• 제목/요약/키워드: Using digital contents

검색결과 2,153건 처리시간 0.025초

An Adaptive Digital Watermarking Using DWT and FIS

  • 송학현;김윤호
    • 디지털콘텐츠학회 논문지
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    • 제5권2호
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    • pp.128-132
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    • 2004
  • In this paper, a Fuzzy Inference System(FIS) based watermarking algorithm in Discrete Wavelet Transform(DWT) domain is proposed. A 2D fuzzy inference values, in which the inputs are parameters of the coefficients of the DWT block of the original image and the output is strength of watermark embedded, is devised. The fuzzy inference algorithm guarantees that the watermark to be embedded into the original image adaptively. The experimental results shows that proposed approach is robust to the digital image processing schemes.

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사운드를 이용한 몰입형 탈출게임 "Go B'lind" 설계 및 구현 (Design and implementation of immersive escape game "Go B'lind" using sound)

  • 윤선정;윤수령;우승연;김호현
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2018년도 제58차 하계학술대회논문집 26권2호
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    • pp.76-77
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    • 2018
  • 본 논문에서는 재미있는 게임을 제작하기 위해 사용자 몰입을 극대화 할 수 있는 장치를 분석하고 이 가운데 청각적인 요소를 집중적으로 활용한 게임 디자인에 대해 소개하고자 한다. 암흑의 공간에서 긴장감을 조성하고 다양한 오브젝트들의 특성을 반영한 사운드를 이용하여 게임월드를 탐험하도록 설계하였고 이를 구현하였다. 본 게임은 사용자 몰입을 위한 게임 설계에 좋은 가이드라인이 될 것으로 기대한다.

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A Study of Experiential Exhibition Format Using VR Technology at Sanxingdui Museum

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권4호
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    • pp.172-177
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    • 2023
  • This study explores the feasibility and potential of using virtual reality (VR) technology to enhance the museum viewing experience through digital media. In an increasingly digital world, museums face the challenge of adapting to changing visitor expectations. This study explores the integration of virtual reality and digital media as a means to engage, educate, and attract museum visitors in a novel, immersive way. By analyzing its advantages, challenges, and practical implications, this study aims to elucidate the feasibility of this transformative approach.

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

  • 지경하;김한나
    • 한국의류학회지
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    • 제42권5호
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    • pp.855-870
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    • 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.

멀티미디어 온라인 학습 컨텐츠의 특성이 학습자의 학습 효과에 미치는 영향에 관한 연구 (A Study on the Effect of Multimedia Online Learning Contents on Learner's Performance)

  • 배순한;김지훈;임양환
    • 디지털산업정보학회논문지
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    • 제5권1호
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    • pp.127-139
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    • 2009
  • Recently a rapid development of Information Technology including Internet have brought new way of education such as Distance education, Cyber University, Home Schooling and so on. This change of education have also brought about the change of a tool and medium for education. It is a using multimedia contents in education. Using the multimedia learning contents on line education is considered as one of new way of education and expected to bring learner's better performance. Therefore, it's necessary to research online education contents and its design. In this paper, we discussed how the multimedia contents should be designed to help to reinforce what the learner have learned and researched a critical factor of online contents to effect on learner's better performance.

Hashing을 이용한 불법 복제 콘텐츠 검출을 위한 내용 기반 영상 검색 (Content-based Video Retrieval for Illegal Copying Contents Detection using Hashing)

  • 손희수;변성우;이석필
    • 전기학회논문지
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    • 제67권10호
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    • pp.1358-1363
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    • 2018
  • As the usage of the Internet grows and digital media become more diversified, it has become much easier for digital contents to be distributed and shared. This makes easier to access the desired digital contents. On the other hand, there is an increasing need to protect the copyright of digital works. There are some prevalent ways to protect ownership, but they accompany several disadvantages. Among those ways, watermarking methods have the advantage of ensuring invisibility, but they also have a disadvantage that they are vulnerable to external attacks such as a noise and signal processing. In this paper, we propose the detecting method of illegal contents that is robust against external attacks to protect digital works. We extract HSV and LBP features from images and use Euclidian-based hashing techniques to shorten the searching time on high-dimensional and near-duplicate videos. According to the results, the proposed method showed higher detection rates than that of the Watermarking techniques in terms of the images with fabrications or deformations.

A Study on the Application of Block Chain Ethereum Technology to Activate Digital Contents Trading as Sharing economy - data encryption and modify merkle tree-

  • Min, Youn-a;Baek, Yeong-Tae
    • 한국컴퓨터정보학회논문지
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    • 제23권10호
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    • pp.73-80
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    • 2018
  • The shared economy began with the concept of sharing the physical and intellectual assets of individuals with others. Nowadays, the concept of shared economy is becoming one of the industries as an enterprise type. Especially, with the development of the Internet and smart devices, various forms of shared economy have been developed in accordance with the need of sharing of individual income. Digital content is also a shareable commodity and it is seeking to utilize it as an item of shared economy. Accordingly, when digital contents are used as a shared economy, there are various possible threats -security threats that may arise in the course of transactions, potential for theft, alteration and hacking of contents. In this paper, we propose transaction method and content protection method using block chain-ethereum technology to reduce security threats and transparent transactions that can occur in digital contents transactions. Through the proposed method, the trust of the consumer and the supplier can be measured and the encryption can be performed considering the characteristics of the data to be traded. Through this paper, it is possible to increase the transparency of smart transaction of digital contents and to reduce the risk of content distortion, hacking, etc.

다중 불법콘텐츠 복제자 추적 기술 개발 (Development of Forensic Marking technology for tracing multiple users)

  • 김종안;김진한;김종흠
    • 한국정보통신설비학회:학술대회논문집
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    • 한국정보통신설비학회 2008년도 정보통신설비 학술대회
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    • pp.102-106
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    • 2008
  • Forensic Marking is the technology that enables the service providers (SP) to identify the illegal digital contents distributors by first inserting markings (data indicating the user information and playback time) in realtime into the digital contents at time of playback of digital contents, and then later by extracting inserted markings from the contents which are illegally captured from the multimedia device such as IPTV STBs and distributed over the Internet. Digital Rights Management (DRM), which is a very popular content protection technology, has the security hole that can be vulnerable because the encrypted digital contents are transformed into their original plaintext forms after the decrypting process on the STBs. Therefore Forensic Marking (FM) has now become a companion content protection solution to DRM. This article describes a new way of tracking up to 4 illegal content users in FM implementation using the blue-difference chroma component of YCbCr color space. This FM technology has many advantages like fast processing time and easy portability to STB devices compared to that of the traditional watermarking processing in the frequency domain.

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Factors influencing the Usage and Acceptance of Multimedia-based Digital Textbooks in Pilot School

  • Kim, Mi-Ryang;Choi, Mi-Ae;Kim, Jae-Hyoun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제6권6호
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    • pp.1707-1717
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    • 2012
  • Digital textbooks, considered as core textbooks tailored to the abilities and interests of students, provide them with a combination of textbooks, reference books, workbooks, dictionaries and multimedia contents. In this paper, we employ a modified version of the Technology Acceptance Model(TAM), a model which has been widely used and empirically validated to explain why individuals use a particular information technology(IT). This paper proposes that additional variables, such as educational impacts, contents quality, interaction and enjoyment, enhance our understanding of behaviors of pilot school teachers in using multimedia-based digital textbooks as a substitute for traditional paper-version of textbooks. A structural equation model is employed with survey data from 157 pilot school teachers in pilot program supported by Korean government and KERIS(Korea Education & Research Information Service), to empirically assess the strength of the relationships in the proposed model. It is hoped that the results from this study provide meaningful insight into the development and delivery of high quality digital textbooks.

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.