• Title/Summary/Keyword: 차세대 융합형 콘텐츠

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Vital Signal Monitoring Simulation System by Various Visual Stimulus (다양한 시각자극에 따른 생체신호 모니터링 시뮬레이션 시스템)

  • Chung, Kyung-Yong
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.1-8
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    • 2011
  • With the development of next IT convergence technology and the construction of infrastructure for personalized services, the importance of services based on user's sensibility status and vital signal is being spotlighted. It is the most crucial factor for the strategy of sensibility engineering to investigate student's vital signal according to the sensibility. In this paper, we proposed the vital signal monitoring simulation system by the various visual stimulus. The proposed method obtained the student's vital signal by the various visual stimulus. And the power spectrum analysis using the fast fourier transform is evaluated the activity level between the sympathetic and the parasympathetic. The analyzed result is monitoring the sensibility by displaying the heath signal light. To evaluate the sensibility between the high school's students and the university's students, we conducted SD profile and paired T-tests so as to verify usefulness. This evaluation found that the difference of sensibility activity by positive and negative stimulus was statistically meaningful. Ultimately, this paper suggests empirical application to verify the adequacy and the validity.

MMT-based Broadcasting Services Combined with MPEG-DASH (MPEG-DASH 융합형 MMT 기반 방송 서비스)

  • Park, MinKyu;Kim, Yong Han
    • Journal of Broadcast Engineering
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    • v.20 no.2
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    • pp.283-299
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    • 2015
  • In this paper, we propose new broadcasting services that combine MMT (MPEG Media Transport) standard with MPEG-DASH (Dynamic Adaptive Streaming over HTTP) standard. MMT is a next-generation multimedia transport standard that is IP-friendly and provides functionalities appropriate for hybrid broadcasting that uses broadcast physical channels and the Internet simultaneously. MPEG-DASH enables media streaming services that can be dynamically adaptive both to the network traffic conditions of wired and/or wireless Internet and the receiving entity environment. We explain the scenarios of the proposed broadcasting services and demonstrate that various hybrid broadcasting services can be easily realized through the combined usage of MMT and MPEG-DASH. By making the test bitstreams containing contents for the new services and developing the receiver back-end software that performs the function of the receiving entity for the new services on personal computers, we verified that the proposed scenarios can be realized.

Design and Implementation of LED Lighting Control System Using Arduino Yun and Cloud in IoT (사물인터넷에 아두이노 윤과 클라우드를 이용한 LED 조명 제어 시스템 설계)

  • Xu, Hao;Kim, Chul-Won
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.10
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    • pp.983-988
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    • 2016
  • Internet of Things Iranian people and things, things and things are connected through the Cloud. It can significantly save energy through a combination of LED lighting as a new ICT technologies and industry-to provide a human-centric, eco-friendly, and the content is embedded multifunction solutions that meet your needs, environment, implementation time according to user requirements, technology It can be systematized as converged next-generation lighting. In this paper, we have developed regarding whether the building in relation to the LED lighting control system using smart devices and Cloud-based user as a human connection through the board to the Arduino Yun lit LED lighting, wireless smart device or to the Cloud or off. After the Arduino Yun is connected to the Internet, taking the current date and time information from the Linux shell command used the way coming across the bridge (BRIDGE) its value.

Direct Manipulation based Trajectory Inserting and Editing Methods for ARtalet Authoring Tool (디지로그 북 저작을 위한 감각형 조작 도구를 이용한 직조작 기반의 3D 객체의 이동궤적 삽입 및 편집 기술)

  • Ha, Tae-Jin;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.497-501
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    • 2009
  • 'Digilog Book' integrates advantages of existing paper book and immersive digital contents in augmented reality environment, which enables users to feel physical touch and get additional multisensory feedback. As a high level authoring user interface, 'ARtalet' provides an intuitive way to make Digilog Book through 3D user interface in augmented reality environment. This paper mentions trajectory inserting and editing methods of 3D objects, then combining method of the trajectory. 3D object is selected by camera tracked prop, and then transformation matrix relative to book plane is stored in real time based on timeframe. The saved trajectory is managed as templates, and user can make various compositions of trajectories. We expect that suggested methods can enhance interest of readers.

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Study on Justification of the Legislation of Multimedia -Literacy Education to Solve Side Effects of Improving Social Functions of SNS in the knowledge Information Society (Based on Ajzen's Theory of Planned Behavior) (지식정보화사회에서 SNS의 사회적 기능 향상에 따른 부작용 해결방안을 위한 멀티미디어 -리터러시 교육 법제화의 당위성에 관한 연구(Ajzen의 계획된 행위 이론을 기반으로))

  • Shin, Seungyong
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.89-94
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    • 2021
  • Recently, the boundaries between people who produce and consume digital contents disappears due to the massive developments in information and communications technology (ICT) and the rapidly increasing spread of smartphones unlike in the traditional mass media (e.g., newspapers, radios, and TVs). Through the open service platform, the problem perception for each individual remains the same, but the problem solving methods varies as the service types have been diversified. The creation of added value through the growth of the new media platform industry is expected to enrich our lives, but it can also cause severe social side effects. For example, communication problems between social classes due to the information gap have led to generational conflict, and if such problems persist, it can cause national and social losses. Therefore, this paper analyzes the policy efforts to resolve the information gap and the necessity of the legalization of multimedia literary education to maximize the synergy effect through psychological model.

In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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