• Title/Summary/Keyword: Digital media service

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Propose of Efficient u-smart tourist information system in Ubiquitous Environment (유비쿼터스 환경에서 효율적인 u-스마트 관광정보시스템 제안)

  • Sun, Su-Kyun
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.407-413
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    • 2013
  • For Ubiquitous service, there are some method researched. To IT convergence study tourism the convergence of IT and tourism in recent years has emerged as a discipline in the future. Tourist information is information about tourism products as tourists tourism decision-making needed to say. Information presented information anytime, anywhere, using a contact-type media, mobile and efficient tourist information content and generate content using Smart App store to the database is needed. This paper, by taking advantage of the Smart App Places to generate content and Smart Things to query, modify, search, tourism information, tourism policy and tourists can be analyzed, and the average inclination and these efficient tourism information content and that can be utilizedmodels are proposed. This u-Smart is a tourist information system. Build the biggest advantages of the meta-meta-model in real time by utilizing Smart App disposition of existing tourism information and tourist and tourism rating database. Helps to generate patterned by digital tourism policy tourism information content.

Description Method of Mobile Contents based on MPEG-21 Multimedia Framework (MPEG-21 멀티미디어 프레임워크 기반의모바일 컨텐츠 표현 방식)

  • Kang, Eui-Sun;Park, Dae-Hyuck;Hong, Maria;Lim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.1 s.39
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    • pp.251-258
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    • 2006
  • When producing a wireless web contents by using wire web contents for PC environment, we should consider how to represent lots of information being suitable with PC environment to wireless devices having narrow performance. Therefore, we propose mobile page editor for manager to select and modify specific contents with the existing wire web page. Also, we try to define an intermediate language based on DID(Digital Item Declaration) of MPEG-21 multimedia framework which defines source of converting information and wireless web contents generating at mobile editor in considering real time service problem when transcoding multimedia information in a web server into wireless device having low resolution, narrow performance of media process, memory, and so on.

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A Study on Composing direction about Mobile Unified Communication Service based on Theory of Communicative Action (의사소통행위이론에 기반한 기업의 모바일 소통채널의 방향성 연구)

  • Kim, Chul-Nyuon;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.251-264
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    • 2016
  • The purpose of this study is to compose direction about mUC as a communication channel in the company. Recently, many companies have started to adopt or try to vitalize the use of mUC. This study starts from the viewpoint of communication which is the original purpose of SNS or mUC. The purpose and function of life-world are drawn based on Habermas' theory of communicative action. Firstly, this study will check on a difference in usage over the action and articulation between SNS and mUC. Secondly, this study will examine a difference of effect of life-world between SNS and mUC. Thirdly, to check that there is difference according to the user characteristics. The result is that there are differences about action and articulation but little differences of effect to the life-world between SNS and mUC. Also, there is difference according to the user characteristics. This study could contribute to compose direction when a company adopts or vitalizes mUC.

A study on the User Experience of Online Hobby Platform -Focused on the Art Field- (온라인 취미 플랫폼의 사용자 경험 연구 -미술 분야를 중심으로-)

  • Youn, Soo-Jin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.401-406
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    • 2020
  • This study is an analysis of the user experience of online hobby class platform, focusing on the art field, which reduces space-time constraints and lowers accessibility. To this end, I investigated cases of online hobby class platforms and conducted surveys to measure user experience for university students and office workers in their 20s and 30s in Korea. As a result, we found the gap between the elements satisfying the user experience and the current domestic service, and suggested a way to narrow it down. This study is meaningful in that it proposed ways to further promote online hobby class platforms in the future leisure culture market. It is hoped that this study will be used as data on the user experience of future online hobby platforms and further help discuss practical activation measures.

A study on the Design of Recipe Sharing Service for Single-Person Households (1인 가구를 위한 레시피 공유 서비스 디자인 연구 -백주부 요리 레시피를 중심으로-)

  • Kim, Han-Jun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.419-425
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    • 2020
  • This study proposes functional services within the cooking recipe sharing application. Many single-person households often eat alone, and eating out. their usual eating habits are not considered well. when living alone, the risk of exposure to mental illnesses increases compared than multi-person households, and if nutrition has unbalanced, it can be easily exposed to diseases. in this study, define these problems and emphasize the importance of maintaining physical and mental health of one-person households, and explored user experience and expectations through cano models, focusing on the Baekjubu fooe recipe is often used by 20-30s. and users can feel the cooking process is not a hassle. and they will have a cooking themselves and even manage their mental health through communication with neighbors.

Comparison of the transformation methods for Flash Videos to Web Videos (플래시 비디오에서 웹비디오로의 변환기법 비교)

  • Lee, Hyun-Lee;Kim, Kyoung-Soo;Ceong, Hee-Taek
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.579-588
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    • 2010
  • Generalization of the web, development of one-person media such as the blog and mini homepage, and integration of video digital devices have generalized multimedia video services on the web. However, flash videos, the previously used bit map-based multimedia videos, exhibit problems like the waterfall phenomenon, lag phenomenon, or non-synchronization of audios or videos. Thereupon, This study is conducted to suggest a converting technique to provide efficient web video service on the web by solving problems of bitmap-based flash video through file format-converting software and movie editing programs. And this paper also conducts experiments on five videos for 13 CODECs and analyzes converted results comparatively. The recommendable method considering the characteristics of each videos is to utilize MainConcept H.264 Video CODEC using SWF2Video pro. The result of this research can be used to produce web videos on the web more effectively.

A Study on the User Experience of Handmade Market Applications -Focused on Etsy and Idus- (핸드메이드 마켓 앱의 사용자 경험 연구 -Etsy와 idus를 중심으로-)

  • An, Jisun
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.389-395
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    • 2021
  • This study aims to evaluate the user experience of leading handmade product market service applications, Etsy and idus. A survey about the apps was developed based on Peter Morville's user experience factors. The survey was conducted with eleven users from their 20s to 50s. In addition, problems were discovered through an in-depth interview and the resulting user experience problems were analyzed according to the five levels of Jesse James Garrett's user experience element framework. Our primary results for both apps suggest applying a universally accepted visual interface to improve the user experience, providing brief text to improve readability, avoiding repetitive delivery of similar functions in different information structures, and applying design patterns that are considerate of customers' culture and country. This study provides meaningful data to elevate handmade product platforms into global platforms by analyzing and providing improvements to their shopping experiences.

A case study on service activation strategy of online and offline integration stores in the non-face-to-face era (비대면 시대의 온·오프라인 통합매장의 서비스 활성화 전략에 관한 사례 연구)

  • Lee, Jae-Eun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.299-305
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    • 2021
  • This study is a case study for revitalizing services of integrated online and offline stores in the non-face-to-face era. The retail apocalypse crisis has deepened due to COVID-19, and to overcome this, the physital strategy of providing online experiences to offline stores is attracting attention. However, the response of domestic retailers is at an early stage, and strategic research is needed to improve consumer access and revitalize offline stores. Three strategies were identified through theoretical considerations according to technological development, and four strategies were summarized by investigating and analyzing domestic and foreign precedents. By categorizing the derived strategies, three core strategies were presented in conclusion. This study is a study based on literature and case studies, and is expected to be helpful in establishing strategic basic data for revitalizing online and offline integrated stores in the future.

A study on the user experience according to place branding -Focused on the experience store of Samsung and Apple- (장소 브랜딩에 따른 사용자 경험 연구 -삼성, 애플의 체험 매장을 중심으로-)

  • Chung, Seung-Jae;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.293-298
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    • 2019
  • This study is a user experience study based on location branding at mobile experience stores. As mobile devices have recently become saturated beyond the penetration, the IT industry is encouraging users to buy through experience and can be competitive by increasing brand loyalty through experience stores. The purpose of this study is to analyze the effect of place branding among experience stores through qualitative and quantitative measurements and analyze the user experience factors related to the location branding to present a future direction. A total of eight subjects were given tasks and then experimented with participatory observations and conducted in-depth interviews. The experiment showed that the experience had a significant effect on users, but the difference between each brand was obvious. Since this study has identified the experience-oriented elements, we expect to provide better service and experience for future users.

The utility of digital evaluation based on automatic item generation in mathematics: Focusing on the CAFA system (수학교과에서 자동문항생성 기반의 디지털 평가 활용 방안: CAFA 시스템을 중심으로)

  • Kim, Sungyeun
    • The Mathematical Education
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    • v.61 no.4
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    • pp.581-595
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    • 2022
  • The purpose of this study is to specify the procedure for making item models based on ontology models using automatic item generation in the mathematics subject through the CAFA system, and to explore the generated item instances. As an illustration for this, an item model was designed as a part of formative assessment based on the content characteristics, including concepts and calculations, and process characteristics, including application, using the representative values and the measures of dispersion in Mathematics of the 9th grade based on the evaluation criteria achievement standards. The item types generated in one item model were a best answer type, a correct answer type, a combined-response type, an incomplete statement type, a negative type, a true-false type, and a matching type. It was found that HTML, Google Charts, TTS, figures, videos and so on can be used as media. The implications of the use of digital evaluation based on automatic item generation were suggested in the aspects of students, pre-service teachers, general teachers, and special education, and the limitations of this study and future research directions were presented.