• 제목/요약/키워드: digital content

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A Study on the Change of Education System with the Development of Digital Content Industry

  • Kim, Jisoo
    • International journal of advanced smart convergence
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    • 제8권3호
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    • pp.145-150
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    • 2019
  • Due to the development of science and technology and the emergence of new industries, the environmental change of the digital contents industry is rapidly progressing. The scope of technological development in the digital contents industry is affecting not only the entertainment industry but also various industries. Recently, with the development of digital convergence using realistic content, games, video, and VR have provided new opportunities for the growth of the content industry. The researcher determined that a new education system would need to be changed as the digital contents industry developed. For this purpose, an AHP questionnaire was conducted for experts with a high basic understanding of the education platform based on previous studies. We proposed a platform model for human resource development as an education system that meets the demand of digital contents industry. The education system for nurturing talents needed by future society should include elements that can interest the learning of users. The platform should not be approached from a system point of view, but should be developed from the content and user's point of view, considering the platform's original purpose.

공개키 기반의 디지털 콘텐츠 및 인스턴트 플레이어 보호방법연구 (Protect Digital Contents and Instant Player using PKI)

  • 류석
    • 정보처리학회논문지C
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    • 제13C권7호
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    • pp.837-842
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    • 2006
  • 인터넷 기술의 발전에 따라 많은 사람들이 인터넷을 통하여 다양한 디지털 콘텐츠를 액세스할 수 있게 되었으나 이러한 접근은 저작권과 소유권 침해를 일으킬 수 있다. 디지털 콘텐츠가 다운로드 된 이후에 디지털 콘텐츠를 보호할 수 있는 방안으로 디지털 콘텐츠에 대한 저작권을 보호하기 위해 DRM(Digital Rights Management)기술이 연구되고 있는 상태이다. 본 논문에서는 콘텐츠의 생성에서부터 사용자가 사용하는 Player를 사용자의 공개키로 암호화하고 Player 내부에 디지털 콘텐츠에 대한 저작권을 보호할 수 있는 일정기간 사용이 가능한 대칭키와 CCI(Copy Control Information)을 넣는 시스템을 제안한다.

디지털 콘텐츠 수명주기 모델 분석 및 평가에 관한 연구 (A Study on the Analysis and Evaluation for the Life-cycle Model of Digital Content)

  • 곽승진;성원경;배경재
    • 정보관리연구
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    • 제42권1호
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    • pp.25-46
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    • 2011
  • 본 연구는 디지털 콘텐츠 수명주기 모델을 조사, 분석하여 핵심 수명주기 요소를 제언하고자 하였다. 또한 제언된 수명주기 모델을 현재 KISTI에서 운영 중인 디지털 콘텐츠 관리 절차와 비교하여 현재 디지털 콘텐츠 운영상에서 주요 문제점과 함께 개선사항이 무엇인지 도출하고자 하였다. 연구 결과 10개의 수명주기 요소 범주와 31개의 요소로 구성된 핵심 수명주기 요소가 제안되었으며, 현재 KISTI에서 서비스 중인 6가지 자료형태의 수명주기와 비교 분석한 결과 향후 KISTI에서 디지털 콘텐츠 아카이빙을 주요 임무로 설정하고, 체계적으로 성문화된 정책을 마련해야 할 필요성이 있음이 밝혀졌다.

머신러닝 기반의 디지털 방송 프로그램 유형 분류 및 활용 방안 연구 (A Study of the Classification and Application of Digital Broadcast Program Type based on Machine Learning)

  • 윤상혁;이소현;김희웅
    • 지식경영연구
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    • 제20권3호
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    • pp.119-137
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    • 2019
  • With the recent spread of digital content, more people have been watching the digital content of TV programs on their PCs or mobile devices, rather than on TVs. With the change in such media use pattern, genres(types) of broadcast programs change in the flow of the times and viewers' trends. The programs that were broadcast on TVs have been released in digital content, and thereby people watching such content change their perception. For this reason, it is necessary to newly and differently classify genres(types) of broadcast programs on the basis of digital content, from the conventional classification of program genres(types) in broadcasting companies or relevant industries. Therefore, this study suggests a plan for newly classifying broadcast programs through using machine learning with the log data of people watching the programs in online media and for applying the new classification. This study is academically meaningful in the point that it analyzes and classifies program types on the basis of digital content. In addition, it is meaningful in the point that it makes use of the program classification algorithm developed in relevant industries, and especially suggests the strategy and plan for applying it.

Research on Digital Content Development for AR-Based Traditional Craft Education and Training -Focusing on Lacquer Thread Sculpture-

  • HaiBiao-Huang;LingJing-Zheng;Seuc-HO Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.72-79
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    • 2024
  • This study focuses on combining traditional craft lacquer thread sculpture and augmented reality (AR) technology to develop digital educational content. In this way, we not only make it easier and easier for children to learn and understand the traditional craftsmanship of lacquer thread sculpture, but also finds a new direction for traditional craft education. First, through literature research, the production process of traditional craft lacquer thread sculpture is summarized. Through an in-depth understanding of traditional craft lacquer thread sculpture, it provides a theoretical basis for subsequent AR digital content development to achieve educational goals. Next, we used AR technology to design and produce the digital content of the traditional craft lacquer thread sculpture. This study proposes the application of AR technology and the design and production methods of digital content. It is hoped that the methods and experiences we have proposed will not only provide reference for the development of similar digital content in the future, but also provide new educational methods for the inheritance of traditional crafts.

디지털 큐레이션 플랫폼을 위한 신규 학술 콘텐츠 선정 지표 개발에 관한 연구 (A Study on Development of New Content Selection Indicators for Digital Curation Platform)

  • 이석형;이강산다정;김재훈;이혜진
    • 한국문헌정보학회지
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    • 제58권3호
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    • pp.193-216
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    • 2024
  • 연구자의 다양한 학술 콘텐츠 수요에 대응하기 위해 학술정보 제공기관에서는 새로운 유형의 콘텐츠를 발굴하고 디지털 큐레이션 플랫폼을 통해 구축·관리하고 있다. 그러나, 제한된 예산 및 인력과 콘텐츠 관리 프로세스 복잡화 등의 이유로 이용자의 신규 콘텐츠 요구를 효율적으로 대응할 수 있는 기준이 필요하다. 본 연구에서는 디지털 전환 기술을 적용하여 학술 콘텐츠의 수집, 구축, 관리를 자동화하여 연구자의 연구활동에 필요한 다양한 콘텐츠를 지원하는 디지털 큐레이션 플랫폼을 위한 신규 콘텐츠 선정 지표를 개발하고 국내 대표 과학기술분야 학술정보 유통기관인 A기관의 디지털 큐레이션 플랫폼에 시범 적용하였다. 신규 콘텐츠 선정 지표는 콘텐츠의 가치, 이용자의 요구도 및 만족도, 콘텐츠 수집, 구축, 관리의 용이성과 효율성을 포함하고 있으며, 디지털 자원 라이프 사이클 단계 중 입수 및 선정 단계에서 활용 가능하다.

디지털 콘텐츠 제작 기업 조직원의 조직공정성이 조직몰입을 통해 이직의도에 미치는 영향 (Effect of Employer's Justice in Digital Content Company on Their Turn-Over Intention, Through Organizational Commitment)

  • 장선연;황찬규
    • 디지털산업정보학회논문지
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    • 제15권3호
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    • pp.225-239
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    • 2019
  • Together with the emergence of Information and Communications Technology(ICT) and 4th Industrial Revolution, digital content is arising as a front-runner in the knowledge society. 21 century opened up an era of digital and cultural content, which is the industry to generating added values from future industries. This study aims to empirically examine the casual relation between three factors from Organizational Justice Theory Distributive, Procedural, Interactional Justices, and turnover intention through Organizational Immersion. A sample group for the analysis was employees at small/medium-sized digital content businesses with less than 60 workers. 200 questionnaires were distributed to the group for a week from July 22 to 28, 2019. 154 responses were collected and analyzed in this study, after eliminating 4 poor responses. The result of the study on Organizational Justice at digital content businesses showed that, first, Distributive Justice of the employees showed a positive influence on Organizational Immersion. Second, the employees' Procedural Justice showed a positive influence on Organizational Immersion. Third, the employee' Interactional Justice showed a positive influence on Organizational Immersion. Fourth, the employees' Organizational Immersion showed a positive influence on their turnover intention.

Research on the Application of Digital Human Production Based on Photoscan Realistic Head 3D Scanning and Unreal Engine MetaHuman Technology in the Metaverse

  • Pan, Yang;Kim, KiHong;Lee, JuneSok;Sang, YuanZi;Cheon, JiIn
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.102-118
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    • 2022
  • With the development of digital content software production technology and the technological progress of related hardware, the social status quo in the post-epidemic era, the popularization and application of 5G networks, the market and consumers' increasing demand for digital content products, artificial intelligence, virtual digital human, virtual Idols, virtual live, self-media content and metaverse-related content industries are all developing rapidly. Virtual idols, virtual digital human, etc. are not only accelerating innovation in production technology. The economic cost, technical difficulty and time requirements of production are also greatly reduced. With the arrival and development of the Metaverse, the author believes that the content industry with virtual digital humans as the core will continue to develop in the direction of refinement, specialization, facilitation and customization. In this article, we will analyze and study the production of virtual digital human based on Photoscan technology and Unreal Engine 5 Metahuman software, and discuss the application status and future development of related content.

Proposed Open Source Model for Video Offline Distribution using Cinema DRM for Home Users

  • Pardeshi, Sunil;Kwon, Soon Chul;Lee, Seung Hyun;Hamacher, Alaric
    • International Journal of Internet, Broadcasting and Communication
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    • 제7권1호
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    • pp.10-14
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    • 2015
  • Video Content owners seek to squeeze the maximum amount of revenue from their assets via distribution into more territories. Digital Cinema Package(DCP), trusted solution to distribute protected content to theaters, caters to relatively small user base, which limits revenue. With the growth of the Internet & other digital media, the economics of media content has changed dramatically. Security remains main concern to deliver content to millions of consumers using intelligent digital display devices like Tablets, Smartphones, Smart TVs, Desktop & Laptop. By making the video content available to this segment securely, content owners will benefit from increased revenue. Through this paper we propose Open Source HomeDCP model to distribute the content to home users for offline viewing. We propose to include other open source CODEC than JPEG2000/MPEG2, which are specifically designed for theatrical performance. Final image size will be further reduced considering the display device resolution where video will be finally played. Key Delivery Message(KDM) system to be altered to suit new devices. This will be a big boost to Content Economy as content owners would be able to distribute the content securely to the wider audience & ensure more revenue.

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

  • 정종진;이종설;임태범;이석필
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2003년도 정기총회 및 학술대회
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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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