• Title/Summary/Keyword: Mobile Digital Contents

Search Result 581, Processing Time 0.023 seconds

A study on the Development of System for the Mobile Game based on WIPI (WIPI 기반 모바일게임 시스템개발에 관한 연구)

  • Song Eun-Jee
    • Journal of Digital Contents Society
    • /
    • v.6 no.4
    • /
    • pp.261-266
    • /
    • 2005
  • As the wireless internet applications are spreading more fast and the mobile devices are being used increasingly, it has recently been activated to develop a variety of contents for mobile service. Mobile services can be enjoyable whenever and wherever on would like to. They became so universal that they might reach all the area where the wire has never approached before. This study is to suggest a mobile game system based on the technology called WIPI(Wireless Internet Platform for Interoperability), which can be easily available to anyone who would like to enjoy it. Game contents to use WIPI can allow the mobile carriers to provide users to download the common mobile application throughout the wireless web by sharing the internet platform. This can eventually lead to the generalization of transforming west game contents into WIPI-based. Therefore, the market of WIPI-based game contents will be expected to grow at high speed and its significance deserves to be considered for commercialization.

  • PDF

Protection Algorithm of the Multimedia Contents in the Mobile Environment (모바일 환경하에서 멀티미디어 컨텐츠 보호 알고리즘)

  • Kim Hang-Rae;Park Young;Choi Nam-Hyung
    • Journal of Digital Contents Society
    • /
    • v.5 no.1
    • /
    • pp.87-94
    • /
    • 2004
  • In this paper, the digital watermarking algorithm is proposed using CDMA technique for protection of the mobile contents in the mobile environment. The digital watermarking was designed to robust the errors in the mobile environment where pathloss, multipath fading, interference, and noise exist. In case of the multimedia content service in the mobile environment, the construction method of the watermark, the algorithm of insertion and detection are also proposed. The watermark consists of the information of the mobile user. Invisibility and robustness required in watermarking are etimated. It is observed that PSNR of the mobile content inserted the watermark is 90.31 dB, and the signal processing and noise attack are also robust. Especially, because random noise occurs in wireless transmission can overcome, the proposed watermarking algorithm is adequate for protection of the multimedia contents in the mobile environment.

  • PDF

A Design and Implementation of System to Provide Secure Digital Contents Distribution on Mobile Environment (무선 환경에서 안전한 디지털 컨텐츠 유통을 제공하는 시스템 설계 및 구현)

  • Lee, Kwon-Il;Kim, Bong-Seon;Shin, Young-Chan;Ryou, Jae-Cheol;Lee, Jun-Seok
    • The KIPS Transactions:PartC
    • /
    • v.11C no.3
    • /
    • pp.327-336
    • /
    • 2004
  • There is a need for content providers and operators to control the usage of downloaded digital contents. Digital Rights Management(DRM) is the means to control the usage of the digital contents once it has been downloaded. Therefore, appropriate security mechanism is required. The mobile DRM system Is same as the general DRM system. We use encryption technology to package digital contents. In case of Mobile DRM system, secure distribution and secure keeping of packaging encryption key is important. In this paper, we design and implement DRM system on the Mobile Environments following on OMA(Open Mobile Alliance) DRM Model. We considered being a secure DRM system to contain appropriate security solution.

Using the Innovation and Technology Adoption Attributes as Predictors of Digital Contents Gift Giving -Focused on Mobile Coupon- (혁신성과 기술 수용 특성이 디지털 콘텐츠 선물 행위에 미치는 영향에 관한 연구 -모바일 쿠폰을 중심으로-)

  • Lee, Han-Suk
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.11
    • /
    • pp.356-365
    • /
    • 2013
  • As a form of reciprocity or exchange, gift giving is one of the processes that integrate a society. There has been a long history of research on gift giving behavior in the communication area. Recently with the advent of digital environment, digital contents gift giving behavior became a prevalent social custom. But there has been little research of an individual consumer's consumption behavior of digital contents gift giving. Drawing on the innovation theory, technology acceptance model, and gift giving literature, the author take a quantitative approach to the effect of innovation attributes on mobile coupon gift giving behavior. The result showed that innovation attribute did positive influence to mobile coupon gift giving behavior. Furthermore, consumer innovation attribute moderate in the relationship between product innovation and mobile gift giving attitude.

Multimedia Contents Dissemination using Mobile Communication and Opportunistic Networks (무선 통신과 기회적 네트워크를 활용한 멀티미디어 콘텐츠 배포)

  • Kim, Seokhyun
    • Journal of Digital Contents Society
    • /
    • v.14 no.3
    • /
    • pp.357-365
    • /
    • 2013
  • The popularization of smart phones changes the usage patterns of mobile communication from voice-centric to data-centric communication. The demand for wireless data communications is rapidly increasing, and thus the need for expanding infrastructure for mobile communication is also rapidly increasing. In this paper, we propose a scheme for reducing the cost for the mobile communication infrastructure by exploiting opportunistic networks in dissemination of multimedia contents. By using this scheme, the large portion of the cost for mobile communication infrastructure could be saved, and the need of users for multimedia contents could be also fulfilled. Our scheme is evaluated using agent-based simulations. The simulation results show that about 70% of mobile communication can be replaced with the data communication through opportunistic networks.

A study on the utilization methods of educational content based on the analysis of mobile games (모바일 게임의 분석으로 바라본 교육용 콘텐츠로의 활용방법에 관한 연구)

  • Seo, Gapyuel
    • Journal of Digital Contents Society
    • /
    • v.14 no.2
    • /
    • pp.125-134
    • /
    • 2013
  • The mobile device users have been increasing significantly because of the development of Social network system and network technologies. Because of this popularity, there are various games in market based on the combination of the mobile device with social networks. It will be the potential market within the mobile games with the growth of popularity in various users. This paper proposes the possibilities for the development of mobile game in educational contents through the case study of the popular mobile games.

A service scheme for the efficient digital contents distribution in mobile environments (모바일 환경에서 효율적 디지털 콘텐츠 유통을 위한 서비스 방법)

  • Kim, Young-Hee;Lee, Chang-Yeol
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.12 no.1
    • /
    • pp.9-18
    • /
    • 2007
  • We use PKI technology for the digital content distribution in mobile environment. Encoding method is used TtipleDES and digital signature is used RSA. For the efficient methods and processes to the digital content distribution, we proposed the mechanism which consists of the sequential steps including the digital contents encoding step, rights management information signature step, and interconnection steps. As a result of this study, we propose the efficient and safe processes for the mobile content distribution environment.

  • PDF

MPEG-4 Contents Authoring with Mobile Device for Digital Multimedia Broadcasting (모바일 장치에서 DMB용 MPEG-4 컨텐츠 저작)

  • Li, Song-Lu;Kim, Sang-Wook
    • The KIPS Transactions:PartB
    • /
    • v.12B no.6 s.102
    • /
    • pp.631-636
    • /
    • 2005
  • Recently, research started to focus on Digital Multimedia Broadcasting(DMB), while the DMB service is already being launched to provide high quality audio, video and data broadcasting in Korea. Therefore, the demand for multimedia contents is also rose very sharply. In this paper, we introduced an MPEG-4 contents authoring system with mobile device for Digital Multimedia Broadcasting. Our system allows both single-handed and collaborative authoring modo. Further more, to overcome the delaytime for decoding the BIFS information, we also introduced an efficient algorithm to generate dynamic and light BIFS information.

Development of a Mobile Augmented Reality Application using Cultural Products

  • Kim, Ki-Hong;Yu, Jeong-Min
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.1
    • /
    • pp.85-92
    • /
    • 2021
  • In this paper, we propose a cultural heritage mobile augmented reality application that allows visitors to experience artifacts by augmenting prototypes, audio, video, and text information of 3D graphic artifacts of museum cultural assets. By applying augmented reality technology to a cultural product, products can be recognized on mobile phones and various historical information can be received through interaction of digital artifacts, and information can be easily and quickly checked through augmented reality mobile digital contents regardless of time and place. Through this study, we contribute to the development of digital cultural contents via mobile augmented reality and the expansion of augmented reality contents according to the types of cultural heritage for use, such as education, industry, and tourism promotion.

ShK: A Mobile Contents for Studying English Stories of Children (ShK: 모바일 어린이 영어동화학습 콘텐츠)

  • Hwang, Yun-Jung;Yang, Yu-Ran;Kim,, Ji-Ae;Park, Young-Ho;Kim, Mok-Ryun;Yoon, Yong-Ik;Lim, Soon-Bum;Lee, Jong-Woo
    • Journal of Digital Contents Society
    • /
    • v.10 no.1
    • /
    • pp.159-168
    • /
    • 2009
  • Recently, the mobile retention and use rates for the children are increasing. And early-childhood english education is all the rage. Thus, we propose a mobile contents for studying english stories of children. The proposed content provides children with studying english via a mobile phone in anywhere, anytime. We call the proposed contents "ShK". ShK is an abbreviation for "Say, hi Kids!". ShK induces a motive and interest about studying through a storytelling and avatars. And parents of students can manage studying contents of children through a private web site. Thus, "Say, hi Kids!" will became the epochal ubiquitous english educational contents for children.

  • PDF