• Title/Summary/Keyword: 미디어 컨버젼스

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A Realization of Digital Convergence Platform based on MPEG-21 Multimedia Framework (MPEG-21 멀티미디어 프레임워크에 기반한 디지털 컨버젼스 플랫폼 구현에 관한 연구)

  • Oh, Hwa-Yong;Lee, Eun-Seo;Kim, Dong-Hwan;Chang, Tae-Gyu
    • Proceedings of the KIEE Conference
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    • 2005.05a
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    • pp.227-229
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    • 2005
  • This paper proposes a method of implementation of digital convergence platform(DCP) which enable the service of broadcasting, communication, multimedia and home automation. Also digital convergence platform based on MPEG-21 multimedia framework can be a model to provide a distributed electronic commerce environment of multimedia and to manage of it. Platform hardware is implemented using a general purpose CPU and high performance digital signal processor and has peripheral units for network and multi I/O. It is able to run applications of multimedia which has variable formats on DSP. In addition, a personal transaction of multimedia packaged with MPEG-21 multimedia framework is provided on digital convergence platform. Like this, digital convergence platform bring up a new architecture of multimedia systems using a new generation network.

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Study on the developmental directions of Mobile contents for Mobile e-learning prosumers in Web 2.0 decade (웹 2.0시대 모바일 이-러닝 컨텐츠 소비자의 컨텐츠 활용 확장성 연구)

  • Ahn, Kyung-Whan
    • Journal of Digital Contents Society
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    • v.9 no.1
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    • pp.41-51
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    • 2008
  • In a circumstance that the development of mobile media through the on-line consumer desire in the era of Web 2.0 has promoted extension of personal mobile media on the part of consumers, this study examined consumer trends depending on use of e-learning contents through mobile media. In connection with tendencies through mobile prosumers' consumption patterns and use of mobile educational contents, I analyzed user demands based on characteristics of personal media centering around a communities of e-learning portals. Direction of e-learning technological development calls on mobile communication companies to open their networks and share platform following digital convergence. E-learning contents should be produced in a custom-made way for the personal media. This study is aimed at contributing for advancement of e-learning contents consumers' user convenience implicating examination into consumer demands which are necessary to invigorate e-learning contents.

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Implementation of a Digital Convergence Platform for Future Home Multimedia Appliances (미래 홈 멀티미디어 가전을 위한 디지털 컨버젼스 플랫폼 구현)

  • Oh, Hwa-Yong;Kim, Dong-Hwan;Lee, Eun-Seo;Chang, Tae-Guy
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.983-986
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    • 2005
  • This paper describes a digital convergence platform(DCP) whice is implemented based on the MPEG-21 multimedia framework. The DCP is a newly proposed solution in this research for the convergence service of future home multimedia environment. The DCP is a common platform designed to have the feature of configurability, via means of S/W, which is needed for the convergence service of diverse digital media. A distributed peer to peer service and transaction model is also a new feature realized in the DCP using the MPEG-21 multimedia framework. A prototype DCP is implemented to verify its functions of multimedia service and transactions. The developed DCPs are networked with IP clustering storage systems for the distributed service of multimedia. Successful streaming services of the MPEG-2/4 video and audio are verified with the implemented test-bed system of the DCP.

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Study on architecture of u-number system and network (BcN에서 유비쿼터스주소 체계 및 네트워크구조 연구)

  • Chung, Hee-Chang;Lee, Yeong-Ro
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.42 no.12
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    • pp.71-76
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    • 2005
  • The 070-VOIP service were began to support system of E.164 and an IP address service. The address system was proposed how an convergence of E.164 address system was worked with an EPC and an IP address to the multimedia convergence service within the integration of wireless and wireline. In future, it was presented the way that the end user could use an integrated address system to be based on E.164 in BcN networks. An expansibility will be easy to all things are put into in knowledge that u- address system use an integrated address system to the basis of E.164 system.

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
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    • v.14 no.8
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    • pp.342-364
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    • 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.

Cost Effective Remote Subscription scheme for Ubiquitous Convergence IP-based Network (유비쿼터스 컨버젼스 IP 기반 대용량 네트워크에서 비용 절감형 리모트-서브스크립션 기법)

  • Shin, Soo-Young;Yoon, Young-Muk;Park, Soo-Hyun
    • The KIPS Transactions:PartC
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    • v.14C no.1 s.111
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    • pp.95-104
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    • 2007
  • Mobile multimedia services such as TV-call or video streaming are gradually becoming popular in the 3rd or more generation mobile network (IMT-2000). Multimedia traffic is expected to continue increasing into the coming years, and IP technology is considered to be the efficient way of transporting such huge volumes of multimedia traffic. IP-based IMT network platform represents an evolution from IMT-2000. The structure of IP-based IMT network as ubiquitous platform is three-layered model : Middleware including Network Control PlatForm (NCPF) and Service Support PlatForm (SSPF), IP-BackBone (IP-BB), access network including sensor network. Mobility Management (MM) architecture in NCPF is proposed for IP-based IMT network in order to manage routing information and location information separately. The generous existing method of multicast control in IP-based IMT network is Remote Subscription. But Remote Subscription has problem that should be reconstructed whole multicast tree when sender in multicast tree moves to another area. To solve this problem, we propose the way to put Multicast-manager in NCPF.

A Fundamental Study on the Development of a Web-based Three-dimensional Authoring Environment for e-Learning of Traditional Korean Architecture (e-Learning을 위한 전통건축물 저작환경 구현방안에 관한 기초연구 - "조선시대 탐라순력도(耽羅巡歷圖)의 디지털콘텐츠 개발"을 중심으로 -)

  • Hwang, Sun-Hwie;Kwon, Young-Sook;Choi, Jin-Won
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.353-360
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    • 2007
  • 최근 국가균형발전을 위한 문화콘텐츠산업의 비중은 날로 커지고 있으며 디지털 컨버젼스의 중심으로 부각되고 있다. 이러한 시대적, 사회적 요구에 즈음하여 정부의 지역문화 콘텐츠 육성 의지에 부합하는 전통건축물의 e-Learning을 위한 웹 기반 저작도구의 구현방법을 제안하고자 한다. 지금까지의 전통건축의 복원 및 재현은 전통적인 전수방식에 의존하거나 다분히 현상적인 수준에 그치고 있어, 우리 문화에서 중요한 위치를 차지하고 있는 전통건축물에 대한 저변의 확대와 보편적이고 대중적인 이해를 돕기에는 한계가 존재하는 것이 사실이다. 또한 전통건축에 관련한 교육자료는 대부분 고서(古書)나 텍스트에 의존하고 있는 것이 현실인 점을 감안할 때, 시각적이고 인터랙티브한 e-Learning 시스템의 연구는 필수적이라 할 것이다. 연구의 범위로서는 한국문화콘텐츠진흥원의 진행 중 사업인 문화원형복원사업인 "조선시대 탐라순력도의 디지털콘텐츠 개발"의 내용을 토대로 하며, 조선 중기인 17세기 제주도의 주심포계 전통건축을 대상으로 하고 있다. 본 연구의 내용은 1) 17세기 중엽 제주도의 주심포계 전통건축물에 대한 가구구조의 형성관계 및 그 형상을 디지털화하기 위한 데이터 체계를 제안하고, 2) 이에 따른 웹 기반의 가상전시 및 e-Learning 콘텐츠를 위한 시스템 구축의 프로토타입을 제시하며, 3) 상기 제시한 데이터 체계에 근거한 사용자 중심의 전통건축물 재현을 위한 3차원 저작환경 및 그 인터페이스를 제시한다. 이 결과로 전통건축물의 형성원리를 이해하고 전통 양식에 근거한 창의적 저작이 가능한 환경을 제시함으로써 멀티미디어 저작물 및 디자인 협업, 전통건축 유지보수 분야 등에 파급효과를 기대할 수 있다. 더불어 제안된 내용에 근거한 향후 연구로 전통건축물에 대한 일관되고 통합적인 관리방안과 그 실현수단에 대한 논의를 비롯하여 전통문화를 소재로 한 디지털 콘텐츠의 활용방안 및 그 부가가치에 대한 논의가 병행되어야 할 것이다.

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Design and Implementation of the Management Agent for Mobile Devices based on OMA DM (이동 단말기를 위한 OMA DM 기반 관리 에이전트 설계 및 구현)

  • Shin, Jae-Young;Jung, Young-Woo;Ko, Kwang-Sun;Eom, Young-Ik
    • The KIPS Transactions:PartC
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    • v.15C no.1
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    • pp.61-68
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    • 2008
  • With the rapid advancement of mobile communication, mobile devices are evolving into convergence devices with various multimedia capabilities. But, high performance of devices demands complicated settings, and thus contains latent error possibilities, and poor system performance caused by the collision of different softwares. To solve these problems, device management becomes an important issue. Open Mobile Alliance(OMA) developed OMA DM(Device Management), which is a device management standard. Recently released OMA DM v1.2 provides improved mobile device management methods compared to earlier versions. This paper introduces design and implementation of OMA DM v1.2 based management agent. By using Tree and Description Serialization(TNDS) for acquiring, adding, and editing objects in the mobile devices, it provides more effective device management with small amount of network traffic.

A Study on the UX-based Ethical AI-Learning Model for Metaverse (UX-기반 메타버스 윤리적 AI 학습 모델 연구)

  • Ahn, Sunghee
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.694-702
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    • 2022
  • This paper is the UX-based technology strategy research which is a solution to how conversational AI can be ethically evolved in the Metaverse environment. Since conversational AI influences people's on-offline decision-making factors through interaction with people, the Metaverse AI ethics must be reflected. In the machine learning process of conversational AI, cultural codes along with user's personal experience data must be included and considered to reduce the error value of user experience. Through this, the super-personalized Metaverse service can evolve ethically with social values. With above hypothesis as a result of the study, a conceptual model of a forward-looking perspective was developed and proposed by adding user experience data to the machine learning (ML) process for context-based interactive AI in the Metaverse service environment.

A Direction of Emotion Design for Future MP3 Players by Trend Analysis (추세분석을 통한 미래 MP3 플레이어의 감성디자인 방향 모색)

  • Lee, Yu-Ri;Yang, Jong-Youl
    • Science of Emotion and Sensibility
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    • v.10 no.4
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    • pp.511-521
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    • 2007
  • It is very important that design based on preference of consumers who continuously change. Therefore, the method that can decide on the design concept which a consumer can prefer in future points of time that a design is released is necessary. There may be various ways to decide a design concept, but trend analysis is one of the best ways to be able to satisfy consumer preference. The purpose of this study is to provide a process that can give a direction of MP3 player design oriented consumer emotion. For the purpose, we considered about trend analysis as the ways that can present the design direction that can grasp a change of continuous preference, and a consumer can prefer with early bases in future points of time of a consumer. In this empirical research, we decided on design elements and levels of the elements after collecting 228 MP3 players released from 2000 to 2007, and carried out trend analysis through homogeneity analysis by SPSS program. In the result, we knew that future consumers also will regard emotional experience consumption as important. So, MP3 player design will be developed into consumer emotion-oriented design. We predict 4 trends for a future MP3 player design. 1. Development of high-priced MP3 player with various multimedia functions. 2. Development of MP3 player with basic functions. 3. Development of new convergence products with MP3 function. 4. Development of new MP3 player based on flash memory. If designers can infer a future MP3 player design from this design trend results, the probability that can occupy competitive advantage in their competitions will be high. Therefore this study can be useful.

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