• Title/Summary/Keyword: 미디어재현

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Media Diplomacy in the Time of Digital Revolution: A Case Study about 24 Hour English News Channel's Dealing with Libya Crisis in 2011 (리비아 사태와 글로벌 정보전쟁: 24시간 영어뉴스 채널을 통해서 본 미디어 외교의 현장)

  • Kim, Sung-Hae;You, Yong-Min;Kim, Jae-Hyun;Choi, Hye-Min
    • Korean journal of communication and information
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    • v.56
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    • pp.86-116
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    • 2011
  • Recently, media diplomacy takes on a substantial role in information war not only in setting global agenda but also in delivering their favored views and frames. Focusing on its crucial impact, this study attempts to investigate empirically the relationship between national prestigious media's news coverage and it's own foreign policy particularly about the 2011 Libya conflict. The total of 530 news articles in such 24 hour English news channels as BBC World, Cnn International, Russia Today, France24, Al Jazeera English and Deusche Welle were analyzed for this study. The analyses reveal that Libya coverages of those news channels are entirely constructed in the context of the foreign policy. To put it concretely, there was the undeniable level of differences in terms of quoting relevant sources, viewpoints, attitudes and frames for the pursuit of media diplomacy helped by high quality journalism. The authors argue in this regard that protecting information sovereignty should be urgently discussed even in the time of digital revolution. To launch 24-hour English news channel like 'Korea 24' would be a possible strategy for influencing global agenda and perspective in way of supporting national interests.

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Classical Art and Digital (고전예술과 디지털)

  • PARK, Youjung
    • Trans-
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    • v.4
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    • pp.1-36
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    • 2018
  • This paper summarizes some of the contents of the 7th International Symposium "Classical Art and Digital" of the Transmedia Institute(TMI), held on October 31, 2017. The purpose of this year's International Symposium was to look back on the genre and the aesthetic history of classical art and to create a place for discourse about the recognition of classical art in the modern digital era. In the first part of the discussion about the duplication of the original and virtual imitation, three presentations on "Visual Image Art and Digital" were introduced. The conclusion of this first discussion is summarized by urging the movement of viewpoint as 'systematic change of the routine aesthetic process'. In the second part on "Performing Arts and Digital", we realize that we need to definitize the 'new directive term system' necessary for the era of digital convergence and performance. In this process we can refer to the need for the emergence of a new aesthetic basis. Two papers in the second part of the paper will introduce the study of 'dance' performance. Some of these studies are reintroduced at the conclusion. The theme of this year's International Symposium can be expected to provide a foothold for the forthcoming second 'Laocoon sculpture argue'. In short, behind the various controversies in the history of aesthetics, this year's conference is concluded with a call for the need to flexibly read the enormous flow of 'art' and 'mental heritage left by art'. It is said that this year's international conferences are presenting the basis of practical and systematic theories for the upcoming fusion media era.

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Web Image Retrieval using Prior Tags based on WordNet Semantic Information (워드넷 의미정보로 선별된 우선 태그와 이를 이용한 웹 이미지의 검색)

  • Kweon, Dae-Hyeon;Hong, Jun-Hyeok;Cho, Soo-Sun
    • Journal of Korea Multimedia Society
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    • v.12 no.7
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    • pp.1032-1042
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    • 2009
  • This research is for early extraction and utilization of semantic information from the tags in tagged Web image retrieval. Generally, users attach a tag to a Web image with little thought of the order, up to over 100 ones. In this paper, we suggest a method of selecting prior tags based on their importance when tagged images are uploaded, and using them in image retrieval. Ideas came from the recognition of the important tags which give a better description of the image as the tags sharing more semantic information with other tags of the same image. This method includes calculation of relation scores between tags based on WordNet and multilevel search of tagged images with the scores. For evaluation, we compared the suggested method and other retrieval methods searching images with simple matching of tags to a given keyword. As the results, we found the superiority of our method in precision and recall rate.

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Ultra-low-power DSP for Audio Signal Processing (오디오 신호 처리를 위한 초저전력 DSP 프로세서)

  • Kwon, Kiseok;Ahn, Minwook;Jo, Seokhwan;Lee, Yeonbok;Lee, Seungwon;Park, Young-Hwan;Kim, Sukjin;Kim, Do-Hyung;Kim, Jaehyun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.06a
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    • pp.157-159
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    • 2014
  • In this paper, we introduce SlimSRP, an ultra-low-power digital signal processor (DSP) solution for mobile audio and voice applications. So far, application processors (APs) have taken charge of all the tasks in mobile devices. However, they have suffered from short battery life problems to deal with complex usage scenarios, such as always-on voice trigger with continuous audio playback. From extensive analysis of audio and voice application characteristics, SlimSRP is designed to relive the performance and power burden of APs. It employs three-issue VLIW architecture, and the major low-power and high-performance techniques include: (1) an optimized register-file architecture friendly for constants generation, (2) a powerful instruction set to reduce the number of register file accesses and (3) a unique instruction compression scheme that contributes to saved memory size and reduced cache miss. An implementation of SlimSRP runs at up to 200MHz and the logic occupies 95K NAND2 gates in Samsung 28LPP process. The experimental results demonstrate that a MP3 decoder application with a 128kbps 44.1kHz input can run at 5.1MHz and the logic consumes only 22uW/MHz.

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CGRA Compilation Boost up for Acceleration of Graphics (영상처리 가속을 위한 CGRA compilation 속도 향상)

  • Kim, Wonsub;Choi, Yoonseo;Kim, Jaehyun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.06a
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    • pp.166-168
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    • 2014
  • Coarse-grained reconfigurable architectures (CGRAs) present a potential of high compute throughput with energy efficiency. A CGRA consists of an array of functional units (FU), which communicate with each other through an interconnect network containing transmission nodes and register files. To achieve high performance from the software solutions mapped onto CGRAs, modulo scheduling of loops is generally employed. One of the key challenges in modulo scheduling for CGRAs is to explicitly handle routings of operands from a source to a destination operations through various routing resources. Existing modulo schedulers for CGRAs are slow because finding a valid routing is generally a searching problem over a large space, even with the guidance of well-defined cost metrics. Applications in traditional embedded multimedia domains are regarded relatively tolerant to a slow compile time in exchange of a high quality solution. However, many rapidly growing domains of applications, such as 3D graphics, require a fast compilation. Entrances of CGRAs to these domains have been blocked mainly due to its long compile time. We attack this problem by utilizing patternized routes, for which resources and time slots for a success can be estimated in advance when a source operation is placed. By conservatively reserving predefined resources at predefined time slots, future routings originated from the source operation are guaranteed. Experiments on a real-world 3D graphics benchmark suite show that our scheduler improves the compile time up to 6000 times while achieving average 70% throughputs of the state-of-art CGRA modulo scheduler, edge-centric modulo scheduler (EMS).

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An Efficient Algorithm for Detecting Tables in HTML Documents (HTML 문서의 테이블 식별을 위한 효율적인 알고리즘)

  • Kim Yeon-Seok;Lee Kyong-Ho
    • Journal of Korea Multimedia Society
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    • v.7 no.10
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    • pp.1339-1353
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    • 2004
  • < TABLE > tags in HTML documents are widely used for formatting layout of Web documents as well as for describing genuine tables with relational information. As a prerequisite for information extraction from the Web, this paper presents an efficient method for sophisticated table detection. The proposed method consists of two phases: preprocessing and attribute-value relations extraction. For the preprocessing where genuine or ungenuine tables are filtered out, appropriate rules are devised based on a careful examination of general characteristics of < TABLE > tags. The remaining is detected at the attribute-value relations extraction phase. Specifically, a value area is extracted and checked out whether there is a syntactic coherency Futhermore, the method looks for a semantic coherency between an attribute area and a value area of a table that may be inappropriate for the syntactic coherency checkup. Experimental results with 11,477 < TABLE > tags from 1,393 HTML documents show at the method has performed better compared with previous works, resulting in a precision of 97.54% and a recall of 99.22% in average.

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A Comparison of Global Feature Extraction Technologies and Their Performance for Image Identification (영상 식별을 위한 전역 특징 추출 기술과 그 성능 비교)

  • Yang, Won-Keun;Cho, A-Young;Jeong, Dong-Seok
    • Journal of Korea Multimedia Society
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    • v.14 no.1
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    • pp.1-14
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    • 2011
  • While the circulation of images become active, various requirements to manage increasing database are raised. The content-based technology is one of methods to satisfy these requirements. The image is represented by feature vectors extracted by various methods in the content-based technology. The global feature method insures fast matching speed because the feature vector extracted by the global feature method is formed into a standard shape. The global feature extraction methods are classified into two categories, the spatial feature extraction and statistical feature extraction. And each group is divided by what kind of information is used, color feature or gray scale feature. In this paper, we introduce various global feature extraction technologies and compare their performance by accuracy, recall-precision graph, ANMRR, feature vector size and matching time. According to the experiments, the spatial features show good performance in non-geometrical modifications, and the extraction technologies that use color and histogram feature show the best performance.

Character Facial Animation Retargeting based on SVG (SVG 기반 캐릭터 표정 애니메이션 리타게팅)

  • Kang, Gi-Tae;Hong, Soo-Hyeon;Kim, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.14 no.6
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    • pp.824-834
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    • 2011
  • In this study, the method to generate facial animation of SVG format based online character AUtomatically was proposed. The re-targeted character can reproduce the modeling facial movements itself without losing the unique formative properties by modeling abundant facial movements of the character in the existing animation for movie theater through the mathematical calculation and 'retargeting' this to other character of SVG format. The method of retargeting facial movements like this can be applied to the various characters by only one facial data so although non-specialists, even not an animator can create facial animation of character easily and rapidly. The suggested facial movement in this study is nonlinear and an exaggerated motion so it is friendly to the viewers and it is lively. Besides, it is based on the SVG format, so the smooth facial movements can be implemented by less capacity than existing GIF animation.

Development of Sportainment Realistic Bike Simulator (스포테인먼트 실감 자전거 시뮬레이터 개발)

  • Youn, Jae-Hong;Choi, Hyo-Seung
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.10-18
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    • 2014
  • As the standard of living and leisure time of contemporary people is increasing, people who have interest not only in physical health activities but also in mental health activities are increasing. Also, people who have interest in sports activities, which include entertaining factors are gradually increasing. SporTainment is a compound of the words 'Sports' and 'Entertainment' and it possesses the meaning of doing sports and entertainment simultaneously. In addition, in the immersive media technology field, researches, which increase the feeling of existence and immersion through the stimulation of the consumer's emotional feedback technology, have been actively conducted. Such, emotional feedback technologies are based on fun and excitement and are activities, in which learning effects are included such as games, education, national defense etc. In addition, the emotional feedback technology is expanding in applied services, which maximize the feeling of existence and immersion of the consumers by adding reality effects in the virtual environment. In this research, the presence of the user was increased by developing a realistic bike simulation for the use of SporTainment, which combine emotional effects and reappearance devices in the bike simulation.

A Study on Production of iPhone-Based Augmented Reality 3D Fashion Fitting Contents (아이폰 기반의 증강현실 3D 패션피팅 콘텐츠 제작에 관한 연구)

  • Tak, Myung-Ja;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.6
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    • pp.708-719
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    • 2013
  • Purchase of clothes has recently picked up pace at mobile fashion shopping malls. One of the biggest weak points is that consumers can't coordinate clothes. Since individuals increasingly want to make coordination, a fashion coordination system to satisfy the demand should be developed. As the technology of digital clothing which is about reproducing dresses using computer graphic has been activated in the fashion industry, many changes in consumers' life patterns and interests in fashion shopping malls are taking place. Some consumers are increasingly more keenly interested in shopping on the Internet and Smart phones than in offline stores. This study was conducted to understand production of iPhone-based augmented reality fashion fitting contents which is suitable for Koreans' body shape. This system is about designing and materializing UI(User Interface), an augmented reality fitting system, so that users can confirm if they look nice with those fashion items using Smart phones. A new fashion shopping method satisfying user convenience was suggested using the materialized system.