• Title/Summary/Keyword: 디지털방송콘텐츠

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AR Tourism Service Framework Using YOLOv3 Object Detection (YOLOv3 객체 검출을 이용한 AR 관광 서비스 프레임워크)

  • Kim, In-Seon;Jeong, Chi-Seo;Jung, Kye-Dong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.1
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    • pp.195-200
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    • 2021
  • With the development of transportation and mobiles demand for tourism travel is increasing and related industries are also developing significantly. The combination of augmented reality and tourism contents one of the areas of digital media technology, is also actively being studied, and artificial intelligence is already combined with the tourism industry in various directions, enriching tourists' travel experiences. In this paper, we propose a system that scans miniature models produced by reducing tourist areas, finds the relevant tourist sites based on models learned using deep learning in advance, and provides relevant information and 3D models as AR services. Because model learning and object detection are carried out using YOLOv3 neural networks, one of various deep learning neural networks, object detection can be performed at a fast rate to provide real-time service.

모바일 리뷰- 휴대폰으로 즐기는 보드게임 세상

  • Im, Yeong-Mo
    • Digital Contents
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    • no.12 s.139
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    • pp.86-89
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    • 2004
  • 보드게임들이 테이블을 떠나서 휴대폰 안으로 속속 들어와 선을 보이고 있다. 판 위에서 주사위나 카드, 나뭇조각과 각종 말들을 가지고 즐기던 보드게임은 건전하고 신선한 엔터테인 문화로 자리 잡았으며, 보드게임 카페라는 새로운 문화공간을 만들기도 했다. 남녀노소가 한데 어울려 즐길 수 있고, 이기면 즐겁고 져도 불쾌하지 않은 놀이문화로써 많은 사람들로부터 사랑을 받고 있다고 할 수 있다. 일반 PC게임이나 온라인게임, 플레이스테이션이나 X박스 게임처럼 화려하고 빠르고 중독성이 강한 요소는 없지만, 보드게임 하나하나가 담고 있는 독창적인 게임 룰과 시스템, 그리고 각종 변수와 분위기, 게임 디자인 등은 새로운 매력을 느끼게 하기에 충분하다. 이러한 보드게임이 모바일게임 버전으로 하나 둘 발표되고 있다. 일전에도 국내 보드게임의 대표작인‘부루마불’이 네트워크 버전으로 발표된 바 있으며, 뱀주사위 놀이 역시 모바일게임으로 나와 이슈가 되기도 했고, 흔히 보드게임이라 불리는 것에 포함되지는 않지만 엄밀히 말하자면 보드게임 장르인 장기, 바둑, 오목, 각종 카드게임(고스톱, 맞고, 포커 등)은 일일이 나열할 수 없을 만큼 많이 쏟아져 나와 있다. 보드게임의 대명사 모노폴리가 타이쿤 형태를 띠고‘모노폴리 타이쿤’이라는 이름으로 발표되고, 보드게임 카페에 들르면 결코 빼놓지 않고 하게 되는 할리갈리 역시 모바일 환경에 맞추어‘할리갈리 모바일’로 출시됐다. 이와 함께 본격 추리게임인 보드게임 클루의 기본룰을 이용하면서 TV 방송프로그램의 형태를 접목한‘SBS X맨을 찾아라!’라는 게임도 출시를 앞두고 있다. 이번 글에서는 보드게임을 모바일로 즐기고자 하는 사용자와, 보드게임을 모바일 버전으로 기획하고자 하는 업체를 위해서 모바일 속으로 들어온 보드게임들은 어떤 식으로 적용됐는지 살펴보고자 한다

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Analysis of DMB Adoption Intentions According to Preferred Contents and Other Media Usage Characteristics (디지털 멀티미디어 방송의 선호 콘텐츠 및 타 매체 이용특성에 따른 의용의향 요인 분석)

  • Kim, Dong-Ju;Shin, Seung-Do
    • Korean Management Science Review
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    • v.25 no.1
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    • pp.123-138
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    • 2008
  • Recently, DMB service markets experience a rapid change with terrestrial DMB test-broadcasting for the nation-wide coverage and paid interactive data broadcasting being offered utilizing TPEG and BIFS technologies. This warrants a reexamination of a consumers' adoption intentions for DMB service. This paper uses a survey data set to analyze DMB adoption intentions and the choice between terrestrial DMB and satellite DMB services according to preferred contents and other media usage characteristics. Empirical results show that consumer who prefer TV, music, and movie contents are more likely to adopt DMB service, whereas consumers with high intentions for HSDPA subscription are less likely to adopt DMB service. This implies that continuing development of killer application and the analysis of substitutes or complements of other media are crucial for the increase of DMB adoption intentions. It is found that the more consumers prefer sports, movies and entertainment/game and put higher values in the quality of the contents, the more likely they adopt satellite DMB service. Meanwhile, the more consumers prefer TV, drama and news contents, and are sensitive to the subscription fees, they are more likely to adopt terrestrial DMB service. Therefore, it seem that consumers' DMB adoption between terrestrial and satellite services is crucially related with types and characteristics of contents offered.

A Study on a DVB-SI based Data Service providing Additional Information of PPL Advertising (PPL광고의 부가정보를 제공하는 DVB-SI 기반 데이터서비스 연구)

  • KO, Kwangil
    • Convergence Security Journal
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    • v.19 no.4
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    • pp.189-195
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    • 2019
  • PPL advertising is growing due to the cheaper cost than other TV commercials, the familiar image construction from natural exposure in video, and the overseas marketing effects from programs export. However, it is difficult to provide additional information on PPL advertising targets in addition to short video exposure due to the restriction that they should be exposed without antagonizing viewers. This study designed a data service that supports PPL advertising, which provides additional information for PPL advertising targets. Specifically, the user scenario and user interface of the data service were designed considering the characteristics of the TV platform, the key additional information was defined by distinguishing the typical types of PPL advertisement, and the information on when PPL advertising targets should be exposed in the program was devised. We also developed a DVB-SI based method to provide the supplementary information to the data service.

Smart Phone Copyright Violation and Forensic Apply Method (Smart Phone 저작권 위반과 포렌식 적용 방안)

  • Yi, Jeong-Hoon;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.215-218
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    • 2010
  • Smart Phone with domestic demand increasing rapidly, the utilization of multimedia services have become diverse. Accordingly, Smart Phone users to hack their Jail Breaking and Rooting and illegal use of the multimedia content is copyrighted. Also relevant to mobile communication terminal as a high crime, create, and the digital evidence increases the utilization of the mobile forensic evidence is required to study. In this paper, Smart Phone Copyright Violation and Forensic Apply Method research. Smart Phone Status and related violations of copyright infringement, broadcasting, film, music, e-book, etc. for each survey item, and how to apply for forensics were studied. This study investigated the development and forensic science will be able to contribute to the development.

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Analysis on Subjective Image Quality Assessments for 4K-UHD Video Viewing Environments (4K-UHD 비디오 시청환경 특성분석을 위한 주관적 화질평가 분석)

  • Park, In-Kyung;Ha, Kwang-Sung;Kim, Mun-Churl;Cho, Suk-Hee;Cho, Jin-Soo
    • Journal of Broadcast Engineering
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    • v.15 no.4
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    • pp.563-581
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    • 2010
  • In this paper, we perform subjective visual quality assessments on UHD video for UHD TV services and analyze the assessment results. Demands for video services have been increased with availabilities of DTV, Internet and personal media equipments. With this trend, the demands for high definition video have also been increasing. Currently, 2K-HD ($1920{\times}1080$) video have been widely consumed over DTV, DVD, digital camcoders, security cameras and other multimedia terminals in various types, and recently digital cinema contents of 4K-UHD($3840{\times}2160$) have been popularly produced and the cameras, beam projects, display panels that support for 4K-UHD video start to come out into multimedia markets. Also it is expected that 4K-UHD service will appear soon in broadcasting and telecommunications environments. Therefore, in this paper, subjective assessments of visual quality on resolutions, color formats, frame rates and compression rates have been carried to provide basis information for standardization of signal specification of UHD video and viewing environments for future UHDTV. As the analysis on the assessments, UHD video exhibits better subjective visual quality than HD by the evaluators. Also, the 4K-UHD test sequences in YUV444 shows better subjective visual quality than the 4K-UHD test sequences in YUV422 and YUV420, but there is little perceptual difference on 4K-UHD test sequences between YUV422 and YUV420 formats. For the comparison between different frame rates, 4K-UHD test sequences of 60fps gives better subjective visual quality than those of 30fps. For bit-depth comparison, HD test sequences in 10-bit depth were little differentiated from those in 8-bit depth in subject visual quality assessment. Lastly, the larger the PSNR values of the reconstructed 4K-UHD test sequences are, the higher the subjective visual quality is. Against the viewing distances, the differences among encoded 4K-UHD test sequences were less distinguished in longer distances from the display.

An Efficient Scheme of Encapsulation Method to Avoid Fragmentation Degradation During TVA Metadata Delivery (TVA 메타데이터 전송과정에서 단편화에 의한 성능 감소를 회피하기 위한 효율적인 캡슐화 방식)

  • Oh, Bong-Jin;Park, Jong-Youl;Kim, Sang-Hyung;Yoo, Kwan-Jong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.7C
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    • pp.627-636
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    • 2012
  • Recently, XML is used to describe details of service and contents for various fields such as IPTV and digital broadcast services because of it's high readability and extensibility. TV-Anytime's schema and delivery protocol have been especially adopted as basic standards for them, and extended to include their own private functions. However, XML describes documents using text-based method, and this causes to create big documents rather than traditional methods. Therefore, many encoding algorithms have been proposed to reduce XML documents like EXI, BiM, GZIP and fast-info set etc. Although these algorithms shows efficient compression effects for XML documents, but they can't avoid fragmentation degradation during encapsulation steep. This paper proposes an efficient encapsulation scheme of TV-Anytime to avoid fragmentation degradation of encoding effect using common string tables.

The Persuasive Impact of Fit between Message Goals(Promotion vs. Prevention) and Modality of Message on Social Media (메시지 조절목표와 메시지 형식 간 적합성이 메시지 설득력에 미치는 영향)

  • Kim, Dong Hoo;Song, Young-A
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.604-621
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    • 2021
  • Examination of the concurrent evolution of communication tools and eating behaviors over recent decades reveals that social media and other forms of digital content have become powerful new driving forces for nutritional choices and food consumption. The purpose of this research was to examine the effect between goal orientation of message (promotion versus prevention) and the type of message (text versus image) on effectiveness of the message. The findings showed that individuals exposed to a promotion-focused message similarly responded to the message regardless of the type of the message. By contrast, those who exposed to a prevention-focused message showed significantly more positive responses to the message posted on the text-based social media than the message on the image-based social media. The findings indicated that, if presented effectively, social media could be harnessed to promote healthier eating habits and behaviors, prevent those which can be harmful, and ultimately improve an individual's daily food consumption and overall quality of life.

The Effects of Live Commerce's IT Affordance on Interactivity, Immersion, and Purchase Intention (라이브 커머스의 IT 어포던스가 상호작용성과 몰입감, 구매 의도에 미치는 영향)

  • Joo, Eunsin
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.734-751
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    • 2022
  • Live streaming is becoming increasingly popular as it is distributed through various platforms around the world. In particular, after the outbreak of the COVID-19, it has shown unprecedented growth in the domestic e-commerce sector. Building a theoretical model from the perspective of IT affordance, this study aims to examine how live streaming affordance influences users' purchase intentions through perceived interactivity and immersion. An online survey was conducted among South Koreans who had experience using live streaming commerce. Our results show that IT affordance, such as visibility, metavoicing, guidance shopping, had positive effects on purchase intentions through the serial mediation effects of perceived interactivity and immersion. Our study highlights the importance of understanding theoretical and practical implications of IT affordance for live streaming commerce.

Analysis of Intra Prediction for Digital Watermarking based on HEVC (HEVC기반의 디지털 워터마킹을 위한 인트라 예측의 분석)

  • Seo, Young-Ho;Kim, Bora;Kim, Dong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.5
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    • pp.1189-1198
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    • 2015
  • Recently, with rapid development of digital broadcasting technology, high-definition video service increased interest and demand. supplied mobile and image device support that improve 4~16 time existing Full HD. Such as high-definition contents supply, proposed compression for high-efficiency video codec (HEVC). Therefore, watermarking technology is necessary applying HEVC for protecting ownership and intellectual property. In this paper, analysis of prediction mode in intra frame and study feasibility of watermarking in re-encoding based HEVC. Proposed detect un-changed blocks in intra frame, using the result of analysis prediction mode.