• Title/Summary/Keyword: UCC2

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Design and Implementation of Content Management System for Improvement of Compatibility and Publication (호환성 및 상호운용성이 개선된 콘텐츠관리시스템의 설계 및 구현)

  • Min, Byung-Won
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.257-262
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    • 2014
  • Although the amount of UCC(user created content) rapidly grows nowadays, there are various problems in authoring, distribution and management of this abundant content because the platforms for fabrication and replaying content are not compatible and the authoring environments are not sufficiently interoperable with other site or with each other. In this paper, we propose a CMS(content management system) scheme improved in interoperability to solve these problems, and we design a novel system enhancing the efficiency and speed of content distribution and management by minimizing the repetitions in the processes of production, reshaping, and publication. Moreover the proposed system adopts an improved content management technology by changing from simple point-to-point method to the centralized distribution method, and as for the service scheme, we change from the site link method to the database link method, and we also take duplex interlink scheme instead of simplex one. We finally compare the proposed system to the conventional ones as points of view of compatibility and interoperability to prove the improved performance of our system.

Hand-held Multimedia Device Identification Based on Audio Source (음원을 이용한 멀티미디어 휴대용 단말장치 판별)

  • Lee, Myung Hwan;Jang, Tae Ung;Moon, Chang Bae;Kim, Byeong Man;Oh, Duk-Hwan
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.2
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    • pp.73-83
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    • 2014
  • Thanks to the development of diverse audio editing Technology, audio file can be easily revised. As a result, diverse social problems like forgery may be caused. Digital forensic technology is actively studied to solve these problems. In this paper, a hand-held device identification method, an area of digital forensic technology is proposed. It uses the noise features of devices caused by the design and the integrated circuit of each device but cannot be identified by the audience. Wiener filter is used to get the noise sounds of devices and their acoustic features are extracted via MIRtoolbox and then they are trained by multi-layer neural network. To evaluate the proposed method, we use 5-fold cross-validation for the recorded data collected from 6 mobile devices. The experiments show the performance 99.9%. We also perform some experiments to observe the noise features of mobile devices are still useful after the data are uploaded to UCC. The experiments show the performance of 99.8% for UCC data.

Cognitive Influences of User Interaction to the Collective Creativity in CSCW Environment : Why visible praises are even more important in Web 2.0? (CSCW 환경에서의 사용자 상호작용이 집합적 창조성에 미치는 인지적 영향에 관한 연구 : 왜 Web 2.0 환경에서 시각적인 칭찬이 왜 더 중요할까?)

  • Park, Jung-Ah;Kwon, Hee-Jung;Woo, Seo-Hye;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.340-345
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    • 2008
  • Web2.0 이라는 인터넷 환경의 변화 속에서 사용자들의 자발적인 참여를 통해 생산된 컨텐츠(UCC)가 화두가 되고 있다. 다수의 사용자 참여는 집단지성을 발휘하고 이렇게 생성된 UCC 는 새로운 가치를 창출한다는 믿음이 확산된 가운데, 사용자는 더 이상 정보수용자의 입장이 아닌 정보제공자의 입장에서 컨텐츠 생성에 대한 범위와 역할이 크게 향상되고 있다. 그렇다면 과연 무엇이 이러한 사용자 생성 컨텐츠의 창의성에 가장 큰 원동력이 될까 또한 무엇이 집단지성, 집단의 창의성을 창출하는데 가장 큰 영향을 미칠까? 본 연구는 이러한 의문에서 출발하였다. 이와 같은 연구 문제를 해결하기 위하여 피드백과 동기 그리고 창의성에 기반한 인지 평가 이론과 창의성에 관한 사회적 특성이론에 근거, 상호작용 즉 컨텐츠에 대한 피드백을 기반으로 연구모형을 세우게 되었다. 이러한 연구 모형을 설문을 통해 검증해 본 결과, 피드백이 사용자의 동기에 긍정적인 영향을 미치고, 결국 그러한 동기가 개인의 창의성 및 집단 창의성에 긍정적인 영향을 미친다는 결론을 얻을 수 있었다. 이러한 연구 결과는 이론적으로는 인지 평가 이론의 확장 적용 및 CSCW 환경에서 암묵적으로 인식된 피드백과 같은 상호작용의 중요성을 공고히 하는데 기여할 수 있으며, 실제로는 이러한 피드백 요소를 시각적으로 적절히 배치 및 노출하여 사용자의 내적 용기와 창의성을 촉진하여야 함을 밝힌다는데 의의를 가질 수 있겠다.

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The Formation Conditions of Electronic Contracts for the Sale of Goods by On-line Under EC (전자상거래(電子商去來)에서 On-Line에 의한 매매계약성립(賣買契約成立)의 전제조건(前提條件) : Revised 1996 UCC Draft를 중심(中心)으로)

  • La, Kong-Woo;Han, Sang-Hyun
    • Korean Business Review
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    • v.12
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    • pp.303-321
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    • 1999
  • Electronic commerce, driven by the development of the Internet and computer, premises to be an important engine for growth for the world economy in th the 21st century. Electronic commerce offers considerable new opportunities for the business and citizens in all regions of the world by enhancing productivity across of our economics and encourage trade in both goods and services. Specially in relation to contract, electronic commerce requires a coherent, coordinated approach internationally on key issues such as a validity, a legality, consumer protection. Electronic commerce, which breaks down national boundaries and widens the gap between the place where services are performed and the place where they are consumed, requires a new paradigm when making an between contracting parties.

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포털업계 사업전략

  • Yang, Gi-Seok
    • Digital Contents
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    • no.3 s.154
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    • pp.48-51
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    • 2006
  • 올해 주요 포털업체들의 사업전략 기조는 동영상 검색 등 신규 검색 서비스를 강화하는 가운데 상반기에는 월드컵 마케팅에 올인한다는 것이다. 또한 올 포털시장에서는 웹2.0 기반의 UCC 서비스 등도 주요 이슈가 될 것으로 보이며 구글의 한국시장 연착륙 여부도 초미의 관심사다. 여전히 네이버의 독과점 현상이 지속되고 있는 포털업계의 올 사업전략을 살펴봤다.

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e마켓플레이스에 부는 UCC 바람

  • Kim, Mun-Yeong
    • Digital Contents
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    • no.7 s.158
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    • pp.92-96
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    • 2006
  • 인터넷쇼핑몰은 이제 완연한 성숙기에 접어들었다. 수많은 소비자들이 편리하고 저렴한 인터넷쇼핑의 매력을 인정하고 있으며 잘나가는 인터넷쇼핑몰업체는 웬만한 중소백화점이상의 판매실적을 자랑한다. 판매자와 구매자를 연결하는 장터를 제공해 성공신화를 일군 두 업체, 옥션과 G마켓의 강점은 바로 사용자에게서 나온다. 강력한 시스템을 바탕으로 대표적 e마켓플레이스로 자리잡은 옥션과 G마켓은 이제 사용자들이 생산해내는 콘텐츠로 제2의도약을 준비하고 있다.

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A research for Social Learning method of using Social Media (소셜 미디어를 활용한 소셜 러닝 체제 연구)

  • Chang, Il-Su;Hong, Myung-Hui
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.233-240
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    • 2011
  • Social Media is the open online tool and media platform for sharing and participation of users opinion, experience, viewpoiont, so general situation that is one-side flowing from production to consume doesn't act, and while use of two-way, user create contents use of sharing and participation. This social media include Blog, Social Network Service(SNS), Wiki, User Create Contents(UCC), Micro Blog, 5 types. In broad terms, Social Learning is self-learning that user sharing with coperation and collective intelligence through Social Media, and in few wards Social Learning is learning for Social Media. In this research, we define Social Media and Social Learning, and research of method of use of Elementary Education.

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Exploring Individual Differences and Flow in Web 2.0 Services (웹 2.0에서 사용자 특성과 플로우 간 관계)

  • Moon, Yun Ji
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.569-572
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    • 2013
  • Using flow theory as our foundation, we empirically tested the impact of three personality traits on the level of flow state experience and three user-generated content (UGC) usage types. Findings indicate that extroversion is positively related to the use of UGCs for entertainment, and negatively related to the use of UGCs for communication and information; neuroticism is positively related to the use of UGCs for entertainment and communication; and psychoticism is negatively related to the use of UGCs for information. In addition, only extroversion has an influence on flow, which is positive, and flow has a positive influence on UGC usage for entertainment and communication. This study extends flow theory by exploring antecedents and outcomes of the flow state experience.

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The Technology of Personal Cloud Computing and Market Research (퍼스널 클라우드 컴퓨팅의 기술과 시장 분석)

  • Shim, Hyun-Bo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.2
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    • pp.239-251
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    • 2014
  • The personal cloud is a service which approaches the personal contents scattering to all terminals and online space at the personal information-oriented age in which the person's digital device including the Smart-phone, MID, PC, IPTV and etc, increases and the personal online service including the blog, E-mail, UCC, social network service and ect, rapidly increasing for the cloud computing regardless of the terminal anywhere independently and can provide the high vale added personalization service through the analysis of the contents and processing. The future of the personal cloud market is prospected through the service and technology which enhances the understanding about the cloud computing, that is the next generation IT paradigm which the world IT companies pay attention to, and is provided and business strategy analysis of the security and normalizing and related companies.

Development and Application of Ethics Education STEAM Projects using DeepFake Apps (딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용)

  • Hwang, Jung;Choe, Eunjeong;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.405-412
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    • 2021
  • To prevent problems such as portrait rights, copyright, and cyber violence, an ethics education STEAM projects using deepfake apps using AI technology were developed and applied. The Deepfake apps were screened, and the contents of the elementary school curriculum were reconstructed. The STEAM project as creative experiential activities was mainly operated by the UCC activities, and applied the info-ethics awareness measurement test based on the planned behavior theory. The social STEAM project as money (financial) education was qualitatively analyzed. It was found that this STEAM classes using AI technology app significantly enhances the ethical awareness of information communication.