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The purpose of this study are to show a new possibility of identity design to be used as tools of users identity expression, designing digital contents by studying on the methods to express users identities successfully in the digital contents design, and to present the possibility to expand the area of identity design. Digital contents are a communication media in it self, but this study tried to consider the digital contents as a tool of users communication or expression. The identity expression, which are not only makes communications efficient but also lets products and companies acknowledged by users, is one of the most indispensable factors in products competitive power in both the present and the future. However, no define methods of identity expression are settled as well as recognized by users properly and accurately yet, so that this study focuses on that point. Therefore, This study is advanced in the direction of establishing the concept of digital identity for an expansion of the media toward the identity expression in design as well as making researchers in successful identity expression ways by means of actual design, more than a graphic image making that simply decorates a digital contents. The point of this study is to show a new concept of identity design that expresses users identities so as to suggest another possibility of identity design.
With science and technology getting more and more advanced, the scope of digital product is expanding and the new products continuously are introduced on the market. On the basis of consumers' attachment to products, we investigated the consumers' behaviors towards the product when a digital product is extended. As a result of an empirical analysis, it turned out that a consumer tended to have higher trust and a positive emotion about relevant goods if he or she had a strong attachment to digital products. However, even though one had a strong attachment to digital products, the emotion about the corresponding brands did not necessarily appeared to be positive. In the event that a brand of digital products was extended to other new products, only the trust in the brand exerted significant influence on the consumers' behaviors towards the extended products. Finally, this study suggests some theoretical and managerial implications for effective strategies in response to customers' attachment to digital product.
Recently, with the enlargement of cloud computing, virtual desktop infrastructure(VDI) can be an alternative of the existing personal computer based information environment. For the case of partially introduced VDI coexisting with personal computer environment, we suggest a virtual folder based approach to control the overall digital contents within an organization with a case of implementation. Although a centralizing device was used for storage and sharing of organization’s digital contents, it was not easy to accomplish centralizing digital contents completely. It is tried to prevent users from utilizing their own storage in their personal computers or virtual machines and to use virtual folder which transfer and store digital contents to and in EDMS. The virtual folder system of this paper looks like a real folder in a personal computer, but it is another virtual device for outer storage devices including EDMS. It can be an alternative and reference of digital contents control for future applications of cloud computing.
In network service environment, cultures from diversified fields are easily accessible thanks to the convenient digital content services. Unfortunately, unauthorized access and indiscreet misuse behaviors have deprived content owners of their copyrights. This study suggests an integrity-ensured model applicable for forensic evidence of digital content infringement in network service environment. The suggested model is based on MPEG-21core components for digital content protection and the system is designed in connection with the components of digital content forensics. Also, the present study suggests an efficient technology to protect and manage computer forensic evidence and digital content by authorizing digital content use and catching infringing logs of authorized users without lag in network environment for the benefit of network security and reliability.
The objectives of this study are to provide advices and methods for cultivating labor in the digital cultural contents industry in the Chung-Nam Province. For the purpose of this study, review of theoretical and practical literature, identifying the present status of affairs, and three times FGI and surveys were executed. The results of research show a lack of professional labor in the digital cultural contents industry; even so most of laborers want to get a job in or around the Seoul region. To activate digital cultural contents in the local area, a development model for the Chung-Nam digital cultural contents industry was introduced and four strategies were also suggested. The nurture of a professional skilled labor force through a strategically designed joint relationship between university and companies in the digital cultural contents industry was found to be quite necessary. In this way, the need for specialized training and education in the university classroom can be supported.
The amount of digital content grows exponentially by the development of the internet and the change of computing environments and the target also is getting wider. The industry using this digital content has been growing greatly. However, the distribution of pirated digital content is increasing using internet because digital content is easy to store and transmit and the damage is growing. In this paper, we propose safety trading system which can conceal the author's information safely in digital content in order to block illegal distribution of digital content. ARIA encryption algorithm is used to protect the concealed information of author in digital content and it is a help to track the illegal traders by doing fingerprinting of buyer information to digital content and managing the transaction information. The technical support for copyright dispute is to allow by providing the capability to verify illegal edit to original digital contents.
This paper proposes a watermarking scheme to protect ownership of a digital hologram, an ultra-high value-added content. It performs pre-defined levels of quad-tree Fresnelet transforms. The relationship among the same-positional-blocks is extracted as the digital pre-watermark. For the relationship, we use properties of a digital hologram that a hologram pixel retains all the information of the object and that the same size of partial holograms reconstructs the same size of object but different in their view points. Also we mix a set of private data with the pre-watermark and the result is encrypted by a block cipher algorithm with a private key. Experimental results showed that the proposed scheme is very robust for the various malicious and non-malicious attacks. Also because it extracts the watermarking data instead of inserting, the watermarking process does not harm the original hologram data. So, it is expected to be used effectively for invisible and robust watermark for digital holograms.
With the recent development of IT technology, the existing contents have been digitalized through various distribution channels. Accordingly, a lot of studies have been done in order to figure out the distribution and features of digital contents, In these studies, however,categorical characteristics of digital contents were not considered ; most of the previous researchers saw digital contents as only a single item or focused on some contents within particular part such as movie, music, etc. So, this study divides digital contents into movies,music and texts. I was going to study which factors affect Customer Satisfaction in relation with the kind of contents. With SERVQUAL as independent variables, which affect the Customer satisfaction, I used five factors :Design Quality, Information Quality, Security Quality, Communication Quality and Transaction Quality. As for the detailed items, I corrected them with Open-End Question and Pre Survey Research, which are more fit into the features of digital contents. This research conducted Principle Component Analysis, Reliability Test, Correlation Analysis and Regression Analysis. I verified that each factor of Service Qualities has a positive effect on Customer Satisfaction. Moreover, the factors of the effect are different according to the kind of digital contents. This paper was added Exploratory Study to find the best distribute channel. For the study, I search the possible distribute channel in each digital contents and their characteristic.
It is not easy to control the unstructured digital contents efficiently which are usually created while carrying out the wide scope of managerial activities. Moreover, besides the existing EDMS method, new methodologies including new-type servers and clients like SBC,VDI, thin client, zero client, etc are said to be more efficient for managing digital contents. Usually, digital contents has been created and stored in the dispersed individual computers like laptop or desktop. Today, due to the advent of new technologies and devices for computer systems and network capacity, it's possible to store whole digital contents within centralized storage like EDMS. In this paper, it is shown how digital contents can be controled through selection of which approaches are used for individual users and storage servers. For alternatives, we explained implementation, merits and demerits, selection criteria,etc. And a case of the implementation of digital contents control is shown for the reference of related systems.
Developments and changes in digital environment based on computer technologies and internet networks enabled us interactive communication for planning and execution through the freedom of ‘connection’, ‘sharing’, and ‘conversion’. The subject of this study, interactive commercial, might be the core of success based on creation which stems from communication design, revolution in design and technology, and conversion. Communication in modern economy is not optional, but essential. Furthermore, like evolution process up to Augmented Reality from developments of mobile communication technology, or concept in paradigm change, digital interactive commercial means the core of success, not a part of it. Therefore, in order to achieve success in the global competition structure, mobile communication design, revolution, and creation which produce added value shall be working as a base. In order to reach effective communication process performance of interactive commercial media, this study would like to propose building a media commercial system which is realized by human senses. Using this, standardized methods for interactive commercial which can be used together with augmented reality based on digital technology, and for using digital robot contents are available, along with methodology system of their use. In addition, the ultimate goal of this study aims to discover new factors through reorganization of precedent analysis and adaptation based on academic achievement and practical application. And thus, it wants to contribute to practical use of interactive commercial out of augmented reality-based communication in which technology, marketing, and design are integrated to be used in real sense.