• Title/Summary/Keyword: Content Provide

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Building up an IT Service Management System through the ISO 20000 Certification

  • Park, Jung-Hoon;Kim, Hwan-Min
    • International Journal of Knowledge Content Development & Technology
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    • v.2 no.2
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    • pp.31-45
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    • 2012
  • This study prepared a foundation to provide high-quality services in a stable and effective way to meet the customer expectations, by building up and establishing an ISO 20000 certified IT service management system and protecting the information assets from various threats through effective system operation that meets the requirements of international standards, in order to ensure the reliability and stability of NDSL public services provided by KISTI Information Service Center and to enhance the customer satisfaction.

Methods for Strengthening the Middle & High School Consumer Education : Focusing on the Content Analysis of Consuemr Education Curriculum (우리나라 중고등학교 소비자교육의 강화방안 : 소비자교육 관련 교과내용분석을 중심으로)

  • 이기춘
    • Journal of the Korean Home Economics Association
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    • v.30 no.2
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    • pp.237-247
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    • 1992
  • A number of consumerists and consumer educators have considered making consumer education courses q requrement at the middle & high school level. But in our country school consumer education have been negelected. The purpose of this paper were to: (1) classify the contents of school consumer education into subject areas; (2) conduct the content analysis of related curriculum; (3) provide the specific methods for strengthening the middle & high school consumer education.

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Opportunities for Digital Storytelling and Collaborative Learning on Second Life (세컨드라이프를 활용한 디지털 스토리텔링과 협력학습)

  • Choi, Seo-Yun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1252-1256
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    • 2009
  • Machinima is a new form of UCC(User Created Content) which utilizes 3D videogame engine technology to create animated films within virtual environments. By producing machinima content, students can get cooperative learning opportunities as well as digital storytelling skills. This case study is to introduce the educational potential of Second Life and to provide useful directions in professional curricula of digital culture content.

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A Design and Implementation of DRM System by Applying System Authentication Method (시스템 인증기법을 적용한 DRM 시스템 설계 및 구현)

  • Jang, Eun Gyeom;Lee, Bum Suk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.2
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    • pp.177-184
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    • 2009
  • The digital contents distribution system via network provides comfortability, usability, and diversified functions to content's users. However, for the characteristic of easy access of digital contents, the copyright infringements and indiscreet contents distribution are realized in this days. In other words, any users with the authentication key can access to copyright contents with any restrictions. To solve this problems, we proposed a user authentication mechanism which prevent indiscreet access to the digital content by using user system information. Also, to provide safe distribution of digital content, we used user's unique content authentication key.

Marketer-Generated Content Sharing Among Social Broadcasting Users: Effects of Intrinsic Motivations, Social Capital and the Moderating Role of Prevention Focus

  • Li, Yuhao;Wang, Kanliang
    • Asia pacific journal of information systems
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    • v.25 no.4
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    • pp.719-745
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    • 2015
  • Social networking services provide individuals with an easy approach for exchanging messages with others based on interpersonal relationships. However, why individuals spread marketer-generated content (MGC) in their online social circles remains unclear. Therefore, we develop a theoretical model to examine how social capital, intrinsic motivations, personal perceptions, past behavior, and personal traits influence MGC sharing behavior of social media users in micro-blogging context. Data collected from 319 social networking users support the proposed model. The results from partial least squares analyses show that enjoyment, perceived control, and outcome expectations are significant indicators of individual's MGC sharing intention in the social broadcasting environment. Results also suggest that social capital, users' intention, and past behavior positively influence the MGC sharing behavior of users. Moreover, individual prevention pride exhibits a significant interaction effect on the relationships between users' MGC sharing and its antecedents. Implications for research and practice are discussed.

Analysis of Storage and Retrieval Results of Audio Sources and Signatures using Blockchain and Distributed Storage System

  • Lee, Kyoung-Sik;Kim, Sang-Kyun
    • Journal of Broadcast Engineering
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    • v.24 no.7
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    • pp.1228-1236
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    • 2019
  • Recently, media platforms such as YouTube and Twitch provide services that can generate personal revenue by utilizing media content produced by individuals. In this regard, interest in the copyright of media content is increasing. In particular, in the case of an audio source, competition for securing audio source copyright is fierce because it is an essential element for almost all media content production. In this paper, we propose a method to store the audio source and its signature using a blockchain and distributed storage system to verify the copyright of music content. To identify the possibility of extracting the audio signature of the audio source and to include it as blockchain transaction data, we implement the audio source and its signature file upload system based on the proposed scheme. In addition, we show the effectiveness of the proposed method through experiments on uploading and retrieving audio files and identify future improvements.

Active Learning Environment for the Heritage of Korean Modern Architecture: a Blended-Space Approach

  • Jang, Sun-Young;Kim, Sung-Ah
    • International Journal of Contents
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    • v.12 no.4
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    • pp.8-16
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    • 2016
  • This research proposes the composition logic of an Active Learning Environment (ALE), to enable discovery by learning through experience, whilst increasing knowledge about modern architectural heritage. Linking information to the historical heritage using Information and Communication Technology (ICT) helps to overcome the limits of previous learning methods, by providing rich learning resources on site. Existing field trips of cultural heritages are created to impart limited experience content from web resources, or receive content at a specific place through humanities Geographic Information System (GIS). Therefore, on the basis of the blended space theory, an augmented space experience method for overcoming these shortages was composed. An ALE space framework is proposed to enable discovery through learning in an expanded space. The operation of ALE space is needed to create full coordination, such as a Content Management System (CMS). It involves a relation network to provide knowledge to the rule engine of the CMS. The application is represented with the Deoksugung Palace Seokjojeon hall example, by describing a user experience scenario.

Design of Patient Affairs System for Efficient Hospital Business (병원 업무 효율화를 위한 원무 시스템 설계)

  • Cho Kwang-Moon;Han Kun-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.616-621
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    • 2005
  • The quality of content is the most important for the web site which are connected many people. This content could be easily manipulated by users. Many web sites provide the simple Information of hospitals. However, users want the environment from reservation to counselling. In this paper a patient affairs system is designed which provides this content. When a web site is constructed according to this content, the both of users and hospitals are satisfied.

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Ergonomic Approaches to Content Creation for 3D Displays

  • Kawai, Takashi;Kishi, Shinsuke;Kim, Sang-Hyun;Yamazoe, Takashi;Shibata, Takashi;Inoue, Tetsuri;Sakaguchi, Yusuke;Okabe, Kazushige;Yasuhiro, Kuno
    • Journal of Information Display
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    • v.8 no.1
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    • pp.26-31
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    • 2007
  • This paper presents ergonomic approaches to editing and evaluating content for 3D displays. Two systems, a nonlinear editing system and an evaluation system, were developed to improve viewing safety and comfort for 3D content observers and provide better usability for the creators from the viewpoint of ergonomics.

Secure Naming Prefix Allocation Scheme for Mobile Content Centric Networking (이동 콘텐츠 중심 네트워크에서의 안전한 네이밍 할당 방안)

  • Lee, Jihoon;Lee, Juyong
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1466-1470
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    • 2016
  • As individuals create many contents anytime and anywhere together with the widespread dissemination of smart devices as well as various social networking services (SNS), content centric networking (CCN) has regarded as a new networking technology. However, CCN is exposed to malicious attacks on the mobility management of mobile content sources during handover and high volume of control messages. Therefore, this paper presents a secure duplicate name detection (SecureDND) mechanism without additional control messages by signed information and secure token. It is shown from the performance evaluation that the proposed scheme can provide low control overhead, which results in the network scalability.