• Title/Summary/Keyword: 콘텐츠 배포

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A Study on Management Scheme for Audio Level in Digital Broadcast (디지털방송오디오 레벨 관리방안 연구)

  • Lee, SangWoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.11a
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    • pp.31-33
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    • 2011
  • 방송 시청 중 한 채널에서의 프로그램 전환 혹은 시청 채널을 전환 할 경우, 프로그램 혹은 채널 간 오디오 레벨의 불균일은 시청자들에게 불편을 야기 시킬 수 있다. 특히 방송이 아날로그에서 디지털로 전환됨에 따라 이런 현상은 더욱 심각하게 발생이 될 수 있으며, 국가 간 고속 통신망의 확산에 따른 방송서비스 및 콘텐츠 배포 환경의 고도화로 인하여 디지털 방송 프로그램의 국제적 교환이 더욱 증대되어 디지털 방송 오디오 레벨의 균일화에 대한 중요성이 더욱 부각되고 있다. 본 연구는 이런 문제를 해결하기 위해 디지털방송 오디오 레벨 제어 관련 국내 현황을 조사하고, ITU-R 등 국제 표준화와 유럽 미국 등 외국의 대응 등에 대한 조사분석을 실시하고 국내 대응방안을 제안하고자 한다.

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세계로 미래로 초고속정보통신

  • Korea Database Promotion Center
    • Digital Contents
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    • no.2 s.33
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    • pp.67-72
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    • 1996
  • 초고속정보통신 홍보부문 전담기관인 한국정보문화센터에서는 지난 1월 초고속정보통신 홍보용 CD-ROM 타이틀을 제작하여, 초고속계획과 관련된 정부/공공기관, 각급대학, 언론기관 등에 배포하였다. 이 타이틀은 초고속정보통신기반구축이라는 국가적 사업에 대해 일반 국민과 산,학,연 등 관계자들의 이해의 폭을 넓히고 다함께 참여할 수 있게 하는데 도움이 되도록 그 추진방향과 세부계획을 보여주고 있다. 그리고 국내외의 초고속정보통신망구축계획과 관련된 정보 및 가상으로 꾸며본 2005년의 '초고속 씨' 일가족의 하루일과 등을 생생한 멀티미디어 정보로 표현하고 있어 보는 이로 하여금 흥미로움을 더해주고 있다. 아울러 인터넷의 설치 및 이용, 각종정보내용 및 사이트 소개, 인터넷 검색 브라우저의 소개 및 특성 등을 초보자가 알기 쉽게 설명하고 있으며, 사용자가 혼자서 즐길 수 있는 몇종류의 재미있는 게임까지 수록하고 있어서 타이틀 제작의 세심함을 엿볼 수 있다.

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출판 및 인쇄진흥법 제정

  • Korean Printers Association
    • 프린팅코리아
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    • s.3
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    • pp.146-147
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    • 2002
  • 21세기 지식정보화 시대의 도래에 대비하여 출판 및 인쇄산업을 지식산업의 중심기반으로 육성.진흥하기 위하여 그동안 의원입법(심재권의원 대표발의, 의원32명 공동발의)으로 추진해 오던 "출판 및 인쇄진흥법"이 7월 31일 국회 본회의를 통과했다. 5장 27조로 구성된 동 법률은 현행 출판인쇄 관련 법령인 '출판사 및 인쇄소의 등록 등에 관한법률'과 '외국 간행물 수입배포에 관한법률'을 통합하여, 문화산업의 핵심기반 콘텐츠인 출판 및 인쇄산업의 미래지향적이고 종합적인 진흥을 목적으로 제정되었으며, 법률 시행령 제정 등 후속 절차를 거쳐 공포 6개월 후에 시행될 예정이다. 이 법률의 주요골자는 첫째, 문화관광부장관이 출판 및 인쇄문화산업 지원 육성을 위한 진흥시책을 매 3년마다 수립.시행하도록 했다. 둘째, 출판사 및 인쇄사의 등록제를 신고제로 전환하며, 외국 간행물 수입추천을 받고자 하는 자의 수수료 납부 규정을 삭제하는 한편, 외국 간행물 수입관련 벌칙규정을 형벌에서 과태료로 대폭 완화하는 등 규제를 완화했다. 셋째, 출판의 형태가 점차 디지털 방식으로 변화하는 시대적 추세에 발맞춰 이에 대한 제도적인 체제를 초기에 정립하여 전자출판사업을 육성하고자 전자출판물에 관한 개념규정을 신설하였다. 넷째, 위기에 처한 출판.서점업계를 살리기 위해 지난 77년부터 시행되어 왔으나 최근 위기에 봉착한 도서정가제를 규정함에 있어 공정거래위원장이 문화관광부장관과 협의하여 지정하는 발행된지 1년 이내의 도서에 한하여 정가판매를 의무화 하였으며, 동 규정의 적용시한을 5년간으로 하되, 이를 어긴 사람에게는 과태료를 부과하게 하여 시행에 있어서는 좀더 강제성을 가지도록 하였다. 다섯째, 현행 '청소년보호법' 상에 있던 한국간행물윤리위원회의 설치.운영근거를 이 법으로 이관하여 동 위원회가 사실상 문화광광부에 속해있는 점을 감안, 형식과 내용이 일치되도록 하였다. 여섯째, 불법복제간행물 및 유해간행물에 대하여는 관할 행정관청이 수거.폐기를 명할 수 있고, 이에 불응할 경우에는 직접 수거.페기할 수 있도록 하였다. 일곱째, 이 법의 제정에 따라 '출판사 및 인쇄소의 등록에 관한법률'과 '외국간행물 수입배포에 관한법률'은 폐지하도록 하였다. 한편 이번 동법 제정으로 21세기 지식정보시대에 문화산업의 핵심기반이 되는 출판인쇄산업의 발전에 있어 출판인쇄산업의 중흥과 건전한 출판유통의 질서확립 등 새로운 이정표를 제시한 것으로 평가되고 있다. 다음은 동법률 중 인쇄와 관련된 조항을 요약, 소개한다.

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Design and embodiment of XrML Document editing system for digital contents copyright administration (디지털 컨텐츠 저작권 관리를 위한 XrML 문서편집 시스템의 설계 및 구현)

  • 임지훈;강치원;정회경;최범석;홍진우
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.11a
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    • pp.368-372
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    • 2002
  • Channel of distribution of contents of digitalised multimedia contents is changing in form passed directly to consumer from manufacturer through digital network of high speed. Together, diffusion of various digital equipment that do is changing Past multimedia consumption structure with the wonderful speed so that can consume easily digital contents. Specially, Multimedia Personal Computer and fast diffusion of a digital television are acting role such as catalyst that promote easy purchase and consumption of multimedia contents of good qualify. However, this system is no method that can sell digital contents and express right that original owner for the contents can insist nothing but consume. Because consumer can distribute to another person copying contents that buy because of and user can distribute producing ashes again according to necessary field by oneself as well as, can lose meaning for original contents. In this paper, Text editing system for XrML (extensible Rights Markup Language) that describe about integrity of message and entity authentication in addition to necessary rights, fees, condition etc. and this to do fetters XML (eXtensible Markup Language) for copyright protection for digital contents in treatise that see hereupon and use digital contents design and embody.

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PKI-based Distribution System of the User's Permission about Broadcast Program (PKI를 통한 방송프로그램 사용자 권한 유통시스템)

  • Im, Dae-Myung;Park, Ki-Chul;Lee, Joo-Young;Nam, Je-ho;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.649-652
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    • 2009
  • Now Broadcasting system of TV has been developed from analogue to digital we call that IPTV(Internet Protocol Television) or DCATV(Digital Cable Television). But, The characteristics of digital broadcasting is the high-quality contents of easily and almost no damage piracy, and Copyright loss is increasing by Internet, P2P(Peer to Peer) and personal path. Nevertheless user's permissions that recorded and reuse of broadcasting can't restraint, And Training Materials etc. use of fair program needs to be separated from illegality. In this paper using a digital certificate permit the use of stored program to authorized user and user of fair purpose, And illegal distribution of restriction design and implement a distribution system.

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Implementation of a Mobile App for Companion Dog Training using AR and Hand Tracking (AR 및 Hand Tracking을 활용한 반려견 훈련 모바일 앱 구현)

  • Chul-Ho Choi;Sung-Wook Park;Se-Hoon Jung;Chun-Bo Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.927-934
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    • 2023
  • With the recent growth of the companion animal market, various social issues related to companion animals have also come to the forefront. Notable problems include incidents of dog bites, the challenge of managing abandoned companion animals, euthanasia, animal abuse, and more. As potential solutions, a variety of training programs such as companion animal-focused broadcasts and educational apps are being offered. However, these options might not be very effective for novice caretakers who are uncertain about what to prioritize in training. While training apps that are relatively easy to access have been widely distributed, apps that allow users to directly engage in training and learn through hands-on experience are still insufficient. In this paper, we propose a more efficient AR-based mobile app for companion animal training, utilizing the Unity engine. The results of usability evaluations indicated increased user engagement due to the inclusion of elements that were previously absent. Moreover, training immersion was enhanced, leading to improved learning outcomes. With further development and subsequent verification and production, we anticipate that this app could become an effective training tool for novice caretakers planning to adopt companion animals, as well as for experienced caretakers.

A Study on the Promotional Activities and Information Provision by Support Centers for Childcare: Focused on the Years 2019-2023 (육아종합지원센터 홍보 및 정보제공 사업 현황에 관한 연구: 2019년~2023년을 중심으로)

  • Kim Kyoung Mi
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.357-365
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    • 2024
  • This study aims to provide essential foundational data for strengthening the primary roles and functions of Support Centers for Childcare (SCC) by analyzing the project status of promotional and information dissemination activities conducted over the past five years (2019-2023). The study results indicate that, in terms of promotion, the most common activity was the production of commemorative items, with text messaging being the primary promotional method. Promotional materials were predominantly distributed directly within the centers. Secondly, regarding information dissemination, job information was the most frequently provided content on the nationwide centers' websites, KakaoStory was the most utilized SNS platform, and newsletters were the most commonly produced and distributed publication form. Based on these findings, if the Support Centers for Childcare (SCC) efficiently manage their promotional and information dissemination strategies, they will be able to provide customized childcare support services that cater to the specific characteristics of each region in the future.

Design and Implementation of UCC Metadata Manager for Social Collaborative Service (소셜 협업 서비스를 위한 UCC 메타데이터 매니저 설계 및 구현)

  • Oh, Jung-Min;Song, Ju-Hong;Moon, Nam-Mee
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.3
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    • pp.1-10
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    • 2011
  • Social network service is defined as an online service or communication service based on social relations among people applied the concept of social network. Social collaborative service included in social network service is characterized by the new value of modified content or recreated content made through collaborative creation process between members of the group. It has the remarkable merits such as sharing and collaboration. But, at the same time, it has the latent problems such as content reuse or copy that is not allowed for members to use. It has been emerged that UCC which is a typical example of recreated or modified content has the copyright issues in both creation and publishing step. To resolve this matter, we don't have many appropriate methods except CCL so far. So, in this paper, we define the problem and implement the UCC metadata manager to control metadata reflecting the feature of UCC. We draw the reference metadata element to identify original content utilized re-creation process. After that we define the R.Metadata Loader module based on the use case. Finally, the proposed UCC metadata manager provides the information of referenced content and lets us to identify the relationship between reference contents. So as to implement prototype, we use Kaltura which is CMS using open source and obtain functional extensibility of metadata manager by using open API.

Development and Formative Evaluation of Web-based Contents for Engineering Mathematics Based on a Computer Algebra System (컴퓨터 대수 시스템 기반의 이공계 수학용 웹 콘텐츠 개발과 형성 평가)

  • Jun, Young-Cook;Kim, Jin-Young;Kwon, Sun-Kweol;Heo, Hee-Ok
    • Journal of the Korean School Mathematics Society
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    • v.10 no.1
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    • pp.27-43
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    • 2007
  • The aim of this paper is to develop a web-based learning system in order to motivate college students in the area of science and engineering to study college calculus. We designed and developed web-based contents, named MathBooster, using Mathematica, webMathematica and phpMath taking advantages of rapid computation and symbolic computation. The features of MathBooster consists of four parts: graphical representation of calculus concepts, textual illustrations of conceptual understanding, example-based step-by-step learning with phpMath, and quizzes with diagnostic feedback. After the MathBooster was practiced with engineering students, the formative evaluation was conducted with survey items composed in four categories: user responses, screen layout, practicing examples and diagnostic feedback in solving quizzes. The overall level of user satisfaction was statistically measured using SPSS. Those results indicate which parts of MathBooster are needed for future enhancement.

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Effects of Science Lessons with Educational Game Content on the Science-related Attitudes of Elementary Students: Focusing on Games for Learning the Domains of Motion and Energy (교육용 게임 콘텐츠를 활용한 과학 학습이 초등학생들의 과학 관련 태도에 미치는 영향 - 운동과 에너지 영역을 학습할 수 있는 게임을 중심으로 -)

  • Kim, Hyunguk
    • Journal of Korean Elementary Science Education
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    • v.42 no.4
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    • pp.481-496
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    • 2023
  • This study aimed to evaluate the effects of utilizing educational game content for science learning on science-related attitudes. The content was applied to 24 students in an after-school science club at an elementary school in Gyeongsangbuk-do Province followed by a pre and posttest analysis using the Attitude About the Relevance of Science Test and the Creative Personality Test. This study used Tino's Journey, which was developed by the Korea Creative Content Agency and is currently distributed for free through the Ministry of Education to develop nine lessons that include scientific scenarios and concepts presented in the game. The results demonstrated that science lessons utilizing educational game content significantly influenced the science-related attitudes of the students. Among the subdomains, enjoyment of science lessons increased the most followed by the attitude toward scientific inquiry, social meaning of science, and hobby of science. However, the commonness of scientists, acceptance of scientific attitudes, and career in science did not reveal significant differences. This study classified the students into two groups (i.e., high and low, n=12 each) using the Creative Personality Test in advance. This study performed covariate analysis with the score for pre-science-related attitude as the covariate. Result revealed that the scores for science-related attitude significantly differed between the high and low groups. Specifically, the increase in the scores of the low group was larger than that of the high group. Lastly, the study presented implications for the utilization of educational game content in science learning.