• Title/Summary/Keyword: 멀티 스크린

Search Result 170, Processing Time 0.034 seconds

Six Major Shifts and Implications of the Video Distribution Ecosystem in the Era of N-screen and OTT Services: A case of US media industry (N-/멀티스크린 및 OTT 서비스시대의 미디어 생태계 변환의 여섯 가지 특징과 함의: 미국 사례)

  • Han, Gwang Jub James
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.8
    • /
    • pp.342-364
    • /
    • 2014
  • The purpose of this paper is to provide an answer for the following question: What are the major shifts and implications of the unprecedently competitive and rapidly changing media ecosystem in the era of N-screen and OTT services? I've attempted to understand the complex and competitive nexus among media from an historical context by focusing on the displacement vs. complement thesis. The TPC model by Han has been employed for the analysis of the current dynamics of US media industries by triangulating three areas: Technology/industry, public policy and consumer/culture. More specifically, the US media landscape is initially divided into two competitive turfs - the competitors equipped with OTT services and the legacy media industry, and then the traditional media industry was grouped again into PayTV group(telecom service providers with IPTV and mobile TV, cable/Satellite TV networks) and Free (over-the-air) TV networks. Six major shifts were identified by the analysis: power shift in telecom carriers, power shifts in TV industry, Telecom/OTT partnership, time shifts, place shifts, and finally business model shifts.

Analysis on Deciles Distribution Behaviors of Four Major Korean Movie Distribution Companies and the Rest (한국 영화 4대 배급사의 흥행 10분위 기반 배급 행태 분석)

  • Kim, Jung-Ho;Kim, Jae Sung
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.6
    • /
    • pp.305-322
    • /
    • 2016
  • With the multiplex and wide release strategy, the monopolies of four major distribution companies and three multiplex chain, the polarization of Korean movie's Box Office performance is deepening. The four major distributor of NEW, CJ CGV, Lotte Cinema distributed 290 movies of 538 movies produced from 2009 to 2014 in Korea. The audience market share of these four distributors is 85.74%, while other 248 movies covers only 14.26%, which are distributed by outsides of the four major distribution system. The concentration of film admission has been deepened in Gini Index from 0.53 in 2004 to 0.85 in 2014. The movies distributed by others rather than four major companies suffers inequality in numbers of secured screens, screening times, and secured seats of movie theaters. In the highest 10% of box-office ranking, there is only one movie distributed by others. The lowest 50% of box-office ranking, there are 186 movies by others, while four companies have 81 movies. However, Occupancy rate of seat of major companies is lower than 16.83% of that of the others in the lowest 50% section. Workers of Korean movie industry are suffered from this polarization and they seek their breakthrough by producing erotic movies for VOD in recent years.

Construction of VR Experience Pavilion Using Multi-display and ZA Sensor (멀티디스플레이와 ZA센서를 이용한 가상현실 체험관 구축 방법)

  • Joo, Jae-Hong;Lee, Hyeon-Cheol;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2008.05a
    • /
    • pp.28-32
    • /
    • 2008
  • The displays and the interactive interfaces are important factors to enhance immersion in the VR experience pavilion. In the VR experience pavilion displaying 3D Virtual environment, it is difficult to have multi-display with single viewpoint because of the field of view. Also it costs a lot to construct a large size display. The interaction device between user and VR environment necessary to immersion has used mainly the touchscreens with the restricted display area or the button-based input devices so far. In this paper, we suggest a method for constructing extensible multi-display which are showing VR environment in realtime and a method for interaction using a ZA Sensor which is wireless and guarantees the user's unrestricted movement. The proposed method can make a VR experience pavilion more immersive at less cost.

  • PDF

Research in Off-Screen Space and Cognitive Psychology (외화면 공간과 인지심리에 관한 연구)

  • Wang, Zhen-Xing;Kim, Dong-Hyun
    • Journal of Korea Multimedia Society
    • /
    • v.13 no.2
    • /
    • pp.341-347
    • /
    • 2010
  • The off-screen space openness of the movies converted a unilateral communication, which films have made audiences understand with, into an interactive communication. When the spectators see a movie, the off-screen space will be able to take out their positivity and induce their deep thinking. They won't accept information of the screen by manual operation but will participate in the narrative stories of the cinemas, thinking about the reality. In the paper, it shows that the motion pictures, which Jean Renoir and Michelangelo Antonioni produced, consist of the expressive forms of the off-screen space as well as a human has the ability sense, feeling, perception and memory associated with interacting between the off-screen space and audiences.

Development of Chameleonic Multi-Surface Display with Dynamic Projection Mapping (동적 실물영상투사 카멜레온(다변) 멀티 서피스 콘텐츠 연구)

  • Hong, Sung-Dae
    • Journal of Digital Contents Society
    • /
    • v.18 no.1
    • /
    • pp.123-132
    • /
    • 2017
  • The physical display technology is the ultimate display technology that human beings aspire, and the world makes use of laser, plasma and reflector plate. Besides, technology development of binocular stereoscopic display has been actively progressed, but there is a limitation to the intact physical representation such as influence of optical ambient light and brightness. In this paper, the display technology using physical deformation different from the existing optical display is approached as a cultural and emotional perspective. The purpose of this paper is to develop the multivariate display technology that can create 3D realistic stereoscopic images through projecting dynamic images on physically diversified screen by overcoming the limitations of 2D planar digital signage and study how to apply them to video, exhibition and performance.

Fingertip Touch Recognition using Shadow Information for General Wall Touch Screen (일반벽 터치 스크린의 손가락 터치 판별을 위한 그림자 정보의 사용)

  • Jeong, Hyun-Jeong;Hwang, Tae-Ryang;Choi, Yong-Gyun;Lee, Suk-Ho
    • Journal of Korea Multimedia Society
    • /
    • v.17 no.12
    • /
    • pp.1430-1436
    • /
    • 2014
  • We propose an algorithm which detects the touch of the fingertip on a general wall using the shadow information. Nowadays, there is a demand for presentation systems which can perceive the presenter's action so that the presenter can use natural movements without extra interface hardware. One of the most fundamental techniques in this area is the detection of the fingertip and the recognition of the touch of the fingertip on the screen. The proposed algorithm recognizes the touch of the fingertip without using the depth information, and therefore needs no depth or touch sensing devices. The proposed method computes the convex hull points of both the fingertip and the shadow of the fingertip, and then computes the distance between those points to decide whether a touch event has occured. Using the proposed method, it is possible to develop a new projector device which can perceive a fingertip touch on a general wall.

Design and Development of Multiple Input Device and Multiscale Interaction for GOCI Observation Satellite Imagery on the Tiled Display (타일드 디스플레이에서의 천리안 해양관측 위성영상을 위한 다중 입력 장치 및 멀티 스케일 인터랙션 설계 및 구현)

  • Park, Chan-Sol;Lee, Kwan-Ju;Kim, Nak-Hoon;Lee, Sang-Ho;Seo, Ki-Young;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.18 no.3
    • /
    • pp.541-550
    • /
    • 2014
  • This paper describes a multi-scale user interaction based tiled display visualization system using multiple input devices for monitoring and analyzing Geostationary Ocean Color Imager (GOCI) observation satellite imagery. This system provides multi-touch screen, Kinect motion sensing, and moblie interface for multiple users to control the satellite imagery either in front of the tiled display screen or far away from a distance to view marine environmental or climate changes around Korean peninsular more effectively. Due to a large amount of memory required for loading high-resolution GOCI satellite images, we employed the multi-level image load technique where the image was divided into small tiled images in order to reduce the load on the system and to be operated smoothly by user manipulation. This system performs the abstraction of common input information from multi-user Kinect motion and gestures, multi-touch points and mobile interaction information to enable a variety of user interactions for any tiled display application. In addition, the unit of time corresponding to the selected date of the satellite images are sequentially displayed on the screen and multiple users can zoom-in/out, move the imagery and select buttons to trigger functions.

Service Technology Prospect for Next Generation Smart TV (차세대 스마트TV 서비스 기술 전망)

  • Hong, Jin-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2012.05a
    • /
    • pp.368-371
    • /
    • 2012
  • Smart TV is approaching as a new media service to integrate the broadcasting and the internet according to the technology evaluation of convergence to broadcasting, telecommunication, and computing. Therefore, This paper looks out the next generation smart TV(Smart TV 2.0) technology based on CPNT which supports those services such as the broadcasting, telecommunication, a convergence of broadcasting & communication, and computer service through multi-screen.

  • PDF

The Industrial Strategies for Global Leading of Smart TV (스마트 TV 글로벌 주도를 위한 국내산업 역량강화 방향)

  • Kim, M.K.;Park, J.H.;Cho, Y.W.
    • Electronics and Telecommunications Trends
    • /
    • v.25 no.5
    • /
    • pp.147-158
    • /
    • 2010
  • 스마트폰과 태블릿 PC에 이어 차세대 방통융합 미디어를 주도하기 위한 글로벌 기업간 경쟁이 스마트 TV 시장에서 치열하게 전개되고 있다. 스마트 TV는 방송과 인터넷, 애플리케이션이 만나 TV 3.0 시대를 여는 융합서비스로 매체간 연결성을 지니는 멀티스크린의 핵심 미디어로 그 잠재력이 부각되고 있다. 이에 플랫폼 사업자, IT 전문 제조기업간 시장주도를 위한 다양한 제품 출시와 비즈니스 모델 특성화가 예고되고 있는 상황이다. 본 글에서는 스마트 TV에서 우리나라가 글로벌 경쟁환경을 넘어 차별화된 시장지위를 확보하기 위한 방안을 제시하기 위하여 전문가 조사결과를 수행하고 이를 분석하여 글로벌 시장주도를 위한 핵심요인을 도출하였다.

Remote Application Control Technology and Implementation of HTML5 based Smart TV Platform Standard (HTML5 기반 스마트 TV 플랫폼 표준의 원격 앱 제어 기술과 구현)

  • Lee, Dong-Hoon;Hong, Sung-Wook;Kim, Ho-Youn;Park, Dong-Young
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2016.06a
    • /
    • pp.325-328
    • /
    • 2016
  • 본 논문은 2016 년 6 월 TTA 개정 표준 "HTML5 기반 스마트 TV 플랫폼(TTAK.KO-07.0111/R2)"에서 스마트폰, 태블릿 등 컴패니언 디바이스를 통해 스마트 TV 에 설치된 서비스 애플리케이션(이하, 앱)을 원격으로 조회, 실행, 종료 등의 제어를 지원하는 표준 기술을 소개한다. 이 기술은 표준에서 이미 정의된 멀티스크린 기술을 바탕으로 컴패니언 디바이스(모바일, 테블릿 등)를 통해 스마트 TV 를 인지하고 해당 TV 의 IP 주소 정보를 인식하여 JSON-RPC 프로토콜을 이용한 함수 형식 제어 요청을 통해 정보를 전달하는 방식으로 스마트 TV 수신기는 앱 정보 제공, 특정 앱 실행, 앱 종료 등 다양한 원격 앱 제어 기능을 서비스한다. 또한, 해당 원격 앱 제어 기술을 PC 기반의 가상환경인 스마트 TV 2.0 에뮬레이터 구현으로 표준기술에 유효성 검증과 서비스 응용 사례를 설명한다.

  • PDF