• 제목/요약/키워드: contents management

검색결과 6,798건 처리시간 0.028초

디지털 콘텐츠의 효율적 검색과 관리를 위한 UCI 식별체계의 온톨로지 적용 (Applying Ontologies to UCI for the Efficient Search and Management of Digital Contents)

  • 하은옥;김윤호
    • 한국전자거래학회지
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    • 제14권4호
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    • pp.215-228
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    • 2009
  • 디지털 콘텐츠 식별체계인 UCI(Universal Content Identifier)는 디지털 콘텐츠의 투명한 유통과정과 효율적 검색과 관리를 위해서 만든 URN(Uniform Resource Name)에 기반을 둔 식별체계이다. UCI 식별자를 부여받은 디지털콘텐츠는 사용자가 원하는 콘텐츠를 정확하게 전달하기 위해서는 다양한 메타데이터 정보를 필요로 한다. 그러나 UCI에서 제공하는 식별 메타데이터만으로는 콘텐츠에 대한 다양한 정보를 표현하기에는 부족하며, 정보의 보다 정확한 표현과 효율적 검색 및 관리를 위해서는 UCI에서 제공하는 메타데이터와 함께 메타데이터 내에 표현된 개념과 그 의미 관계를 정형화하고 명시적인 방법으로 정의하는 온톨로지를 필요로 한다. 본 논문에서는 UCI 식별체계의 메타데이터간 개념관계를 온톨로지로 확장하고 도메인 온톨로지를 설계함으로써 구축된 UCI 메타데이터 정보를 효율적으로 이용하여 의미 기반의 검색과 관리를 가능하게 하였으며, 다양한 질의어를 통하여 메타데이터만을 이용하는 UCI식별체계에 비하여 효율적인 검색과 관리가 가능함을 보였다.

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다문화 가정 학부모를 위한 한한변환 기반 학습콘텐츠 관리 시스템 (Korean to Korean Translation Based Learning Contents Management System for Parents of Multi-Cultural Family)

  • 강윤희;강명주
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제6권1호
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    • pp.45-50
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    • 2017
  • 다문화 가정의 정보 격차의 주요 원인인 언어장벽은 다문화 가정 자녀의 낮은 교육수준과 높은 연관성을 가지며, 경제불균형을 높임으로써 추가적인 사회문제화가 될 것으로 예상된다. 다문화가정 학부모는 디지털 기기에 대한 접근성과 자료 활용 능력이 일반국민에 비해 현저하게 떨어지는 정보격차로 인해 기존의 교육 콘텐츠의 효과적 활용은 제약점을 갖고 있다. 이러한 제약점을 해결하기 위해서는 학습자의 이해수준에 적합한 콘텐츠를 제공하는 맞춤형 학습콘텐츠 지원체제의 구축은 필수적이다. 이 논문에서는 다문화가정 학부모의 정보격차 해소를 위한 한한변환 기반 학습콘텐츠 시스템을 설계하고 이를 위한 사용자 맞춤형 학습콘텐츠 지원을 위한 한한변환 시스템의 프로토타입을 결과로 제시한다.

영상미디어 형태 분류에 따른 화면 분할에 관한 연구 (A Study on Split Screen according to the Form Classification of Visual Media)

  • 주헌식
    • 디지털산업정보학회논문지
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    • 제11권2호
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    • pp.131-139
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    • 2015
  • This study suggests that the application of split screen as visual media can attain the effect of diversity through providing rich information and accepting diverse contents as gorgeous aesthetics. Single images are analyzed as appropriate to a demanded concentration genre such as news and dramas, entertainment. In contrast, images with natural images and ads images those are more appropriate and analyzed as the genre of the split-screen which is highly efficiency to the contents and also highly efficiency to the spatial diversification. In introducing various genres of digital contents into split screen, the synergy of contents is induced by placement in consideration of the characteristics of split screen position. In order to increase the concentration of the split-screen image, using the left area and right area above it, can increase the effectiveness of the content.

OpenAPI를 이용한 외부컨텐츠 기반 동영상 매쉬업 서비스의 구현 (Implementation of External-Contents based Video Mashup Service using OpenAPI)

  • 이동균;권준희
    • 디지털산업정보학회논문지
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    • 제5권1호
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    • pp.89-98
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    • 2009
  • The existing mashup service providers have induced users to participate in their own made services and have grown their services by user participations and contributing contents. Recent services based on Web2.0 are called by 'Open (Content) Service' which means anyone can provide new services to the others without any of their own contents. But unfortunately the most of these days services are not opened. They just using mashups for increasing their service's traffics. We introduce the way to make a simple service to provide searching videos present it with extracted keyword from external content without our own contents at all. this show that how to combine the content with another contents or services.

An Investigation on the Impact of Website Contents on Internet Auction Success

  • Ryu, Chung-Suk
    • Asia pacific journal of information systems
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    • 제20권4호
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    • pp.81-100
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    • 2010
  • This study investigates the impact of website contents on Internet auction success. Based on the marketing concepts of stimuli, consumer behavior, and product involvement, the research model presents the theoretical relationships between the key factors of website contents and Internet auction performance. This study examines particularly four dimensions of website contents including transaction features, auction-specific features, seller's reputation, and information quality, which are deemed to have significant impact on the Internet auction performance, Each dimension of website contents is hypothesized to have a unique impact on a bidder's decision-making, which may vary depending on the bidder's level of involvement in the product. While transaction and auction-specific features serve as necessary components for successful auctions, a seller's reputation and information quality, as parts of satisfactory requirements, acutely affect bidders' decisions, especially those with high involvement to buy the product through a particular auction site. The outcomes of the analysis, in general, support the proposed model. The study results also provide meaningful Implications on ways in which auction websites can be improved for both sellers and auction service providers.

디지털 컨버젼스 환경에서의 분산 거래 모델에 관한 연구 (Distributed Transaction models in Digital Convergence Environment)

  • 이은서;김동환;오화용;장태규
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2005년도 심포지엄 논문집 정보 및 제어부문
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    • pp.230-232
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    • 2005
  • This paper proposes a Distributed Transaction models based on the multimedia framework (MPEG-21) in digital convergence environment. Digital media market is growing up rapidly according to the extension of internet and universality of multimedia contents. So, importance of the effective management with the production and distribution of produced multimedia contents is becoming larger. For effective management of multimedia contents, the multimedia contents which are represented with different standard each other can be processed adaptively in the variable network environment. A free compatibility among the different terminals and standards are the essential particular should be offered for the digital convergence environment. A multimedia framework supports this compatibility and various multimedia services. In this paper, the Distributed Transaction models that multimedia contents can be circulated among the individual users safely and freely are proposed and the relation technologies are described.

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국내 의료기관의 규모별 웹 콘텐츠 접근성 현황에 관한 연구 (A Study On Web Contents Accessibility of Hospital Web Sites in Korea)

  • 김종민;류황건
    • 보건의료산업학회지
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    • 제4권2호
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    • pp.33-46
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    • 2010
  • In this study, we investigated web contents accessibility of 60 hospital web sites in Korea. The eight evaluation criteria were used for estimating the web contents accessibility of the web sites. These criteria were as follows: providing an alternative text, providing caption for moving picture, providing a skip navigation, usage of pop-up windows, usage of a summary or a caption tag for data table, providing a page title, providing a label for online form, and usage of java scripts. K-WAH 3.0 was used for estimating five evaluation criteria. According to Internet web contents accessibility guideline 1.0, we estimated the rest three evaluation criteria manually and described good or bad examples for the evaluation results technically. The results show that the web accessibility of hospital web sites is generally insufficient and the constant interests in improvement for accessibility are urgently needed.

3D VR 기반의 교육 콘텐츠 개발 시스템 구현 (Implementation of Developement System of Education Contents Utilizing 3D VR)

  • 배성실;이정민;안성수
    • 디지털산업정보학회논문지
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    • 제12권1호
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    • pp.97-106
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    • 2016
  • 3D virual reality technique develop rapidly such as parts of education, health, national defense, etc. This paper implements an education contents utilizing 3D virtual reality based on HMD. In this paper, contents make up Changdeokgung Palace using to 3Dmax and Unity program, it shows on implemented Helmet Mounted Display. HMD obtain dynamic image from the target source of smart phone. Also, contents consist of service senerio through divided palace position and King's a day's journey especially. Above all, this paper indicate improving performance according to reduced cybersickness and immersion enlargement. And memory capacity reduced by various technique such that file type, compressed file, minimized resource. Proposed technique can obtain dynamic 3D image by HMD implementation at real time basis so that it is possible to use simultaneously multi-source. From the various and practical experiment, it is confirm that proposed 3D VR education system is useful for experience of virtual reality practically.

디지털 콘텐츠로서 개인형 메신저 콘텐츠 디자인 분석에 관한 연구 (Analysis of Personal Messenger Contents Design as Digital Contents)

  • 오문석;원종욱
    • 디지털산업정보학회논문지
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    • 제6권4호
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    • pp.183-192
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    • 2010
  • Digital communities' spaces have been very popular through communication contents provide entertainment and usability. Emoticons provide simply emotional expressions and intension, so they weakly convey a realistic sense as they are designed by 2D graphics. However, 3D Avatars presented by 3D Computer Graphics make users interesting because of delivering senses of reality and three-dimension and amuse users because of representing their characters. It is the purpose of this study to analyze design examples of emoticons and avatars applying to personal messengers and propose the development of them. In addition, this paper researches various characteristics of emoticons and avatars for web and mobile phones, and suggests a strategy to usefully and properly apply emoticons and avatars to design.

온라인 게임의 속성이 온라인 게이머들의 선호도에 미치는 영향에 대한 탐색적인 연구 (Exploring Online Gamers′ Preference for Online Games)

  • 백승익;송영석
    • 한국경영과학회지
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    • 제29권1호
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    • pp.71-85
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    • 2004
  • Many online content providers who use the Internet to distribute contents, such as news, music, games, books, and other types of information, have been experiencing an extremely competitive business environment. To survive in this environment, they have started charging a fee for the contents that they provide. However, there have been very few success stories in commercializing online contents. One of the biggest hurdles may be customers' psychological resistance against paying a fee for the contents that have been free of charge previously. Without examining customers' perceived prices for online contents, many online content providers have tended to decide their prices by themselves. Online games are not exceptional cases. Although many online game-related research works have focused on psychological and technical aspects, very few works have examined online garners' preference carefully. This study alms at exploring online garners' preference by measuring their WTP (willingness to pay) for online games.