Behavior(TPB) can explain the online digital content piracy in China. In addition to the finding of TPB's usefulness, We also examine the cross-cultural differences between Korea and China in behavior towards online digital content piracy. we argue that cultural factors moderate the strength of the relationships in the TPB model in online digital content piracy. we use a theoretical model of behavior based on the framework of the TPB(Theory of Planned Behavior) and Hofstede's national cultural dimensions. Our results indicate that the general TPB(Theory of Planned Behavior) model of software piracy is broadly applicable to digital content piracy in China. Our findings also show that most of the hypothesized moderating effects of national cultural factors were found to be significant.

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Stress-related energy dissipation and damping model of concrete considering moisture content

  • Liu, Baodong;Zhang, Pengyuan;Lyu, Wenjuan
    • Advances in concrete construction
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    • v.13 no.6
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    • pp.423-431
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    • 2022
  • Although the influence of moisture content on the mechanical properties of concrete has been studied for a long time, research related to its influence on the damping and energy dissipation property of concrete structure is still very limited. In this paper, the relationship between damping property and moisture content of concrete using cyclic uniaxial compression is firstly presented, and the mechanism of the influence of moisture content on concrete damping and energy dissipation capacity is analyzed. Based on the experimental research, moisture-related damping and energy dissipation model is proposed. Results show that the dissipated energy of concrete and loss factor increase as the moisture content increasing. The energy dissipation coefficient reflecting the influence of stress level of concrete under cyclic load, decreases first and then increases as the moisture content increasing. The mechanism of moisture-related energy dissipation behavior can be divided into the reactive force of water, the development of the internal micro cracks and the pore water pressure. Finally, the proposed moisture-related damping and energy dissipation model are verified.

3D Figure Creation System Based on Content-Awareness for 3D Printing (3D 프린팅을 위한 콘텐츠 인지 기반 3D 개인 피규어 생성 시스템)

  • Lim, Seong-Jae;Hwang, Bon-Woo;Yoon, Seung-Uk;Jeon, Hye-Ryeong;Park, Chang-Joon;Choi, Jin-Sung
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.11-16
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    • 2015
  • We present a system for generating 3D personalized figures. This system provides 3D figures model modification and combination functions based on the content-awareness. The integrity of the 3D model must be guaranteed at the time of slicing of the 3D model for 3D printing. In addition to this, with 3D printing, we generally have to print a hollow model in order to save money, time, and the integrity of the print. This paper proposes the automatic algorithm that creates the 3D individual figures with depth sensor and the easy UI functions for deformation, thickness adjustment, and combination of the generated 3D figures model based on the content-awareness. Our proposed method maintains the unique features of the generated 3D figures and ensures the successful 3D printing.

A Study of an AI-Based Content Source Data Generation Model using Folk Paintings and Genre Paintings (민화와 풍속화를 이용한 AI 기반의 콘텐츠 원천 데이터 생성 모델의 연구)

  • Yang, Seokhwan;Lee, Young-Suk
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.736-743
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    • 2021
  • Due to COVID-19, the non-face-to-face content market is growing rapidly. However, most of the non-face-to-face content such as webtoons and web novels are produced based on the traditional culture of other countries, not Korean traditional culture. The biggest cause of this situation is the lack of reference materials for creating based on Korean traditional culture. Therefore, the need for materials on traditional Korean culture that can be used for content creation is emerging. In this paper, we propose a generation model of source data based on traditional folk paintings through the fusion of traditional Korean folk paintings and AI technology. The proposed model secures basic data based on folk tales, analyzes the style and characteristics of folk tales, and converts historical backgrounds and various stories related to folk tales into data. In addition, using the built data, various new stories are created based on AI technology. The proposed model is highly utilized in that it provides a foundation for new creation based on Korean traditional folk painting and AI technology.

The Impact of YouTube Creator Characteristics and Channel Access Factors on Users' Continuous Viewing Intentions: An Application of the Extended Technology Acceptance Model (확장된 기술수용모형을 적용한 유튜브 크리에이터 특성과 채널 접근 요인이 사용자 지속 시청 의도에 미치는 영향)

  • Jae Hee Cho;Sang Hyeok Park;Seung Hee Oh
    • Journal of Information Technology Applications and Management
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    • v.31 no.3
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    • pp.1-18
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    • 2024
  • This study analyzed the impact of YouTube creator characteristics and channel access factors on the intention to continue watching content, noting that the development of the digital media environment has diversified media audiences' content preferences and access routes. Specifically, we analyzed the effects of YouTube creator trustworthiness, attractiveness, familiarity, and social influence, as well as the effects of recommendation services on perceived usefulness, perceived ease, and perceived enjoyment. The study found that creator credibility and recommendation service had a positive impact on the perceived usefulness of content, while intimacy and charm were important factors in increasing the easy of use and playfulness of content. These perceived usefulness, ease, and playfulness also had a strong positive impact on users' intention to continue watching the channel. This suggests that trust and intimate relationships with creators and appropriate content recommendations play an important role in increasing user satisfaction and channel persistence. The significance of this study's analysis of creator and channel access factors based on the extended technology acceptance model is that it shows the potential for extending and applying the existing technology acceptance model to the digital content environment.

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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How Content Affects Clicks: A Dynamic Model of Online Content Consumption

  • Inyoung Chae;Da Young Kim
    • Asia pacific journal of information systems
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    • v.31 no.4
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    • pp.606-632
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    • 2021
  • With many consumers being exposed to news via social media platforms, news organizations are challenged to attract visitors and generate revenue during visits to their websites. They therefore need detailed information on how to write articles and headlines to increase visitors' engagement with the content to drive advertising revenues. For those news organizations whose business model depends mainly on advertisements, rather than subscriptions, it is particularly crucial to understand what makes the website attractive to their visitors, what drives users to stay on the website, and what factors affect a user's exit decision. The current research examines individual news consumers' choices to find patterns of increase or decrease in user engagement relative to a variety of topics, as well as to the mood or tone of the content. Using clickstream data from a major news organization, the authors develop a user-level dynamic model of clickstream behavior that takes into account the content of both headlines and stories that visitors read. The authors find that readers appear to exhibit state dependence in the tone of the articles that they read. They also show how the topics expressed in headlines can affect the amount of content readers consume when visiting the news organization to a much larger degree than the topics expressed in the content of the article. Online publishers can make use of such findings to present visitors with content that is likely to maintain and/or increase their engagement and consequently drive advertising revenue.

Studies on Predicting the Kiln Drying Time and Moisture Content of Board and Dimension Lumber of Pinus densiflora using an Internal Moisture Diffusion Model of Softwood (침엽수재(針葉樹材)의 수분확산(水分擴散)모델을 이용(利用)한 소나무판재(板材)와 평소각재(平小角材)의 열기건조(熱氣乾燥) 시간(時間)과 함수율(含水率) 추정(推定)에 관(關)한 연구(硏究))

  • Lee, Sang-Bong;Jung, Hee-Suk
    • Journal of the Korean Wood Science and Technology
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    • v.17 no.3
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    • pp.67-81
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    • 1989
  • This experiment was carried out to know the mothod of changing the step of moisture content schedule with time in conventional kiln drying. For the purpose of this object. we made drying model by applying the moisture diffusion model by J.FSiau(1984) to average moisture content equation by J.Crank(1956) derived it from Fick's second law. And to verify this method of drying model. 2.5cm-thick boards and 5.0cm-thick dimension lumbers of Pinus densiflora were kiln-dried with the schedule of T11-C3 and T10-C4, respectively. And then the drying rates were investigated and compared with those calculated from drying model. The results obtained were as follows 1. Average drying rate and total drying time of board to dry to 6.5% moisture content were 0.64%/hr and 109hr., and those of dimension lumber to dry to 8.3% moisture content were 0.4%/hr. and 162hr., respectively. 2. The moisture content of shell and core decreased by equalizing treatment and increased by conditioning treatment both on board and dimension lumber. But the moisture gradient was lower after conditioning than after equalizing. 3. As the drying was proceeded, the transverse bound water diffusion coefficient all but linearly decreased, the water vapor diffusion coefficient abruptly curvilinearly increased, while the transverse diffusion coefficient curvilinearly decreased both on board and dimension lumber. But each of diffusion coefficients on board was larger than that on dimension lumber. 4. Compared to experimential drying rate of board. theoretical drying rate was larger at 30.0%-21.8% moisture content range and was similiar at 21.8%-5.4% moisture content. And in case of dimension lumber, the drying rate was similiar at 30.0%-16.1% moisture content range but theoretical drying rate was much lower at 16.1%-8.3% moisture content range. 5. The possibility of adapting this drying model to changing the moisture content schedule step with time was in the range of 21.8%-5.4% moisture content on board. And in the case of dimension lumber that was in the range of 30.0%-16.1% moisture content.

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