• Title/Summary/Keyword: 모바일 콘텐츠

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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.

Design and Implementation of the Cdma2000 EV-DO security layer supporting Hardware using FPGA (FPGA를 이용한 Cdma2000 EV-DO 시큐리티 지원 하드웨어 설계 및 구현)

  • Kwon, Hwan-Woo;Lee, Ki-Man;Yang, Jong-Won;Seo, Chang-Ho;Ha, Kyung-Ju
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.2
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    • pp.65-73
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    • 2008
  • Security layer of the Cdma2000 1x EV-DO is currently completing standard (C.S0024-A v2.0). Accordingly, a hardware security devices, that allows to implementation requirement of the security layer described in standard document, is required to apply security function about data transferred between AT and AN of then Cdma2000 1x EV-DO environment. This paper represents design of hardware device providing EV-DO security with simulation of the security layer protocol via the FPGA platform. The SHA-1 hash algorithm for certification and service of packet data, and the AES, SEED, ARIA algorithms for data encryption are equip in this device. And paper represents implementation of hardware that applies optionally certification and encryption function after executing key-switch using key-switching algorithm.

Design and Implementation of a LSTM-based YouTube Malicious Comment Detection System (유튜브 악성 댓글 탐지를 위한 LSTM 기반 기계학습 시스템 설계 및 구현)

  • Kim, Jeongmin;Kook, Joongjin
    • Smart Media Journal
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    • v.11 no.2
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    • pp.18-24
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    • 2022
  • Problems caused by malicious comments occur on many social media. In particular, YouTube, which has a strong character as a medium, is getting more and more harmful from malicious comments due to its easy accessibility using mobile devices. In this paper, we designed and implemented a YouTube malicious comment detection system to identify malicious comments in YouTube contents through LSTM-based natural language processing and to visually display the percentage of malicious comments, such commentors' nicknames and their frequency, and we evaluated the performance of the system. By using a dataset of about 50,000 comments, malicious comments could be detected with an accuracy of about 92%. Therefore, it is expected that this system can solve the social problems caused by malicious comments that many YouTubers faced by automatically generating malicious comments statistics.

A Survey of Yeosu Sado Dinosaur Tracksite and Utilization of Educational Materials using 3D Photogrammetry (3D 사진측량법을 이용한 여수 사도 공룡발자국 화석산지 조사 및 교육자료 활용방안)

  • Jo, Hyemin;Hong, Minsun;Son, Jongju;Lee, Hyun-Yeong;Park, Kyeong-Beom;Jung, Jongyun;Huh, Min
    • Journal of the Korean earth science society
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    • v.42 no.6
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    • pp.662-676
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    • 2021
  • The Yeosu Sado dinosaur tracksite is well known for many dinosaur tracks and research on the gregarious behavior of dinosaurs. In addition, various geological and geographical heritage sites are distributed on Sado Island. However, educational field trips for students are very limited due to accessibility according to its geological location, time constraints due to tides, and continuous weathering and damage. Therefore, this study aims to generate 3D models and images of dinosaur tracks using the photogrammetric method, which has recently been used in various fields, and then discuss the possibility of using them as paleontological research and educational contents. As a result of checking the obtained 3D images and models, it was possible to confirm the existence of footprints that were not previously discovered or could not represent details by naked eyes or photos. Even previously discovered tracks could possibly present details using 3D images that could not be expressed by photos or interpretive drawings. In addition, the 3D model of dinosaur tracks can be preserved as semi-permanent data, enabling various forms of utilization and preservation. Here we apply 3D printing and mobile augmented reality content using photogrammetric 3D models for a virtual field trip, and these models acquired by photogrammetry can be used in various educational content fields that require 3D models.

An Exploratory study on derivation and Improvement of Kano Quality Attributes in Untact Classes (비대면 수업의 Kano 품질속성 도출과 개선에 관한 탐색적 연구)

  • Daeho Byun;Jaehoon Yang
    • Journal of Service Research and Studies
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    • v.12 no.2
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    • pp.65-79
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    • 2022
  • Non-face-to-face classes continue due to Covid-19. There have been e-learning classes since the past, but the difference is that the current non-face-to-face classes are blended classes that combine real-time and recording classes or combine face-to-face and non-face classes. It is also characterized by being able to self-filmed or choose various lecture platforms in a place other than a dedicated studio. The advantages of non-face-to-face classes can be learned beyond time and space, and repetitive viewing and learning speed can be adjusted. Greening classes have no time and place constraints, and real-time classes have the advantage of high communication effects with learners. Evaluating whether non-face-to-face classes provide sufficient quality compared to face-to-face classes or e-learning will be necessary if branded classes are considered for post Covid. In this paper, for the evaluation of the service quality of non-face-to-face classes, the essential attributes desired by the instructors were derived from the viewpoint of Kano quality attributes and a quality improvement plan was proposed. After expressing the degree of functions that non-face-to-face classes should have on the X-axis and the satisfaction of learners on the Y-axis, 23 quality attributes were classified into 6 quality dimensions. In addition, satisfaction coefficient, dissatisfaction coefficient, and customer satisfaction improvement index were derived. As a result, 50% of learners were satisfied with non-face-to-face classes, but the preference was slightly higher than satisfaction, suggesting the sustainability of non-face-to-face classes. In terms of the customer satisfaction improvement index, the ranking of attributes with the largest increase in satisfaction when improving class quality was as follows. Professors' quick answers to learners' questions, content that can fully explain the subject, what the professor explains easily, develop high-quality content that can be learned on mobile phones, fairness of attendance checks, and real-time classes should start on time.

The Present Situation and Challenges of the Russian Music Industry: Centered on the Digital Sound Sources (러시아 음악 산업 현황과 과제 - 디지털 음원을 중심으로 -)

  • Kwon, ki-bae;Kim, Se-il
    • Cross-Cultural Studies
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    • v.50
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    • pp.395-424
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    • 2018
  • The purpose of this paper is to examine the current situation and background of the Russian consumer music market, where digital music sources are making great strides in the noted recent years. In addition, music storage technology, media and change are considered together in this report. Moreover, Russia is the 12th largest music market in the world. The Russian music industry is following the recent trend of the global music industry, where the digital music market is growing rapidly on many different levels. The explosive growth of the digital sound sources in Russia's music industry is attributed to the explosive increase in available consumer downloads, streaming sound source service, and the increase in the number of digital sound sources using mobile technologies due to the development of the Internet. In particular, the sales of the available and accessible streaming sound sources are expected to grow explosively by the year 2020, which is expected to account for more than 85% of total digital music sales. In other words, the spread of smartphones and the resulting changes in the lifestyle of the Russians have created these changes for the global consumer of music. In other words, the time has come for anyone to easily access music and listen to music without a separate audio or digital player. And the fact that the Russian government's strong policy on the eradication of illegal copying of music is becoming an effective deterrent, as is also the factor that led to the increase of the share of the digital sound source to increase sales in Russia. Today, the Russian music industry is leading this change through the age and process of simply adapting to the digital age. Music is the most important element of cultural assets, and it is the beneficial content, which drives the overall growth of the digital economy. In addition, if the following five improvements(First, strengthen the consciousness of the Russian people about copyright protection; Second, utilizing the Big Data Internet resources in the digital music industry; Third, to improve the monopoly situation of digital music distributors; Fourth, distribution of fair music revenues; and Fifth, revitalization of a re-investment in the current Russian music industry) are effective and productive, Russia's role and position in the world music market is likely to expand.

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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A Study of Performance Analysis on Effective Multiple Buffering and Packetizing Method of Multimedia Data for User-Demand Oriented RTSP Based Transmissions Between the PoC Box and a Terminal (PoC Box 단말의 RTSP 운용을 위한 사용자 요구 중심의 효율적인 다중 수신 버퍼링 기법 및 패킷화 방법에 대한 성능 분석에 관한 연구)

  • Bang, Ji-Woong;Kim, Dae-Won
    • Journal of Korea Multimedia Society
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    • v.14 no.1
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    • pp.54-75
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    • 2011
  • PoC(Push-to-talk Over Cellular) is an integrated technology of group voice calls, video calls and internet based multimedia services. If a PoC user can not participate in the PoC session for various reasons such as an emergency situation, lack of battery capacity, then the user can use the PoC Box which has a similar functionality to the MM Box in the MMS(Multimedia Messaging Service). The RTSP(Real-Time Streaming Protocol) method is recommended to be used when there is a transmission session between the PoC box and a terminal. Since the existing VOD service uses a wired network, the packet size of RTSP-based VOD service is huge, however, the PoC service has wireless communication environments which have general characteristics to be used in RTSP method. Packet loss in a wired communication environments is relatively less than that in wireless communication environment, therefore, a buffering latency occurs in PoC service due to a play-out delay which means an asynchronous play of audio & video contents. Those problems make a user to be difficult to find the information they want when the media contents are played-out. In this paper, the following techniques and methods were proposed and their performance and superiority were verified through testing: cross-over dual reception buffering technique, advance partition multi-reception buffering technique, and on-demand multi-reception buffering technique, which are designed for effective picking up of information in media content being transmitted in short amount of time using RTSP when a user searches for media, as well as for reduction in playback delay; and same-priority packetization transmission method and priority-based packetization transmission method, which are media data packetization methods for transmission. From the simulation of functional evaluation, we could find that the proposed multiple receiving buffering and packetizing methods are superior, with respect to the media retrieval inclination, to the existing single receiving buffering method by 6-9 points from the viewpoint of effectiveness and excellence. Among them, especially, on-demand multiple receiving buffering technology with same-priority packetization transmission method is able to manage the media search inclination promptly to the requests of users by showing superiority of 3-24 points above compared to other combination methods. In addition, users could find the information they want much quickly since large amount of informations are received in a focused media retrieval period within a short time.

Usability index evaluation system for mobile WAP service (무선인터넷 서비스 사용성 지수 평가 체계)

  • Park, Hwan-Su
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.152-157
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    • 2008
  • The customer satisfaction of WAP service greatly relies on the usability of the service due to the limited display size of a mobile phone and limitation in realizing UI (User Interface) for function keys, browser, and OS (operating system) Currently, a number of contents providers develop and deliver varying services, and thus, it is critical to control quality level of UI in consistent standards and manner. This study suggests usability index evaluation system to achieve consistent UI quality control of various WAP services. The system adopts both top-down and bottom-up approaches. The former concerns deriving UI design components and evaluation checklists for the WAP, based on the usability attributes and UI principles. The latter concerns deriving usability-related evaluation checklists from the established UI design features, and then grouping them from the viewpoint of usability principles and attributes. This bidirectional approach has two outstanding advantages: it allows thorough examination of potential elements that can cause usability problems from the standpoint of usability attributes, and also derives specific evaluation elements from the perspective of UI design components that are relevant to the real service environment. The evaluation system constitutes a hierarchical structure by networking usability attributes, UI guideline which indicates usability principles for each attribute, and usability evaluation checklist for each UI component that enables specific evaluation. Especially, each evaluation checklist contains concrete contents and format so that it can be readily marked in O/X. The score is based on the ratio of number of items that received positive answer to the number of total items. This enables a quantitative evaluation of the usability of mobile WAP service. The validity of the proposed evaluation system has been proved through comparative analysis with the real usability problems based on the user test. A software was developed that provides guideline for evaluation objects, criteria and examples for each checklist, and automatically calculates a score. The software was applied to evaluating and improving the real mobile WAP service.

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A Study on the Evaluation System of the Stage of Use for the Quality Management of National Textbooks in the Basic Curriculum of Special Education (특수교육 기본교육과정 국정 교과서 질 관리를 위한 사용 단계 평가 체제 연구)

  • Shin, Seoyoung
    • Journal of the International Relations & Interdisciplinary Education
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    • v.1 no.2
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    • pp.48-67
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    • 2021
  • This study investigated the perception of special teachers regarding the establishment of an evaluation system in the textbook use stage to manage the quality of textbooks developed as government-run books, and proposed a plan to establish a textbook evaluation system based on the results. For research, the quality management system was examined as a development stage and a use stage. And then, the necessity of a use stage evaluation system was raised as a quality management system for the use stage. Next, in order to find a way to establish an evaluation system in the use stage, the survey responses of 159 special teachers nationwide were analyzed. As a result of the analysis, the average satisfaction with textbooks of special teachers using basic curriculum textbooks was 3.3 points, and the perception that textbook evaluation at the stage of use was 4.02 was higher than the satisfaction. In the method of establishing a use-stage evaluation system, teachers (98.7%), independent platform construction (62.2%), regular evaluation (49.4%), and questions (50.6%) mixed with scale questions and open questions were preferred. In addition, the evaluation results were "disclosed only to those certified as users (55.1%), and the timing of reflecting the evaluation results was "when developing the next textbook" (41.0%). Based on the research results, it was suggested to establish an independent evaluation platform to establish a system for evaluating the use of basic curriculum textbooks, but to identify "textbook usability" so that all textbook users can evaluate it without burden and to review the revision of evaluation results through the Quality Management Committee organization. In addition, it was proposed to operate an integrated development-use-evaluation platform by allowing the evaluation platform to be equipped with textbooks already developed and various contents produced by teachers who are users.