• Title/Summary/Keyword: Types of Digital Contents

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A Study on Types and Limitations of Control Systems in Computer Game Artificial Intelligence (게임 인공지능 기술의 제어 시스템 유형 및 문제점 연구)

  • Yu, Sun-Joon
    • Journal of Digital Contents Society
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    • v.7 no.1
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    • pp.35-40
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    • 2006
  • Game AI(Artificial Intelligence) technologies implement the movement of autonomous characters and control the movement of Non-Player Characters(NPC). In this paper, we present several types of game AI control systems such as Movement Scripts, FSM(Finite State Machines), Hierarchical State Machines, fuzzy State Machines, and Pathfinding techniques and their limitations.

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A Study on Digital Play Types of Virtuality through the Play Theory of Roger Caillois (로제카이와의 놀이론을 통한 가상성의 디지털 놀이 유형 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.383-390
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    • 2018
  • The purpose of this study is to find out how the evolution of digital play in virtualization and digital play tools are combined with and stereotyping the properties of traditional play. Virtualization characteristics and play theory were examined and the case was derived in four types and analyzed in four play properties with Roser Cailliois. In the case of Agon, the targets of mutual competition are expanded to singular and plural, computer and oneself of the future, and Mimicry showed the ambiguity of the segments and boundaries crossing the on-off line boundary, and in the case of Alea, the diversity of accident occurrence by immediacy and simultaneity has been strengthened, and in the case of Ilinx, the maximization of immersion has been developed and experimented with a variety of techniques for the utilization of senses and tools and the virtuality for this. As a result, play is developing due to the tendency to expand and coexist in time and space by various fusion combinations.

Design and Implementation of Mobile Security System for Digital contents Rights Protection in Wireless Internet Environment (무선 인터넷 환경에서 디지털 컨텐츠 저작권 보호를 위한 모바일 보안 시스템의 설계 및 구현)

  • Kim, Hoo-Jong;Na, Seung-Won
    • The KIPS Transactions:PartC
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    • v.10C no.6
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    • pp.695-704
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    • 2003
  • As wireless Internet speads widely, circulation of various types of digital contents become active. Therefore, it is necesary to make a mobile-based DRM (Digatal Rights Management) system to protect digital contents from illegal reproduction and to give proper rights to contents users, In this paper, we present a mibile security system, which protects the copyright for digital contents offered throughout the mobile environment. Our security system is focused on presenting mobile-based DRM architecture. Especially, considering mobile device's decrying power, we adopted partial encryption scheme. For this, wecompared and evaluated the performant of each contents encryption scheme (the entire encryption scheme and the partial encription scheme) and proved that a proper DRM system for current wireless devices is the partial encryption system. Our mobile DRM system can be very efficient to protect contents on the wireless Internet environment.

The Impacts of Influential Factors on Flow in Digital Reading

  • Kang, Minjeong;Eune, Juhyun
    • International Journal of Contents
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    • v.11 no.3
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    • pp.54-62
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    • 2015
  • In this paper, we investigate the impacts of the following four influential factors on flow in digital reading: contents, platforms, motivations, and places. The contents factor was subdivided into "news articles" and "journal papers"; platforms is comprised of "mobile phones," "tablets," and "laptops"; motivations consists of "pleasure" and "assignments"; and "home," "on the go," and "out of home" are the subdivisions of the places factor. We conducted a questionnaire survey with the study's participants and the following results are shown: 1) The flow during the reading of news articles is influenced by motivations, whereas the flow during the reading of journal papers is influenced by platforms. 2) Regarding mobile phones, motivations significantly affected the flow, whereas content types significantly affected the flow for tablets; also, laptops provided the best flow and articles can be read on the platform regardless of motivations. 3) Reading for pleasure rather than for assignments positively influenced the flow for all of the platforms. 4) With respect to news articles, the places providing flow are different across platforms. However, for journal papers, the places out of home provided good flow. For tablets, the places for flow significantly depended on the content type, which is not the case for laptops.

A Study on the Present Condition and Prospect of Architectural Cultural Heritage Content Applied to 3D Digital Technology (3차원 디지털기술 적용 건축문화재 콘텐츠 현황분석 및 전망에 관한 연구)

  • Jung, Sung Ju;Lee, Tae Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.188-198
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    • 2021
  • Digital data was collected using modern three-dimensional digital technology. Current content-specific technologies were investigated through domestic and foreign cases so that three-dimensional digital technology could be applied to the utilization of various contents. First, the use of three-dimensional digital technology of architectural cultural assets has been changing from the restoration of cultural assets. Second, some of the contents produced were found to be underutilized. Third, the type of content has been changing in experience and exhibition, but the online approach was small. Fourth, digital restoration using domestic IT technology has been used as a technology to restore overseas cultural heritage. The fifth analysis of the relationship between the content types and 3D digital technologies shows the use of currently limited technologies. This study analyzed the status of digital architecture and the application of three-dimensional digital technologies to lay the foundation for the active development and utilization of content. Subsequent studies on various layers and digital technologies will be needed to revitalize digital architectural cultural assets in the future.

An Applied Study of DRM(Digital Right Management) to Distribution and Price Structure of Digital Contents (DRM(Digital Right Management)에 의한 디지털 컨텐츠 유통 및 가격정책에의 영향 분석)

  • Song, Jae-Do
    • Journal of Global Scholars of Marketing Science
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    • v.16 no.1
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    • pp.1-11
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    • 2006
  • DRM(Digital Right Management), which realize the controllability of intellectual right in the process of transactions with economically feasible cost, may cause critical changes in the distributions of digital contents. This Paper takes notice of the concept of 'Super Distribution' in which every user can be the core of the distribution and the possibility of usingvarious price structures by introducing DRM. We reviews that Super Distribution can increase the demand of digital contents by decreasing the information cost in the user aspect, and it can also diminish the distribution cost dramatically in the provider aspect. Also, DRM may allow various types of pricing which use different criteria such as the number or duration of usage. The variety in price structure can increase not only the profit of provider but the utility of consumer. These characteristics of DRM, as a whole, increase the efficiency of distribution and make the providers differentiate their services.

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Analysis of Emoticon-based Character Contents Utilization in Social Network Service Environment (사회 관계망 서비스 환경에서 이모티콘 기반 문자 콘텐츠 활용 분석)

  • Ko, Kwang-Man
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.231-238
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    • 2017
  • Today, as a means of online communication, the use of emoticons is activated in SNS. Emoticon is an important element to share impact effects and fun together with various content design attempts. In this paper, we analyze the expression patterns changed through development process of emoticons, and analyze characteristics and effects of emoticons which are combined with traditional culture among the types of emoticons currently used.

A study of influence factor on Mobile Game Heavy User - focused on Game User Properties (모바일 게임 중이용자 영향요인에 관한 연구 - 게임 이용자 속성을 중심으로)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Digital Contents Society
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    • v.16 no.3
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    • pp.493-501
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    • 2015
  • This study is to observe the correlation between user properties and user behavior on the mobile game, one of the most prominent digital contents with the most mutual interaction. Among various factors affecting on behaviors of game users, the user properties itself was accentuated, and the effect of individual and psychological quality on the use of game was evaluated. The user properties were mainly categorized into five factors of "interpersonal relationship", "level of game skill", "inclination of innovation", "self-esteem", and "competitive spirit", and the use behavior of game was categorized mainly into two types - quantitative behavior of "amount of use (time of use, consumption cost)" and qualitative behavior of "perceived satisfaction level (perceived enjoyment, perceived service quality, and perceived price)". As a result of study, in general, as the user quality subjected in this study is stronger, the amount of use and satisfaction level are higher. This study is to observe what type of user qualities leads to the more use, consumption, and satisfaction level of game contents to contribute to the study about the use of conventional digital contents and heavy use.

An Empirical Study on Export Risks Identification of Exporting Firms of Digital Goods (디지털재화수출기업의 수출위험인식에 관한 실증연구)

  • Kang, Hyun-Jae;Bae, Jung-Han
    • International Commerce and Information Review
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    • v.9 no.3
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    • pp.107-129
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    • 2007
  • In 1990s, both development of internet and digital economy would make new products such as digital goods. Recently, digital goods composed of softwares, digital contents, and digital services have grown up rapidly in the world market. Characteristics of goods and transaction forms in the international trade of digital goods is different from those of traditional goods. Thus, this difference would appear a new risk that did not exist in the international trade of traditional goods. Identification and confirmation about unique export risks of digital goods would be necessary to the increase of export of digital goods needs; however, in spite of the importance, very few studies have been based on the export risks of digital goods particularly in research on the relationships between export risk management and export performance. This study classifies the types of export risks based on the previous studies, and examines the relationship between both management and identification of export risks.

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A Study on Types and Characteristics of Arcade Games from a Historical Perspective (역사적 관점으로 본 아케이드 게임의 유형 및 특징에 대한 연구)

  • Kum, Bo-Sang;Kim, Dong-Hyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.149-158
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    • 2011
  • This study investigated the types and characteristics of arcade games that have marked the beginning of the game industry. Arcade game equipment have been largely evolved from 'mechanical arcade game equipment' to 'electro-mechanical arcade game equipment', and to 'video arcade game equipment' In these evolution processes, arcade games have had unique characteristics distinct from other game platforms. These characteristics included the properties of 'space' and 'time', 'original form of gameplay', 'simple interface' and 'performance feasibility.' The recent stagnation of arcade games was due to the fact that the characteristics of arcade games started to lose their unique characteristics since these were also spread to other platform of games.