• Title/Summary/Keyword: 콘텐츠 비즈니스

Search Result 581, Processing Time 0.033 seconds

DMB Filecasting Service Technology (DMB 파일캐스팅 서비스 기술)

  • Choi, Ji-Hoon;Yang, Kyu-Tae;Cha, Ji-Hun
    • Journal of Broadcast Engineering
    • /
    • v.17 no.1
    • /
    • pp.152-164
    • /
    • 2012
  • DMB provides various kinds of data services such as BWS and TPEG service in addition to audio and video services. But recently the necessity of new business models creating profit has been on the rise due to the saturation of DMB receiver market and break-down of market barrier between mobile IPTV and DMB services. This paper introduces DMB filecasting service technology, which can be expected a new profit-creative business model. The purpose of DMB filecasting service is to transmit non-real time multimedia contents based on DMB AF format to the users through DMB channels. It makes possible to consume DMB contents with any DMB-installed device anytime, anywhere and share them with others. Also DMB filecasting service makes consumption and request of DMB contents possible to be extented to a variety of networks as well as DMB channels. The paper explains the standardization status of DMB filecasting service and various DMB filecasting service scenarios. And also it proposes a signalling methode, a transmission and reception protocol and a receiver structure using DMB broadcasting program guide information.

Fake News Detection on YouTube Using Related Video Information (관련 동영상 정보를 활용한 YouTube 가짜뉴스 탐지 기법)

  • Junho Kim;Yongjun Shin;Hyunchul Ahn
    • Journal of Intelligence and Information Systems
    • /
    • v.29 no.3
    • /
    • pp.19-36
    • /
    • 2023
  • As advances in information and communication technology have made it easier for anyone to produce and disseminate information, a new problem has emerged: fake news, which is false information intentionally shared to mislead people. Initially spread mainly through text, fake news has gradually evolved and is now distributed in multimedia formats. Since its founding in 2005, YouTube has become the world's leading video platform and is used by most people worldwide. However, it has also become a primary source of fake news, causing social problems. Various researchers have been working on detecting fake news on YouTube. There are content-based and background information-based approaches to fake news detection. Still, content-based approaches are dominant when looking at conventional fake news research and YouTube fake news detection research. This study proposes a fake news detection method based on background information rather than content-based fake news detection. In detail, we suggest detecting fake news by utilizing related video information from YouTube. Specifically, the method detects fake news through CNN, a deep learning network, from the vectorized information obtained from related videos and the original video using Doc2vec, an embedding technique. The empirical analysis shows that the proposed method has better prediction performance than the existing content-based approach to detecting fake news on YouTube. The proposed method in this study contributes to making our society safer and more reliable by preventing the spread of fake news on YouTube, which is highly contagious.

A case study on Urban Regeneration utilizing Community Cinema from Japan: Focused on Fukaya Cinema (일본 커뮤니티 시네마를 활용한 도시재생 사례 연구 - 후카야 시네마(深谷シネマ)를 중심으로 -)

  • Park, Dong-Ho
    • Korean Association of Arts Management
    • /
    • no.49
    • /
    • pp.149-176
    • /
    • 2019
  • It is a known fact that the spread of multiplexes has contributed to movie industry flourish and extending public rights for enjoying movies. However, in terms of Urban Discourse, Multiplexes centered in new downtown have given rise to Doughnut Phenomena in old downtown. It is especially regrettable that the local theaters which have been symbolic cultural spaces storing the 'memory of life' of local communities are disappearing due to a recession of business zone in old downtown. Japan has long been worked in various activities spotlighting on movie/image contents as the major means of creative urban regeneration. Among them, the 'Community Cinema' has made a contribution to regional revitalization by improving movie screening environment of the local community through renewal of local theaters and further creating related culture and industry in the local area. In this study, I focus on 'Fukaya Cinema' which started from NPO(Non-Profit Organization) and reused a closed industrial facility to a movie theater in cooperation with local TMO(Town Management Organization). Fukaya Cinema, which operates in the form of a business community, plays important roles as the core cultural facility in the local community and is regarded as a significant case showing a possibility of urban regeneration using movie/image contents. I investigate the specific founding process and activities of Fukaya Cinema and intend to derive the implications from that. Through this, I aim to provide the basic urban regeneration data utilizing movie/media contents.

Ecosystem Configuration and its Structure of Cultural Contents -Focused on Busan International Motor Show- (전시회 구성 콘텐츠가 재방문 및 추천의사에 미치는 영향 -부산 국제모터쇼를 중심으로-)

  • Min, Jin-Hong;Ha, Kyu-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.10
    • /
    • pp.197-208
    • /
    • 2010
  • The cultural contents are a field that originally has a cycle ranged from producers of various contents and distribution consumption. The various object elements composing of an ecosystem of cultural contents in this cycle, and the search of harmonious relations between these objects is becoming an important issue. The ecological approach on the cultural contents field is not being tried authentically until now, in spite of the expansion of interest and usefulness from its application at present, so there is no detailed discussion on the inside of an ecosystem and itsaction such as confirmation of object elements composing of the ecosystem, interaction principles between objects and object development, principles of co-evolution, etc. achieving common development of all objects composing of the ecosystem. Therefore, the present research aims to confirm object elements composing of the ecosystem of cultural contents through an ecosystem model that has been researched in several fields of the ecosystem and social science, and to seek interaction between objects and each object as well as a development direction of a total ecosystem.

Virtual Reality Based Cultural Tourist Attractions converging with Souvenir (수베니어를 융합한 가상현실 기반의 문화 관광지 가상체험 서비스)

  • Lee, Ga-Yeon;Lee, Seok-hyun
    • Journal of Convergence for Information Technology
    • /
    • v.7 no.3
    • /
    • pp.111-116
    • /
    • 2017
  • This study offers the possibility as a new product of souvenirs from cultural tourist sites with virtual reality contents, instead of a simple exhibit. Users can watch augmented reality contents on souvenirs, and use the virtual experience service of cultural tourist sites with VR viewer. It has 4K-class high-quality $360^{\circ}$ image capture to increase the immersion of users in virtual space, implement virtual reality space and intuitive UI interaction with users using IMU (Inertial Measurement Unit). It is also possible to apply various add-on functions, including 3D contents, through technical development to increase its marketability, and apply in other industries. In addition, the prototype of the souvenir and VR viewer will be made by using a 3D printer and such in order to apply the contents which will be introduced in this study. Various product expansions can be considered through consultation with the relevant companies for the use of ready-made products.

Priority Evaluation for Support of Cultural Technologies Using Fuzzy TOPSIS (퍼지 TOPSIS를 이용한 문화기술 육성 우선순위 평가)

  • Park, Hyun Min
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.2
    • /
    • pp.105-113
    • /
    • 2020
  • The development and application of cultural technologies(CT) are expected to lead to create various service scenarios and business models. Considering the wide range of application and extensibility of CT, it is necessary to design multidimensional evaluation methods for priority of the support of R&D budgets. The method should include the various evaluation criteria such as economic feasibility and user benefit of service made by a cultural technology. Our research addresses priority decision for fosterage of cultural technologies using fuzzy TOPSIS. Seven evaluation attributes are used to compare five specific technologies. Based on the results, service usefulness is the most important factor among the evaluation attributes. Also, technologies of computer graphics and UI/UX have higher priority than the others. We expect our research to help to provide guidelines for selection of promising cultural technologies which foster the culture and contents industry.

The Study on Frameworks of Valuation Models for the Contents of Science and Technology Information (과학기술정보 콘텐츠의 가치평가모형 프레임워크 연구)

  • Sung, Tae-Eung;Jun, Seung-Pyo;Byun, Jeongeun;Park, Hyun-Woo
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.11
    • /
    • pp.421-433
    • /
    • 2016
  • Recently, although the interest in transfer and transactions of intangible assets increases, there is no valuation model to objectively assess market value of knowledge and information contents such as electronic databases and the necessity of researches associated is brought up. Therefore, the present study proposes valuation models so as to utilize as objective reference information in the contents market of intangible assets, by assessing the market value of science and technology information contents including patents, academic papers and reports. First, we look into application methods of calculating cash flows by content types out of key variables which has been applied to the present technology valuation, and in case of patents we propose valuation methods based on concepts which are applied in the present technology valuation. Next, in case of both papers and reports, in order to reflect the characteristics of these contents we newly propose qualitative valuation methods which are adjustable based on both technology innovation and market demands indices while estimating the economic life cycle of the technology, and also present the input cost-based calculation method as the calculation method of cash flows. Throughout the study, we could establish frameworks by technology fields and business models applicable such as copyright licensing, transactions of individual science and technology information contents, and expect that more objective and reasonable assessment of content values is accessible.

스마트폰 정보보호

  • Jeong, Hyeon-Cheol
    • TTA Journal
    • /
    • s.132
    • /
    • pp.28-33
    • /
    • 2010
  • 지난 10년 동안 인터넷은 우리 생활에 가히 혁명적인 영향을 끼쳐 왔습니다. 그러나 지난 10년이 인터넷 혁명의 시대였다고 한다면 향후 10년간은 모바일 혁명의 시대가 될 것이라고들 이야기합니다. 모바일 혁명 시대의 핵심에는 스마트폰이 자리하고 있습니다. 작년 이맘때쯤 국내에 아이폰이 도입되면서 국내에도 불붙기 시작한 스마트폰 광풍은 모든 비즈니스와 우리 생활에서 혁명을 예고하고 있습니다. 스마트폰 플랫폼 개발업체, 이동통신업체, 단말 기업체, 콘텐츠 개발자 등 다양한 플레이어들이 모바일 생태계 속에서 새로운 비즈니스 모델들을 탄생시키고 있고, 개인들의 생활속에서도 스마트폰은 깊숙이 자리매김하고 있습니다. 이처럼 우리 산업 전반과 삶에 새로운 변화를 일으키고 있는 스마트폰은 과연 안전한 것일까요? 스마트폰은 다양한 앱이 구동될 수 있는 개방형 플랫폼을 가지고 있고, 앱스토어를 통해 누구나 앱 사용자이자 제공자도 될 수 있습니다. 또한, 3G뿐만 아니라 Wi-Fi, Bluetooth, PC Sync 등 다양한 네트워킹 기능을 제공해 줍니다. 이러한 개방성을 바탕으로 스마트폰은 급격하게 성장하고 있지만 개방성은 악성코드 감염, 해킹, 프라이버시 침해 등 역기능이 발생할 수 있는 여건도 마련해 주고 있습니다. 실제로 스마트폰 해킹 사고는 국내외에서 빈번하게 발생되고 있고 그 피해가 증가하고 있는 추세입니다. 올 4월에 국내에서도 첫 스마트폰용 악성코드가 발견되었고, 전 세계적으로 524건의 모바일 악성코드가 발견되었습니다. 이처럼 스마트폰 해킹은 현실화되어 우리를 위협하고 있습니다. 본 특집에서는 스마트폰 보안과 관련한 정부의 정책방향, 보안위협과 사례, 프라이버시 이슈, 보안시장 전망, 국내외 표준화 동향, 전문인력 양성계획 등을 살펴보도록 하겠습니다.

  • PDF

Recognizing Emotional Content of Emails as a byproduct of Natural Language Processing-based Metadata Extraction (이메일에 포함된 감성정보 관련 메타데이터 추출에 관한 연구)

  • Paik, Woo-Jin
    • Journal of the Korean Society for information Management
    • /
    • v.23 no.2
    • /
    • pp.167-183
    • /
    • 2006
  • This paper describes a metadata extraction technique based on natural language processing (NLP) which extracts personalized information from email communications between financial analysts and their clients. Personalized means connecting users with content in a personally meaningful way to create, grow, and retain online relationships. Personalization often results in the creation of user profiles that store individuals' preferences regarding goods or services offered by various e-commerce merchants. We developed an automatic metadata extraction system designed to process textual data such as emails, discussion group postings, or chat group transcriptions. The focus of this paper is the recognition of emotional contents such as mood and urgency, which are embedded in the business communications, as metadata.

Construction of Fashion Cultural Goods Design Database using Gaya Relics (가야(伽倻) 유물을 활용한 패션문화상품 디자인 데이터베이스 구축)

  • Song, Mi-Jung;Park, Hye-Won
    • Journal of Fashion Business
    • /
    • v.16 no.1
    • /
    • pp.160-179
    • /
    • 2012
  • One of the representative local cultures in Gyeongnam is Gaya culture. This research aim s to develop fashion cultural goods design applying Gaya relics. Based on the study on cu ltural character, formative characteristics of relics, and questionnaire survey on cultural reco gnition and fashion cultural goods purchasing status of Gaya, the plan of Gaya fashion cul tural goods design was made and progressed. To develop design pattern, TexPro Design CAD was used. As to selection of relics to extract motif, Mounted vessel in the shape of warrior on horseback, Chariot wheel-shaped Pottery, Armor and Shield were selected. The main concept of design was 'Timeless Images of Gaya' to re-illuminate a long forgotten p eriod of Gaya, and to create modernization image of ancient period into modern living. By using oring image scale of IRI C or Lab, the 4 main themes of 'Timeless Images of Gaya' including 'Romantic Gaya', 'Dynamic Gaya', 'E -friendly Gaya', 'Modern Gaya' were constructed. According to the 4 themes, basic pattern, repeating pattern, application patter n were developed. And applied cases were developed to seek reality of design in the fashi on cultural goods. Also web page was constructed to develop educational and industrial accessibility and utilization in collaboration with design patterns and fashion cultural goods ap plying cases.