• Title/Summary/Keyword: new media platform

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Design of A Generic and Scalable DRM Scheme using HC-256 Stream Cipher (HC-256 스트림 암호화를 이용한 범용성 및 확장성을 가진 DRM 기법 설계)

  • Park, Jun-Cheol
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.9B
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    • pp.923-930
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    • 2009
  • Digital Rights Management(DRM) is a term that refers technologies for imposing limitations on the use of digital content for protecting media copyright holders. This paper proposes a generic scheme for digital media copy protection that can be applied to any digital media such as audio, video, etc. The scheme will make it very hard to play a copied content on a foreign platform and to guess secret content encryption keys. Unlike other DRM techniques, the scheme uses the stream cipher HC-256 only for encrypting media content and it allows a client to start content playback immediately following its streamed decryption. As to the encryption, it requires to generate several secret keys for each new client(player copy), rather than for each media content, which makes it scalable in terms of managed keys. Also, for simplicity, the scheme supports the popular unlimited-play-after-download policy only, which would eliminate the necessity for deploying separate server or process for licensing.

A Desing and Implementation of an Integrated Environment for Sharing and Reusing OLE Objects (OLE 객체의 공유와 재활용을 위한 통합 환경 설계 및 구현)

  • Jang, Jung-Hyeok;Lee, Hyeon-Ho;Lee, Won-Seok
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.2
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    • pp.349-362
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    • 1997
  • In order to make a meaningful multi-media object,it is usually necessary to apply a number of non-trival operations.If multi-media data can be encapsulated in a standaridized form and stored in a database,it is poss-ible to share and reuse multi-media data among users without repeating the same or similar operations. Based on the OLE component object model,this paper proposes the integrated computing enviroment for naive user to share and reuse of Ole objects.Various types of multi- media objects that are created by their appropriate OLE application programs can be aggreagated to form a multi-media document.In addition,the OLE objects can also be stored in database by a controlled manner.TheOLE object in a database can be retrieved by a visual query interface and reused to make a new document.This paper describes the common Platform to integrate various ment of OLE appfication programs,the separation process of an OLE object form a document,and the overall management of OLE object in a database.

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A Study on Multi-resolution Screen based Conference Broadcasting Technology (멀티 해상도 스크린 기반의 컨퍼런스 중계방송 기술 연구)

  • Kim, Young-ae;Yang, Ji-hee;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.23 no.2
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    • pp.253-260
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    • 2018
  • Personalized media broadcasting services can produce their own broadcasting contents with a variety of creative themes if they have just a transmission platform and devices that can obtain videos and voices of producers without the existing expensive equipment. In this paper, we develop and implement a new broadcasting system by applying this service framework to events such as seminars or academic conferences. The devices can be installed at each conference rooms and the integrated system transmitted to users. They can watch via their multi-resolution screen, such as smart-phones, laptops, and tablet PCs. It has the advantage of being able to receive real-time streaming and VOD services as well as additional information related to the conference. It is expected to provide convenience by allowing attendees to access the information via their devices, thereby creating an impact on participation and the underlying technology for the future research.

User Reputation Management Method Based on Analysis of User Activities on Social Media (소셜 미디어에서 사용자 행위 분석을 통한 사용자 평판 관리 기법)

  • Yun, Jinkyung;Jeong, Jiwon;Lee, Suji;Lim, Jongtae;Bok, Kyungsoo;Yoo, Jaesoo
    • Journal of KIISE
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    • v.43 no.1
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    • pp.96-105
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    • 2016
  • Recently, social network services have changed by moving towards an open platform where, as well as simply allowing the building of relationships among users, various types of information can be generated and shared. Since existing user reputation management methods evaluate user reliability based on user profiles, explicit relations, and evaluation, they are not suitable for determining user reliability on social media due to few explicit evaluation. In this paper, we analyze social activities on social media and propose a new user reputation management method that considers implicit evaluation as well as explicit evaluation. The proposed method derives positive and negative implicit evaluation from social activities, and generates user reputation information by field in order to consider user expertise. It also considers the number of users that participate in evaluation in order to measure user influence. As a result, it generates the reputation information of users who have no explicit evaluation and creates user reputation information that is more suitable for social media.

A case study of blockchain-based public performance video platform establishment: Focusing on Gyeonggi Art On, a new media art broadcasting station in Gyeonggi-do (블록체인 기반 공연영상 공공 플랫폼 구축 사례 연구: 경기도 뉴미디어 예술방송국 경기아트온을 중심으로)

  • Lee, Seung Hyun
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.108-126
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    • 2023
  • This study explored the sustainability of a blockchain-based cultural art performance video platform through the construction of Gyeonggi Art On, a new media art broadcasting station in Gyeonggi-do. In addition, the technical limitations of video content transaction using block chain, legal and institutional issues, and the protection of personal information and intellectual property rights were reviewed. As for the research method, participatory observation methods such as in-depth interviews with developers and operators and participation in meetings were conducted. The researcher participated in and observed the entire development process, including designing and developing blockchain nodes, smart contracts, APIs, UI/UX, and testing interworking between blockchain and content distribution services. Research Question 1: The results of the study on 'Which technology model is suitable for a blockchain-based performance video content distribution public platform?' are as follows. 1) The blockchain type suitable for the public platform for distribution of art performance video contents based on the blockchain is the private type that can be intervened only when the blockchain manager directly invites it. 2) In public platforms such as Gyeonggi ArtOn, among the copyright management model, which is an art based on NFT issuance, and the BC token and cloud-based content distribution model, the model that provides content to external demand organizations through API and uses K-token for fee settlement is suitable. 3) For public platform initial services such as Gyeonggi ArtOn, a closed blockchain that provides services only to users who have been granted the right to use content is suitable. Research question 2: What legal and institutional problems should be reviewed when operating a blockchain-based performance video distribution public platform? The results of the study are as follows. 1) Blockchain-based smart contracts have a party eligibility problem due to the nature of blockchain technology in which the identities of transaction parties may not be revealed. 2) When a security incident occurs in the block chain, it is difficult to recover the loss because it is unclear how to compensate or remedy the user's loss. 3) The concept of default cannot be applied to smart contracts, and even if the obligations under the smart contract have already been fulfilled, the possibility of incomplete performance must be reviewed.

Factors Influencing the Online Learning Behaviors of Middle School Students in South Korea (한국 중학생의 온라인 학습 행동에 영향을 미치는 요인)

  • Na, Kyoungsik;Jeong, Yongsun
    • Journal of Korean Library and Information Science Society
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    • v.53 no.3
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    • pp.263-285
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    • 2022
  • This study presented the factor analysis on constructing the new factors affecting the middle school students' online learning behaviors from the questionnaires employed among middle school students. A total of 204 students participated and the data were collected in South Korea. The sample of middle school ninth-grade students was selected and used through purposive sampling. Findings from the factor analysis provided evidence for the eight-factor solution for the 35-items accounting for 66.15% of the shared variance. A wide range of factors has been considered to identify students' online learning behaviors. The appropriate experience and use of e-learning in the middle school period is also important as it will be a critical stepstone for future education. This research provides information that has been taken into account for advancing online learning to enhance the quality of e-learning systems for middle school students. The study results provided eight new factors affecting the middle school students' online learning behaviors; that is 1) communication using social media as a learning tool, 2) intention to share information using ICT, 3) addiction of technology, 4) adoption of technology, 5) seeking information using ICT, 6) use of social media learning, 7) information search using ICT, and 8) immersion of technology. This study confirmed that middle school students prefer communication using social media as a learning tool, and value intention to share information using ICT for the most part. The data obtained based on factor analysis can highlight the online learning behaviors towards a mixture of social media learning and ICT to ensure a new educational platform for the future of e-learning. This research expects to be useful for both middle schools of online learning to better understand students' online learning behaviors and design online learning environments and information professionals to better assist students who particularly need digital literacy.

Factors Affecting the Number of Subscribed Channel and Subscription Satisfaction of YouTube Users (유튜브 이용자의 구독 채널 수와 구독 만족도에 영향을 미치는 요인에 대한 연구)

  • Lee, Bo Mi;Kim, Hye Soo;Chung, Yongkuk
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.100-111
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    • 2021
  • This study aims to lead the new discussion by looking at variables affecting the number of subscription channels and subscription satisfaction in the absence of academic discussion of users' YouTube subscriptions. To this end, we conducted an online survey and analyzed the factors affecting the number of subscription channels and subscription satisfaction of YouTube users. We conducted hierarchical regression to examine their subscription motivation with exploratory factor analysis and to examine the impact of subscription motivations and the intentionality of Youtubers and the usefulness of YouTube knowledge on the number of subscription channels and subscription satisfaction. The analysis results are as follows: First, YouTube's usage and convenience motivation have had a static impact on the number of subscription channels. Second, factors affecting subscription satisfaction have been shown to be convenience subscription motivation, communication with Youtubers motivation, and perceived usefulness of YouTube. The practical significance of this work is that it can be beneficial to platform and channel operators in the changing new media environment. Furthermore, it aims to expand the interaction research extensions between YouTuber and users in the new media environment.

A Study on Development of Multi-Channel Voice Guidance System based on Active 2.45GHz RFID (능동형 2.45GHz RFID 기반의 다채널 음성 안내 시스템 개발에 관한 연구)

  • Jho, Yong-Chul;Li, Zhong-shi;Lee, Doo-Yong;Kim, Jin-Young;Han, Woon-Soo;Lee, Chang-Ho
    • Journal of the Korea Safety Management & Science
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    • v.10 no.2
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    • pp.169-174
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    • 2008
  • In this study we develop core technology of Multi-Charmel Voice Guidance System based on active 2.45GHz RFID that can be used in the field of advertising. Through this, we can service more familiar with voice information to foreigners by own language in large scale international event. As an alternative to the current high-expensive voice guidance system in exhibition hall and provide more value added services to user. As the result, we present the configuration of integrated software platform which include media server, media client and receiver. It can be as a basis infra equipment for a signtseeing in RFID/USN environment. Additionally through tag information analysis about exposure of advertisement that is collected late, supposed system may achieve role as a new marketing tool.

Characteristics of Transmedia Contents Textuality and Usage (트랜스미디어 콘텐츠의 텍스트 및 이용 특징)

  • Jeon, Gyong-Ran
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.243-250
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    • 2010
  • With the help of digital technology, contents production process has become flexible and transmedia situation has been in the rise. Transmedia contents is a new type of contents being based on the various media platform and establishes a consistent story world. They are newly appeared mode of contents in the age of digital convergence. Users reading and watching the several versions of story in the transmedia contents can create a comprehensive contents experience and deepen it. Developing their own aesthetics and meaning of media text, transmedia contents is changing the textuality of digital contents, contents production process and contents using behaviors and contexts.

Study of Speech Recognition System Using the Java (자바를 이용한 음성인식 시스템에 관한 연구)

  • Choi, Kwang-Kook;Kim, Cheol;Choi, Seung-Ho;Kim, Jin-Young
    • The Journal of the Acoustical Society of Korea
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    • v.19 no.6
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    • pp.41-46
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    • 2000
  • In this paper, we implement the speech recognition system based on the continuous distribution HMM and Browser-embedded model using the Java. That is developed for the speech analysis, processing and recognition on the Web. Client sends server through the socket to the speech informations that extracting of end-point detection, MFCC, energy and delta coefficients using the Java Applet. The sewer consists of the HMM recognizer and trained DB which recognizes the speech and display the recognized text back to the client. Because of speech recognition system using the java is high error rate, the platform is independent of system on the network. But the meaning of implemented system is merged into multi-media parts and shows new information and communication service possibility in the future.

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