• Title/Summary/Keyword: 디지털콘텐츠 기술 가치

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Design Plan for Digital Textbooks Applying Augmented Reality Image Recognition Technology -A Study on the Digital Textbooks for Middle School Science 1- (증강현실(AR) 영상인식 기술을 적용한 디지털 교과서 디자인 기획 -중학교 과학1 디지털 교과서 중심으로-)

  • Yoo, Young-Mi;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.353-363
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    • 2018
  • According to the Digi Capital forecast, the global augmented reality market is expected to grow rapidly by 2020 to reach 150 billion dollars. In particular, high value added effects are expected in education. As ICT advances, digital textbooks are also leading innovative education by adding interactive functions. Advanced countries, including the U.S., are already using digital textbooks that use augmented reality technology in their classes. In line with this technological outlook, the ministry proposed a design plan that applies augmented reality technology to middle school science 1 digital textbooks. A study on middle school science 1 digital textbooks showed that each unit provided short videos. In addition, an investigation into the augmented reality class case showed that it was difficult to establish experimental equipment, lack of equipment (devices), and 3D design contents that did not continue despite the excellence of learning effects. Based on this demand, we designed an augmented reality scenario and system configuration to be applied to the instrument-specific experiments of middle school science 1 digital textbooks to explore and explore the contents of augmented reality by students. This research will replace the dangerous experiments and time consuming experiments for teachers and students by applying augmented reality to science subjects that are essential for the development of digital textbooks.

Analysis of the comic governance in region (지역의 만화 거버넌스 실증분석)

  • Yim, Hak-Soon;Lee, Sang-Min;Chae, K. Jin
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.443-448
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    • 2013
  • The purpose of this study is to enhance the competitiveness of the city through utilize of cultural content in region. To achieve the purpose, the study empirically analyzed the regional comic governance. The analysis is assessed through survey measurements of the level of cognition of citizens (n=493) in Bucheon city. According to the conceptual framework, the study measures value of comics, comic city policy, cartoonists activity, and utilize effect of the comic & support. Also, we analyzed the significant differences of cognition by respondent characteristics. Lastly, this study used structural equation modeling (SEM) to test the relationships between value of comics and utilize effect of the comic & support.

Analysis of Accountability for Trust DRM Cloud Service and Design of Monitoring Tool (신뢰되는 DRM 클라우드 서비스를 위한 책임 추적성 분석 및 모니터링 툴 설계)

  • Lee, Hyejoo;Seo, Changho;Shin, Sang Uk
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.303-311
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    • 2014
  • The accountability of cloud service which provides the cloud users with accountable services applies various technologies such as the compliance of service policy, monitoring and auditing, logging, and others. It ultimately intends to provide trustworthy cloud service by determining who is accountable for various problems happened during data processing and service offering. In this paper, we propose a cloud ecosystem formed from the chain of content and DRM Cloud service in order to offer secure and trust DRM cloud service when providing high value-added content service. Besides this, we analyse the requirements of cloud services for content owners and users and then propose some logging information to be recorded for trace of accountability and a structure of tool for monitoring.

An analysis of trends on North Korean animation Films (북한 애니메이션 영상문화의 동향분석)

  • Park Yoon-Sung
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.275-282
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    • 2004
  • It analyzes a result and it presents problems which are substantial economic cooperation for current situations through the cultural exchanges of animation Film industry between south and north Korea, and also trades with other countries. It tied to observe recently the developments and trends of animation Film cultures of North Korea in this paper.

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Impact of consumer-oriented OTT service value on OTT platform selection through consumer perception (소비자 중심의 OTT 서비스 가치가 소비자 인식을 통해 OTT 플랫폼 선택에 미치는 영향)

  • Lee, Sin-Bok;Noh, Hyeyoung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.851-860
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    • 2024
  • This study analyzes the impact of online streaming services, particularly Over The Top (OTT) services, on consumer media consumption patterns in the digital age. It examines how consumer-centric service values affect OTT platform choice, consumer satisfaction, and brand loyalty, focusing on various factors such as content diversity, ease of use, affordability, brand awareness, and personalized services. The findings reveal that content diversity, ease of use, and affordability are significant factors positively influencing consumer satisfaction and brand loyalty, thereby motivating OTT platform selection. Contrary to expectations, personalized services did not have a significant impact. This research provides critical insights for OTT service providers to enhance consumer-centric values and develop competitive service strategies.

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.

Application of 3D Digital Documentation to Natural Monument Fossil Site (천연기념물 화석산지의 3차원 디지털 기술 적용)

  • Kong, Dal-Yong;Lim, Jong-Deock;Wohn, Kwang-Yeon;Ahn, Jae-Hong;Kim, Kyung-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.492-502
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    • 2011
  • 20 fossil sites of numerous fossil sites in Korea have been designated as Natural Monument for protection and conservation. Many of the sites which is located at the coastal area have been gradually disfigured by natural weathering, erosion and human activity. Thus the conservation of the original form and the documentation for the original figure are necessary. In this study, we applied 3D digital documentation to Natural Monument No. 394, Haenam Uhangri dinosaur, pterosaur, and bird footprint fossil site, for maintaining the original form of the dinosaur footprints. We were able to obtain the 3D digital data on two dinosaur footprint sites, a high resolution distributional map, and more accurate digital data of the dinosaur footprints applied the rendering method by ambient occlusion. 3D digital data on the dinosaur footprints is worth for the conservation and research data, moreover content for applying to the various fields such as to make 3D brochure, interactive contents, and so on.

An Exploratory Study on User Experience of Augmented Reality Advertising (증강현실 광고의 사용자경험에 대한 탐색적 연구)

  • Sung, Jungyeon;Jo, Jae-wook
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.177-183
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    • 2016
  • Augmented Reality(AR) has been further developed through connectivity with Artificial Intelligence (AI), Big Data, the Internet of Things(IoT). The interest of AR in the advertising is on the increase. However, it needs to explore the use of AR technology in advertising based on user experience rather than the technical aspects. This study is very significant in that it is the exploratory study which provides guidelines in the field of utilizing AR, particularly based on direct user experience. In addition, through a quantitative survey, it checks the validity of the present study to verify the impact of utilitarian, experiential value of AR ad on brand attitude as consumer attitude. The characteristics of AR ad based on user experience through this study will provide guidance to utilize AR ad, utilizing AR technology in various fields, such as education and exhibitions in developing convergence contents that can provide practical value.

A Study on the Certification System for Offline Stores Selling Copyrighted Contents: Copyright OK Case (정품 콘텐츠 판매 오프라인 업체 인증제도 방안 연구: 저작권 OK 사례)

  • Gyoo Gun Lim;Jae Young Choi;Woong Hee Lee
    • Information Systems Review
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    • v.19 no.4
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    • pp.27-42
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    • 2017
  • With the rapid development in network, graphic technology, and digital technology, content industry is emerging as an important industry for new cultural development and economic development. The development in digital content technology has remarkably expanded the generation and distribution of contents, thereby creating new value and extending into a large distribution market. However, the ease of distribution and duplication, which characterizes digital technology, has increased the circulation of illegal contents due to illegal copying, theft, and alteration. The damage caused by this illegal content is severe. Currently, a copyright protection system targeting online sites is available. By contrast, no system has been established for offline companies that sell offline genuine content, which compete with online companies. The demand for content of overseas tourists is increasing due to the Korean wave craze. Nevertheless, many offline content providers have lost competitiveness due to illegal content distribution with online companies. In this study, we analyzed the case and status of similar copyright certification systems in Korea and overseas through previous research and studied a system to certify the offline genuine contents business. In addition to the case analysis, we focused on interviews obtained through in-depth interviews with the copyright stakeholders. We also developed a certification framework by establishing the certification domain, certification direction, and incentive of the certification system for offline businesses with genuine content. Selected certification direction is ethical, open, inward, store, and rigid (post evaluation). This study aimed to increase awareness among consumers about the use of genuine content and establish a transparent trading order in a healthy content market.

A Study on the Semantic Web for Meta-Communication System (메타커뮤니케이션 시스템 구현을 위한 시맨틱 웹 연구)

  • Kwon Hyo-Jeong;Kim Chee-Yong
    • Journal of Digital Contents Society
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    • v.6 no.4
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    • pp.201-208
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    • 2005
  • In high-technology digital age that change everyday fast, Web became most familiar and essential tool to public. Since creation of web, web began from the first step web that offer simple information and contents. and now, it have developed to step offer dynamic contents that various multimedia components are combined. In future, it will develop to the next generation, intelligence style Semantic Web that Meta Communication of meaning-base is possible. In this paper, we examine about concept and characteristic of Semantic web that is a point technology in next generation. Also, we studied about example and practical use in personalized contents side that is based on Semantic Meta-Communication system. Semantic web is value industry field that has infinite possibility and has necessary of a lot of studies and development yet. Therefore in digital age, we expect this paper will help for space construction of more mature communication.

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