• Title/Summary/Keyword: digital contents framework

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A Prototype of System Development for Digital Rights Management in Electronic Commerce (디지털 콘텐츠 정보보호를 위한 저작권 관리시스템 설계 및 구현)

  • Lee, Ki-Dong;Kim, Jun-Woo
    • Asia pacific journal of information systems
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    • v.13 no.4
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    • pp.97-118
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    • 2003
  • The Internet provides a new way of doing business, but ease of copying and of sharing valuable digital information illegally across the Internet undermine many viable business models. This paper investigates the Digital Rights Management(DRM) as a means to provide safe protection and proper delivery of digital contents through the Information highway. First, we briefly summarize the current endeavor of DRM technical development and standardization process held in key technical working groups. Then, the paper provides a generic architecture for a DRM framework and shows the implementation of a prototype of DRM system incorporating key conceptual and technical standardization development. This study emphasizes the importance of developing the DRM architecture that provides the proper protection and safe transformation of digital contents in electronic commerce.

Description Method of Mobile Contents based on MPEG-21 Multimedia Framework (MPEG-21 멀티미디어 프레임워크 기반의모바일 컨텐츠 표현 방식)

  • Kang, Eui-Sun;Park, Dae-Hyuck;Hong, Maria;Lim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.1 s.39
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    • pp.251-258
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    • 2006
  • When producing a wireless web contents by using wire web contents for PC environment, we should consider how to represent lots of information being suitable with PC environment to wireless devices having narrow performance. Therefore, we propose mobile page editor for manager to select and modify specific contents with the existing wire web page. Also, we try to define an intermediate language based on DID(Digital Item Declaration) of MPEG-21 multimedia framework which defines source of converting information and wireless web contents generating at mobile editor in considering real time service problem when transcoding multimedia information in a web server into wireless device having low resolution, narrow performance of media process, memory, and so on.

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A study on the combination of transmedia and gamification and the structure of game design (트랜스미디어와 게이미피케이션의 결합과 게임 디자인의 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.433-438
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    • 2020
  • With the rapid development of media environment and contents production technology, the era of multi-platform convergence transmedia has emerged, and communication method through trans media contents has attracted attention. Transmedia content refers to the concept of translating individual content into multi-platforms, which creates an expanded worldview of convergence. In addition, the interaction generated in this process is very important and difficult to control in the progress of the content. In this paper, we focused on the combination of transmedia content and gamification concept as a solution, and based on the 'MDA framework' which is a theoretical system of analysis and approach for implementing game design, We looked at the structure. It is expected that a review of the fundamental game design structure, which establishes a prediction system of value and fun experiences through the balance of technology and emotions, will be helpful as a basis for designing trans media contents.

A Study on Convenient Move of Digital Contents Between Devices Using RFID in Home Network (홈 네트워크에서 RFID를 이용한 디바이스 간 디지털 콘텐츠 이동에 관한 연구)

  • Kim, Eun-Hwan;Jung, Yong-Hoon;Jun, Moon-Seog
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.2
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    • pp.351-357
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    • 2009
  • Home network is a network composed of devices in home and is being expanded by evolving devices. Also, The number of digital contents in home network has been increasing steadily. But it is difficult to continually protect the rights of digital contents due to lack of interoperability among contents devices. Besides, a license has to be re-issued by DRM sever for contents transfer between devices. Thus, this paper proposes framework which can freely transfer and contents to another device through mutual device authentication and a system that can decrease overload of license management of the DRM sever and that enable device outside home network to use contents through user authentication.

Development of Valuation Framework for Estimating the Market Value of Media Contents (미디어 콘텐츠의 시장가치 산정을 위한 가치평가 프레임워크 개발)

  • Sung, Tae-Eung;Park, Hyun-Woo
    • Journal of Service Research and Studies
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    • v.6 no.3
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    • pp.29-40
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    • 2016
  • Since the late 20th century, there has been much effort to improve the market value of media contents which are commercialized in a digital format, by fusing digital data of video, audio, numerals, characters with IT technology together. Then by what criteria and methodologies could the market value for the drama "Sons of the Sun" or the animated film 'Frozen', often referred to in the meida, be estimated? In the circumstances there has been little or no research on the valuation framework of media contents and the status of their valuation system development to date, we propose a practical valuation models for various purposes such as contents trading, review of investment adequacy, etc., by formalizing and presenting a contents valuation framework for the four types of media of movies, online games, and broadcasting commercials, and animations. Therefore, we develope computational methods of cash flows which includes production cost by media content types, provide reference databases associated with key variables of valuation (economic life cycle, discount rates, contents contribution and royalty rates), and finally propose the valuation framework of media contents based on both income approach and relief-from-royalty method which has been applied to valuation of intangible assets so far.

A Method of the Widening Expression and Conversion of the Spring Framework AOP into UML/XML (Spring 프레임워크 AOP의 UML/XML 확장 표현 및 변환 기법)

  • Lee, Hoo-Jae;Rhew, Sung-Yul;Kim, Jong-Bae
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.25-38
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    • 2010
  • There is no guideline or standard for the specification of the open-source-framework-based Spring AOP, and it causes confusion in development and maintenance. Moreover, the inconsistency between the existing MVC model, the AOP model that is used for Struts framework and the UML diagram makes the aspect reuse more difficult. In this study, a widened existing method was proposed so that Aspect, Pointcut and Advice could be expressed by either UML or XML to ensure that the Spring AOP can accept the combined use of the existing MVC model and the AOP model, which is used for Struts framework. Relationship was defined so that the mutual conversion could be possible with the proposed expression method, and the realization of simple development and maintenance was verified via the examples of mutual conversion. In addition, a packaging method to efficiently reuse aspect was proposed, and the possibility of reuse was verified.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.

A Study on the Policy on Digital Contents Archiving in the Field of Science and Technology (과학기술분야 디지털 콘텐츠의 아카이빙 정책 연구)

  • Kwak, Seung-Jin;Choi, Jae-Hwang;Bae, Kyung-Jae;Jung, Young-Mi
    • Journal of Information Management
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    • v.42 no.4
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    • pp.115-136
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    • 2011
  • Recently, the cases of archiving for digital contents are being increased throughout the world. Owing to the characteristics of digital contents including the issues on volatile property and authenticity, preservation weakness, and aging in the reproductive tool, it requires special management for long-term preservation. A successful digital archiving seems to be possible in the stage-oriented practice through the cooperation of interested organizations based on the systematically established and stipulated policy. This is the basic study that was designed for the establishment of the policy on digital contents archiving in KISTI(Korea Institute of Science and Technology Information), which is a representative organization for the distribution of science and technology information. By investigating and analyzing the cases of overseas policies on digital contents archiving, it intended to understand the framework of digital archiving policy while suggesting measures on the macroscopic items that were included in the archiving policies through the interview conducted to expert groups.

Commercial Aspects of Ubiquitous Contents Access Technologies : User Perspective Analysis using QFD (사용자 관점 UCA 기술 경제성 분석 : QFD 응용)

  • Han, Hyun-Soo;Park, Eun-Young;Kim, Kwang-Yong;Park, Sun-Young
    • Korean Management Science Review
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    • v.23 no.2
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    • pp.59-74
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    • 2006
  • In this paper, we investigated economic viability of UCA (Ubiquitous Contents Access) technologies from user adoption perspective. UCA technologies are expected to 9et embedded into media and telecom merging services. Embracing new technologies such as UCA technologies, forged through an industry convergence, means opting for a technological innovation that will have technological as well as economic and strategic implications. As such, we adopted user perspective innovation adoption theories to explore key antecedents affecting consumer acceptance of these emerging technologies. Subsequently. using QFD (Quality Function Deployment) method, the impacts of UCA technical functions on user's perceived value enhancements are estimated. The QFD analysis result indicates that the new UCA service technologies could achieve about 42% enhancement on user perceived adoption intention compared to existing digital contents service technologies. The proposed analysis framework and findings suggests significant insights for further research.

An Implementation d Lecture authoring tool with JMF (JMF(Java Media Framework)로 구현한 강의 저작 도구)

  • Kim Il-Min
    • Journal of Digital Contents Society
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    • v.6 no.1
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    • pp.13-17
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    • 2005
  • With the development of internet and networking technology, on-line remote educations in many area are being experimented. As on-line remote educations become more common, many people make multimedia contents for educational purpose. We designed and implemented a lecture authoring tool which provide easy way to build educational multimedia contents. We implemented the authoring tool with Java JMF, which can be executed any computer hardware. The purpose of this paper is to share the experience of implementing authoring tool and the implementation result of the authoring tool using Java JMF.

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