• Title/Summary/Keyword: 디지털 세계

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An Analysis of Optimal Sequences for the Detection of Wake-up Signal in Disaster-preventing Broadcast (재난방송용 대기모드 해제신호 검출을 위한 최적 부호 성능 분석)

  • Park, Hae Yong;Jo, Bonggyun;Kim, Heung Mook;Han, Dong Seog
    • Journal of Broadcast Engineering
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    • v.19 no.4
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    • pp.491-501
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    • 2014
  • Recently, the need for disaster-preventing broadcast has increased gradually to cope with natural disaster like earthquake and tsunami causing enormous losses of both life and property. In disaster-preventing broadcast system, the wake-up signal is used to alert user terminal and switch the current state of channel to the emergency channel, which is for the fast and efficient delivery of emergency information. In this paper, we propose the detection method of wake-up signal for disaster-preventing broadcast systems. The wake-up signals for disaster-preventing broadcast should have a good auto-correlation property in low power and narrow-band conditions that does not affect the existing digital television (DTV) system. The suitability of the m-sequence and complementary code (CC) is analyzed for wake-up signals according to signal to noise ratio. A wake-up signal is proposed by combining the direct sequence spread spectrum (DSSS) technique and pseudo noise (PN) sequences such as Barker and Walsh-Hadamard codes. By using the proposed method, a higher detecting performance can be achieved by the spreading gain compared to the single long m-sequence and the Golay code.

Case Analysis of Bible Visualization based on Text Data Traits -Focused on Content, Structure, Quotation of Text- (텍스트 데이터의 특성에 따른 성경 시각화 사례 분석 -텍스트의 내용적, 구조적 특성 및 인용 정보를 중심으로-)

  • Kim, Hyoyoung;Park, Jin Wan
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.83-92
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    • 2013
  • Text visualization begins with understanding text itself which is material of visual expression. To visualize any text data, sufficient understanding about characteristics of the text first and the expressive approaches can be decided depending on the derived unique characteristics of the text. In this research we aimed to establish theoretical foundation about the approaches for text visualization by diverse examples of text visualization which are derived through the various characteristics of the text. To do this, we chose the 'Bible' text which is well known globally and digital data of it can be accessed easily and thus diverse text visualization examples exist and analyzed the examples of the bible text visualization. We derived the unique characteristics of text-content, structure, quotation- as criteria for analyzing and supported validity of analysis by adopting at least 2-3 examples for each criterion. In the result, we can comprehend that the goals and expressive approaches are decided depending on the unique characteristics of the Bible text. We expect to build theoretical method for choosing the materials and approaches by analyzing more diverse examples with various point of views on the basis of this research.

A study on the accuracy of optotypes test chart (자동 시력표 정확도에 관한 연구)

  • Song, Kyung-Sek;Kim, Tae-Hun;Sung, A-Young
    • Journal of Korean Ophthalmic Optics Society
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    • v.10 no.2
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    • pp.111-118
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    • 2005
  • The optotypes widely used as a necessity in the course of optometry are the world authorized versions which contain items such as the Landolt's rings, Snellen's chart and also Arabian numbers, Korean letters, Pictures and so on. In Korea, the Hahn-chun-suk test chart has been In use generally alolng with Chung-san test chart and Jin-yong-han test chart also in use on the wall. But these sort of test charts hung on the wall have some problems such as the difference in test results owing to the rate of illumination and so a more accurate method is required. To solve the problem of inaccuracy in optometry, the projected type of charts with digital instrument such as the beam projector has been developed lately. This chart projector with consistent high resolution and the ability to provide various charts can help eye examiner perform effective examination and thus is looked positively upon as the automated total optometry system. So in this study our purpose is to examine the accuracy of the projected chart. It was done by comparing it with the frequently used test chart. The results of experiment are as follow. When the projected chart was used, cases that subject read charts one step higher were 10%, two step higher 2% than perfectly corrected vision. When Han-chun-suk test chart was used, cases that subject read charts one step higher were 12%, and two step higher were 4%.

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Meta Storytelling & Character Storytelling Model (메타이야기적 상상력과 캐릭터 중심 스토리텔링 모델)

  • Lee, Dong-Eun
    • Cartoon and Animation Studies
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    • s.42
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    • pp.213-240
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    • 2016
  • The character is not dependent on an original story world any more. It is not limited to it's own story, but gets out and expands the other story with new character, background story, and event regardless of genre and media. The purpose of this study is to analyze why should this phenomenon happen from the media perspective and to build a character storytelling model through the specific examples. With the advent of the digital paradigm the storytelling model is emphasized character storytelling. Character is no longer limited to just one narrative and extended beyond the boundary narrative, media and genre. There are four background. First, disappearance of the big story with the advent of postmodernism and the emergnece of small story. Second, the emergence of fandom culture and charater's liberalization. Third, character as public goods with database. Fourth, changes in author's position. In fact, in the traditional narrative theory there has been discussion about the character all the time. But character storytelling meets transmedia storytelling, discussions were accelerated. The character was preceded by a narrative independent existence. Even if that character has occurred even while leading cause narrative. In this paper, we suggest two model as specific methodology to expand the story world fixed character. One is phychology transition, another is roll transition. This study get the value to build the new storytelling model with digital paradigm.

The Right To Be Forgotten and the Right To Delete News Articles A Critical Examination on the Proposed Revision of The Press Arbitration Act (기사 삭제 청구권 신설의 타당성 검토 잊힐 권리를 중심으로)

  • Mun, So Young;Kim, Minjeong
    • Korean journal of communication and information
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    • v.76
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    • pp.151-182
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    • 2016
  • The right to be forgotten (RTBF) has been a population notion to address privacy issues associated with the digitalization of information and the dissemination of such information over the global digital network. In May 2014, the European Court of Justice (ECJ) laid down a landmark RTBF decision to grant individuals the right to be de-listed from search results. ECJ's RTBF decision sparked an increased interest in RTBF in South Korea. Academic and non-academic commentators have provided a mistaken or outstretched interpretation of RTBF in claiming that removal of news articles should be read into RTBF in Korean law. Moreover, the Press Arbitration Commission of Korea (PAC) has proposed revising the Press Arbitration Act (PAA) to allow the alleged victims of news reporting to request the deletion of news stories. This article examines the notion of RTBF from its origin to the latest development abroad and also critically explores Korean laws regulation freedom of expression to evaluate if Korea needs the proposed PAA revision.

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Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

A Study on the Design of Smart Contracts mechanism based on the Blockchain for anti-money laundering (자금 세탁 방지를 위한 블록체인 기반 스마트 컨트랙트 메커니즘 설계)

  • Kang, Heejung;Kim, Hye Ri;Hong, Seng-phil
    • Journal of Internet Computing and Services
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    • v.19 no.5
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    • pp.1-11
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    • 2018
  • The Blockchain is a technique that prevents data from being manipulated and guarantees the integrity and reliability of the data by all participants in the network jointly owning and validating the data. Since the Blockchain characterized by security, scalability and transparency, it is used in a variety of fields including logistics, distribution, IoT and healthcare, including remittance. In particular, there is a growing interest in smart contract that can create different forms of contracts and automate implementation based on Blockchain. Smart Contract can be used to pre-programme contracts and are implemented immediately when conditions are met. As a result, digital data can be more reliable. In this paper, we are conducting a study on the smart contract design as a way to solve such problems as illegal misuse of funds on virtual currency, which has become an issue recently. Through this process, we applied the customer identification and money laundering prevention process using smart contract, and then check the possibility of preventing money laundering and propose the ASM (AML SmartContract Mechant) design.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

A Study on the Ride Film Appearing in Virtual Reality - the focus of Warrior of the Dawn - (가상현실에서 표출된 라이드필름 제작 사례연구 - Warrior of the Dawn 제작사례를 중심 -)

  • Kim, Tae-Hyung;Chung, Jean-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1204-1212
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    • 2008
  • The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.

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Analyzation and Improvements of the Revised 2015 Education Curriculum for Information Science of Highschool: Focusing on Information Ethics and Multimedia (고등학교 정보과학의 2015 개정 교육과정에 대한 분석 및 개선 방안: 정보윤리와 멀티미디어를 중심으로)

  • Jeong, Seungdo;Cho, Jungwon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.8
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    • pp.208-214
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    • 2016
  • With the rising interest in intelligence information technology built on artificial intelligence and big data technologies, all countries in the world including advanced countries such as the United States, the United Kingdom, Japan and so on, have launched national investment programs in preparation for the fourth industrial revolution centered on the software industry. Our country belatedly recognized the importance of software and initiated the 2015 revised educational curriculum for elementary and secondary informatics subjects. This paper thoroughly analyzes the new educational curriculum for information science in high schools and, then, suggests improvements in the areas of information ethics and multimedia. The analysis of the information science curriculum is applied to over twenty science high schools and schools for gifted children, which are expected to play a leading role in scientific research in our country. In the future artificial intelligence era, in which our dependence on information technology will be further increased, information ethics education for talented students who will play the leading role in making and utilizing artificial intelligence systems should be strongly emphasized, and the focus of their education should be different from that of the existing system. Also, it is necessary that multimedia education centered on digital principles and compression techniques for images, sound, videos, etc., which are commonly used in real life, should be included in the 2015 revised educational curriculum. In this way, the goal of the 2015 revised educational curriculum can be achieved, which is to encourage innovation and the efficient resolution of problems in real life and diverse academic fields based on the fundamental concepts, principles and technology of computer science.