• Title/Summary/Keyword: 멀티미디어 매체

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Application of Authoware for the Oceanography Learning System Based on WBI (오소웨어를 이용한 해양학습교육매체의 제작에 관한 연구)

  • Cho, In-Seok;Lee, Byung-Gul
    • Journal of the Korean earth science society
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    • v.21 no.6
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    • pp.655-662
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    • 2000
  • According to the development of internet with Web, WBI has greatly influence on the present educational society. However, it is difficutly to design the web of the dynamic motions of graphics or animation using general programming technique based on high or low level language. Recently, Mecromedia Company supported a tool that is called Authoware which is the leading visual rich-media authoring solution for creating Web and online learning applications, to solve the problem easily. In the paper, using the the Authoware we tried to develop a web page about tidal variations due to sea level change and intertidal zone variations using the Authorware 5.1. To do this, we used the ocean survey data of Iho beach and the tidal level data based on Tidal Tables of Cheju harbor. The results showed that the Authorware was very useful to construct the simulation of tidal phenomena on web. Therefore, the Authorware can be applied to the simulation related with animation and dynamic motions for the other WBI objective.

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A Study on the Digital Content Development of Korean Kimchi Culture (한국 김치문화의 디지털 콘텐츠 개발에 관한 연구)

  • Kim, Je-Joong
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.105-114
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    • 2005
  • With the upcoming Digital age, it is time to develop digitalized contents based on cultural basis. in this respect, Kimchi is one of the most primal cultural content signifying Korean culture. It's no doubt the time to initiate the movement to digitalize the contents concerning Kimchi by gathering materials on the origin of Kimchi culturally and a great value to revive digital contents regarding Kimchi. Therefore, in this research, it is regarded that Kimchi is one of the most prominent cultural value that is possible to inherit from generations and should be stratified on the database. A method explaning Korean Kimchi culture is sought in this paper. And It is focused on the culture of Korean Kimchi profoundly and focus on detailed context and varied styles of he digital contents. It is organized on the basis of various aged volumes regarding Kimchi classified by seasons, ingredients, Jonga Kimchi (Kimchi inherited from the oldest family by generations), 24 seasonal divisions of the year, and 8 regional divisions of the nation. It is planned to set up digitally-focused library regarding cultural origin of contents and to present solidity and a feeling of being dynamic The results could be used in a variety of Industries in tourism, education, Kimchi and building basic infrastructure in entertainment industry. It is also applied to specialized industry by providing cultural contents and it could contribute to activation of Kimchi industry with e-Market and portal site regarding Kimchi. Moreover, it may re-establish the cultural value of Kimchi and provide the infrastructure in Kimchi-related industry such as Kimchi cyber museum, Kimchi Expo, Kimchi town by using educational materials in Education industry fields (regular curriculum and experience tour).

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The narrative features of as seen through digital culture (<이제부터 제리타임 It's Jerry Time!>을 통해 본 디지털 문화 속 웹 애니메이션의 서사적 특징)

  • Kim, YoungOk
    • Cartoon and Animation Studies
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    • s.34
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    • pp.23-43
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    • 2014
  • The development of the Internet in the 21st century had made a variety of cross-cultural environment so that animations also have evolved with new features to Web-Animation. In Korea, the web-based flash animation leap forward to the animation Utopia in the early 2000's, but did not last long. The web-based animations should attract audience's attention not only with it's minimum streaming capacity but also with showing it's best qualities as well, Therefore, the stimulating narrative strategies were mandatories for web-animation in 2000's. The absence of in-depth research on media, poor revenue structure, and the emergence of mobile games and e-learning industries made the web-animation become just a one-time/one-consumable content. There were no subsequent generation of korean web-animation ever since. In this study, I want to introduce and analyze the american web animation series, (2005) as a new type of web-animation in current digital culture, In particular, I want to discuss how this web animation appeal to the audience with its narrative strategies through using some aspect of the internet culture which's differentiated from traditional media based cultures. This research could suggest diverse narrative strategies for the future web-animation with new vision. Moreover, This also allows to look at latest web-animation trends and its new experiments.

The Inplementation of Fault-Tolerant Dual System Using the Hot-Standby Sparing Technique (핫 스탠바이 스페어링 기법을 이용한 고장 감내 이중화 시스템 설계)

  • Shin Jin wook;Park Dong sun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.10A
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    • pp.1113-1122
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    • 2004
  • This paper is basically to achieve the high-availability and high-reliability of the control system from the implementation of the fault-tolerant system using the hot-standby sparing technique. To meet the objective, we design and implement a board with fault tolerance I/O bus to detect the fault. Warm-standby sparing technique is the fault tolerance technique usually used for switching control system in present. This technique can be easily implemented, but can not detect the fault quickly and can malfunction because of the hardware fault. The hot-standby sparing fault tolerant technique implemented in this paper is consists of dual processor modules and a I/O processor using fault tolerant I/O bus. The proposed method can find the faults as soon as possible, so it can prevent from wrong operation. Also it is possible to normal re-service due to the short recovering time. To implement the fault-tolerant dual system with fault detection be, two daughter, called FTMA and FTIA, boards designed and implemented are applied to the system. And we also simulated the proposed method to verify the high-availability and high-reliability of the control system using Markov process.

Self-Directed MITS Based on the Web -The main theme is operation of numeral in primary school mathematics - (웹을 기반으로 한 자기 주도적 MITS -초등 수학 수와 연산 영역 중심-)

  • Kim, Dong-Hyuk;Goh, Byung-Oh;Choi, Eui-In
    • Journal of The Korean Association of Information Education
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    • v.8 no.3
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    • pp.335-349
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    • 2004
  • Recently, there is change the environment of education due to development of Science Technology Specially, As education information on web increased by internet, using education web data by mean of medium that aids learning by computer. Also It studied method that used the Computer as learning medium through the CAI(Computer Assisted Instruction), ICAI(Intelligent CAI), and ITS(Intelligent Tutoring System). But legacy system are not support efficient method that learns to vary learner suitable learning method by individual level. Specially It is not suitable the education course to direct current course of education, and not consider different of student capability, aptitude, need, interesting, not maximized the individual growable power and effect of education. To solve the this problem, our paper suggest the web-based self-directed MITS(Multimedia ITS) that supply the needed the information on web, make the environment that can self-directed learning. To maximized effect of individual learning, our paper structured coursed, characterized, related learning contents in region of numeral at mathematics of primary school. And then integrated contents and class, design and implement the web-based MITS that consist of 4 module to escape from limitation of learner grade, learning time, learning place.

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Construction of an Audio Steganography Botnet Based on Telegram Messenger (텔레그램 메신저 기반의 오디오 스테가노그래피 봇넷 구축)

  • Jeon, Jin;Cho, Youngho
    • Journal of Internet Computing and Services
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    • v.23 no.5
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    • pp.127-134
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    • 2022
  • Steganography is a hidden technique in which secret messages are hidden in various multimedia files, and it is widely exploited for cyber crime and attacks because it is very difficult for third parties other than senders and receivers to identify the presence of hidden information in communication messages. Botnet typically consists of botmasters, bots, and C&C (Command & Control) servers, and is a botmasters-controlled network with various structures such as centralized, distributed (P2P), and hybrid. Recently, in order to enhance the concealment of botnets, research on Stego Botnet, which uses SNS platforms instead of C&C servers and performs C&C communication by applying steganography techniques, has been actively conducted, but image or video media-oriented stego botnet techniques have been studied. On the other hand, audio files such as various sound sources and recording files are also actively shared on SNS, so research on stego botnet based on audio steganography is needed. Therefore, in this study, we present the results of comparative analysis on hidden capacity by file type and tool through experiments, using a stego botnet that performs C&C hidden communication using audio files as a cover medium in Telegram Messenger.

Performance Evaluation of VBR MPEG Video Storage and Retrieval Schemes in a VOD System (VOD 시스템에서의 가변 비트율 MPEG 비디오 저장 및 검색 기법의 성능 평가)

  • 전용희;박정숙
    • Journal of Korea Multimedia Society
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    • v.4 no.1
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    • pp.13-28
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    • 2001
  • In a VOD(Vide-On-Demand) system, video data are generally stored in magnetic disk array. In order to provide real-time requirement for data retrieval, video streams must be delivered continuously to the clients such that the delivery of continuous media can be guaranteed in a timely fashion. Compared to the increased performance of processors and networks, the performance of magnetic disk systems have improved only modestly. In order to improve the performance of storage system, disk array system is proposed and used. The array system improves I/O performance by placing disks in parallel and retrieving data concurrently. In this paper, two approaches are considered in order to access the video data in a VOD system, which are CTL(Constant Time Length) and CDL(Constant Data Length) access policies. Disk scheduling policies are also classified into the two categories and compared in terms of the maximum allowable video streams with different degrees of disk array synchronization, under the mixed environments in which both data access policy and disk scheduling policy are considered. Among the compared scheduling policies, LOOK was shown to have the best performance. In terms of degree of disk synchronization, more gain was achieved with large degree of synchronization. In comparisons of performance of CTL and CDL, CTL was proved to have a little superior performance in terms of number of maximum allowable streams.

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Impact of Social Networking Service on the Team Cooperation, Quality of Decision Making and Job Performance (SNS의 사용이 팀의 협력과 의사결정의 질 및 업무성과에 미치는 영향)

  • Kim, Yoon-Mi;Chung, Dong-Seop
    • Journal of Korea Multimedia Society
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    • v.17 no.2
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    • pp.180-190
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    • 2014
  • Social network services are increasingly being used in organizational settings to improve relationships among employees and enhance prospects for information exchange and cooperative work. Social Networking Service(SNS) has deeply penetrated organizational job settings, influencing multiple aspects of employee's life. This study is designed to explore the impact of SNS engagement on the job performance mediated as team cooperation and decision making quality effects. Data were collected from 146 employees who use organizational SNS in there company. Factor analysis and structural equation method are employed. Results from a survey accompanied by the substantial impacts of organizational employee's social networking engagement on social learning processes and outcomes. SNS engagement not only directly influences organizational employee's job performance, but also helps their team cooperation and decision making quality from others and adapt to organizational culture, both of which play prominent roles in improving their job performance.

Design of T-DMB Automatic Emergency Alert Service Standard: Part 2 Service Model, Transport Channel, and Service Signaling (지상파 DMB 자동재난경보방송표준 설계: 제2부 서비스 모델, 전송 채널, 서비스 시그널링)

  • Choi, Seong-Jong;Kwon, Dae-Bok;Kim, Jae-Yeon;Oh, Keon-Sik;Chang, Tae-Uk;Hahm, Young-Kwon
    • Journal of Broadcast Engineering
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    • v.12 no.6
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    • pp.630-640
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    • 2007
  • This paper presents the design of service model, transport channel, and service signaling for the Terrestrial DMB Automatic Emergency Alert Service (AEAS) Standard. The paper begins with the analysis of technical backgrounds related to the design topics. Next, the raper presents the design of service model for the AEAS. Since, unlike the regular T-DMB services, the AEAS is event-driven and common to all services, some problems have been identified to design a service model conforming to the T-DMB standard. So, the paper proposes a new concept, called the common service, and the AEAS is modeled using the common service. Next, in order to decide the transport channel for the alert information, the paper proposes to divide the alert information into the message which contains code/text-based essential information, and the supplemental multimedia information. Then, the paper tries to find the most efficient transport channels. Emergency Warning Service (EWS) which uses FIG 5/2 is selected for the delivery of the message. The paper proposes no constraints on delivery of supplemental information except that it shall use the MSC. Finally, it proposes the service signaling for the common service and transport channel. Due to the problems of conventional signaling using the MCI, it proposes a new signaling method. The paper will contribute as a guideline to the development for emergency alert service standards fur other broadcasting media.

The research of new Multimedia design developmenton Internet(Focus on the layout) (인터넷에서의 뉴멀티미디어 디자인 개발에 관한 연구 -레이아웃을 중심으로-)

  • 류성현;신계옥;이은주;이현주;배경선
    • Archives of design research
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    • v.20
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    • pp.111-120
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    • 1997
  • Recently, rapidly increasing internet Websites are providing us with the new kinds of multimedia informations without borders acting as the center for exchanging informations. Such new media informations through the internet passes informations via light on the monitor and provides the various informations, with the differentiation from the traditional printing media, it can be searched with electronic commands in limited space. In the process of adapting the new technologies, new media has successfully responded to the fast change and the development of its needs by experiencing the trials and errors, steadily establishing the stable position with its new information transferring and exchanging methods. The representative hompage of websites of information transformations means the first page containing no lower directories and consist of titles, icons, symbols and addresses and can design them in consideration of graphical process, planning, contents and others. Such hompages are very important since the graphical images shows its visual expressions deciding the total meanings of the hompages. In this research, we have analyzed the visual factors of frequencies, ratio of areas, distributions, alignment methodologies on layouts of hompages consisting titles, icons, contents and symbols, etc. from randomly picked samples of 161 hompages of websites in the internets of various areas. Generally, the homepages are designed with graphical expressions in personal way and the feedbacks and responses of such may differs, but we think, this can be used as reference materials for the analysis of new media in objective way. Also, it can be used as the base informations for arrangement and planning of designs with the characteristics of graphics and Graphic User Interfaces in the background which are implemented over internet.

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