• 제목/요약/키워드: digital music contents

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Implementation of Digital Folding Screen System for Information Visualization Based on Web (웹기반의 정보시각화를 위한 디지털 병풍 시스템 구현)

  • Choi, Jeong-Hee;Yun, Chang-Ok;Lee, Dong-Hoon;Yun, Tae-Soo
    • Journal of Korea Multimedia Society
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    • v.12 no.9
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    • pp.1342-1350
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    • 2009
  • Until today, the uses of digital display system mostly included demonstration, observation, and exhibition of simple images. The strengths were that the images that changes in line with the music played could be reinterpreted as a different work. Also, it could stimulate the sensibility of the users. However, the range of the uses of the system is very limited and users could easily lose their interest. Therefore, it is necessary to develop a system that could continuously induce and motivate user interaction. Therefore, the RSS based digital folding screen system proposed by this paper has an objective of being used as an interactive media system which overcome the limitations of former eight-sided folding screen used for simple observation purposes. It also applied the main function of RSS in which the user could collect and read newly registered messages without visiting the blogs or corresponding websites. Therefore, it is capable of sending the information needed by the user. Generally, we can observe the contents for mere observation purposes and when necessary, it could also be utilized for advertisement or exhibition purposes. It could also be used as a information transfer system in public facilities.

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Extending the OMA DRM Framework for Supporting an Active Content (능동형 콘텐츠 지원을 위한 OMA DRM 프레임워크의 확장)

  • Kim, Hoo-Jong;Jung, Eun-Su;Lim, Jae-Bong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.16 no.5
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    • pp.93-106
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    • 2006
  • With the rapid growth of the wireless Internet communication, a new generation of mobile devices have made possible the broad distribution of mobile digital contents, such as image, music, video, games and applications over the wireless Internet. Mobile devices are rapidly becoming the major means to extend communication channels without copy Protection, usage rule controlling and authentication. As a result, mobile digital contents may be illegally altered, copied and distributed among unauthorized mobile devices. In this paper, we take a look at Open Mobile Alliance (OMA) DRM v2.0 in general, its purpose and function. The OMA is uniquely the focal point for development of an open standard for mobile DRM. Next we introduces features for an active content and illustrates the difference between an active content and an inactive content. Enabling fast rendering of an active content, we propose an OMA-based DRM framework. This framework include the following: 1) Extending DCF Header for supporting an selective encryption, 2) Content encryption key management, 3) Rendering API for an active content. Experimental results show that the proposed framework is able to render an active content fast enough to satisfy Quality of Experience. %is framework has been proposed for a mobile device environment, but it is also applicable to other devices, such as portable media players, set-top boxes, or personal computer.

Scene change detection using visual rhythm by direction (Visual Rhythm의 방향성을 이용한 장면변환 검출)

  • 윤상호;유지상
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.8C
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    • pp.1193-1202
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    • 2004
  • While the management of digital contents is getting more and more important, many researchers have studied about scene change detection algorithms to reduce similar scenes in the video contents and to efficiently summarize video data. The algorithms using histogram and pixel information are found out as being sensitive to light changes and motion. Therefore, visual rhythm gets used in recent work to solve this problem, which shows some characteristics of scenes and requires even less computational power. In this paper, a new scene detection algorithm using visual rhythm by direction is proposed. The proposed algorithm needs less computational power and is able to keep good performance even in the scenes with motion. Experimental results show the performance improvement of about 30% comparing with conventional methods with histogram. They also show that the proposed algorithm is able to keep the same performance even to music video contents with lots of motion.

Analyzing Core Competence for Culture Contents Industry Ecosystem -based on Kyunggi Region- (경기도 문화콘텐츠산업의 지역착근성 기반 산업생태계 핵심역량 분석)

  • Kim, Yeon-Jeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.672-677
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    • 2016
  • This study examined the relative industry competence of Kyunggi regional area. The LQ index was applied to estimate the competence of 11 culture contents. In the case of the amount of revenue, cartoon, characters, knowledge information, and publishing showed a relative high competence over LQ 1.0. Regarding the number of companies, cartoon, music, game, character, and knowledge information showed LQ of more than 1.0. The criteria of the number of employees indicated publishing, cartoon, game, character industry to be significant. The common LQ index result of 3 criteria suggested cartoon and character industry to be influential. This indicates that the flow among knowledge, information and person in a regional industry cluster are most important for promoting industry core competence.

Detection of Video Cut Using Autocorrelation Function and Edge Histogram (자기상관과 에지 히스토그램을 이용한 동영상 전환점 검출)

  • Noh, Jung-Jin;Moon, Young-Ho;Yoo, Ji-Sang
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.9C
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    • pp.1269-1278
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    • 2004
  • While the management of digital contents is getting more and more important, many researchers have studied about scene change detection algorithms to reduce similar scenes in the video contents and to efficiently summarize video data. The algorithms using histogram and pixel information are found out as being sensitive to light changes and motion. Therefore, visual rhythm gets used in recent work to solve this problem, which shows some characteristics of scenes and requires even less computational power. In this paper, a new scene detection algorithm using visual rhythm by direction is proposed. The proposed algorithm needs less computational power and is able to keep good performance even in the scenes with motion. Experimental results show the performance improvement of about 30% comparing with conventional methods with histogram. They also show that the proposed algorithm is able to keep the same performance even to music video contents with lots of motion.

Necessity and Direction of Korean Culture Contents Development (한국 문화 콘텐츠 개발의 필요성과 방향)

  • Seo, Eun-Sook
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.417-427
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    • 2009
  • This article studies on the identity of Korean Culture and the direction of Korean culture contents. Our Korean society goes on to value-pluralism and cultural diversity. In this point, we need to confirm the identity of our Korean culture. And we meet with the crisis of Humanities. Humanities is the core of our culture. It is the key point to make identity of our Korean culture as cultural universality and to apply it to develop Korean culture contents for the revival of Humanities. The core contents of Korean culture lies in the ancient myth, the thought of Hwarang, Confucianism, Neo-Confucianism, Buddhism, Taoism, the practical thought, thought of Yangmyeong study and the thought of East study and so on. On the basis of these thoughts, the core of Korean culture are humanity, harmony, the spirit of Punglyu, thought of life- esteem, ethics of environment etc. I suggest that we can apply our cultural core ideas those I analyzed above to develop Korean culture contents in the fields of cinema, music, cartoon, animation, game, character, digitalization, cultivation of experience programs of Korean culture etc. In addition, I suggest their commercial application like e-learning and culture contents education.

Effective Demand Lifting through Pre-Launch Movie Marketing Activities

  • Song, Tae Ho;Yoo, Shijin;Lee, Janghyuk
    • Asia Marketing Journal
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    • v.18 no.3
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    • pp.1-18
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    • 2016
  • The purpose of this paper is to examine empirically how to balance advertising expenditure before and after launch with regard to the direction of word of mouth in the motion picture industry. The vector auto-regression model is applied to assess the dynamic impact of advertising and word of mouth on sales. Empirical data, including advertising, word of mouth, and sales (the number of entries) of 83 movies are used for analysis. The research results show that for a movie having more positive word of mouth in the pre- and post-launch periods, it is worthwhile to spend the advertising budget in the pre-launch period only and to spare it in post-launch period. However, it is worthwhile to spare the advertising budget in the pre-launch period for movies having less positive word of mouth before and after launch, and to concentrate spending in post-launch period instead. Mangers who handle products and services facing shortened lifecycles, such as games, eBooks, and digital music contents, need to check the quality of pre-launch word of mouth for their advertising budget decisions in the pre- and post-launch periods and spend more of the advertising budget in the post- (pre-) launch period if pre-launch word of mouth is negative (positive). For products and services with a shortened lifecycle, it is recommended to spend more of the advertising budget in the post- (pre-) launch period if pre-launch word of mouth is negative (positive).

Youtube and K Pop fan's Tribute Activity (유튜브와 케이팝 팬의 트리뷰트 활동)

  • Noh, Kwang Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.24-32
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    • 2015
  • The global success of PSY's Gangnam Style was mediated through combination of YouTube and SNS. PSY's success led into some communication scholars' consideration of new international circulation of Korean pop culture (Korean Trend 2.0). In terms of global circulation of pop culture, it is noticeable how users appropriate YouTube channel beyond mere watching music videos and mere international circulation of Korean pop culture. The mode of fan's activity and appropriation contributes to the expansion of the width and amplification of the volume of Korean popular culture as well. The circulation of pop culture was considered in the level of exchange of tangible commodities such as CD, DVD, and so on until the adoption of digital media and Internet. YouTube has brought new mode in which the international circulation of pop culture is mediated without exchange of tangible commodities but was amplified with the diffusion of network. This study grasps how the mode of users' appropriation contributes to international circulation of pop culture through case studies of some K-pop music videos and international K-pop fans' tribute activities. In terms of theoretical perspective, fandom studies will be examined. In terms of research method, the researcher adopts netnography, a participatory observation on network, to find the feature of fandom and its contribution to the international circulation of pop cultures.

Scrambling Technology using Scalable Encryption in SVC (SVC에서 스케일러블 암호화를 이용한 스크램블링 기술)

  • Kwon, Goo-Rak
    • Journal of Korea Multimedia Society
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    • v.13 no.4
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    • pp.575-581
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    • 2010
  • With widespread use of the Internet and improvements in streaming media and compression technology, digital music, video, and image can be distributed instantaneously across the Internet to end-users. However, most conventional Digital Right Management are often not secure and not fast enough to process the vast amount of data generated by the multimedia applications to meet the real-time constraints. The SVC offers temporal, spatial, and SNR scalability to varying network bandwidth and different application needs. Meanwhile, for many multimedia services, security is an important component to restrict unauthorized content access and distribution. This suggests the need for new cryptography system implementations that can operate at SVC. In this paper, we propose a new scrambling encryption for reserving the characteristic of scalability in MPEG4-SVC. In the base layer, the proposed algorithm is applied and performed the selective scambling. And it encrypts various MVS and intra-mode scrambling in the enhancement layer. In the decryption, it decrypts each encrypted layers by using another encrypted keys. Throughout the experimental results, the proposed algorithms have low complexity in encryption and the robustness of communication errors.

A Study on the Improvement of Concentration through Serious Games (기능성 게임을 통한 집중력 향상에 관한 연구)

  • Cho, Seung-Ju;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.27-35
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    • 2011
  • Concentration is one of the most important factor in learning ability. It is important to improve concentration for learning ability. Most digital kids have been accustomed to addictive media like games since childhood, so traditional methods of teaching and learning has been difficult to give interests for them. Therefore introducing a new teaching methods was inevitable for students with low concentration. This is an experiment to prove the hypothesis that the concentration training by certain serious game would be helpful for improving students' concentration. Not only some serious games but also meditation by music was effective to improve concentration in the experiment. Average people is hard to immerge in meditation. but some serious games involve fun factors like curiosity, challenges, competitions and rewards. Games are not more negative to young people, will be helpful to society in various forms.