• Title/Summary/Keyword: 디지털 세계

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Study on Halftime Shuffle Groove (Halftime Shuffle Groove에 대한 연구)

  • Lim, Seung-Kyu;Cho, Tae-seon
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.293-299
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    • 2018
  • Led Zeppelin, Steely Dan, TOTO, SpyroGyra, are a few examples of Halftime Shuffle Groove. This paper studies Halftime Shuffle Groove. Based on the performance examples, this paper compares and analyzes each representative song to examine the concise yet quite different way of playing rhythm patterns through music score, wave sound source, and so on. It is very important to analyze and study the rhythm of world-renowned musicians and to explore the diversity of modern rhythmic patterns more efficiently in contemporary music. This paper analyzes Halftime Shuffle Grooves and rhythms with their properties to investigate various possibilities that do not narrow the mechanized rhythm.

Process of the Encryption key using a Physical Information in the U-Healthcare Service (원격의료서비스에서 생체정보를 이용한 암호화키 생성방법 연구)

  • Song, Chung-Geon;Lee, Keun-Ho;Ryu, Gab-Sang
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.573-578
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    • 2014
  • Recently as we enter into the world of an aging society, the U-Healthcare service is newly spotlighted. In order to secure this U-Healthcare, a development of security solution that is suitable for the U-Healthcare environment is required. But the U-Healthcare environment is difficult to apply the existing security solution with the lack of standards, a security solution with high completeness was not developed. At this point, in order to structure the safe U-Healthcare environment, a generating method of an encryption key using the body information that helps the effective key management and ensuring the confidentiality of the data is proposed.

Design and Implementation of Web Based Multimedia Courseware for Visual Basie Learning (Visual Basic 학습을 위한 웹기반 멀티미디어 코스웨어의 설계 및 구현)

  • Park, Sun-Young;Bang, Kee-Chun;Cha, Jae-Hyuk
    • Journal of Digital Contents Society
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    • v.1 no.1
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    • pp.111-124
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    • 2000
  • The coursewares available on the web are on active development by each country all over the world in accordance with web prevailing. Many Visual Basic language courseware is also into web-based education it is not improving the effect of learning. Hence through this study, in orer to be out of the said kind of approach, 1)by adding multimedia elements with making the best of web characteristics, 2)escalating the studying effect of learners' with experimental environment, and 3)providing proper feedbacks in assessment of learners' reactions 4)we invented web-based multimedia courseware with the technology of Real Encoder, Real Player, Active X etc. and tried adapting it to school education field on the basis of design model of professor-learning system.

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A Study on the Map Service Structure for the T-DMB (Terrestrial-Digital Multimedia Broadcasting) Using Data Carousel (데이터 캐로절을 이용한 지상파 DMB 지도서비스 구성방안에 관한 연구)

  • Kim, Jung-Ok;Ga, Chill-O;Yu, Ki-Yun;Kim, Yong-Il
    • Spatial Information Research
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    • v.15 no.1
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    • pp.15-23
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    • 2007
  • Recently, Korea became the first country which started Terrestrial-DMB service. The DMB service is still at a very early stage throughout the world. At this stage, it is an important issue to develop DMB contents which distinguish DMB from traditional broadcasting by utilizing DMB's mobility. In this paper, we will propose outline of map service through DMB along with related services such as traffic and location information. This outline includes the map service protocol and map data structure for DMB. There is little research at the moment related to it, and this preliminary research enables map service through DMB. A map service would bring DMB a distinct advantage over traditional broadcasting. Moreover, further services based on broadcasting network and mobility would contribute to rapid growth of DMB.

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Study of Implementation for Personal Richmedia Player (개인용 리치미디어 플레이어에 관한 연구)

  • Song, Chai-Jong;Lee, Seok-Phil
    • Proceedings of the KIEE Conference
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    • 2008.10b
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    • pp.310-311
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    • 2008
  • 본 논문의 목표는 개인용 리치미디어 플레이어에 대한 연구이다. 개인용 리치미디어 플레이어는 아날로그 지상파, 케이블 방송, DVD VCR등과 같은 미디어로부터 아날로그 컨텐츠를 받아 H.264 Encoder를 상용하여 디지털화하여 유무선 인터넷을 통해 개인에게 직접 재전송 해 주는 플랫폼이다. 전 세계적으로 아날로그 방송을 디지털 방송으로 전환하고 있으나, 아날로그 방송을 시청하는 사람들은 상당히 많다. 대부분의 시청자들은 집에서 TV를 통해 프로그램을 시청하고 있다. 광대역 인터넷이 일반화 되면서 많은 사람들이 인터넷상에서 UCC나 VOD서비스 같은 멀티미디어 서비스를 이용하고있다. 하지만, 이러한 서비스들은 실시간으로 방송되는 프로그램을 서비스해주지는 못하고있다. 본 논문에서 개발한 개인형 리치미디어 플레이어는 실시간 방송 프로그램을 H.264로 인코딩하여 시청자가 인터넷에 접속할 수 있는 곳이면 어디든지 인터넷상으로 방송 프로그램은 즐길 수 있다. 본 논문에서 개발한 플랫폼은 ARM CORE와 H.264 Encoder를 사용하여 실시간으로 방송 컨텐츠를 인코딩하여 RTP, RTSP Protocol을 이용하여 유무선으로 전송하게 된다. 운영체제는 uClinux 26이고 Streaming Server는 실시간으로 네트워크 상황을 인지하여 다이나믹하게 전송 레이트를 조절함으로써 QoS를 구현하고 있다.

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A Study on Implementation of Collaborative Digital Reference Service Using Global Network (글로벌네트워크를 활용한 CDRS 협력모형 구현에 관한 연구)

  • Lee Seon-Hee;Choi Hee-Yoon
    • Journal of Korean Library and Information Science Society
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    • v.36 no.4
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    • pp.329-347
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    • 2005
  • Collaborative Digital Reference Service( CDRS) has spread worldwide as a tool of obtaining high-quality information in knowledge information society KISTI formed CDRS collaboration model called Question포인트+ with 4 institutions in Korea. In Question포인트+ which is also linked to the Global Network, the domestic and oversea information specialists answer a variety of questions in response of the requests of users on the web. The implementation of Question포인트+ is significant as the first domestic CDRS collaboration model, and contribute to management, dissemination, and activation of CDRS in Korea.

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A Study on the Cyber-geospace Construction in the Evernet Age (에버넷 시대의 사이버국토 구축방안)

  • 김영표
    • Spatial Information Research
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    • v.11 no.4
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    • pp.371-389
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    • 2003
  • This study aims at defining the concept of a cyber-geospace and proposing how to establish a cyber-geospace fir the entire country in detail. The study defined the cyber-geospace as 'the dynamic second territory of Korea not only to manage the land systematicality and deal with administrative services for the people in aspect of public sector, but also to contain economic activities of corporations and the citizen's everyday lives in aspect of private sector, in a 3D virtual reality made by digitizing various facilities and buildings as well as the entire toterritory including ground, underground and even sea'. In order to establish such a cyber-geospace, the project should be pursued on the national level fir around ten-year period.

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A study of utilizing literature for healing human's brain and mind (뇌와 마음의 치유를 위한 문학의 활용에 대한 연구)

  • Ryu, Da-Young
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.545-552
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    • 2014
  • Most people think that our brain and mind are separate, however, they are closely connected. With this idea, we can heal the sickness of our brain and mind. People understand their lives better through the process of 'Identification-Catharsis-Insight' by reading literatures. In addition, they can speak out from their suppressed heart and take comfort when they write. Therefore, they will enjoy the self-healing effects. In this regard, we can help the people who are suffering from their brain damages or people who have wounded heart using literatures, and heal their mind.

A Study on Property of Light Representation based on CGI(Computer-Generated Imagery) in IBL(Image Based Lighting) (IBL(Image Based Lighting)에서 나타나는 CGI기반 빛 재현의 특성에 관한 연구)

  • Chung, Kue-Hyung;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.371-378
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    • 2014
  • We understand the real form with light and it make us to visualize the world. Hence, light have got a great influence on formative arts in many ways from ancient time to now. Invisible and substantial light is described by many representational tools in various way and project the illusion. Projected illusion caused the change in human and general social culture. For such a reason, the representation of light is most important issue without distinction of age, space and genre. Now we are faced with CGI light just same as real light. So we need to study about properties of CGI light representation.

Healing Interior Design for Health of Everyone (건강한 삶을 위한 힐링 실내디자인)

  • Kim, Seong-Jin
    • Journal of The Korean Digital Architecture Interior Association
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    • v.13 no.2
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    • pp.53-60
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    • 2013
  • 세계 경제가 고도성장에 따른 산업구조의 변화를 갖게 되었고, 의학기술의 발달로 건강한 고령자의 증가가 나타나는 사회 현상이 나타나게 되었다. 우리나라 역시 65세 이상의 건강한 고령인구의 증가 추세와 고령화 사회로의 진입이 현실화 되고 있다. 또 급속한 핵가족화 등으로 인하여 가족 내의 노인부양 기능이 약화되고 있으며, 건강한 노인 단독세대가 급증함에 따라 해당 관련 복지의 구체적인 정책 실천방향에 대한 요구와 신체적, 사회 심리적 특성에 따른 힐링 환경의 개발요구가 높아지고 있다. 이에 본 연구에서는 인류 건강증진 개념 및 고찰을 통해 힐링 환경의 공간특성을 도출하고, 이를 통하여 보다 질적으로 향상된 건강한 주거환경을 제시하고자 하는데 그 의미가 있다. 본 논문에 있어서의 공간에 의한 인류 건강증진은 1. 건강과 질병은 하나의 스펙트럼 상에 놓여 있으며, 한편은 최상의 건강 상태이며 다른 한편은 질병에 의한 사망이라는 개념에 의미를 둔다. 2. 병, 의학 전문가 관점에서 건강을 증진시키는 과정에 중심을 두고 있는 새로운 치료적 환경에 대한 혁신적인 패러다임을 주지하는 입장에서, 안녕(healing)을 양성하는 공간 특성을 도출 개념이다. 3. 환경변화에 적응하는 역동적 건강개념에 그 근거를 두고, "건강은 단순히 무 질병의 개념이 아니라 신체적, 정신적, 문화적 에다가 영적으로 완전한 안녕 상태"라는 개념을 적용한다. 4. 특히, 병, 의학 전문가 관점으로 인해 간과되었던 대상자의 공간으로부터 얻게 되는 심리적, 사회적, 정신적 요구들을 반영하는 안녕(healing) 개념의 힐링 철학의 개념을 갖는다.