• Title/Summary/Keyword: digital collections

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Study of the Service Improvement and Revitalization Measures of Student-Centered University Library through the Book Lending Data Analysis of Freshmen (대학 신입생의 도서대출 자료 분석을 통한 학생 중심의 대학도서관 서비스 개선 및 활성화 방안 연구)

  • Shim, Jaeruen
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.12
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    • pp.7060-7067
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    • 2014
  • The reading activity of university students is the key element for the cultivation of creative human resources, and each university develops and performs the various cultural education and library program. Actually, the university libraries check the service periodically through library satisfaction surveys and the library user's actual condition survey to improve it, but the amount of reading, number of books lent and the rate of borrowers are still under expectation. Therefore, in this research, an in-depth analysis of lending books data for freshmen, as the service improvement and revitalization measures of university libraries for students, suggested the following: (1) the early education for the library users, (2) the opening of the students-participating library collections, (3) the use of the data using a library for the consulting with students (4) the establishment of the library depositary for education support, and (5) the introduction of the library CRM for individual student. Through this result, it would be substantially helpful for each university library (including two-year college), in which the number of lending books and the rate of borrowers are below expectations.

A Comparative Analysis of the Library Exceptions in Copyright Laws in Major Countries (주요국 저작권법의 도서관 예외 규정 비교 분석)

  • Joung, Kyounghee
    • Journal of the Korean Society for information Management
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    • v.34 no.1
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    • pp.263-289
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    • 2017
  • The purpose of this study is to enhance the understanding of the provisions for library exceptions in copyright laws and to suggest the direction for the revision of provision in the Copyright Act of Korea. This study compares and analyzes the provisions for library exceptions in several countries' copyright law including Korea, Japan, UK, Australia and USA. This study found that the most common issues in library exception provisions are providing reproduction for users, reproduction for preservation, reproduction for interlibrary loan and digitization of library collections but the conditions for each issue are quite different. The suggestions for the revision of the library exceptions in the Copyright Act of Korea are as follows: changing the amount of reproduction of unpublished works, of works which cannot be obtained at a fair price and of periodicals for users, the transmitting digital reproduction to the user under limited conditions, preparing conditions for reproduction for preservation in libraries, preparing the applicable provisions for reproductions for interlibrary loans and for the limitation of works to be digitized and extending their use at the same time.

A Scalable Index for Content-based Retrieval of Large Scale Multimedia Data (대용량 멀티미디어 데이터의 내용 기반 검색을 위한 고확장 지원 색인 기법)

  • Choi, Hyun-HWa;Lee, Mi-Young;Lee, Kyu-Chul
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.726-730
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    • 2009
  • The proliferation of the web and digital photography has drastically increased multimedia data and has resulted in the need of the high quality internet service based on the moving picture like user generated contents(UGC). The keyword-based search on large scale images and video collections is too expensive and requires much manual intervention. Therefore the web search engine may provide the content-based retrieval on the multimedia data for search accuracy and customer satisfaction. In this paper, we propose a novel distributed index structure based on multiple length signature files according to data distribution. In addition, we describe how our scalable index technique can be used to find the nearest neighbors in the cluster environments.

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A Study on the Construction of RDM in an Organization Using Big Data and Block Chain (빅데이터와 블록체인을 활용한 조직내 RDM 구축방안)

  • Lee, Kyung-Hee;Choi, Youngjin;Cho, Wan-Sup
    • The Journal of Bigdata
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    • v.4 no.2
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    • pp.127-139
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    • 2019
  • Research Data Management (RDM) is a system that encompasses people, policies, resources and technologies that provide and support directions in producing, collecting, using, and preserving research data. RDMs consist of a wide range of activities, including supporting the creation of data management plans (DMPs), building data collections and repositories, and digital preservation and distribution. In advanced countries, systems for RDMs and related organizations are well organized and functioning, but in Korea, the management system is insufficient due to low level of data awareness. In this paper, we propose a plan to establish a research data management system suitable for the reality. In particular, it is important to reflect in RDM that the construction of big data platforms for the collection and management of big data in each field and organization is increasing rapidly. Also, we will discuss how to provide data provision and researchers' data sovereignty using blockchain technology, and propose a P2P-based decentralized RDM scheme.

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A Comparison Analytical Study on the B2B Electronic Trade Settlement System (B2B 전자무역대금결제시스템 비교.분석에 관한 연구)

  • Song Yong-Jong
    • Management & Information Systems Review
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    • v.14
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    • pp.151-180
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    • 2004
  • Owing to the digital revolution, Internet Commerce and Electronic commerce, revolutionize the way of doing business and making payment. The entrance of the Internet has a prominent for spread of Electronic Commerce and those phenomenons will result in paperless trading and cashless trade. By virtue of Internet, an increasing share of business transactions occurs online. Electronic payment is essential for the smooth progress of the electronic commerce as electronic payment plays the important role in the electronic commerce, that is, the value transfer restyling from the electronic commerce. Traditionally international settlement systems such as letters of credits, remittance and documentary collections operated as important and poplar method of payment, Now, information technology has made it possible to pay for the sale of goods and services over the internet. In international trade, there are service providers (bolero, TradeCard, BeXcom) to settle payment electronically through the Internet. The purpose of this study is to Conduct comparative analysis with approach manner functional respect systematic respect, role. It is shown which the Electronic payment system is better. In this study, the author attempts to find the problems is (bolero, TradeCard, BeXcom) and solutions in switching from the documentary payment system to the electronic one. This conclusion of this study can be summarized as followings. In resoect of the law, bolero should seek to prevert the users from being treated unfairly due to multilateral agreement on Rulebook. TradeCard, BeXcom do not have the proper law that users are governed. so far as the practice problems concerned, stability of computer's operation and security of message interchange should be warranted and improved continuously. Through the standardization of the electronic document and the development of software, the examination of the shipping occuments must be done automatically. Bolero should induce more banks to take part in Bolero, and make the carrier the cost and time in managing the traditional document which will be used for the time being. In respect of information technology and security, to deduce the risk in the electronic settlement system and positively uses the global authentication guideline(Identrus).

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Standardizing Digitization for Preservation and Access to Rare Library Materials (도서관 희귀 자료의 보존과 접근을 위한 디지털화의 표준화)

  • Knoll, Adolf
    • Journal of Korean Society of Archives and Records Management
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    • v.5 no.2
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    • pp.167-182
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    • 2005
  • The beginning of digitization activities in the National Library of the Czech Republic are interconnected with the first periods of existence of the UNESCO Memory of the World programme. It was in 1992 when the library accepted the UNESCO proposal to prepare a pilot CD ROM publication for the programme showing the most precious items from its collections. In 1993 - 1995, the publication was followed by two another titles, which presented two medieval manuscripts in their entirety, providing both all the image documentation and scientific description of various features of the original documents. The digitization centre specialized in processing of old manuscripts and old printed books in co operation with the Czech AIP Beroun Company. Nowadays, these two national programmes in which dozens of Czech and also several foreign institutions take part - are represented on their access side by two digital libraries: Manuscriptorium and Kramerius.

An Analysis on the Results of the Operation for Library Remuneration System (도서관보상금제도의 운영성과에 대한 분석)

  • Joung, Kyoung Hee
    • Journal of the Korean Society for Library and Information Science
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    • v.49 no.4
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    • pp.265-288
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    • 2015
  • This study analyzed the contracts for library remuneration, amount of the remuneration, average amount of the remuneration in relation to kinds of libraries, distribution of the remuneration, and types and publication year of the works to be collected remuneration based on the data during 2004~2014 from the KORRA. As results, current library remuneration system has limitations for libraries to digitize and transmit to the public their collections, Also, there are some limitations to the protection for copyright holders because the amount of the remuneration collected from libraries has declined and non distribution remuneration has been so high. This study suggested that the library remuneration system needs to be revised considering the scope of library materials to be digitized and predicted frequency of use. Also, the better practical solution to protect copyright holders is not a raise of the library remuneration but the efficient use of the non distribution remuneration.

An exploratory study on fashion criticism in social media using text mining - Focusing on panel discussion of fashion show in YouTube - (텍스트 마이닝을 이용한 소셜 미디어의 패션 비평에 관한 탐색적 연구 - 유튜브의 패션쇼 Panel discussion을 중심으로 -)

  • Dawool Jung;Se Jin Kim
    • The Research Journal of the Costume Culture
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    • v.32 no.2
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    • pp.215-231
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    • 2024
  • The changing media landscape has diversified how and what is discussed about fashion. This study aims to examine expert discussions about fashion shows on social media from the perspective of fashion criticism. To achieve this goal objectively, a text mining program, Leximancer, was used. In total, 58 videos were collected from the panel discussion section of Showstudio from S/S 21 to S/S 24, and the results of text mining on 24,080 collected texts after refinement are detailed here. First, the researchers examined the frequency of keywords by season. This revealed that in 2021-2022, digital transformation, diversity, and fashion films are now commonly used to promote fashion collections, often replacing traditional catwalk shows. From 2023, sustainability and virtuality appeared more frequently, and fashion brands focused on storytelling to communicate seasonal concepts. In S/S 2024, the rise of luxury brand keywords and an increased focus on consumption has been evident. This suggests that it is influenced by social and cultural phenomena. Second, the overall keywords were analyzed and categorized into five concepts: formal descriptions and explanations of the collection's outfits, sociocultural evaluations of fashion shows and designers, assessments of the commerciality and sustainability of the current fashion industry, interpretations of fashion presentations, and discussions of the role of fashion shows in the future. The significance of this study lies in its identification of the specificity of contemporary fashion criticism and its objective approach to critical research.

Analysis of Fashion Brand Cases Using 3D Virtual Clothing Technology - Focusing on Green Design Perspective - (3D 가상의상 기술을 활용한 패션 브랜드 사례 분석 - 그린디자인 관점을 중심으로 -)

  • Si Eun Kim;Min Ji Kim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.26 no.2
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    • pp.115-127
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    • 2024
  • This study was initiated by focusing on the characteristics of 3D virtual clothing utilized by fashion brands aiming for sustainability. The purpose of this study is to analyze the characteristics of fashion brands that utilize 3D virtual imagery to mitigate environmental pollution caused by the fashion industry from the perspective of green design. The research methodology draws on green design literature and analyzes three hypothetical cases. These include experiential immersive design, design that rewards engagement, and design that delivers economic benefits that were utilized by fashion brands from 2019 to 2023. The findings and conclusions are as follow. First, the for the commercialization of virtual clothing, offline stores are reproduced in the digital world to provide an immersive shopping experience, similar to reality. These promote fashion products in a virtual space without the constraints of space and time, and creates profits and sustainable value. Second, virtual clothing promotes playfulness. Games and events utilize branded virtual worlds and characters to attract users. Rewards are given for achieving goals, and it is a practice of green marketing that uses virtual items to express products and minimize resource waste. Third, virtual clothing is affordable and can reduce the financial burden on consumers by digitally reproducing expensive products as physical brand collections at an acceptable price point. This reduces environmental pollution, saves physical resources, and increases the utilization of virtual clothing by providing a convenient way to purchase. This study is a basic study that examines the current status and characteristics of fashion brands' use of 3D virtual imagery from the perspective of green design based on literature and case analysis, and follow-up studies are expected on empirical virtual imagery activation measures through interviews or surveys with users for each case.

An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game (게임플레이 경험에 대한 게이머의 인지적 모형에 관한 실증적 접근 : World of Warcraft 게임에서 게이머의 전문성 차이를 중심으로)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.23-33
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    • 2009
  • This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.

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