• Title/Summary/Keyword: 콘텐츠 활용 분석

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A study on User experience Satisfaction Factors of Subscription Service (구독 서비스의 사용자 경험 만족도 요인에 관한 연구)

  • Kim, Hyun-Woo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.331-336
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    • 2020
  • The purpose of this study is to measure the satisfaction factors of user experience of 'Unlimited subscription service' among subscription services and analyze them based on economic and cultural perspectives. By recruiting the '20-'30s who had experienced using service, they attended a survey which was based on the reconstructed honeycomb model of Peter Morville. As a result of the survey, in terms of economic perspective, cost of service, and the ease of subscription inflow were the main satisfaction factors. From a cultural perspective, the familiarity with service and belief and experience of sharing content with people around them were the main satisfaction factors. Therefore, it can be inferred that the satisfaction of the user experience of the subscription service should be firstly satisfied with economic satisfaction, which leads to cultural satisfaction. This study is expected to be used as research data on user experience and satisfaction factors of unlimited subscription service.

Mobile Shopping Motives and Fashion Application Acceptance (모바일 쇼핑동기와 패션애플리케이션 수용)

  • Lee, Mi-Jin;Lee, Kyu-Hye
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.153-163
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    • 2013
  • The application demand has been rapidly increasing along the growth of smart devices. Companies actively use the application as marketing tools. In particular, fashion businesses expect the improvement of customer loyalty and brand image by using the applications as the communication channel with consumers. This paper investigated the relationship between mobile shopping motives and mobile shopping acceptance. Influence of such variables on perceived importance of various fashion application attributes was also accessed. Data from male and female respondents were analyzed for the empirical study. Results indicated that mobile shopping motives were classified into convenience, ubiquity, impulsiveness and economic motives. Fashion application attribute was classified into contents, continuous management, design/visibility, downloading and community. Mobile shopping motives had significant correlation with fashion application acceptance. Shopping motives and fashion application acceptance had significant impacts on perceived importance of various fashion application attributes.

A Study on Serious Game Application of Disabled Sports (장애인스포츠 적용을 위한 기능성 게임에 관한 연구)

  • Kang, Seungae;Kang, Sunyoung;Kim, Hyuncheol
    • Convergence Security Journal
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    • v.13 no.4
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    • pp.61-68
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    • 2013
  • Compared to the past, the number of disabled people in Korea is continuing to increase. As for the scope of the disability, it is expanding as well since it now includes all types of illnesses, car accidents, complications resulting from aging, industrial accidents and others accidents. Attempts are made in terms of applying sports game method that grafts IT technology in order to ensure that the disabled people participate continually in sports. While casting away the notion of play which was the role of a game in the past, new roles and domains were developed. In fact, serious game genre is what leads this change. Because serious game is leading the game industry fast, centered on education, sports, fitness and medical use, its market value can be considered very significant since it can be both fund and effective as it targets the disabled who cannot enjoy sports easily in reality. Accordingly, this research seeks to present the direction for the application of serious game for the disabled people by analyzing the current situation pertaining to the integrated and converged cases applied to the field of sports for the disabled when it comes to the serious game that uses contents based on the IT technology.

Performance Enhancement through Row-Column Cross Scanning in Differential Histogram-based Reversible Watermarking (차이값 히스토그램 기반 가역 워터마킹의 행열 교차 스캐닝을 통한 성능 향상 기법)

  • Yeo, Dong-Gyu;Lee, Hae-Yeoun;Kim, Byeong-Man
    • The KIPS Transactions:PartB
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    • v.18B no.1
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    • pp.1-10
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    • 2011
  • Reversible watermarking inserts watermark into digital media in such a way that visual transparency is preserved, which enables the restoration of the original media from the watermarked one without any loss of media quality. It has various applications, where high capacity and high visual quality are major requirements. This paper presents a new effective multi-round embedding scheme for the differential histogram-based reversible watermarking that satisfies high capacity requirements of the application. The proposed technique exploits the row-column cross scanning to fully utilize the locality of images when multi-round embedding phase to the message inserted image. Through experiments using multiple kinds of test images, we prove that the presented algorithm provides 100% reversibility, effectiveness of multi-round embedding, and higher visual quality, while maintaining the induced-distortion low.

A Study on a Decision Making Model for the Internet Avatar User -With Particular Emphasis on Developing Prototypes for Purpose of Users- (인터넷 아바타 사용자의 의사결정 모델에 관한 연구 -사용 목적 별 프로토타입 제작을 중심으로 -)

  • 김영미;정경운
    • Archives of design research
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    • v.17 no.3
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    • pp.263-272
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    • 2004
  • As the evolution of information and communication technologies alters the communication environment at an alarming rate, the avatar has presented itself as one of new means of communication in recent years. The Internet avatar has increasingly placed as an important profit making source of the digital contents. However, studies on how users make decision for choosing the avatar are very seldom. The aim of this study is to understand user's behaviors in the decision making process for selecting the most appropriate avatar among various choices. It also aims to identify major factors and elements for developing an avatar depending on the users purposes. A set of decision-making models, accordingly purpose model and cognitive model, as well as prototype of each model have been developed. Finally, it suggested practical guidelines for designing the avatar in conjunction with purposes of use.

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방송통신사업자의 스마트미디어 전략에 대한 탐색적 연구: HTML5, 클라우드 컴퓨팅 등의 기술적 배경을 근간으로

  • Song, Min-Jeong
    • Broadcasting and Media Magazine
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    • v.18 no.1
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    • pp.89-104
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    • 2013
  • 다양한 스마트기기 간 및 앱(Application) 간 연동을 통한 스마트미디어 생태계 환경에서 애플(Apple), 구글(Google), 마이크로소프트(Microsoft) 등 SW(Software) 기반 OS(Operating System) 플랫폼들은 개별 체제 강화를 더욱 견고히 하고 있다. 생태계 내 타(他) 구성원들은 이들에 의한 제약이 더욱 심해지자, 웹 문서의 표준화(HTML5)나 클라우드 컴퓨팅(Cloud computing) 같은 개방화된 기술들을 환영한다. 실제로 최근 웹 애플리케이션(Web application) 개발과 개발자들의 OS 플랫폼 이탈은 이러한 변화의 단면을 보여주기 시작했다. 본 고는 SW 중심에서 서비스 중심으로 이동 중인 플랫폼 경쟁 환경에서 네트워크를 보유 중인 방송통신사업자들의 새로운 스마트미디어 전략 방향을 제시하는데 그 목적을 둔다. 이를 위해 두 가지 기술적 배경인 HTML5와 클라우드 컴퓨팅 기술들을 살펴본 후, 그 동안 SW 중심 플랫폼 경쟁 환경에서 주도권을 빼앗겼다고 깨달은 방송통신사업자가 취해야 할, 두 가지 새로운 기술적 환경에서의 스마트미디어 전략을 제시하였다. 분석 결과, HTML5가 모바일 분야의 핵심 기술이 될 전망이지만, 단기적으로는 여전히 미성숙 문제가 제기될 것으로 보이며, 기존 경쟁력을 유지하려는 OS 사업자들의 가치사슬 통합 전략이 가시화되고 있는 환경이 목격된다. 또한, 클라우드 서비스 제공도 이미 이들 OS사업자들의 기존 생태계 유지를 위한 핵심 툴로 이미 활용되기 시작했다. 그럼에도 불구하고 HTML5와 클라우드 컴퓨팅은 방송통신사업자들에게 생태계 주도권을 탈환할 수 있는 중요한 기술로 인식되고 있다. 따라서 본 연구에서는 이를 기반으로 세 가지 이용자 경험인 '경계 없는', '동질적인', '끊김 없는' 이용자 경험(User Experience) 제공을 위해 노력하는 선도적인 사례 탐색이 시도되었으며, 이를 통해 방송통신사업자들의 미래 스마트미디어 전략 방향이 도출되었다. '경계 없는' 서비스에서는 구글, 애플 외의 멀티OS 전략과 기존 OS의 앱 서비스 대항마인 아마존(Amazon), 페이스북(Facebook) 등과의 적극적 서비스 제휴, '동질적인' 서비스에서는 클라우드 기반 주요 콘텐츠 플랫폼 제휴와 방송통신 가입자 기반의 All-IP기반으로의 확대, 마지막으로 '끊김 없는' 서비스에서는 SNS, LBS, 가상현실 등과의 매쉬업(Mash-up)과 의료, 금융 등과의 융합서비스 개발을 통한 스마트홈 전략 추진, 인증 및 결제시스템의 개방화 등이 제시되었다.

Utilization Research of Cultural Heritage Resources (Sosuseowon & Buseoksa) and Primary Components Analysis for Development of Yeongju Local Food Content (영주향토음식 콘텐츠개발을 위한 주성분분석 및 문화유산 (소수서원, 부석사) 자원의 활용 연구)

  • Choi, Eun Young;An, Hui Jeong
    • The Korean Journal of Food And Nutrition
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    • v.30 no.5
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    • pp.1068-1079
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    • 2017
  • This study was applied to the PCA (Primary Components Analysis) for the sixteen table setting at the 2017 Yeongju local food contest. In this contest, we have developed a seonbibansang and a temple one-dish meal. As a result of the correlation analysis, the applicability and composition were 0.7980, harmony and taste were 0.7747 and easiness and composition were 0.7435. In the Primary Component $Y_1$, all the variables $X_1{\cdots}X_{10}$ mean that the quality of the food had positive values greater than zero. The second Primary Component $Y_2$ has a large positive value while $X_4$, $X_5$, $X_6$, $X_7$, $X_9$ have negative values. $Y_2$ is a value representing the sanitation variable, and can be considered a traditional and characteristic table setting natural to the native food in Yeongju. In addition, we developed an-hyangbansang and seonmyoaecheong food content by applying PCA factors (the elements of harmony, ease and sanitation). Table setting of an-hyangbansang provided energy 61.5%, protein 20.0% and fat 18.5% and seonmyoaecheong provided energy 62.7%, protein 15.4% and fat 22.2%. This satisfied the necessary amount of caloric nutrient intake that could be provided in a meal. Especially through story-telling, a modern interpretation - or rebranding - of local and traditional foods could make these traditional food products familiar to consumers currently. The developed table setting is felt to be conductive to the possible commercialization and introduction of traditional food into the mainstream commercial food service industry.

The Research for the external environment of the Smart Science Museum (스마트 과학관의 외적환경에 대한 연구)

  • Cho, Eunyoungi;Choi, Yoojung;Yoon, Youngdoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.118-121
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    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.

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Research on the Detection of Image Tampering

  • Kim, Hye-jin
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.111-121
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    • 2021
  • As the main carrier of information, digital image is becoming more and more important. However, with the popularity of image acquisition equipment and the rapid development of image editing software, in recent years, digital image counterfeiting incidents have emerged one after another, which not only reduces the credibility of images, but also brings great negative impacts to society and individuals. Image copy-paste tampering is one of the most common types of image tampering, which is easy to operate and effective, and is often used to change the semantic information of digital images. In this paper, a method to protect the authenticity and integrity of image content by studying the tamper detection method of image copy and paste was proposed. In view of the excellent learning and analysis ability of deep learning, two tamper detection methods based on deep learning were proposed, which use the traces left by image processing operations to distinguish the tampered area from the original area in the image. A series of experimental results verified the rationality of the theoretical basis, the accuracy of tampering detection, location and classification.

The Search of Image Outline Using 3D Viewpoint Change (3차원 시점 변화를 활용한 이미지 외곽라인 검색 제안)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.283-288
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    • 2019
  • We propose a method to search for similar images by using outline lines and viewpoints. In the first test, the three-dimensional image, which can't control the motion, has lower search accuracy than the static flat image. For the cause analysis, six specific tropical fish data were selected. We made a 3D graphics of tropical fishes of each kind, and we made 144 image outline lines with 12 stage viewpoints of top, bottom, left and right. Tropical fish by type were collected and sorted by time of search through similar search. Studies have shown that there are many unique viewpoints for each species of tropical fish. To increase the accuracy of the search, a User Interface was created to select the user's point of view. When the user selects the viewpoint of the image, a method of showing the result in consideration of the range of the related viewpoint is proposed.