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Journal of Digital Contents Society
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Digital Contents Society
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Volume & Issues
Volume 14, Issue 4 - Dec 2013
Volume 14, Issue 3 - Sep 2013
Volume 14, Issue 2 - Jun 2013
Volume 14, Issue 1 - Mar 2013
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A study on the utilization methods of educational content based on the analysis of mobile games
Seo, Gapyuel ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 125~134
DOI : 10.9728/dcs.2013.14.2.125
The mobile device users have been increasing significantly because of the development of Social network system and network technologies. Because of this popularity, there are various games in market based on the combination of the mobile device with social networks. It will be the potential market within the mobile games with the growth of popularity in various users. This paper proposes the possibilities for the development of mobile game in educational contents through the case study of the popular mobile games.
Remediation Property of Conceptual Metaphor in Smartphone UX
Kim, Hyung-Woo ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 135~142
DOI : 10.9728/dcs.2013.14.2.135
In this study, I research about extensions and changes of user experience by using smartphone from the point of conceptual metaphor based on embodied cognition and the remediation characteristics. The result of this study is as follow; The first, container schema and path schema as center image schema of the conceptual metaphor are a proper theories to be mapped user experience by using smartphone because of including embodied schema structure by human physical experience. The second, user experience of smartphone in the point of remediation is remediated by smartphone. And physical space is rededicated and interacted to behavior space by the user experience. The third, the conceptual metaphor of smartphone UX activate container chema through implicit interaction and has transparent immediacy to ingenerate existence of media. The forth, path schema that is activated from explicit interaction makes users to experience hypermediacy. Conceptual metaphor and remediation in this study could be used to theoretical framework and to explain new user experience from using smartphone.
HSM(Hierarchical State Machine) based LOD AI for Computer GamesS
Seo, Jinseok ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 143~149
DOI : 10.9728/dcs.2013.14.2.143
Many researchers and developers take a greater interest on the LOD AI techniques as users demand more elaborate and sophisticated game AI in recent years. However, contrary to the traditional geometry LOD, existing LOD AI techniques can be used only to a limited extent. Therefore, in this paper, I propose an LOD AI technique, which uses HSM(Hierarchical State Machine) and the Lua script language as the method to control game objects. Using the proposed approach, we can easily produce multilevel AI models for LOD and design various objects without hard-coding state machines. Moreover, in order to show the effectiveness of the presented technique, this paper exemplifies the results of the efficiency test through the prototype engine.
A Case study of Knowledge & Information Contents applied Gamification and Alternate Reality Game concepts
Shin, Dong-Hee ; Kim, Hee-Kyung ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 151~159
DOI : 10.9728/dcs.2013.14.2.151
Recently, gamification has garnered high attention in various fields outside the traditional game world through the adoption of game techniques. The introduction of gamification creates an alternate reality game. It appears virtually the same as other normal games, but is able to pull down the boundary between reality and imagination. At first, this was utilized by the entertainment industry for movies, advertisements, and drama publicity. We can see examples of gamification extending into the knowledge and information contents field. The purpose of knowledge and information contents is to pursue meaning and utility rather than fun, though the introduction of game methods remains interesting. In-depth examination of the conception of an alternate reality game via gamification will lead to the understanding of progression and quality of alternate reality games in the context of knowledge and information contents. As a result, we can effectively understand not only the immediate uses but also be able to measure the potential for utilization of gamification for various fields.
Design and Development of Sensor-based Virtual Experiment Contents for Smart Phone
Chung, Kwang Sik ; Kwon, Sooyoul ; Huang, Wen-Hao ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 161~169
DOI : 10.9728/dcs.2013.14.2.161
Experiments and practices are critical instructional activities for teaching and learning natural sciences. However, by learning the experimental procedures in advance with the help of Virtual Experiments, natural science majors may address danger of handling chemicals before carrying out experiments in the laboratories. Virtual Experiments, a mobile learning app, provides learners with interactions between the learners and the contents by using the sensor built-in Android-platform smart phones. With the app, learners may handle the chemicals and experiment apparatuses, verify the reactions and assembly of the chemicals and instruments in advance. This paper describes the design and development of the Virtual Experiments in hope to promote the integration of mobile learning apps in order to better engage learners in the laboratories.
Design of Resource Grouping for Desktop Grid Computing and Its Application Methods to Fault-Tolerance
Shon, Jin Gon ; Gil, Joon-Min ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 171~178
DOI : 10.9728/dcs.2013.14.2.171
Desktop grid computing is the computing paradigm that can execute large-scale computing jobs using the desktop resources with heterogeneity and volatility. However, such the computing environment can not guarantee the stability and reliability of task execution because the desktop resources with different performance can freely participate and leave in task execution. Therefore, in this paper, we design resource grouping scheme using k-means clustering algorithm with an aim to provide desktop grid computing with the stability and reliability of task execution. Moreover, we conduct resource grouping using the execution log data of actual desktop grid systems and present application methods of desktop resource groups to fault-tolerance.
The Effects of User's Security Awareness on Password Security Behavior
Ha, Sang-Won ; Kim, Hyoung-Joong ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 179~189
DOI : 10.9728/dcs.2013.14.2.179
With the rapid development of information technology in 21st century, networks are being used with various devices. Most human actions are processed through cyber space, and it is no longer separate from daily life; it has changed into one of the most important aspects of human life. Unfortunately, in cyber space, certification method has not only technical problems, but also ethological problems. Many users seemed to use the same password throughout several sites. And for a long period they refused to change it or made a small change from the earlier password. This research aims to discuss general factors of choosing and using passwords within information security through statistical analysis.
IEEE 802.16j MMR System for cost-efficient coverage extension
Lee, Ju-Ho ; Lee, Goo-Yeon ; Jeong, Choong-Kyo ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 191~197
DOI : 10.9728/dcs.2013.14.2.191
To complete the "anywhere" mobile service there should not be shaded areas. However, it is never economical to deploy BS's (Base Stations) in a low population density area due to the low resource utilization. We propose a design technique to install RS's(Relay Stations) which are cheaper than BS's and find the condition in which the proposed technique is acceptible. The proposed design technique aims to allocate the frequency and time resources to RS's to minimize the transmission rate degradation due to interferences between RS's as well as to maximize the parallelism in transmission. We showed by simulation that the proposed technique achieves cost benefits when the expected traffic is less than 20.32 percent of the total BS capacity. The proposed technique is compatible with the IEEE 802.16j, thus can be extended to multi-hop configuration.
Reversible Watermarking for Audio Using Recompression Method
Whang, Ho Young ; Kim, Hyoung Joong ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 199~206
DOI : 10.9728/dcs.2013.14.2.199
Various methods of data compression have been developed to handle data within limited storage capacity and limited transmission speed. Recompression technology, a technology most recent among them, is a technology that can embed data regardless of the information entropy of a data. Recompression technology separates original multimedia data in to blocks and embeds 0 or 1 according to whether each block is flipped or not. In this paper, this technology has been applied on audio files. And was able to implement reversible watermarking for audio files.
Twitter's impact on the election of TV debates -18th presidential election TV debates-
Han, Chang-Jin ; Kim, Kyoung-Soo ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 207~214
DOI : 10.9728/dcs.2013.14.2.207
It was the 18th presidential election TV debate Twitter participation of SNS. Began to diverge as the era of social media, combined with SNS through in the mass media, media web 2.0. Search tweets, retweets, while the formation of policy issues, the agenda of Twitter users to listen to the statements of the candidates using the Internet or a smartphone. The highest number of tweets immediately issue statements were made. Content during the progressive tweets core keywords you do not often discussed, followed by the negative information increases the number of tweets has become a policy issue. Top retweets was to evaluate the process of debate, regardless of the issue. Tweeter complements the TV so Twitter has made public opinion. Smart phones and SNS Twitter, combined with the TV and the participation and direct democracy, voters vote one instrument was realized. Should forward approval ratings, real-time Twitter subtitles on the TV screen in TV debate Twitter influence in the election will be greatly expanded.
Considerations for Designing an Integrated Write Buffer Management Scheme for NAND-based Solid State Drives
Park, Sungmin ; Kang, Sooyong ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 215~222
DOI : 10.9728/dcs.2013.14.2.215
NAND flash memory-based Solid State Drives (SSD) have lots of merits compared to traditional hard disk drives (HDD). However, random write in SSD is still far slower than sequential read/write and random read. There are two independent approaches to resolve this problem: 1) using part of the flash memory blocks as log blocks, and 2) using internal write buffer (DRAM or Non-Volatile RAM) in SSD. While log blocks are managed by the Flash Translation Layer (FTL), write buffer management has been treated separately from FTL. Write buffer management schemes did not use the exact status of log blocks and log block management schemes in FTL did not consider the behavior of write buffer management scheme. In this paper, we first show that log blocks and write buffer have a tight relationship to each other, which necessitates integrated management of both of them. Since log blocks also can be viewed as another type of write buffer, we can manage both of them as an integrated write buffer. Then we provide three design criteria for the integrated write buffer management scheme which can be very useful to SSD firmware designers.
The Effects of Service Quality and System Quality on Customer's Satisfaction and Continued Usage Intention of N-Screen Service Regarding Mobile Network Condition
Park, Chang-Mook ; Kim, Dong-Woo ; Lee, Chang-Hyung ; Kim, Kwang-Ho ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 223~233
DOI : 10.9728/dcs.2013.14.2.223
This paper studied the effects of service quality and system quality that affect customer's satisfaction and continued usage intention regarding mobile network conditions. The hypotheses and research models were completed using research factors of service quality(reactivity, empathy) and system quality(connectivity, ease of use, channel-mobility) borrowed from previous studies on DMB and IPTV. The hypotheses and research models were verified through experiments and surveys. The key finding showed that customer's expectation on service quality and system quality under fast network(Wifi) was higher than that of under slow network(3G). Furthermore, it showed that users react more sensitive to service quality than to system quality such as network speed. Based on the results, this study has the implication for expanding the understanding of the factors used in previous DMB and IPTV studies by applying them in N-screen domain.
Design and Implementation of a SmartPhone Serious Game for Learning English Conversation
Jeon, Sang-Moon ; Kim, Kyoung-Su ; Lee, Gap-Pyoung ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 235~245
DOI : 10.9728/dcs.2013.14.2.235
Recent national attention on English conversation continued, smartphone game has emerged into the mainstream of game industry. In this study, smartphone serious game that combines english conversation learning and smartphone game for learning english conversation was designed and implemented. English sentence patterns separated words, phrases, and sentences was able to learn step-by-step and repeatedly. Also, Throughout the game of different type by stage was to provide interested. Test results were discovered the problem not causing continuous user interest. To compensate for this, study of a game changes element and difficulty adjusting will be followed.
A Design for File Access in Storage Class Memory-based Computer Systems
Park, Sungmin ; Won, Youjip ; Kang, Sooyong ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 247~254
DOI : 10.9728/dcs.2013.14.2.247
Storage Class Memory(SCM), such as PRAM, FRAM and MRAM, are expected to be comparable to DRAM in terms of access speed and to Flash memory in terms of capacity in a near future. In this paper, assuming that not only the secondary storage (HDD or Flash memory) but also the primary memory (DRAM) will be replaced by SCM in the future computer systems, we propose an efficient file access framework for the SCM based computer systems. The proposed framework do not assign exclusive area in the SCM to the file system and uses various memory-related techniques, such as unified data access path, zero-copy data read using file mapping, copy-on-write, and multiple page pre-faulting for file management. Based on the preliminary experimental results, we could conclude that the proposed framework can be an efficient baseline for designing a new operating system for the SCM based computer systems.
Applications of English Education with Remote Wireless Mobile Devices
Lee, Il Suk ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 255~262
DOI : 10.9728/dcs.2013.14.2.255
Useful applications for English education enable immediate conversion of mobile devices into remote wireless systems for classroom computers. Once the free software has been installed in the main computers in the classroom, using powerpoint, students can operate the computers through their mobile devices by installing Air mouse on them. By using this, the students can draw or write on the "board" to manipulate the educational resources from where they are/from their seats. The study of English language encompasses not only academic study but also language training. Until recently, the issue of the English language learning has been ridden with certain problems-instead of being a tool that facilitates communication, its main purpose has been for school grades, TOEIC, and TOEFL. This study suggests English language learning methodology using various applications such as mobile, VOD English language content, and movie scripts in implementing easy and fun English language learning activities that can be studied regularly. This is operationalized by setting a specific limit on learning and by using various media such as podcast, Apps, to increase interest, motivation, and self-directed learning in a passive learning environment.
A Study on the Advancement of Korean Companies into Chinese e-Learning Market
Lee, In-Sook ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 263~274
DOI : 10.9728/dcs.2013.14.2.263
As the numbers of Internet users and the growth of education market along with the generalization of distance study increase, e-Learning industry in China is growing rapidly more than 20% each year. However, domestic e-Learning industry for entry to the Chinese market is showing inadequate result even though its potential growth in China and their scale of industry is near about 3 trillion won. A type of this industry is combined with Information Technology (IT) and education industry and their complex factors need to be considered because of the country's education policy and ICT infrastructure. In addition to these factors, sometimes main agents can be the government or a private organization and they form different circumstances each other. Therefore, it is required to have an in-depth study of the entering the Chinese market based on an accurate analysis for Chinese education and culture. In this research, it will focus on the current state of e-Learning market in Korea and China after studying the e-Learning system through the existing reference research. Moreover, this research will propose a method of the entry for the Chinese e-Leaning market through a case study from domestic and foreign companies.
Effective Gray-white Matter Segmentation Method based on Physical Contrast Enhancement in an MR Brain Images
Eun, Sung-Jong ; Whangbo, Taeg-Keun ;
Journal of Digital Contents Society, volume 14, issue 2, 2013, Pages 275~282
DOI : 10.9728/dcs.2013.14.2.275
In medical image processing field, object recognition is usually carried out by computerized processing of various input information such as brightness, shape, and pattern. If the information mentioned does not make sense, however, many limitations could occur with object recognition during computer processing. Therefore, this paper suggests effective object recognition method based on the magnetic resonance (MR) theory to resolve the basic limitations in computer processing. We propose the efficient method of robust gray-white matter segmentation by texture analysis through the Susceptibility Weighted Imaging (SWI) for contrast enhancement. As a result, an average area difference of 5.2%, which was higher than the accuracy of conventional region segmentation algorithm, was obtained.