• Title/Summary/Keyword: Digital Content Service

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Digital Content Protection and Computer Forensics Evidence Management Mechanism using MPEG-21 in Network Service Environment (네트워크 서비스 환경에서 MPEG-21을 활용한 디지털 콘텐츠 보호 및 컴퓨터 포렌식스 증거 관리 메커니즘)

  • Jang, Eun Gyeom;Lee, Bum Suk
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.2
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    • pp.129-141
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    • 2010
  • In network service environment, cultures from diversified fields are easily accessible thanks to the convenient digital content services. Unfortunately, unauthorized access and indiscreet misuse behaviors have deprived content owners of their copyrights. This study suggests an integrity-ensured model applicable for forensic evidence of digital content infringement in network service environment. The suggested model is based on MPEG-21 core components for digital content protection and the system is designed in connection with the components of digital content forensics. Also, the present study suggests an efficient technology to protect and manage computer forensic evidence and digital content by authorizing digital content use and catching infringing logs of authorized users without lag in network environment for the benefit of network security and reliability.

The Antecedents of Switching Cost and its Effect on Customer Loyalty in Digital Music Service Industry (온라인 음악서비스 산업에서 전환비용의 선행요인 및 전환비용이 고객충성도에 미치는 영향)

  • Kang, Sung-Min;Uhm, Gi-Heon
    • Asia pacific journal of information systems
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    • v.20 no.2
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    • pp.157-180
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    • 2010
  • Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.

가치혁신 전략을 적용한 디지털콘텐츠 평가에 관한 연구;구글과 네이버의 검색 서비스를 중심으로

  • No, Mi-Jeong;Mun, Hyeong-Nam
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2007.05a
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    • pp.229-238
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    • 2007
  • This study was intended to point out the limit of existing digital content-centered studies, or approaches from the viewpoint of the supplier and in the aspect of business profit model and find ways to assess the quality of digital content, considering the characteristics of digital content. For this, the study is to apply value innovation strategy to digital content assessment, to analyze the applicability, and to propose a new and practical framework for digital content assessment method. To this end, this study selected the global No. 1 search service provider Google and local portal site Naver search service. The study on assessment factors by value innovation strategy was based on existing literature, while user-value elements in that respect were confined to information quality, interactivity, communication, interactive storytelling, and usability. This study objectified the relation with the value innovation strategic analysis, through qualitative and quantitative analyses on value elements of search service users.

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The Targeting for Users Data Service of 3D-mesh contents (맞춤형 Targeting 3차윈 컨텐츠 Data 서비스)

  • Jung Jong-Jin;Lee Jong-Sul;Lim Tae-Bum;Lee Seok-Pil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.83-86
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    • 2003
  • With the opening of digital broadcast services and development of wire/wireless Internet, the current multimedia broadcasting is provided for has various services. The user will be provided lots of various content through the various channel and media. Content provider and consumer want the various service using content with the better quality which is fit to user preference. For transmitting this content in the limited transmission channel capacity, it needs to transmit the highly compressed content which user wants. The content of 3D mesh model-based on MPEG-4 enables the various content service that provides the lower capacity and the better quality, and Targeting service enables just provide the contents that user more wants and likes. The adaption of Java application program and 3D program can provide the content service utilizing 3D mesh model, so content provider and consumer can share the more information about the content. This paper has presented the study on the targeting service using compression of 3D mesh model-based on MPEG-4 and the adaptation of Java application program using it

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Protection of MPEG-2 Multicast Streaming in an IP Set-Top Box Environment

  • Hwang, Seong-Oun;Kim, Jeong-Hyon;Nam, Do-Won;Yoon, Ki-Song
    • ETRI Journal
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    • v.27 no.5
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    • pp.595-607
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    • 2005
  • The widespread use of the Internet has led to the problem of intellectual property and copyright infringement. Digital rights management (DRM) technologies have been developed to protect digital content items. Digital content can be classified into static content (for example, text or media files) and dynamic content (for example, VOD or multicast streams). This paper deals with the protection of a multicast stream on set-top boxes connected to an IP network. In this paper, we examine the following design and architectural issues to be considered when applying DRM functions to multicast streaming service environments: transparent streaming service and large-scale user environments. To address the transparency issue, we introduce a 'selective encryption scheme'. To address the second issue, a 'key packet insertion scheme' and 'hierarchical key management scheme' are introduced. Based on the above design and architecture, we developed a prototype of a multicasting DRM system. The analysis of our implementation shows that it supports transparent and scalable DRM multicasting service in a large-scale user environment.

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A Service Framework to Digital Fulltext Image for Copyright Protection (저작권 보호를 위한 디지털 원문 서비스 프레임워크)

  • Kim Sang-Kuk;Shin Sung-Ho;Yoon Hee-Jun;Kim Tae-Jung
    • Journal of Korea Technology Innovation Society
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    • v.8 no.spc1
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    • pp.323-336
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    • 2005
  • Digital content industry is growing rapidly because of the property of high-speed networking and greater demand for digital fulltext-image. However, we know the fact that it is many difficulty in production and supply for good quality of content. Hereupon, we suggest digital fulltext-image service framework to protect copyright. More concretely, we propose integrated model and reference model to securely serve digital fulltext-image by recompositing core objects and reconstructing the value-chain structure of digital content industry to framework including the process(from its production (creators or copyrighters) to consumption (users or consumers)). Also, we construct the digital fulltext- image service system based on reference model and reconstruct its interface that occurs between core subjects.

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A Study on the Development of the Digital Content Service Scenario, An Integrated Structure of ICN and UCI Identifier System (ICN과 UCI식별체계 연계구조 및 디지털저작물 서비스 시나리오 개발)

  • Oh, Sang-Hoon;Lee, Jung-Jea
    • Journal of the Korean Society for information Management
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    • v.26 no.3
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    • pp.317-333
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    • 2009
  • The role of digital content identification system is being considered as a useful solution for the content management system and service system. Integrated Copyright Number(ICN), only one domestic identifier to the managing of copyright, can provide the service model in the copyright industry, because it include the information of copyright between the creator and the service provider on the digital work. Universal Content Identifier(UCI), has developed on the focus of digital content service, is somewhat lacking on the copyright management, but it is expected that systematical management and distribution system for copyright and digital work to be able to build as that make up for disadvantage with each identifier's advantage by UCI associate with ICN. In this context, This article can suggest the efficiency integrated structure and the service scenario. Therefore it is contribute to the efficient using and the effective running in the digital identification system.

A Study on the Authentication of Digital Content in Cloud Computing Environment

  • Jang, Eun-Gyeom
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.99-106
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    • 2022
  • In this paper, we proposes digital content management technology in a cloud computing environment. proposes digital content management technology in a cloud computing environment. Computing services using networks are basic infrastructure services that cannot be missed in the era of the 4th Industrial Revolution. Financial services, digital content services, and industrial and home network services using smartphones are changing from services in the local area to a cloud service environment where the entire service is possible. Therefore, this study proposed a system to safely support digital content services suitable for cloud computing environments. The proposed system provides convenience and safety for users to access the system, protects the copyright of digital content authors, and provides a secure digital content distribution and management system. The purpose of this study is to stabilize and revitalize the digital content market by providing a digital content distribution structure suitable for the cloud computing environment.

A Digital Media Service System Supporting Multi-DRM in the Cloud (클라우드 환경에서 멀티 DRM을 지원하는 디지털 미디어 서비스 시스템)

  • Cho, Dueckyoun;Hwang, Seogchan;Jeong, Gunho;Lim, Hyeongmin
    • Journal of Korea Multimedia Society
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    • v.19 no.4
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    • pp.765-773
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    • 2016
  • As multimedia content technology developed, there are many cases that service contents are being provided in many different ways in the cloud-based media service system. A DRM is a technology that can enhance the copyright of the digital content by providing right information. It is available on a single platform and has a problem that the additional cost when the platform is changing. In this paper, we propose a media service system based on cloud computing. It can be used on multiple platforms at the same time by applying a number of DRM for digital contents, and allows use of a new authentication for another platform without any additional cost.

Metadata Broadcasting for Personalized Service: A Practical Solution

  • Kang, Kyeong-Ok;Kim, Jae-Gon;Lee, Hee-Kyung;Chang, Hyun-Sung;Yang, Seung-Jun;Kim, Young-Tae;Lee, Han-Kyu;Kim, Jin-Woong
    • ETRI Journal
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    • v.26 no.5
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    • pp.452-466
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    • 2004
  • As the number of broadcasting channels and programs increases rapidly, the importance of personalized service has been emphasized. In this paper, we propose a practical framework of metadata broadcasting to provide personalized service according to user preferences and various terminal/network conditions. First, we present an overall system architecture of a metadata broadcasting system and then propose several core technologies (particularly in the parts of metadata authoring, metadata encoding, and metadata-based personalized content consumption). For interoperability, the proposed solution is designed to be compliant with the relevant standards of the TV-Anytime Forum, MPEG-7 Systems, and MPEG-2 Systems. Considering a home network environment, we also propose a metadata-based content adaptation scheme. Each component technology has been implemented individually, integrated into an end-to-end prototype broadcasting system, and successfully tested with a set of personalized service scenarios that are also developed in this study.