• Title/Summary/Keyword: Using digital contents

Search Result 2,153, Processing Time 0.032 seconds

Mission Strategy through Developing Worship Contents in Multimedia age (예배 콘텐츠 개발을 통한 멀티미디어 시대의 선교전략)

  • Choi Tae-Soo
    • Journal of Digital Contents Society
    • /
    • v.6 no.1
    • /
    • pp.63-68
    • /
    • 2005
  • Today, Korean Society have stood on the transformation of Globalization and information. Under these radical changes, the Korean church faced the crisis of decline. In fact, decreasing population of new generation in the church who lead digital age makes the future of Korean church look black. This research tried to suggest mission strategy for new generation through develop worship contents using multimedia.

  • PDF

Key Exchange Protocol using Password on CDN (CDN에서 패스워드를 이용한 키 교환 프로토콜)

  • Shin Seung-Soo;Han Kun-Hee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.10 no.3 s.35
    • /
    • pp.133-141
    • /
    • 2005
  • Digital contents can be distributed via internet without qualify defect and this will bring a great loss to the contents provider. Therefore, it is necessary to investigate on the key exchanging protocol to protect the digital contents effectively. In this study we propose the key exchanging protocol based on password to send the digital contents efficiently. The stability suggested here is based on the difficulty of the discrete algebra and Diffie-Hellman problem and also it provides a secure safety against various attacks such as a guess attack on the password.

  • PDF

Design of Health Content Using GPS and Sensors (GPS와 센서를 이용한 헬스콘텐츠 설계)

  • Kim, Dongyoung;Hyeon, Uijoo;Yoon, Seonjeong
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.07a
    • /
    • pp.147-148
    • /
    • 2019
  • 최근 국민의 건강증진 및 질병관리 등에 대한 관심이 증가하면서 전문가들 또한 걷기 운동의 유효성을 강조하고 있다. 이에 따라 스마트 헬스케어와 관련된 기기 및 서비스에 대한 개발이 활발히 진행 중이다. 본 논문에서는 GPS와 비콘 센서를 이용한 환경에서 걷기운동과 미니게임 콘텐츠를 융합한 어플리케이션을 설계하고 구현한다. 이 콘텐츠는 특정 지역을 가상의 게임 맵으로 매칭하고 GPS센서와 리얼월드의 비콘을 블루투스 통신으로 인지하도록 하였으며 이를 통해 소모 칼로리 계산, 게임의 클리어 조건 등 핵심 시스템으로 사용한다. 본 연구를 통해 설계, 구현된 게임 콘텐츠는 이용자의 움직임을 정확히 측정할 수 있고 재미와 몰입감을 제공하여 지속적인 운동을 유도함으로써 운동효과가 향상됨을 확인할 수 있었다.

  • PDF

Development of Quality Assurance Criteria for Mobile Device Based e-learning Contents (모바일 기기 기반의 이러닝 콘텐츠 품질관리 평가 기준 개발)

  • Kim, JaMee;Kim, Yong;Kim, Seongjin
    • Journal of Digital Convergence
    • /
    • v.12 no.2
    • /
    • pp.475-482
    • /
    • 2014
  • A wide variety of contents are now provided along with the development of information appliances. The purpose of this study was to examine what should be considered to boost the quality of mobile device based e-learning contents. For this study, 12 evaluation domains and 26 evaluation items were selected using the Delphi method. The factors to be considered for mobile device based e-learning contents quality are summarized 4 factor. In other words, for the purpose of managing the quality of mobile device based e-learning contents, there exist four areas to be considered, 'foundation', 'contents', 'teaching design' and 'technology.' The findings of this study are expected to contribute to the improvement of the quality of the educational contents.

Open Sesame: Smart Digital Doorlock using Word Recognition basd on IoT Technologies (열려라 참깨: IoT 기반 단어인식 스마트 디지털 도어락)

  • Lee, Mi-Hee;Baek, Eun-Jung;Yu, Jin;Lee, Su-Yeon
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2015.07a
    • /
    • pp.177-178
    • /
    • 2015
  • 본 연구에서는 사회적 문제인 맞벌이 부부가 증가함에 따라 아동범죄 및 생계형 범죄로부터 사용자의 안전의 보장과 기존의 디지털 도어락의 문제점을 보완하고자 IoT기술과 STT를 이용하여 사용자에게 안정성을 제공하여 주며, 동시에 편리성을 제공하고자 본 시스템으로 하여금 이와 같은 문제를 해결하여 줄 수 있게 한다.

  • PDF

The Influence of Mobile Contents on the learner's learning satisfaction in the Smart Learning Environment (스마트러닝 환경에서 모바일 콘텐츠가 학습자의 학습만족도에 미치는 영향)

  • Kim, Chang Hee
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.9 no.4
    • /
    • pp.177-188
    • /
    • 2013
  • Since the world entered the age called "Smart Revolution", there has also been a lot of changes in the field of education. In educational environment, there is a growing interest in smart learning based on mobile contents, with the development of Smart Devices and ubiquitous technology. This paper is about a research on what effects smart learning has on leaner side when learners make active use of mobile contents in this age of Smart Revolution. First, we embodied teaching plans for some practical classes in forms of mobile contents using M-bizmaker. After the learning process based on the embodied contents for students, we analyzed the survey results on 4 sections-their use of apps, screen composition, technical support, interactions. We also studied the results of a questionnaire on 4 sections-contents, information offering, feedback systems, learner assessment-to evaluate their satisfaction. The research suggests that learner satisfaction can be improved with smart learning based on mobile contents embodied for leaners.

A Study on Video Content Scalability Using Holographic Production Technology (홀로그래픽 프로젝션 기술을 활용한 영상 콘텐츠 확장성 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.18 no.5
    • /
    • pp.425-432
    • /
    • 2020
  • Stereoscopic imaging is an important branch in the field of digital imaging, and has grown significantly over the last two decades through research and development. Hologram projection technology based on stereoscopic technology has been a social issue since the development of the Hungarian physicist Daniel Garber in 1947. It is becoming more and more important as stereoscopic works using similar technologies are applied to various fields. This study analyzed content cases using classical and creative stereoscopic technology from the perspective of digital image content design and explored the multiprotocol direction of holographic projection.

A Study on How to Make Effective Digital Craft Molds Using 3D Printing Technology (3D Printing 기술을 활용한 효과적인 Digital Craft Molds 제작 방법 연구)

  • Jang, Ji-Su;Chung, Jean-Hun
    • Journal of Digital Convergence
    • /
    • v.19 no.9
    • /
    • pp.283-288
    • /
    • 2021
  • Due to the 4th Industrial Revolution and the Digital Revolution, many changes are being made in the manufacturing method and structure in the field of plastic arts and crafts. Therefore, in this study, we tried to present a new work method suitable for this era by effectively utilizing the digital technology called 3D printer. For this study, first of all, the theoretical background of 3D printing technology was understood, and prior studies on the use cases of 3D printing technology were summarized. Based on this, three types of craft molds were produced using a 3D printer. As a result of the study, there were characteristics that appear respectively depending on the thickness or overlapping of the craft molds using 3D printing technology. First, in the case of the thickness of the craft molds, the thinner the strength, the weaker the strength, but there was an advantage in that it was easier to take out the contents of the molds. However, it was determined that the thick craft molds was stable to contain the dense and heavy material. Second, in the case of overlapping of craft molds, the advantages of both thin and thick molds were obtained as a result of using a double-layered molds. However, there was a disadvantage that the surface of the contents taken out was not smooth, so that post-processing was necessary. In future research, I hope to deal with the material of the filament used in 3D printers.

A study on the smart digital signage using age recognition for the airport service improvement (공항 서비스 향상을 위한 지능형 연령인식 디지털 사이니지 연구)

  • Lee, Dong-Woo;Ko, Kyu-Cheon;Kim, Chun-Ho;Choi, Woo-Young;Na, Jong-Whoa
    • Journal of Advanced Navigation Technology
    • /
    • v.16 no.3
    • /
    • pp.526-535
    • /
    • 2012
  • Digital signage in airport is used to provide the flight and airport information to the airport passenger. However, the current digital signage displays one type of contents to all of the airport customers without considering the type of the customer. Thus, the digital signage suffer from the inefficiency problem resulting in lower customer satisfaction. This problem can be solved if we adopt a smart digital signage which can recognize the type of the customer and provide the tailored contents. In this study, we report a smart digital signage using age recognition. Our smart digital signage can recognize the age of the customer in real-time, and provide the tailored contents to the customer. The smart digital signage can improve the airport customer satisfaction and the airport work efficiency by providing the information that is needed by the airport customers.

Design and implementation of protection and management system of digital contents based on MPEG-21 IPMP (MPEG-21 IPMP 기반의 디지털 콘텐츠 보호 관리 시스템 설계 및 구현)

  • Jung Hoe-Kyung;Ryu Kwang-Hee;Kim Kwang-Yong;Kim Jae-Gon;Hong Jin-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.10 no.6
    • /
    • pp.1003-1010
    • /
    • 2006
  • The usage increase of digital contents required solution for protection technology and interoperability of system. MPEG(Moving Picture Experts Group) proposed MPEG-21 Multimedia Frameworks. MPEG-21 IPMP is standard that provides the means to enable digital item and rights information to be persistently managed and protected across networks and devices. In this paper, MPEG-21 IPMP based system to protect digital contents designed by four structures of license server, production server, consumption server, tool server. License server create rights information document using the XML-based REL about multimedia contents of users. Production server makes a digital item by packaging multimedia resource and metadata, which is combined by REL information and IPMP information of multimedia resource. Consumption server takes care of the functions of players that use digital item, and tool server was implement to transmit for missing tool that might occur in all procedures.