• Title/Summary/Keyword: DRM+

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A Study an Effective Copyright Protection Method for Webtoons (효과적인 웹툰 저작권 보호 방법에 관한 연구)

  • Yoon, Hee-Don;Cho, Seong-Hwan
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.12 no.1
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    • pp.106-112
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    • 2019
  • The Korea Copyright Commission has pursued copyright technology R&D projects to prevent illegal copying of comics and Webtoons. We developed a feature-based scanned comic filtering technology in order to apply technical measures to specific types of online service providers. We also developed technologies in order to monitor and identify illegally distributed comics on webhard sites and to monitor and identify illegally distributed webtoons. Even though all comic books posted on webhard sites are illegal, it is no trouble to download and access popular comics by accessing websites in foreign countries. Even under these circumstances, the comic and webtoon copyright protection technologies developed over the past six years have been used at all. In this paper, we examine what the problems are and find solutions to propose a copyright protection method for webtoons.

Standard Representation of Simulation Data Based on SEDRIS (SEDRIS기반의 모의자료 표현 표준화)

  • Kim, Hyung-Ki;Kang, Yun-A;Han, Soon-Hung
    • Journal of the Korea Society for Simulation
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    • v.19 no.4
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    • pp.249-259
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    • 2010
  • Synthetic environment data used in defense M&S fields, which came from various organization and source, are consumed and managed by their own native database system in distributed environment. But to manage these diverse data while interoperation in HLA/RTI environment, neutral synthetic environment data model is necessary to transmit the data between native database. By the support of DMSO, SEDRIS was developed to achieve this requirement and this specification guarantees loss-less data representation, interchange and interoperability. In this research, to use SEDRIS as a standard simulation database, base research, visualization for validation, data interchange experiment through test-bed was done. This paper shows each research case, result and future research direction, to propose standardized SEDRIS usage process.

Comparison of the DGPS Positioning Accuracies for Single and Multiple Reference Stations in the South Coast of Korea (한국 남해안에서 단일 및 복수 기준국에 의한 DGPS의 측위정도 비교)

  • Park, Noh-Seon;Shin, Hyeong-Il;Lee, Dae-Jae;Shin, Hyeon-Ok;Kim, Seok-Jae;Bae, Mun-Ki
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.38 no.3
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    • pp.181-189
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    • 2002
  • This paper describes the positioning accuracies for single and multiple reference stations at fixed stations in Yosu harbor and Pukyong National University in the south coast of Korea from Jan. to Oct. 2001. Also we observed the change of positioning accuracy during a day and the available range of the DGPS reference station. he results obtained are main summarized as follows; 1. With single DGPS reference station, 2drms and the average positioning .error were 5.6m, 7.3m respectively. Measurement positions indicated an incline toward one way away from the actual position. 2. With multiple DGPS reference stations, 2drms and the average position error were 5.5m, 3.2m for the arithmetic mean, respectively. They were 5.3m, 3.8m for the weighted average, respectively. As far as the separation between the user and the reference station, using multiple reference stations improved position accuracy more than using single reference station. 3. The average positioning error increased between 16: 00 and 22 : 00. The average number of observed satellite and HDOP were 7.1m, 0.49 respectively. 4. Coverage of DGPS reference stations in the south coast of Korea was estimated to be 110nm. Signal strength and signal to noise ratio was not available the DGPS signal below 19㏈, 8㏈ respectively.

An Embedding /Extracting Method of Audio Watermark Information for High Quality Stereo Music (고품질 스테레오 음악을 위한 오디오 워터마크 정보 삽입/추출 기술)

  • Bae, Kyungyul
    • Journal of Intelligence and Information Systems
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    • v.24 no.2
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    • pp.21-35
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    • 2018
  • Since the introduction of MP3 players, CD recordings have gradually been vanishing, and the music consuming environment of music users is shifting to mobile devices. The introduction of smart devices has increased the utilization of music through music playback, mass storage, and search functions that are integrated into smartphones and tablets. At the time of initial MP3 player supply, the bitrate of the compressed music contents generally was 128 Kbps. However, as increasing of the demand for high quality music, sound quality of 384 Kbps appeared. Recently, music content of FLAC (Free License Audio Codec) format using lossless compression method is becoming popular. The download service of many music sites in Korea has classified by unlimited download with technical protection and limited download without technical protection. Digital Rights Management (DRM) technology is used as a technical protection measure for unlimited download, but it can only be used with authenticated devices that have DRM installed. Even if music purchased by the user, it cannot be used by other devices. On the contrary, in the case of music that is limited in quantity but not technically protected, there is no way to enforce anyone who distributes it, and in the case of high quality music such as FLAC, the loss is greater. In this paper, the author proposes an audio watermarking technology for copyright protection of high quality stereo music. Two kinds of information, "Copyright" and "Copy_free", are generated by using the turbo code. The two watermarks are composed of 9 bytes (72 bits). If turbo code is applied for error correction, the amount of information to be inserted as 222 bits increases. The 222-bit watermark was expanded to 1024 bits to be robust against additional errors and finally used as a watermark to insert into stereo music. Turbo code is a way to recover raw data if the damaged amount is less than 15% even if part of the code is damaged due to attack of watermarked content. It can be extended to 1024 bits or it can find 222 bits from some damaged contents by increasing the probability, the watermark itself has made it more resistant to attack. The proposed algorithm uses quantization in DCT so that watermark can be detected efficiently and SNR can be improved when stereo music is converted into mono. As a result, on average SNR exceeded 40dB, resulting in sound quality improvements of over 10dB over traditional quantization methods. This is a very significant result because it means relatively 10 times improvement in sound quality. In addition, the sample length required for extracting the watermark can be extracted sufficiently if the length is shorter than 1 second, and the watermark can be completely extracted from music samples of less than one second in all of the MP3 compression having a bit rate of 128 Kbps. The conventional quantization method can extract the watermark with a length of only 1/10 compared to the case where the sampling of the 10-second length largely fails to extract the watermark. In this study, since the length of the watermark embedded into music is 72 bits, it provides sufficient capacity to embed necessary information for music. It is enough bits to identify the music distributed all over the world. 272 can identify $4*10^{21}$, so it can be used as an identifier and it can be used for copyright protection of high quality music service. The proposed algorithm can be used not only for high quality audio but also for development of watermarking algorithm in multimedia such as UHD (Ultra High Definition) TV and high-resolution image. In addition, with the development of digital devices, users are demanding high quality music in the music industry, and artificial intelligence assistant is coming along with high quality music and streaming service. The results of this study can be used to protect the rights of copyright holders in these industries.

A Study on Mapping Relations between eBook Contents for Conversion (전자책 문서 변환을 위한 컨텐츠 대응 관계에 관한 연구)

  • 고승규;임순범;김성혁;최윤철
    • The Journal of Society for e-Business Studies
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    • v.8 no.2
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    • pp.99-111
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    • 2003
  • By virtue of diverse advantages derived from digital media, eBook is getting started to use. And many market research agencies have predicted that its market will be greatly expanded soon. But against those expectations, copyright-related problems and the difficulties of its accessing inherited from various eBook content formats become an obstacle to its diffusion. The first problems can be solved by DRM technology. And to solve the second problems, each nation has published its own content standard format. But the domestic standards are useful only the domestic level, they still leave the problems in the national level. The variety of content formats has created a demand for mechanisms that allow the exchange of eBook contents. Therefore we study the mapping relations between eBook contents for conversion. To define the mapping relations, first we extract the mapping both between eBook contents and between normal XML documents. From those mappings, we define seven mapping relations and classify them by cardinality. And we analyze the classified relations, which can be generated by automatic, or not. Using these results, we also classify the eBook content conversion as automatic, semi-automatic, and manual. Besides, we provide the conversion templates for mapping relations for automatic generation of conversion scripts. To show the feasibility of conversion templates, we apply them to the eBook content conversion. Experiment shows that our conversion templates generate the conversion scripts properly. We expected that defined mapping relations and conversion templates can be used not only in eBook content conversion , but also in normal XML document conversion.

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Geodesic Shape Finding Algorithm for the Pattern Generation of Tension Membrane Structures (막구조물의 재단도를 위한 측지선 형상해석 알고리즘)

  • Lee, Kyung-Soo;Han, Sang-Eul
    • Journal of Korean Society of Steel Construction
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    • v.22 no.1
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    • pp.33-42
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    • 2010
  • Patterning with a geodesic line is essential for economical or efficient usage of membrane materialsin fabric tension membrane structural engineering and analysis. The numerical algorithm to determine the geodesic line for membrane structures is generally classified into two. The first algorithm finds a non-linear shape using a fictitious geodesic element with an initial pre-stress, and the other algorithm is the geodesic line cutting or searching algorithm for arbitrarily curved 3D surface shapes. These two algorithms are still being used only for the three-node plane stress membrane element, and not for the four-node element. The lack of a numerical algorithm for geodesic lines with four-node membrane elements is the main reason for the infrequent use of the four-node membrane element in membrane structural engineering and design. In this paper, a modified numerical algorithm is proposed for the generation of a geodesic line that can be applied to three- or four-node elements at the same time. The explicit non-linear static Dynamic Relaxation Method (DRM) was applied to the non-linear geodesic shape-finding analysis by introducing the fictitiously tensioned 'strings' along the desired seams with the three- or four-node membrane element. The proposed algorithm was used for the numerical example for the non-linear geodesic shape-finding and patterning analysis to demonstrate the accuracy and efficiency, and thus, the potential, of the algorithm. The proposed geodesic shape-finding algorithm may improve the applicability of the four-node membrane element for membrane structural engineering and design analysis simultaneously in terms of the shape-finding analysis, the stress analysis, and the patterning analysis.

An Embedded System Design of Collusion Attack Prevention for Multimedia Content Protection on Ubiquitous Network Environment (유비쿼터스 네트워크 환경의 멀티미디어 콘텐츠 보호를 위한 공모공격 방지 임베디드 시스템 설계)

  • Rhee, Kang-Hyeon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.15-21
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    • 2010
  • This paper proposes the multimedia fingerprinting code insertion algorithm when video content is distributed in P2P environment, and designs the collusion codebook SRP(Small RISC Processor) embedded system for the collusion attack prevention. In the implemented system, it is detecting the fingerprinting code inserted in the video content of the client user in which it requests an upload to the web server and in which if it is certified content then transmitted to the streaming server then the implemented system allowed to distribute in P2P network. On the contrary, if it detects the collusion code, than the implemented system blocks to transmit the video content to the streaming server and discontinues to distribute in P2P network. And also it traces the colluders who generate the collusion code and participates in the collusion attack. The collusion code of the averaging attack is generated with 10% of BIBD code v. Based on the generated collusion code, the codebook is designed. As a result, when the insert quantity of the fingerprinting code is 0.15% upper in bitplane 0~3 of the Y(luminance) element of I-frame at the video compression of ASF for a streaming service and MP4 for an offline offer of video content, the correlation coefficient of the inserted original code and the detected code is above 0.15. At the correlation coefficient is above 0.1 then the detection ratio of the collusion code is 38%, and is above 0.2 then the trace ratio of the colluder is 20%.

Design and implementation of protection and management system of digital contents based on MPEG-21 IPMP (MPEG-21 IPMP 기반 디지털 콘텐츠 보호 관리 시스템 설계 및 구현)

  • Ryu Kwang-Hee;Kim Yun-Ki;Kim Kwang-Yong;Kim Jae-Gon;Hong Jin-Woo;Jung Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.149-152
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    • 2006
  • The usage increase of digital contents required solution for protection technology and interoperability of system. MPEG proposed MPEG-21 Multimedia Frameworks. MPEG-21 IPMP is standard that provides the means to enable digital item and rights information to be persistently managed and protected across networks and devices. In this paper, MPEG-21 IPMP based system to protect digital contents designed by four structures of license server, production server, consumption server, tool sewer. License sewer create rights information document using the XML-based REL about multimedia contents of users. Production server makes a digital item by packaging multimedia resource and metadata, which is combined by REL information and IPMP information of multimedia resource. Consumption server takes care of the functions of players that use digital item, and tool server was implement to transmit for missing tool that night occur in all procedures.

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The Influence of Daily Social Interaction and Physical Activity on Daily Happiness of Korean Urban Older Adults (도시노인의 사회적 교류, 신체활동과 일상적 행복감의 관련성: 개인특성의 맥락효과를 고려하여)

  • Han, Gyounghae;Choi, Heejin
    • 한국노년학
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    • v.38 no.4
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    • pp.1083-1105
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    • 2018
  • The present study sought to capture day-to-day fluctuation of the daily happiness among Korean urban older adults and to examine whether the within person fluctuation of daily happiness is explained by the social and physical activities the older adults experience each day. We also examined whether the within person association between daily social, physical activities and the daily happiness varies by individual characteristics(i.e. gender, age, educational level and health). In addition, we explored the relationships between the level and fluctuation of daily happiness and the level of global happiness. The data was collected by multi-method approach, which includes general survey, daily diary method and collection of physical activity data through the activity monitors. In total, 175 urban older adults participated for seven days of daily diary survey. The data about the number of steps and the time spent on sedentary activities, light intensity physical activities and moderate to vigorous intensity physical activities were also collected during the same period from 16 sub-samples using activity monitors. Hierarchical linear modeling was applied for the analysis. The results were as below. First, the level of happiness of older adults fluctuated during a week, and the patterns of fluctuation varied by the gender and the health. Second, socializing with their children and friends elevated their levels of happiness. Also the impact of contacts with siblings on the level of daily happiness was greater for the unhealthy group compare to the healthy group. Third, older adults were happier on the days when they walked more, but the level of daily happiness decreased on the days when they spent longer time for low intensity physical activities. Lastly, the higher level of daily happiness were related to the higher level of global happiness, but the degree of fluctuation of daily happiness was not related to the level of global happiness. The implications of these results and suggestions for future research are discussed.