• Title/Summary/Keyword: 모바일 콘텐츠 산업기술

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Availability of Mobile Art in Smartphone Environment of Augmented Reality Content Industrial Technology (증강현실 콘텐츠 산업기술의 스마트폰 환경 모바일 아트 활용 가능성)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.13 no.5
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    • pp.48-57
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    • 2013
  • Smartphones provide users with environment for communication and sharing information and at the same time play an important role of mobile technology and mobile art development. Smartphone technology-related researches are being accelerated especially with the advent of mobile Augmented Reality(AR) age, but the studies on user participation that is essential for AR content industry were insufficient. In that regard, the assistance from mobile art area that has already developed these characteristics is essential. Thus, this article is to classify mobile art that has not been studied a lot domestically into feature phone usage and smartphone usage and to analyze each example case with the three most used methods. The usage of feature phones which use the sound and images of mobile devices can be divided into three: installation and performing methods, single channel video art method and five senses communication method. On the other hand, the usage of smartphones that use sensors, cameras, GPS and AR can be divided into location-based AR, marker-based AR and markerless AR. Also, as a result of examining mobile AR content utilization technology by industries, combined methods are utilized; tourism and game-related industries use location-based AR, education and medicine-related industries use marker-based AR, and shopping-related industries use markerless AR. The development of AR content industry is expected to be accelerated with mobile art that makes use of combined technology method and constant communication method through active participation of users. The future development direction of mobile AR industry is predicted to have minimized HMD, integration of hologram technology and artificial intelligence and make the most of big data and social network so that we could overcome the technological limitation of AR.

국내외 모바일 콘텐츠 보호솔루션 동향

  • Kim, Jong-An;Kim, Jong-Heum;Kim, Jin-Han;Jin, Yeong-Min
    • Information and Communications Magazine
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    • v.26 no.4
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    • pp.31-37
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    • 2009
  • 초고속 유무선 인터넷의 보급 및 모바일 단말장치의 확산으로 모바일 콘텐츠 산업은 커다란 변혁을 겪고 있다. 본고에서는 모바일 콘텐츠 특징 및 서비스 동향과 국내외 모바일 콘텐츠 보호 기술에 대해서 알아보고자 한다.

2004 코리아 모바일 그랜드 컨퍼런스 지상중계

  • Sin, Jong-Hun
    • Digital Contents
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    • no.4 s.131
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    • pp.106-108
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    • 2004
  • K모바일이 주최하고 정보통신부 등이 후원한‘제8회 코리아 모바일 그랜드 컨퍼런스’가 지난달 11일과 12일 이틀간에 걸쳐 약 700여명의 업계 관계자가 참석한 가운데 성황리에 개최됐다‘. 2004 모바일 난세(亂世), 新수익모델을 창출하라!’는 주제로 한국과학기술회관 국제회의장에서 개최된 이번 컨퍼런스에서는 SK텔레콤, KTF, LG텔레콤 등 이동통신 3사를 비롯해 모바일콘텐츠 업체와 포털업체 관계자들이 차례로 나와 최근 모바일 시장의 흐름과 자사의 전략에 대해 발표했다. 특히 이번 컨퍼런스에서는 모바일 관련 정책 및 서비스, 플랫폼, 단말기 등 산업 전 분야에 대한 발표와 토론이 이뤄져 모바일 산업의 흐름을 한 눈에 살펴볼 수있는 자리였다는 점에서 의미를 가진다

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A service scheme for the efficient digital contents distribution in mobile environments (모바일 환경에서 효율적 디지털 콘텐츠 유통을 위한 서비스 방법)

  • Kim, Young-Hee;Lee, Chang-Yeol
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.1
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    • pp.9-18
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    • 2007
  • We use PKI technology for the digital content distribution in mobile environment. Encoding method is used TtipleDES and digital signature is used RSA. For the efficient methods and processes to the digital content distribution, we proposed the mechanism which consists of the sequential steps including the digital contents encoding step, rights management information signature step, and interconnection steps. As a result of this study, we propose the efficient and safe processes for the mobile content distribution environment.

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Multidisciplinary Research for Types and Storytelling Strategies of Science Technology YouTube Channel : focused on Activity-centered Type Video Channel (과학기술 유튜브 채널의 유형과 스토리텔링 전략에 대한 다학제적 연구 : 활동형 채널을 중심으로)

  • Kim, Hye Yung;Yoo, Dong Hwan
    • Korea Science and Art Forum
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    • v.37 no.3
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    • pp.113-123
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    • 2019
  • In line with policy support and demand, mobile videos about science and technology have growth potential. For activation of domestic mobile video contents about science and technology, this article aims to analysis current global leading contents and draw implications for benchmarking. Therefore, this paper attempted to analyzed types and storytelling strategy of Science and technology channels on YouTube, which has the most influence among the mobile video media. The results are as follows. Fist, the YouTube contents about science technology are categorized into three types, activity-, explain-, review-centered type. Second, activity type channels are classified into 4 sub-types. Third, The core storytelling strategy of activity type channels is a combination of familiarity and unfamiliarity to deal with everyday material through specialized scientific and technological methods. Based on the results of this research, we expect to plan and produce global killer contents.

A Mold Search System based on Mobile using Image Data Mining (이미지 데이터 마이닝을 이용한 모바일 기반 금형 검색 시스템)

  • Cho, Jung-Hyun;Song, Je-O;Yoo, Jae-Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.497-498
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    • 2018
  • 4차 산업혁명 시대의 도래에 따라, ICBM(IoT, Cloud, Big-data, Mobile) 기술이 핵심요소로 부각 되고 있으며, 그에 힘입어 부품 제조 산업분야에서도 Idustry4.0 등의 스마트팩토리 기술이 각광을 받고 있다. 본 논문에서는 금형의 설계도면 정보와 그림파일을 수집하여 데이터베이스로 구축하고 사용자가 필요로 하는 금형에 대한 이미지만으로 금형에 대한 정보를 검색하여 매칭시켜 줄 수 있는 모바일 기반의 시스템을 제안한다.

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Study on Characteristics of Users for the Mobile Educational Game Contents (모바일 에듀 게임 콘텐츠에 대한 사용자의 특성 연구)

  • Ahn, Kyung-Whan;Hwang, Myung-Cheol
    • Journal of Digital Contents Society
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    • v.10 no.2
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    • pp.333-340
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    • 2009
  • In the era of Web 2.0, the digital contents are becoming major cultural subjects and the scope and added value of digital content technology industry keep increasing. In order to prevent thoughtless expansion of consumption oriented contents to the multimedia motion picture generation and promote the contents industry in educational, industrial or cultural aspect, educational contents should be specialized as strategic products with increased educational and entertaining meaning. As a result, this study analyzed characteristics of users regarding how educational game contents are distributed to consumers by both male and female group. Then, it extracted development factors for expansion of educational games and presented direction to educational game contents development by using educational games according to changes in users in order to secure mobile flat form contents for effective learning.

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Analysis on Efficiency for the Quality Elevation of Edu-Game Contents on Mobile Platforms (모바일 플랫폼의 에듀게임 콘텐츠 품질향상을 위한 효율성 분석)

  • Ahn, Kyung-Whan;Hwang, Myung-Cheol
    • The Journal of the Korea institute of electronic communication sciences
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    • v.4 no.2
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    • pp.136-142
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    • 2009
  • Today, as a core industry of high value added contents, the field of game received great influences as a complex cultural technical industry of multimedia and such. Users of Mobile Web2.0 will now choose the well-made contents and this has become stronger in relation to the technical advancements of mobile platforms such as the Wibro and HSDPA. Accordingly since the year 2006, the Korea Game Industry Agency has begun a public subscription for functional games to elevate the necessity of changes in social recognition for edu-games. Although the current investment effects of edu-games are being valued relatively low in comparison to the scale, outcome and the transparency of the game industry, the created effects of the value added is very high when compared to other industries. The purpose of this study is placed in the political propositions for the edu-game investments necessary in the quality expansions of edu-game contents.

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Characteristics of Technological Innovation and Methods for Innovation Capability in Daegu-Gyeongbuk's Mobile Industry (대구.경북 모바일산업의 기술혁신 특성 및 혁신역량 제고방안)

  • Jeon, Ji Hye;Lee, Chul Woo
    • Journal of the Korean association of regional geographers
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    • v.20 no.1
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    • pp.16-29
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    • 2014
  • This study aims to suggest methods for improving innovation capability in Daegu-Gyeongbuk's mobile industry. Before offering suggestions, it analyzes the characteristics of technological innovation based on the mobile industry's value chain in Daegu-Gyeongbuk in relation to R&D workforce, R&D expenditures, and R&D networks. Support for R&D workforce in the Daegu-Gyeongbuk's mobile industry is concentrated in the mobile device and contents sectors. In addition, it is difficult for companies to finance R&D expenditures because most are SMEs, except for some large enterprises in the mobile device sector. R&D networks are structured mainly inside of companies, and linkages among universities, research institutes, and supporting institutes are weak in all sectors. To strengthen the innovation capability in Daegu-Gyeongbuk's mobile industry, therefore, human resource projects should be dispersed, and financial support should also be spread across value chain sectors rather than concentrated. Aside from this, a place for industry, academia, institutes, and government to build and enhance innovative networks should be created in all sectors.

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Development of a Mobile Augmented Reality Application using Cultural Products

  • Kim, Ki-Hong;Yu, Jeong-Min
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.85-92
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    • 2021
  • In this paper, we propose a cultural heritage mobile augmented reality application that allows visitors to experience artifacts by augmenting prototypes, audio, video, and text information of 3D graphic artifacts of museum cultural assets. By applying augmented reality technology to a cultural product, products can be recognized on mobile phones and various historical information can be received through interaction of digital artifacts, and information can be easily and quickly checked through augmented reality mobile digital contents regardless of time and place. Through this study, we contribute to the development of digital cultural contents via mobile augmented reality and the expansion of augmented reality contents according to the types of cultural heritage for use, such as education, industry, and tourism promotion.