• Title/Summary/Keyword: use of digital devices

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Design and implementation of protection and management system of digital contents based on MPEG-21 IPMP (MPEG-21 IPMP 기반 디지털 콘텐츠 보호 관리 시스템 설계 및 구현)

  • Ryu Kwang-Hee;Kim Yun-Ki;Kim Kwang-Yong;Kim Jae-Gon;Hong Jin-Woo;Jung Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.149-152
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    • 2006
  • The usage increase of digital contents required solution for protection technology and interoperability of system. MPEG proposed MPEG-21 Multimedia Frameworks. MPEG-21 IPMP is standard that provides the means to enable digital item and rights information to be persistently managed and protected across networks and devices. In this paper, MPEG-21 IPMP based system to protect digital contents designed by four structures of license server, production server, consumption server, tool sewer. License sewer create rights information document using the XML-based REL about multimedia contents of users. Production server makes a digital item by packaging multimedia resource and metadata, which is combined by REL information and IPMP information of multimedia resource. Consumption server takes care of the functions of players that use digital item, and tool server was implement to transmit for missing tool that night occur in all procedures.

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Exploring the Intention to Use of Virtual Reality-Based Cognitive Training System for the Elderly Residing in Community Based on Extended Technology Acceptance Model (확장된 기술수용모델을 활용한 지역사회노인의 가상현실 기반 인지훈련시스템 사용의도 탐색)

  • Choi, Moon-Jong;Choi, Jae-Sung;Choun, Seung-Ho;Ha, Yeongmi;Yang, Seung-Kyoung
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.347-356
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    • 2020
  • The purpose of this study was to identify the intention to use of virtual reality-based cognitive training system for the elderly residing in community based on extended technology acceptance model. The data were collected 100 elderly residing in community from January 2 to January 31, 2020. As a result, the influence the intent to use a virtual reality-based cognitive training system for the elderly is social influence, perceived usefulness, perceived enjoyment, age. The explaining 54.4% of the variance, it is considered that technology development these factors will be necessary for elderly in the community to promote the intent to use of virtual reality-based cognitive training systems. This study is meaningful in that it has identified the degree of intent to use and influencing factors of virtual reality devices for the elderly in the community. This study could be used as basic data for the development of technologies for virtual reality-based cognitive training systems in the future.

Enabling Environment for Participation in Information Storage Media Export and Digital Evidence Search Process using IPA (정보저장매체 반출 및 디지털 증거탐색 과정에서의 참여권 보장 환경에 대한 중요도-이행도 분석)

  • Yang, Sang Hee;Lee, Choong C.;Yun, Haejung
    • The Journal of Society for e-Business Studies
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    • v.23 no.3
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    • pp.129-143
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    • 2018
  • Recently, the use of digital media such as computers and smart devices has been rapidly increasing, The vast and diverse information contained in the warrant of the investigating agency also includes the one irrelevant to the crime. Therefore, when confiscating the information, the basic rights, defense rights and privacy invasion of the person to be seized have been the center of criticism. Although the investigation agency guarantees the right to participate, it does not have specific guidelines, so they are various by the contexts and environments. In this process, the abuse of the participation right is detrimental to the speed and integrity of the investigation, and there is a side effect that the digital evidence might be destroyed by remote initialization. In this study, we conducted surveys of digital evidence analysts across the country based on four domains and thirty measurement items for enabling environment for participation in information storage media export and digital evidence search process. The difference between the level of importance and the performance was analyzed by the IPA matrix based on process, location, people, and technology dimensions. Seven items belonging to "concentrate here" area are one process-related, three location-related, and three people-related items. This study is meaningful to be a basis for establishing the proper policies and strategies for ensuring participation right, as well as for minimizing the side effects.

Effect of Mobile Devices on the Use Intention and Use of Mobile Banking Service in Myanmar (미얀마에서의 모바일기기 특성이 모바일 뱅킹 서비스 사용의도와 실제 사용에 미치는 영향 연구)

  • Myo, Salai Thar Kei;Hwang, Gee-Hyun
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.71-82
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    • 2017
  • Most banks in Myanmar have begun to provide their services via mobile phones. However, few studies investigated the factors that may help to set mobile services from a customer perspective. So, this study aims to propose and test a conceptual research model to predict the user's intention to use and actual use level of mobile banking service by combining UTAUT and DeLone-Mclean IS model. Data were collected from 206 citizens who had experienced mobile banking in various regions of Myanmar. The study found that performance expectancy, effort expectancy, information quality and service quality influence the user 's intention to adopt mobile banking services which directly affects the user's actual use of them. However, social influence, facilitating condition and system quality don't influence the user's intention. The study results contribute to meeting customer's needs and reducing customer risk in Myanmar's mobile banking industry, suggesting to seamlessly provide the necessary resources like technology improvements, organizational infrastructure and service centers. Another future study are required to include service's security and trust factors so that the service providers could gain their customers' reliability and trust.

A Study on the Operation Status and Development Strategies of Korean Military Libraries: Focused on the e-Book Services (전자책 서비스 중심의 병영도서관 활성화 방안)

  • Jeon, Kyungsun;Lee, Jisu
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.3
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    • pp.295-324
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    • 2022
  • This study analyzed the operation status of the military library and e-book service in order to improve the soldiers' access to the reading environment and to suggest a plan to revitalize the military library. As a result of the survey, it was found that it is necessary to improve the environment such as the IT environment, devices, and time allowed for access to activate the use of e-books. According to the interview results, problems such as low usage rate and awareness of the digital library, the use of different e-book viewers and management systems for each distributor when distributing e-books, and the dissemination of e-books for the management and accessibility of the Armed Services Editions in library were raised. In order to activate the e-book service of the library in the military, diversify e-book service promotion and education programs, activations such as establish standards for the e-book operating system for each county, use platforms and devices to promote e-book operation and use, and construction of e-book service using Armed Services Editions were derived.

How does the introduction of smart technology change school science inquiry?: Perceptions of elementary school teachers (스마트 기기 도입이 과학탐구 활동을 어떻게 변화시킬 것인가? -교육대학원 초등과학 전공 교사의 인식 사례를 중심으로-)

  • Chang, Jina;Joung, Yong Jae
    • Journal of The Korean Association For Science Education
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    • v.37 no.2
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    • pp.359-370
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    • 2017
  • The purpose of this study is to explore the changes caused by using smart technology in school science inquiry. For this, we investigated 12 elementary school teachers' perceptions by using an open-ended questionnaire, group discussions, classroom discussions, and participant interviews. The results of this study indicate that the introduction of technology into classroom inquiry can open up the various possibilities and can cause additional burdens as well. First, teachers explained that smart technology can expand the opportunities to observe natural phenomena such as constellations and changing phases of the moon. However, some teachers insisted that, sometimes, learning how to use new devices disrupts students' concentration on the inquiry process itself. Second, teachers introduced the way of digital measurement using smart phone sensors in inquiry activities. They said that digital measurement is useful in terms of the reduction of errors and of the simplicity to measure. However, other teachers insisted that using new devices in classroom inquiry can entail additional variables and confuse the students' focus of inquiry. Communication about inquiry process can also be improved by using digital media. However, some teachers emphasized that they always talked about both the purpose of using SNS and online etiquettes with their students before using SNS. Based on these results, we discussed the necessity of additional analysis on the various ways of using digital devices depending on teachers' perceptions, the types of digital competency required in science inquiry using smart technology, and the features of norms shaped in inquiry activities using smart technology.

A Study on the Development of Coloring Game Aesthetic by the Application of Hallyu Korean Wave Image (한류 이미지 활용에 대한 컬러링 게임 미적요소 발전방향 연구)

  • Lee, Jun-Hee;Jung, Hyeong-Won
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.565-570
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    • 2020
  • This paper was intended to present a way to incorporate Korean content and products of Korean brands into functional coloring games that color them for the continued development of digital hallyu at this time of the world's derivation, as shown by the Korean Wave, a word that means more and more people like Korean culture worldwide. For the development of the Korean digital convergence functional game industry that can solve users' leisure time, we will compare and analyze the advanced image cuts provided by coloring games that have been commercialized and serviced, and seek ways to utilize the image of Hallyu contents that are not provided in existing coloring games. In the image cuts used in functional coloring games, we will find ways to utilize differentiated Hallyu content image cuts and study and present the direction of development of aesthetic elements of coloring games. Research on Korean Wave content, which has made use of our own aesthetic elements, should continue, and functional games using digital mobile device devices and game content elements utilizing Korean images in the Korean game industry will help spread Korean pop culture and digital Hallyu.

A Study on Factors Influencing User's Satisfaction of OTT Service (OTT 서비스의 이용만족도에 영향을 미치는 요인에 관한 연구)

  • Lee, heesung;Jin, Haiyan;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.18 no.6
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    • pp.93-100
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    • 2017
  • In multi-media, multi-channel era, video viewing using various digital devices via the Internet, not the existing broadcasting network, is emerging as a new broadcasting viewing behavior. OTT service is regarded as the main service of this change of viewing behavior. It is a video service that can seamlessly use any content desired by the user at any time, at any time, any device, any contents, if the Internet connection is available. The purpose of this study is to investigate the factors affecting the satisfaction of OTT service by applying the technology acceptance model (TAM). As a result of analyzing through 303 questionnaires of the early users of OTT service, social pressure, perceived popularity, perceived cost, user reputation, individual innovation, and esthetics set as external factors in this study are partially affects perceived usefulness, perceived ease of use, and perceived enjoyment. In addition, perceived usefulness, ease of use, and enjoyment are directly influencing satisfaction. Based on these results, we discuss the theoretical and practical implications and propose future research direction.

Analysis of Encryption and Decryption Processes of Realm Database and Its Application (Realm 데이터베이스 암·복호화 프로세스 및 기반 애플리케이션 분석)

  • Youn, Byungchul;Park, Myungseo;Kim, Jongsung
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.3
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    • pp.369-378
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    • 2020
  • Due to the widespread use of mobile devices, smartphone penetration and usage rate continue to increase and there is also an increasing amount of data that need to be stored and managed in applications. Therefore, recent applications use mobile databases to store and manage user data. Realm database, developed in 2014, is attracting more attention from developers because of advantages of continuous updating, high speed, low memory usage, simplicity and readability of the code. It also supports an encryption to provide confidentiality and integrity of personal information stored in the database. However, since the encryption can be used as an anti-forensic technique, it is necessary to analyze the encryption and decryption processes provided by Realm Database. In this paper, we analyze the structure of Realm Database and its encryption and decryption process in detail, and analyze an application that supports an encryption to propose the use cases of the Realm Database.

Analysis of Cybercrime Investigation Problems in the Cloud Environment

  • Khachatryan, Grigor
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.315-319
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    • 2022
  • Cloud computing has emerged to be the most effective headway for investigating crime especially cybercrime in this modern world. Even as we move towards an information technology-controlled world, it is important to note that when innovations are made, some negative implications also come with it, and an example of this is these criminal activities that involve technology, network devices, and networking that have emerged as a result of web improvements. These criminal activities are the ones that have been termed cybercrime. It is because of these increased criminal activities that organizations have come up with different strategies that they use to counter these crimes, and one of them is carrying out investigations using the cloud environment. A cloud environment has been defined as the use of web-based applications that are used for software installation and data stored in computers. This paper examines problems that are a result of cybercrime investigation in the cloud environment. Through analysis of the two components in play; cybercrime and cloud environment, we will be able to understand what are the problems that are encountered when carrying out investigations in cloud forensics. Through the use of secondary research, this paper found out that most problems are associated with technical and legal channels that are involved in carrying out these investigations. Investigator's mistakes when extracting pieces of evidence form the most crucial problems that take a lead when it comes to cybercrime investigation in the cloud environment. This paper not only flags out the challenges that are associated with cybercrime investigation in cloud environments but also offer recommendations and suggested solutions that can be used to counter the problems in question here. Through a proposed model to perform forensics investigations, this paper discusses new methodologies solutions, and developments for performing cybercrime investigations in the cloud environment.