• Title/Summary/Keyword: IT contents

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A Design of the Ontology for Enhanced Semantic Retrieval of Multimedia Contents (멀티미디어 콘텐츠의 강화된 의미 검색을 위한 온톨로지 설계)

  • Kim, Sun-Kyung;Shin, Pan-Seop;Lim, Hae-Chull
    • Journal of Internet Computing and Services
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    • v.13 no.1
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    • pp.107-115
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    • 2012
  • In recent Information Environment, various Multimedia contents are getting noticed. But, since these contents have various formats of representation and very wide range of information, it was difficult to retrieve contents that user wanted and to utilize it. To solve these problems, many studies presented draft standards for adding metadata to contents, and then, semantic search for contents had become available. Unfortunately, as the number of metadata standards and contents increased, the lack of interoperability between contents was begun and users are faced with difficulty of search contents again. To improve these problems, this paper supports interoperability between metadata standards and expands the semantic relationship between elements and proposes an ontology which is named TOFIC(The Ontology For Imagery Contents) for enhanced semantic search. In TOFIC, the semantic relationships between MPEG-7 and TV-Anytime are classified, and extended new semantics are defined. As a result, semantic search for multimedia contents is enhanced and it is possible to retrieve most of the multimedia contents that exist on the current information environment consistently. In addition, it supports enhanced content-based search for multimedia contents.

The Contents Server for Telematics Services

  • Kim Mi-Jeong;Kim Minsoo;Jang Byung-Tae
    • Proceedings of the KSRS Conference
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    • 2004.10a
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    • pp.268-271
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    • 2004
  • Today, the vehicle is used the mean of transportation as well as the mobile office with the third digital life space. So telematics is an emerging industry that has tremendous future potential. It is necessary the essential contents for telematics services : navigation map for navigation, POI, real-time traffic information etc. In this paper, we proposed the telematics contents server to manage the telematics contents with efficient performance in distributed environment. The telematics contents server transforms and stores the essential contents and provide it to user through standard interface. The telematics contents server is middleware to offer a rapid essential telematics contents management, client connectivity, and communications. It is useful for the telematics service provider to build telematics system under distributed environment.

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Package Contents Authoring and Consuming System Based on MPEG-21 Multimedia Framework

  • Kim, Nam-Hoon;Kang, Min-Jae;Jung, Hoe-Kyung
    • Journal of information and communication convergence engineering
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    • v.9 no.1
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    • pp.50-54
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    • 2011
  • Recently there are so many media contents created and used by variety routes. Therefore, it is essential to make a new platform which is used for distributing media contents include IPTV. With open IPTV service, developing the new platform became even more important. Because open IPTV makes it possible for consumers to choose contents regardless of contents of the providers. The new platform has to accept current variety service structure. MPEG-21 multimedia framework was developed to satisfy these needs. It presented the distribution framework of the contents but didn't restrict the particular solutions for protecting the rights. In this paper, we present authoring and consuming system for package contents based on MPEG-21 Multimedia Framework for distributing media resources and managing the license of multimedia contents

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

  • Yoon, Han Seong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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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.

Analysis of the effect of the top-down teaching method for training of developing contents based on smart media

  • Ku, Jin-Hee
    • International Journal of Contents
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    • v.7 no.4
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    • pp.64-69
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    • 2011
  • Recently, as smart devices are distributed more and more, the need for education of developing contents based on smart media increases. In order to develop contents based on smart media, it is necessary to learn new programming language as well as to understand the structure of platforms as device-manufacturers and communication companies have different platforms. Generally, the problem in education of programming is that it can provide learning to understand the language stage by stage, but it is difficult to suggest a clear result such as completion of learner's project from macroscopic and integrated approach. Especially, there is a difficult of learning several programming languages due to the characteristics of platforms in developing smart contents. Accordingly, in the education of programming for developing smart contents, it is not appropriate to use the traditional teaching method of programming which conducts projects from an integrated point of view after learning the grammatical elements of the language. This paper aims to suggest the top-down teaching method as an effective teaching method for developing contents based on smart media, and to analyze the effect after developing and applying the suggested teaching model.

Study on Domestic Mobile Contents related to Infant Care

  • Ha, Yan
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.12
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    • pp.115-120
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    • 2015
  • This paper is a study on applications providing information related to infant care. It classifies various mobile contents into a few types, compares and contrasts them. Also it analyzes the latest trend of the contents and the strengths of newest applications or app. books. Through the analysis, this study suggests an infant care application which provides information efficiently. It causes useful that people in need can gather information conveniently through this application. Furthermore, it offers opportunities to contribute to the society.

A Study on the Impact Factors of Contents Diffusion in Youtube using Integrated Content Network Analysis (일반영향요인과 댓글기반 콘텐츠 네트워크 분석을 통합한 유튜브(Youtube)상의 콘텐츠 확산 영향요인 연구)

  • Park, Byung Eun;Lim, Gyoo Gun
    • Journal of Intelligence and Information Systems
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    • v.21 no.3
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    • pp.19-36
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    • 2015
  • Social media is an emerging issue in content services and in current business environment. YouTube is the most representative social media service in the world. YouTube is different from other conventional content services in its open user participation and contents creation methods. To promote a content in YouTube, it is important to understand the diffusion phenomena of contents and the network structural characteristics. Most previous studies analyzed impact factors of contents diffusion from the view point of general behavioral factors. Currently some researchers use network structure factors. However, these two approaches have been used separately. However this study tries to analyze the general impact factors on the view count and content based network structures all together. In addition, when building a content based network, this study forms the network structure by analyzing user comments on 22,370 contents of YouTube not based on the individual user based network. From this study, we re-proved statistically the causal relations between view count and not only general factors but also network factors. Moreover by analyzing this integrated research model, we found that these factors affect the view count of YouTube according to the following order; Uploader Followers, Video Age, Betweenness Centrality, Comments, Closeness Centrality, Clustering Coefficient and Rating. However Degree Centrality and Eigenvector Centrality affect the view count negatively. From this research some strategic points for the utilizing of contents diffusion are as followings. First, it is needed to manage general factors such as the number of uploader followers or subscribers, the video age, the number of comments, average rating points, and etc. The impact of average rating points is not so much important as we thought before. However, it is needed to increase the number of uploader followers strategically and sustain the contents in the service as long as possible. Second, we need to pay attention to the impacts of betweenness centrality and closeness centrality among other network factors. Users seems to search the related subject or similar contents after watching a content. It is needed to shorten the distance between other popular contents in the service. Namely, this study showed that it is beneficial for increasing view counts by decreasing the number of search attempts and increasing similarity with many other contents. This is consistent with the result of the clustering coefficient impact analysis. Third, it is important to notice the negative impact of degree centrality and eigenvector centrality on the view count. If the number of connections with other contents is too much increased it means there are many similar contents and eventually it might distribute the view counts. Moreover, too high eigenvector centrality means that there are connections with popular contents around the content, and it might lose the view count because of the impact of the popular contents. It would be better to avoid connections with too powerful popular contents. From this study we analyzed the phenomenon and verified diffusion factors of Youtube contents by using an integrated model consisting of general factors and network structure factors. From the viewpoints of social contribution, this study might provide useful information to music or movie industry or other contents vendors for their effective contents services. This research provides basic schemes that can be applied strategically in online contents marketing. One of the limitations of this study is that this study formed a contents based network for the network structure analysis. It might be an indirect method to see the content network structure. We can use more various methods to establish direct content network. Further researches include more detailed researches like an analysis according to the types of contents or domains or characteristics of the contents or users, and etc.

An Exploratory Study on the Educational Enviroment for the Application of Virtual Reality Contents to the Curriculum -Focusing on Improving the Quality of Education (가상현실 콘텐츠의 교육 과정 운영을 위한 중학교 교육 환경에 대한 연구 - 교육 품질의 질적 제고를 중심으로)

  • Kim, Ki-yoon
    • Journal of Korean Society for Quality Management
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    • v.49 no.3
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    • pp.405-420
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    • 2021
  • Purpose: This study started with the question of how to use Virtual Reality (VR) contents as a part of the non-face-to-face education tool that has recently attracted attention. Methods: In this paper, the use of VR contents as an educational tool is explained as a process of 'new media access dimension'. The question was explored on why Virtual Reality (or Augmented Reality) contents are not used as educational tools in the educational field. Results: As a result, the lack of 'material access' such as devices and infrastructure affects 'motivational access' approach stage, which is the previous stage. Again, it has a negative effect on literacy, which is 'skill access' approach stage. As it was found that it was not circulating to the level of "motive-material-skill-usage", it was discussed that it was taking a different step from the past adoption process of ICT and smart media. Conclusion: Based on this, it is believed that immersive content will contribute to arousing interest that can be applied and spread in the educational field, and it is also thought that it will be possible to derive academic interest in the educational effect according to the characteristics of immersive content such as VR.

A Study on the Expansion of Cultural Contents through the Case of Sherlock Holmes (셜록홈즈(Sherlock Holmes)의 사례를 통한 콘텐츠 확장성 연구)

  • Lim, Young-june;Lee, Young-suk
    • Journal of Korea Multimedia Society
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    • v.20 no.10
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    • pp.1689-1696
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    • 2017
  • The purpose of this study is to contribute to the development of a source of cultural contents by proposing extension possibility of cultural contents based on an original source. To this end, this article examined an aspect of Sherlock Holmes contents based on the novel "Sherlock Holmes" published in 1887. It has been produced as 217 different contents from 1899 to 2017 after publishing the novel Sherlock Holmes, and consequently, it has become the best material for the study of the expansion of contents. As a research method, we examined the concept of Transmedia with the change of media environment. Next, we examined the production method of "Sherlock Holmes" contents, analyzed the transformation factors according to each media, and presented the expansion of contents through "Sherlock Holmes" contents.

Implementation of E-Training Contents Authoring System based on HTML5 (HTML5 기반의 E-Training 콘텐츠 저작 시스템 구현)

  • Kim, Yu-Doo;Moon, Il-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1509-1514
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    • 2013
  • In the distance education system existing, change of content by the content provider has not been performed in real time. But current car model is changed quickly. So it must modifying by contents provider in real-time. In this paper, we implement contents authoring system for modifying E-training contents easily. Especially, it use HTML5 technology. Through it, contents providers can modifying contents in various platforms easily.