• Title/Summary/Keyword: Types of Digital Contents

Search Result 373, Processing Time 0.019 seconds

A Study on the Evaluation Criteria for Setting up the Priority of Archiving Different Types of Digital Contents (과학기술 분야 콘텐츠 유형별 아카이빙 우선순위 결정을 위한 평가기준의 설정에 관한 연구)

  • Kim, Jin-Mook;Choi, Jae-Hwang;Kwak, Seung-Jin
    • Journal of Information Management
    • /
    • v.43 no.2
    • /
    • pp.1-22
    • /
    • 2012
  • The purpose of this study is to provide a theoretical basis for archiving the digital contents in Science and Technology. We first examined the evaluation criteria for archiving different types of digital contents by using quantitative research methods, like a user survey. We then further investigated how participants perceived each evaluation criterion by adopting qualitative research methods, like a focus group discussion. Also, we presented an evaluation model for setting up the priority of digital archiving among various types of digital contents.

Analysis the Types of Consumer Damages Incurred by Using a Digital Contents (디지털콘텐츠 소비자 피해유형 분석)

  • Nam, Su-Jung;Lee, Eun-Hee;Park, Sang-Mi
    • Korean Journal of Human Ecology
    • /
    • v.16 no.6
    • /
    • pp.1197-1209
    • /
    • 2007
  • The advance of digital contents industry shifts the focus of consumptions; from analogue to digital ones. It gives significant impact on individual life as well as overall society and culture, and it leads to the increased consumption of digital contents. Nevertheless, current digital contents industry fails to secure the sufficient consumer protection systems including relevant rules and laws which regulate the distribution, use, and other transaction activities of digital contents and the efforts, on the part of contents providers, to provide information to consumers and to protect them. Digital contents, by its nature, is different from the existing products so that its nature is likely to cause unique consumer problems totally different from the offline transactions and the electrical transactions of existing products. This study, therefore, aims to identify the possible problems which may be incurred by consumers in their use of digital contents, specify the types of consumer damages, and provide the underlying materials to improve the systems related to digital contents and take legally complementary measures for consumer protection. To identify the types of consumer damages, this study analyzed the results from consumer counselling cases, experts opinion survey, and FGI. For consumer damage cases, this study analyzed the consumer complaints received by open consumer counselling sites of the Korea Consumer Agency and Seoul Electronic Commerce Center. For experts opinion survey, it conducted questionnaire survey of the group of experts from digital contents manufacturers or providers, and those who treated consumer damages directly. For FGI analysis, it organized a panel of students and employees who had used digital contents to understand the types of consumer damages. The results of this study can be summed up as follows. Based on the results from consumer counselling cases, experts opinion survey, and FGI analysis, the consumer damages related to digital contents can be classified, in their nature, into economic or financial damages (25 cases), emotional or psychological ones (15 cases), time-related ones (7 cases), physical ones (4 cases), and privacy-related ones (i.e. leakage of personal data)(3 cases). More specifying the types of damages, damages can be subdivided into contract-, charge-, maintenance-, use-, individual-related ones and other ones. Among them, both contract- and charge-related damages appeared only in the economic or financial damages, whereas user-specific individual damages appeared only in physical and emotional or psychological ones. On the other hand, maintenance- and use-related damages and other ones were observed in both categories of economical or financial damages and time-related ones. Use- and privacy-related damages, in particular, caused emotional or psychological damages.

A Study on the Characteristics of Children's Digital Experience Center using Interection (인터랙션을 활용한 어린이 디지털체험관의 특성에 관한 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.16 no.10
    • /
    • pp.437-444
    • /
    • 2018
  • The purpose of this study is to comprehend the trend of digital experience centers' development direction and to find out the types of experiences, the characteristics of interaction and the attribute of contents by selecting 4 digital experience centers opened from 2008 to 2018. The types of digital experiences are operation, sensibility, reaction and induction based on precedent studies. The types of interaction are operation, touch and sensor. The attributes of contents are game, play and education. The result shows that the ratio of operation experiences is gradually higher. In the types of interaction, the trend is switching to operation and touch. The offer of experience activities by play type is getting higher. This study is intended to help create an empirical interaction of the content of the children's digital experience centers that will be deployed in the future.

Study on Efficient Responsive Web Design for Individual Search Contents of Korean Portal (국내 포털의 개별형 콘텐츠 검색 영역 데이터에 기반을 둔 효율적인 반응형 웹 디자인에 관한 연구)

  • Lim, Kyeng Gyu;Cho, Hee Jun;Lee, Goo Yeon
    • Journal of Digital Contents Society
    • /
    • v.16 no.4
    • /
    • pp.513-522
    • /
    • 2015
  • Various types of digital displays from PC monitor up to smart watch have been developed in response to the dramatic technological progress of electronics. Accordingly, web content creators have the need to provide web contents respectively depending on the different display environments, which increases production time and costs. As a technique for overcoming this, the responsive web design method has been proposed, which means a web page with the size of the screen being adjusted depending on the types of display. Although the responsive web system is increasingly implemented in the region of contents search pages of domestic portals, there are still many cases that contents are implemented separately for PC and for mobile. In this paper, we investigate the responsive types of the web implementation of contents search pages of domestic portal, and propose an efficient new UI for responsive web to individual types of contents search pages which responsive design is not applied to.

Design and Implementation of a Digital Contents Service System based on the Identification System (식별체계기반의 전자원문 연계시스템 설계 및 구현)

  • Lee, Sang-Hwan;Sin, Dong-Goo;Kim, Jae-Soo;Choi, Jin-Young;Jeong, Taek-Yeong
    • Journal of the Korean Society for information Management
    • /
    • v.21 no.3
    • /
    • pp.15-29
    • /
    • 2004
  • With the rapid growth of information technology and the internet. the physical contents are transformed into digital contents at a fast rate. With the change. accessing the digital contents, toe service methods and the identifier used for the digital contents are not systematic and limited for use. The DOI identifier system used for the URN is also limited to academic journals or magazines and are not adequately applicable for non-academic journal or digital contents. Therefore. we have developed a unique identifier based on the analysis made on the system adopted by foreign digital contents service institutes. two types of academic journals 3 types of non-academic journals owned by KISTI that can be adopted by non-academic journals. The identifier is to be used to design and implement a digital contents service system.

The Effects of Digital Signage Attributes and Content Type on Flow in Apparel Stores (의류매장의 디지털 사이니지 속성과 콘텐츠 유형이 몰입에 미치는 영향)

  • Ji, Kyoungha;Kim, Hanna
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.42 no.5
    • /
    • pp.855-870
    • /
    • 2018
  • This study analyzes and categorize the types of digital signage content using the case study method as well as explores the moderating effects of digital signage content in the relationship between digital signage attributes and consumer's flow using the empirical study method. For a case study, the total of 38 fashion brands, including 10 designer brands, 14 sports and outdoor brands, 6 casual brands and 8 SPA brands were investigated. For an empirical study, the virtual store with two types of digital signage contents was developed. Then, the online survey was conducted with 20s to 40s respondents and a total of 544 responses were analyzed using SPSS 24.0. The study results were as follows. First, digital signage in fashion store were categorized into four types by its content; brand-centric type, product-centric type, compound type, and promotional type. Second, digital signage consists of three attributes such as attractiveness, informativity, and entertainment. Third, the results showed that attractiveness and entertainment had a significant effect on consumer's flow. The type of digital signage content was also shown to moderate the influence of attractiveness and consumer's flow.

A Study on the Utilization of Online Contents Subscription Services : Focusing on Digital Literacy, Purchase Tendencies, Personality Types, and Contents Consumption Experience (온라인 콘텐츠 구독 서비스 이용에 대한 연구: 디지털 리터러시, 제품 구매 성향, 성격 유형, 이용 경험을 중심으로)

  • Lim, Ji-an;Sung, WookJoon
    • Informatization Policy
    • /
    • v.31 no.2
    • /
    • pp.105-132
    • /
    • 2024
  • This study seeks to investigate the factors influencing the utilization of online contents subscription services. In this study, the current number of online contents services subscribed to is set as the dependent variable. The independent variables include conspicuous product purchasing tendencies, personality types, experience with online contents consumption, and digital literacy. The research results indicate that digital literacy, agreeableness, and sociability among personality traits, as well as experience with online contents consumption, significantly impact the use of online contents subscription services. However, conspicuous product purchasing tendencies and personality traits such as openness and extroversion did not have a significant effect on the utilization of online contents subscription services.

A study on the Interaction of Immersive Contents Focusing on the National Museum of Korea Immersive Digital Gallery and Arte Museum Jeju (실감콘텐츠의 인터랙션 연구 -국립중앙박물관 디지털실감영상관과 아르떼뮤지엄제주를 중심으로-)

  • Ahn, Hyeryung;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
    • /
    • v.20 no.4
    • /
    • pp.575-584
    • /
    • 2022
  • The purpose of this study is to derive interaction types that appear variously in immersive contents through John Dewey's empirical theory, and to explore how the derived types are delivered in real cases. For this reason, two cases of the National Museum of Korea 'Immersive Digital Gallery' and 'Arte Museum Jeju' were analyzed through interaction types derived from the empirical theory. The interaction types derived based on the experience theory are the elements of 'multi-sensory', 'simultaneous experience' and 'sensory expansion'. In both cases, these types appear connected rather than grafted one by one in common. In one direction, 'multi-sensory' leads to 'sensory expansion', and in two directions, 'simultaneous experience' leads to 'sensory expansion'. As such, the core types of communication between technology and humans are not delivered one by one, but a cycle of interaction is formed in multiple ways. Therefore, it can be seen that the interaction type of immersive contents is expanded step by step by fusion of various senses and experiences in various fields, rather than a 1:1 partial delivery method. Based on this, it will be necessary to study how types are expanded and how viewers are affected when interaction is implemented in immersive contents in the future.

Typology of Perception on Media Fortune-contents in Digital Age (디지털시대 미디어운세콘텐츠에 관한 인식 유형화)

  • Lee, Jei-Young;Won, Joon-Heui
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.1
    • /
    • pp.213-221
    • /
    • 2010
  • The purpose of this study is to consider a social influence and fitness with related a ripple effect of media fortune-contents in digital age. This Work was studied by Q-methodology to approach in-depth and essential meaning about this study. The perception type of this study was divided into three types. Above all, in this study we investigate two points to us. Points of this study ; First, how the type of the perception is divided on the subjectivity about Media Fortune-contents in Digital Age? Second, what is a trait of character in same or different quality within these types? The result reveals three types that divided '1 : Scientific Appeal Type ; N=10', '2 : Value-depended Type ; N=7', '3 : Positive Preference Type ; N=3'. Those types found that there is very different type all over. In conclusion, it was found that general mass preferred and enjoyed positively on fortune culture, and were concerned about various a practical use and participation of media fortune-contents.

A Study on the Development Trend and Strategies of Digital Contents in the Ubiquitous Era (유비쿼터스 시대(時代) 디지털콘텐츠의 발전방향(發展方向)과 개발전략(開發戰略)에 관한 연구(硏究))

  • Shim, Sang-Ryul
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
    • /
    • v.29
    • /
    • pp.121-142
    • /
    • 2006
  • With the advent of Ubiquitous era, Korean government understood its strategic importance and formulated 'IT839 Strategies' with various action plans not to miss the great opportunities which it may allow and eventually to realize u-Korea. As a result, m-Commerce is actualized and new types of Ubiquitous services such as digital multimedia broadcasting(DMB) and wireless broadband Internet(WiBro) are now on their commercial stages. Digital contents are the key success factors of these new services. Digital contents industry is regarded as next generation of growth engine in the digital economy, because it is knowledge-based and high value-added global industry affecting positively on the whole private and public sectors. This paper reviewed the characteristics, business models, technical and market trend of digital contents to be compatible with Ubiquitous environment. Also, it reviewed the development strategies of DMB and WiBro services, which are newly introduced and commercialized in Korea to make it as world leader in these fields. It may be concluded that Korea should make more efforts to development market-oriented digital contents for Ubiquitous era and to realize the sustained economic growth.

  • PDF