• Title/Summary/Keyword: convergence digital contents

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A Study on the Production Process of Animentary for Digital Contents (디지털 콘텐츠 제작을 위한 애니멘터리에 관한 연구)

  • Kim, nam-hoon;Jeong, han-gyeong
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.277-280
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    • 2009
  • When an old-fashioned contents are combined with the digital contents, it will be emerged as q results of new genre. And if it is applied for business and industry, to develop it into a digital culture. Animentary combines the attributes of the animation in the documentary. Through this convergence content, old story is convert to new story and is recreated with a new method of storytelling and imagetelling. This research is to discover, convert, and recreate a story buried in the everyday life and also is to propose animentary production process recreated in the digital paradigm.

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Development of an Authoring Tool to Create Interactive 3D Convergence Contents for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합콘텐츠 저작도구 개발)

  • Roh, Chang Hyun;Kim, Byung-Cheol
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.401-407
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    • 2016
  • In the smart education era, it is crucial for the teacher to make lecture materials in the form of 3D convergence contents for themselves. In this study, we developed an interactive authoring tool to create 3D convergence contents for the teacher. The proposed system was implemented based on a commercial 3D engine for practicality. To evaluate the usability of the tool, we conducted a satisfaction survey of a focus group. As a result, we concluded that the proposed authoring tool was useful to create desired contents but rather complicated to use due to the text-based script editor. In the following research we will improve the editor so that it can be used in a more intuitive manner.

A Study on the Development of Public Digital Signage Services (공공 디지털 사이니지 서비스 개발 연구)

  • Ahn, SungHee
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.185-196
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    • 2021
  • This study is based on the 'National Pilot Project on Digital Signage in Sejong Special City', one of the pilot projects initiated by the Ministry of Public Administration and Security. This project was an attempt to present the digital signage as a 'public service content platform' integrated with smart technologies. This study suggests that the planning strategy for placing public service contents on digital signage platform should focus on interests of local communities or users rather than high-tech suppliers of digital signage. In consideration of growing needs for smart technology-based public service, this study concentrates on the strategy for developing 'public digital signage services'. In addition, 'digital signage service tools' were designed to easily establish or execute the strategy. The aim of this study is developing the strategy to make digital signage a public cultural service platform as well as a digital advertisement tool. The final goal of this study is to demonstrate public value creation performance of the 'Revitalisation Project of Sejong City's Commercial Districts', which was possible thanks to the proactive involvement of citizens coupled with progressive utilization of interactive media.

The Impact of Interaction Factors of Digital Contents on Flow and Use Intention (디지털콘텐츠의 상호작용요인이 몰입과 사용의도에 미치는 영향)

  • Kim, Chang-Su;Lee, Sung-Ho;Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.212-224
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    • 2011
  • Users in the Web 2.0 era, which is based on the convergence of wired and wireless technologies, tend to have a high regard for digital contents interactions, as compared to the technology experienced at the analog era. To boost the digital contents business, it is necessary to focus on the digital contents(DC) interactions based on user-centered thinking to satisfy user preferences. According to previous studies, this study classified DC interactions into three types: interaction between users, interactions between contents and users, and interactions between system and users. This study empirically verifies that DC interactions factors affect flow as well as DC flow influences the DC use intention.

A Study on Creative Industry Development Vision based on Digital Contents (지식창출형 콘텐츠 기반 창조산업 육성방안)

  • Noh, Si-Choon;Bang, Kee-Chun
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.47-53
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    • 2012
  • Economic crisis, efforts to overcome the digital content industry development at home and abroad have been racing in the country's future lies in the digital content industry. Therefore, the digital content industry through vision, model identification knowledge-based global digital content market-based deployment is required. For research purposes the digital content industry to derive an alternative to national industrial development that will lay the groundwork. The deployment order for the first digital content industry, SWOT analysis performed to derive the Korean-specific model. As a result, measures based on the advancement of digital content industry as a long-term vision and specific goals are presented as staged. The age of convergence of the u-media content markets in government, corporations, consumers, and these form the structure of a virtuous cycle distribution systems for energy by being active, synergistic effects are obtained. Above all, based on the content industry to secure internal and external growth is key. Vision of the digital content, the growth momentum of the national social development policies to be used as a role model by changing the way a series of courses is required.

A Study on Multi-Media Contents Security Using Android Phone for Safety Distribution (멀티미디어 콘텐츠의 안전한 유통을 위한 안드로이드 폰에 기반을 둔 보안에 관한 연구)

  • Shin, Seung-Soo;Kim, Yong-Young
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.231-239
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    • 2012
  • This paper tries to solve the problems which previous methods have such as the WCDRM(Watermark and Cryptography DRM) and the model using smart card for protecting digital contents. This study provides a contents distribution model to protect the rights of author, distributor, and user as well as user's information by using technologies such as cryptography, DRM(Digital Right Management), access control, etc. The proposed system is evaluated as the most safety model compared with previous methods because it not only solves the problems which the previous methods have, but also protects four type of risks such as use of contents which other mobile devices download, the attack on the key to decode the message, the attack on leaking the contents, and the internal attack such as an illegal reproduction.

A Study on Multi-Media Contents Security using Smart Phone (스마트 폰을 이용한 멀티미디어 콘텐츠 보안에 관한 연구)

  • Kim, Dong-Ryool;Han, Kun-Hee
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.675-682
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    • 2013
  • This paper tries to solve the problems which previous methods have the model using smart card for protecting digital contents. This study provides a contents distribution model to protect the rights of author, distributor, and user as well as user's information by using technologies such as cryptography, DRM(Digital Right Management), access control, etc. The proposed system is evaluated as the most safety model compared with previous methods because it not only solves the problems which the previous methods have, but also protects four type of risks such as use of contents which other mobile devices download, the attack on the key to decode the message, the attack on leaking the contents, and the internal attack such as an illegal reproduction.

Implementing a Virtual Reality Forest Healing System Using Multisensory Modules (다감각 모듈을 사용한 가상현실 산림 치유 시스템 구현)

  • Sohui Kim;Jewon Myung;YoungBeom Park;Sun-Jeong Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.4
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    • pp.31-39
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    • 2024
  • This study applied virtual reality systems for forest therapy to reduce motion sickness and enhance immersion using multi-sensory elements. In applying virtual reality systems, multi-sensory elements were utilized to reduce motion sickness while providing a more immersive experience. Among these elements, tactile and olfactory devices utilizing wind and scent were developed and employed. The program was developed using Unity3D's HDRP (High Definition Render Pipeline), and both HMD (Head Mounted Display) and non-HMD systems were established to determine if visual motion induces motion sickness. An air circulator was placed to provide a sense of wind and allow users to smell scents through the olfactory device. An experiment was designed to examine whether tactile and olfactory stimuli influence user satisfaction with the virtual reality forest therapy system. The results showed that the tactile device significantly reduced motion sickness, while the developed olfactory device did not yield significant results in reducing motion sickness for participants.

Study of GUI design convergence guideline for the users of aged generation (고령화 세대의 스마트폰 사용자를 위한 GUI 디자인 융복합 가이드라인 연구)

  • Jeon, In-Kyu;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.323-331
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    • 2015
  • 21st Century is getting into Super aging society worldwide basis. Among those population, silver(aged) generation users' physical condition, such as sight, hearing and body, is getting older, especially sight ability which processes 80% of input data, it requires us studying new smartphone GUI designs convergence for the elderly. In light of this social phenomenon, this study suggests smartphone GUI designs convergence guideline for the silver generation through the research of text, icon which are basic elements of smartphone GUI with proper visual attributes. I had inferred UX designs, expert group and evaluation categories from existing papers, related books and designed some displays for the survey. I also offered this guideline with the deep survey of 101 people over 65 years old.

Legal Issues of Electronic Commerce Chapters of the Korea·US FTA and Tasks of the Digital Contents Industry (한·미 FTA 전자상거래 협정문의 주요쟁점과 디지털콘텐츠 산업의 활성화 과제)

  • Kwon, Soon-Koog
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.21-29
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    • 2015
  • The emergence of the internet causes the electronic trade of movies, music, software and other digital content products to be an eminent share of international commerce. The purpose of this study is to examine legal issues of electronic commerce chapters of the Korea US FTA and tasks of the digital contents industry. Results of the study show that several implications based on the industry are offered. The Korean government needs to do the following: settle of classification issue in digital contents, settle of customs issue in digital contents, settle of issue of non-discrimination principle in digital contents, settle of exclusion issue in audiovisual services, improve of global competitiveness, unify of export support system, establish of overseas expansion strategy in genre and regional contents, train of global experts and protect of intellectual property in digital contents.