• 제목/요약/키워드: Digital contents.

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디지털콘텐츠 산업의 융합화와 수출 가능성 (A study on Convergence of the Digital Contents Industry and Possibility of Exportation)

  • 전병준;최동길
    • 통상정보연구
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    • 제12권3호
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    • pp.55-78
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    • 2010
  • This study analyses recent development of digital contents industry. The purpose of this study is to show how the convergence phenomenon is occurring in the digital contents industry. Furthermore, this study examines the influence of digital convergence on the digital contents industry. The characteristics of the digital contents industry falls roughly into three features. To begin with, technical aspect of the industrial feature is that digitalized contents can be used in various digital devices, namely OSMU(One Source Multi Use). The second feature is related to protection of copyright against illegal file sharing and downloading. One final point is that platform for distribution channels has been universal by digital convergence. To sum up, the notable feature of digital contents industry is high value-added. Also, digital contents industry is composed of users, digital device, network, and universal contents. Users are the key component of digital contents industry, who is distinguished from consumers. Digital devices such as mobile phone, PDA can play all kinds of digital contents and make users communicate in two-ways. Portable devices also allow the users to consume digital contents at any place. Digital contents can be distributed by both wire and wireless networks. And most of transactions can be made through networks. There are three key issues about digital convergence. Entry barriers for market become lowered; the age of contents users is changed from old generation to young generation. And the form of contents devices is changing rapidly. Traditional contents field such as movie, music, broadcasting, publishing, animations are combined into one digital contents territory. As a result, this paper suggests that digital convergence phenomenon will be accelerating for the future. According to the result of this study, the advent of digital convergence and e-Commerce will have significant influence on trade of digital contents.

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디지털콘텐츠 유통 웹사이트의 성공요인(에 관한 연구) (Success Factors of Digital Contents Distribution Websites)

  • 최용석;권혁인
    • Journal of Information Technology Applications and Management
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    • 제13권4호
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    • pp.215-235
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    • 2006
  • Recently, Development of IT and digital-tech, and this is becoming factor of digital contents industry development. But, problem that is more suitable e-business model's necessity and quality enemy of distribution web-site to digital contents as transaction this firm dispute by transaction special quality and Payment-system increase of digital contents increases rapidly was risen. In this study, Digital Contents qualify estimation very important persons of digital contents as sequence of study that investigate from target's viewpoint which is serviced through web-site that digital contents is not factors of web-site service method whether digital contents distribution web-site factors effect that is some in customer satisfaction from general viewpoint of actuality digital contents distribution and is the actual proof enemy. This paper's goal that these study finding leads as digital contents industry discusses individual enterprise's success and failure as field of business in quickening period yet but domestic digital contents industry field will be roared and may can have competitive power by enterprises which wish to already started business or inaugurate an enterprise enter in field with successful beginning and direction and develop continuously.

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컨버전스 환경에서의 디지털콘텐츠산업 정책 프레임워크 (A Framework of Policy for Digital Contents Industry under the Convergence Environment)

  • 노시춘;방기천
    • 디지털융복합연구
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    • 제6권1호
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    • pp.35-41
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    • 2008
  • The digital economic environment of next generation, which digital high-technology industry appears to be the economic center of the high degree of industry structure, is expected to be developed as the existing traditional industry is merged with high tech digital one. The developing system of contents policy for digital industry means the policy and vision, and strategic structure which get the mechanism of contents industry structure to work. The promotion organization of digital contents policy is requested to secure the framework of digital contents industry based on cluster, the infra framework of digital infra culture, the infra framework of industry-academic cooperation, and the overall digital contents based on motive policy for the vitality of the youth. The application of digital contents policy may lead to establish the framework of the growth for the every unit of industry with the cluster oriented system.

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A Study on Contents Manufactur ing System for Massive Contents Production

  • Ji, Su-Mi;Lee, Jeong-Joong;Kwon, Sang-Pill;Kim, Jin-Guk;Yu, Chang-Man;Lee, Jeong-Gyu;Jeon, Se-Jong;Jeong, Tae-Wan;Kang, Dong-Wann;Park, Sang-Il;Song, Oh-Young;Lee, Jong-Weon;Yoon, Kyung-Hyun;Han, Chang-Wan;Baik, Sung-Wook
    • 한국멀티미디어학회논문지
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    • 제13권12호
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    • pp.1832-1842
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    • 2010
  • This paper introduces a new automatic processing system: "Contents Factory" for the mass production of contents. Through the contents factory, we provide an authoring environment to improve the usability and the efficiency in producing contents. The contents factory integrates recycling techniques for contents resources, contents development engines, authoring tools, and interfaces into a total processing system. Since it is multi-platform based including mobile devices as well as PCs, one can easily produce complete PC and mobile contents from raw resources. We produced an example, "Sejong square" via the contents factory in order to demonstrate its effectiveness and usability.

디지털 콘텐츠를 위한 소속도를 이용한 사례기반 필터링 (Case-based Filtering by Using Degree of Membership for Digital Contents)

  • 김형일
    • 한국콘텐츠학회논문지
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    • 제10권10호
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    • pp.9-18
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    • 2010
  • 디지털 콘텐츠의 양이 방대해지면서 사용자가 원하는 디지털 콘텐츠를 검색하는 데 많은 시간이 필요하다. 그러므로 방대한 디지털 콘텐츠로부터 사용자가 원하는 콘텐츠를 제공하기 위해서는 디지털 콘텐츠를 분석하여 사용자에게 적합한 콘텐츠를 추출하는 기술이 필요하다. 그리고 빠른 시간 내에 사용자에게 적합한 디지털 콘텐츠를 찾기 위해서는 디지털 콘텐츠에 대한 필터링 기술이 필요하다. 본 논문에서는 개인에게 적합한 디지털 콘텐츠를 필터링하는 기법을 제안한다. 본 논문에서 제안한 기법은 디지털 콘텐츠에 대한 사례기반 정보를 분석하여 개인 사용자에게 적합한 디지털 콘텐츠를 제공한다. 사용자의 선호도 분석에는 디지털 콘텐츠 사용에 대한 사례를 이용한다. 다양한 시뮬레이션을 통해 제안한 기법의 효과를 확인하였다.

디지털 컨텐츠 산업의 업무프로세스 및 분류체계에 관한 연구 (A Study on Business Processes and Corresponding Classifications of Digital Contents Industries)

  • 임춘성;최봉균;윤용기
    • 한국전자거래학회지
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    • 제7권3호
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    • pp.105-120
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    • 2002
  • The importance of contents industry is growing up in various industries because of internet and digital economy. Recently, contents industry is challenging to new businesses such as total service industry with digital contents. It is important to classify digital contents to use it in contents industries and information and telecommunication service industries. Previous contents classification frameworks is based on contents quality, business model and application methods. They didn't consider business processes, interfaces of business unit and interactions in contents industries. In this paper, we present core business processes in digital contents industries, a corresponding digital contents classification, and analysis method of digital contents industry.

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디지털콘텐츠서비스의 산업구조와 환경변화에 따른 융합에 관한 연구 (A Study on according Convergence to an Infrastructure and Environment Variation of Digital Contents Service)

  • 주헌식
    • 한국IT서비스학회:학술대회논문집
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    • 한국IT서비스학회 2009년도 춘계학술대회
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    • pp.588-592
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    • 2009
  • The latest advances in great revolution for digital media and contents industries with Ubiquitous era. Because of spread and supply of various multimedia devices with combination digital with network, we need various type of digital contents. The Digital contents consists of Middleware industries, network business, contents service presenters and users. For supporting digital media. contents and media devices have been converging Digital contents convergence has been proceeding rapidly in media, broadcast and communication field. And also, whole Environment for these industries has been changing, too. Wee need another digital contents convergence for new type of products and services because of convergence of IT and broadcast. In addition, new business trends is very important about these new industrial change and developments with digital contents convergence.

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RMP를 이용한 PVR에서의 지상파방송 디지털컨텐츠 보호 Manager 모듈 구현 (The Implementation of Digital Contents Copy Protection Manager In Digital Broadcasting Using RMP)

  • 정종진;임태범;김윤상;이석필
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2005년도 학술대회 논문집 정보 및 제어부문
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    • pp.258-260
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    • 2005
  • With the start of terrestrial digital broadcast, we can view HD digital contents in TV. Also we can record, play, redistribute digital contents over the various way. Therefore the protection of Digital Contents Right became the important issue. In this paper, we implement a manager that prevents indiscriminate digital contents redistribution of the terrestrial digital broadcast contents. For protection of Digital contents Right, we use BF(Broadcast Flag) that we can control viewing or copy digital contents with.

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분산 또는 집중화된 디지털콘텐츠의 효과적인 통제방안: 구현사례를 중심으로 (An Approach to Control of Dispersed or Centralized Digital Contents)

  • 윤한성
    • 디지털산업정보학회논문지
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    • 제9권4호
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    • pp.21-31
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    • 2013
  • It is not easy to control the unstructured digital contents efficiently which are usually created while carrying out the wide scope of managerial activities. Moreover, besides the existing EDMS method, new methodologies including new-type servers and clients like SBC, VDI, thin client, zero client, etc are said to be more efficient for managing digital contents. Usually, digital contents has been created and stored in the dispersed individual computers like laptop or desktop. Today, due to the advent of new technologies and devices for computer systems and network capacity, it's possible to store whole digital contents within centralized storage like EDMS. In this paper, it is shown how digital contents can be controled through selection of which approaches are used for individual users and storage servers. For alternatives, we explained implementation, merits and demerits, selection criteria, etc. And a case of the implementation of digital contents control is shown for the reference of related systems.

국내 문화유적의 디지털콘텐츠 개발에 관한 연구 (Research about digital contents development of internal culture relics)

  • 김문석
    • 디지털산업정보학회논문지
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    • 제5권3호
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    • pp.147-154
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    • 2009
  • There are not much digital contents researches that do to culture relics basically. Digital contents research is studied by various method such as Cyber Gallery, 3-D Graphics, Hologram from Scanning that is the simplest form. This research wishes to do with internal culture relics as the central figure that it is that 'Sosu Seowon'. Korean culture contents cyber gallery construction can see as childhood yet. Present result that investigator develops research and as presentation about research process and contents result, wish to argue about problem. Digital contents escapes in existent physical time factor and development to new culture code is possible. Go and come often carrying out and search of fast data or experience of cultural inheritance is available. Through research, wished to present possible metheod actually in digital contents manufacture of internal cultural inheritance. Through this, expect role that offer base in contents manufacture skill.