• Title/Summary/Keyword: software contents

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A Study on Efficient Software Education Donation Ecosystem

  • Kil, Hyunyoung;Lee, Won Joo;Lim, Chunsung
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.4
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    • pp.175-182
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    • 2018
  • In this paper, we propose a software education ecosystem model for activating software education donation. First, in order to investigate current software education donation status, we will conduct a survey on software education donors and analyze the results. 39.6% of the software education donors responded that they were introduced to software education donation activities through their affiliated companies, institutions, organizations. Therefore, it can be seen that the promotion of software education donation activities is the most effective by promoting through software companies, organizations, and organizations and using human networks. The subjects of software education donation activities were the highest at middle school students (73.9%), and the contents of software education donations were the highest at programming practice (63.3%). Donors' satisfaction with software education donation activities was 57.9%. The social support for SW education donors was in the order of software education contents support, activity cost support, equipment and network support, and place sponsorship. 87.4% of donors were willing to continue to donate to software education. The reason why they did not want to continue donating software education was 'lack of personal time' (65.4%). Therefore, it is necessary to develop appropriate social support and incentive system to overcome shortage of personal time in order to activate software education contribution. In order to promote sustainable software education donations, it is essential to establish a virtuous circle of software education donation ecosystem based on cooperation and solidarity with various organizations such as government, corporations, institutions, universities and civil society organizations.

Development of A Cyber Education Contents for the Ship Outfitting Basic Design (선박 의장 기본 모델링을 위한 사이버 교육 컨텐츠 개발)

  • Kim, Mi-Sun;Park, Yong-Suk;Lee, Sangdon;Seo, Jae-Hyun
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.241-253
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    • 2013
  • A Shipbuilding design program used in the shipbuilding industry tends to be shifted from the TRIBON software to the AM(AVEVA MARINE) software these days. Many large domestic shipbuilding companies have been using the AM instead of the TRIBON. New design software requires education programs for the necessary personnel. However the education programs for the AM are largely based on offline education. They suffer from constraints in space and time, and from high costs. This paper describes a development of online contents for the AM software that are focused for cyber education. It covers the applied process and the organization of the contents. The details of the development decisions including the security issue for the contents are described also.

Android Electronic Bulletin Board Based on Plug-in Technique (플러그인 기법 기반의 안드로이드 전자게시판 솔루션)

  • Hong, Dong-In;Lee, Sang-Joon
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.449-459
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    • 2013
  • The software which is used for electronic bulletin boards have shortcomings that the addition of new function and new information's type to the order point software is very difficult, and the aggressive adaption of newly introduced type of media is impossible because the software is developed by custom solution. Eventually new cost and time are required to enhance functionality or performance to software of DID(Digital Information Display). In this paper, we proposed the scheme to package DID's contents and to customize it using plug-in method. We conducted a case study of this scheme. The platform which can install Apps to DID as one of content was designed. Apps can be inserted by plug-in type on DID platform and run separately with DID framework. As a result, We got advantage that various contents, functions and Apps which are drived on Android can be displayed without any restriction and dependency because Apps itself is one of dynamic notice object. This solution increase reusability of Apps or contents, and can be used easily in various places such as airports, stations, terminals, and front desk by customizing.

A Hybrid Platform Technology for Personalization Service based on Contents of Open Software (공개 소프트웨어 콘텐츠의 기반한 개인화 서비스를 위한 하이브리드 플랫폼 기술)

  • Hong, Yo-Hoon;Park, Sungkon
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.465-471
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    • 2014
  • This paper, describes software hybrid platform that display a individual service environment, a standard concomitant web-browsing with interface form by WYSIWYG method webpage specific location as webpage addition without professional programming skill. That provides a controlled individual service working environment, personal platform of low cost/high efficiency the exiting internet webpage without modification. so these skill provide software or contents surfing web site that browsing web site and a distribution environment. this paper proposes a individual hybrid platform of compositional ecosystem that enrich a exiting web site.

Discrimination and Comparison of Digital License for Copyright Management of Software Source Code and CRYPTEX Model (소프트웨어 소스 코드의 저작권 관리를 위한 디지털 라이센스의 비교와 분류 그리고 크립텍스 모델)

  • Cha, Byung-Rae;Jung, Young-Kee
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.246-258
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    • 2008
  • The software industry is so important to the 21C information society Not only the digital content control but the technology of software source code for the intellectual property is so much mean to international competition. On occurring disputation property of software source code, we have to prove the fact, there is a problem to discriminate the original software source code. In this paper, we make a study of the digital licence prototype for discriminate the original source code. Reserved words of software source code by parsing express to XML file that have hierarchical structure. Then, we can express node pattern and architecture pattern of software source code by tree structure form instead of complex software source code. And we make a simulation of discrimination possibility of digital license and propose CRYPTEX model.

Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions (Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로)

  • Kim, Hyung-Jin;Song, Se-Min;Lee, Ho-Geun
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.

Keyword-Based Contents Recommendation Web Service (키워드 기반 콘텐츠 추천 웹서비스)

  • Park, Dong-Jin;Kim, Min-Geun;Song, Hyeon-Seop;Yoon, Seok-Min;Kim, Youngjong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.346-348
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    • 2022
  • Media Contents Recommendation Web Service (service name 'mobodra') is a web service that analyzes media types and genre tastes for each user and recommends content accordingly. Users select some of the works randomly provided on the web when signing up for membership and analyze their tastes based on this. Based on this analysis, preferred content for each user is recommended. In this paper, we implement a content recommendation algorithm through item-based collaborative filtering. When the user's activity data or preference is re-examined, the above process is executed again to update the user's taste.

A Comparative Study on the Features and Applications of AI Tools -Focus on PIKA Labs and RUNWAY

  • Biying Guo;Xinyi Shan;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.86-91
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    • 2024
  • In the field of artistic creation, the iterative development of AI-generated video software has pushed the boundaries of multimedia content creation and provided powerful creative tools for non-professionals. This paper extensively examines two leading AI-generated video software, PIKA Labs and RUNWAY, discussing their functions, performance differences, and application scopes in the video generation domain. Through detailed operational examples, a comparative analysis of their functionalities, as well as the advantages and limitations of each in generating video content, is presented. By comparison, it can be found that PIKA Labs and RUNWAY have excellent performance in stability and creativity. Therefore, the purpose of this study is to comprehensively elucidate the operating mechanisms of these two AI software, in order to intuitively demonstrate the advantages of each software. Simultaneously, this study provides valuable references for professionals and creators in the video production field, assisting them in selecting the most suitable tools for different scenarios, thereby advancing the application and development of AI-generated video software in multimedia content creation.

Analysis of Learner Satisfaction by Contents in Basic Software Education of College of Humanities

  • Shin, Seung-Hun;Seo, Joo-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.251-261
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    • 2020
  • Based on the recent consensus on the need for software education, software education has become mandatory in universities in Korea. However, the suitability of class contents and the relationship between class contents and learner satisfaction has not been fully discussed. Therefore, in this paper, we analyzed the suitability of the contents used in the basic software education for the humanities students from the learner's perspective. For this purpose, three types of curriculum, which are 'computer science', 'usage of tools, and humanities in the digital world' and 'computational thinking', were compared using the lecture assessment questionnaire. As a result, we found that the learners evaluated positively over the curriculum that focused on the use of tools, the humanities approach, or the thinking ability rather than the theoretical contents of computer science. We also found that the subjects related to computer science could not give high satisfaction due to their unfamiliarity, relatively low academic value was given to the tool-centered curriculum, and fatigue was expressed in discussion-based thinking ability education.

A Survey of Software Agent Based Modelling Method (소프트웨어 에이전트 기반의 모델링 방법에 대한 고찰)

  • Kim Gui-Jung
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.644-648
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    • 2005
  • Agent-Oriented Software Engineering is the one of the most recent contributions to the field of Software Engineering. This method has many benefits compared in existing development approaches. In particular the ability to let agents represent high level abstraction of active entity in software system. This paper gives an overview of research for agent-oriented software and industrial applications.

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