• Title/Summary/Keyword: 크로스미디어

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A study on the Project Planning Method of Areas near St.Pancars Station & King's Cross Station in London (런던 St.Pancars Station & King's Cross Station 인접지역의 철도역사 기반 도시재생계획에 관한 연구)

  • Shin, Ye-Kyeong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.10
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    • pp.603-612
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    • 2016
  • This study will observe the following subjects based on the railroad: First, the development of St. Pancreas Station, which is the gateway to London from other Europe continent, and King's Cross Station, which connects all the intercity within London. Second, the planning characteristic of urban regeneration case which was driven from Camden district, the center of King's Cross Central, which is located in between the two stations, St. Pancreas and King's Cross. Third, based on the the two stations and urban regeneration, this study attempts to investigate the direction of urban regenerating plan and its detailed strategy. As a result, King's Cross Station, St. Pancreas Station and the King's Cross Central area, which is an adjacent area from the two stations, were a slum for a long time. However, the two close stations played a role as the United Kindom and London's railroad network by sharing the common denominator of having the international high-speed railway among the Europe continent and being the connection of National railroads within London. Eventually, based on such potential of railroad traffic, King's Cross Central area was newly regenerated. The consequence of this study has shown that not only the physical modernization of buildings, implementation of compact railroad network supporting both ground and underground of each area or traffic connection was organized in London, but also secured the pedestrian way for easier transfer and planned and allocated facilities by considering citizen's publicness and multilateral use.

Characteristics of digital contents related to Korean traditional music (국악을 소재로 한 디지털 콘텐츠의 특징)

  • Son, Ju-Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.531-534
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    • 2022
  • 최근 국악계가 지향하는 국악의 발전 방향은 국악의 대중화 및 현대화에 초점이 맞춰져있다. 이에 국악인들은 창작 국악, 크로스 오버 국악 등의 새로운 국악을 연주하는 공연을 진행해오고 있으나 타 분야의 기술 융합을 통한 국악 관련 콘텐츠 개발의 측면에서 제작된 디지털 콘텐츠들은 두각을 드러내지 못했다. 다수의 선행연구에서는 국악 소재 디지털 콘텐츠에 관한 학술적 연구가 미미하다고 언급하며 이에 대한 연구의 필요성을 강조했다. 이에 따라 본 연구는 국악 소재 디지털 콘텐츠의 특징에 관한 사례연구를 진행했다. 사례조사 범위는 국내 스마트폰 보급이 본격화 된 2009년부터 2022년까지로 설정하여 해당 자료를 수집했다. 본 연구의 분석기준은 사례를 크게 콘텐츠의 기능적 측면과 내용적 측면으로 나누어 국악과의 연계성을 분석하는 데에 집중했다. 연구 결과 팬데믹으로 인한 언택트 형태의 온라인 국악 교육 콘텐츠가 주를 이루었고, 정보 콘텐츠와 교육 콘텐츠의 사례가 모두 이에 해당했다. 공연 콘텐츠는 LED 기술을 사용한 의상을 입은 퍼포먼스형 공연의 형태와 3D 미디어 아트가 주가 되는 음악회의 형태가 있고, 오락 콘텐츠는 리듬 게임과 스토리텔링형 게임으로 나눌 수 있었다. 본 연구는 선행연구에서 언급한 국악 콘텐츠 연구의 한계점을 해소하고자 수집한 자료를 본 연구의 분석 기준에 적용하여 특징을 도출하는 데에 그치지 않고 더 나아가 향후 국악 소재 디지털 콘텐츠가 개발되어야 할 방향을 제안했다는 점에서 연구의 의의를 지닌다. 또한 사례의 연도별 추이를 파악하였으므로 국악을 소재로 한 콘텐츠 제작 사례에 관한 연구를 진행하는 향후 연구자들에게 기초자료로서 도움이 될 것으로 사료된다.

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ASIC Design of OpenRISC-based Multimedia SoC Platform (OpenRISC 기반 멀티미디어 SoC 플랫폼의 ASIC 설계)

  • Kim, Sun-Chul;Ryoo, Kwang-Ki
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.281-284
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    • 2008
  • This paper describes ASIC design of multimedia SoC Platform. The implemented Platform consists of 32-bit OpenRISC1200 Microprocessor, WISHBONE on-chip bus, VGA Controller, Debug Interface, SRAM Interface and UART. The 32-bit OpenRISC1200 processor has 5 stage pipeline and Harvard architecture with separated instruction/data bus. The VGA Controller can display RCB data on a CRT or LCD monitor. The Debug Interface supports a debugging function for the Platform. The SRAM Interface supports 18-bit address bus and 32-bit data bus. The UART provides RS232 protocol, which supports serial communication function. The Platform is design and verified on a Xilinx VERTEX-4 XC4VLX80 FPGA board. Test code is generated by a cross compiler' and JTAG utility software and gdb are used to download the test code to the FPGA board through parallel cable. Finally, the Platform is implemented into a single ASIC chip using Chatered 0.18um process and it can operate at 100MHz clock frequency.

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A Study on Continuity of User Experience in Multi-device Environment (멀티 디바이스 환경에서 사용자 경험의 연속성에 관한 고찰)

  • Lee, Young-Ju
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.495-500
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    • 2018
  • This study examined the factors that can enhance the continuity of user experience in multi - device environment. First of all, regarding the structural difference and continuity of tasks, functional differences such as OS difference according to the characteristics of cross media, use of mouse and touch gesture were found to interfere with continuity. To increase continuity, metaphor and ambience To increase relevance and visibility. In the continuity part of visual memory and cognition, familiarity was given by the identity and similarity of visual perception elements, and it was found that familiarity factors are closely related to continuity. Finally, for the continuity of the user experience, we can see that the visibility factors as well as the meaning and layout consistency of the information are factors for the continuity of the user experience. Based on this, it was found that familiarity, consistency, and correlation were significant influences on continuity dimension of user experience, but visibility did not have a significant effect on continuity when regression analysis was conducted as factors of familiarity, consistency, correlation and visibility.

Design and Implementation of an Interactive Streaming Platform for Supporting Instant Retrieval of Product Information in Product Placement Advertisement (간접광고에서 제품 정보의 즉각적 검색을 지원하는 인터렉티브 동영상 플랫폼 설계 및 구현)

  • Im, Hyeon-Jin;Cho, Dae-Soo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.5
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    • pp.931-938
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    • 2020
  • Recently, with the expansion of the use of cross media, the public is not just watching the broadcast, but is also consuming various information about actor, stories, products, etc. that appears during the broadcast. However, the devices used for viewing and the devices used for searching are different, which is inconveniences, and due to the differences between the point in time when the desired information is provided through the search, the public has difficulty in obtaining detailed information of the target product after encountering product placement advertisement. In addition, it is difficult for advertisers to confirm the effect of product placement advertising through the reaction of viewers who have encountered product placement advertising. In this paper, we intend to propose an interactive streaming platform that supports the instant retrieval of product information to users by including product placement advertisement information in broadcasting. Through this, viewers can quickly receive detailed information of products on the screen by giving an event when a product of interest comes out while watching the broadcast, and advertisers can check the effectiveness of product placement advertisements by receiving interactive responses from viewers.

A Multi-View Images Interleaving for Slanted Parallax Barrier based Display Device (사선형 시차 장벽 기반 입체 디스플레이 장치를 위한 다중 시점 영상 생성)

  • Jung, Kyung-Boo;Park, Jong-Il;Choi, Byung-Uk
    • Journal of Broadcast Engineering
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    • v.17 no.3
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    • pp.491-502
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    • 2012
  • Flat panel-based parallax barrier or lenticular based 3D display devices that have been developed recently are designed to feel depth. In order to see a three-dimensional(3D) image by the display device, a multi-view image displayed on the flat panel must be regenerated from images of multi-views using a subsampling method. Previous subsampling methods are focused on reducing crosstalk. In this paper, we focus on a misalignment that is occurred on manufacture process of slanted parallax barrier based autostereoscopic display device. Therefore, we propose a interleaving method that considers tilt of slanted parallax barrier, aperture size, and distance between an autostereoscopic display device and a viewer to see a 3D image regardless of a viewer position.

Low-Latency Handover Scheme Using Exponential Smoothing Method in WiBro Networks (와이브로 망에서 지수평활법을 이용한 핸드오버 지연 단축 기법)

  • Pyo, Se-Hwan;Choi, Yong-Hoon
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.8 no.3
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    • pp.91-99
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    • 2009
  • Development of high-speed Internet services and the increased supply of mobile devices have become the key factor for the acceleration of ubiquitous technology. WiBro system, formed with lP backbone network, is a MBWA technology which provides high-speed multimedia service in a possibly broader coverage than Wireless LAN can offer. Wireless telecommunication environment needs not only mobility support in Layer 2 but also mobility management protocol in Layer 3 and has to minimize handover latency to provide seamless mobile services. In this paper, we propose a fast cross-layer handover scheme based on signal strength prediction in WiBro environment. The signal strength is measured at regular intervals and future value of the strength is predicted by Exponential Smoothing Method. With the help of the prediction, layer-3 handover activities are able to occur prior to layer-2 handover, and therefore, total handover latency is reduced. Simulation results demonstrate that the proposed scheme predicts that future signal level accurately and reduces the total handover latency.

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Ship Ad-hoc Communication (SAC) Protocol for SANETs (선박용 애드혹 네트워크를 위한 Ship Ad-hoc Communication 프로토콜)

  • Yun, Chang-Ho;Kim, Seung-Gun;Park, Jong-Won;Lim, Yong-Kon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.5
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    • pp.906-912
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    • 2012
  • A ship ad-hoc network (SANET) can provide ships with diverse multimedia services by replacing expensive satellite communications. While ITU-R M. 1842-1, standards for maritime VHF band digital communications, can be used as the specifications of physical layer for SANETs, no standards are specified for higher layers of SANETs. In this paper, we propose a ship ad-hoc communication (SAC) protocol for SANETs, based on medium access control (MAC) and routing protocols for terrestrial ad-hoc networks. SAC protocol is a cross-layer protocol which combines MAC and routing into one algorithm and considers maritime environments, including the existence of neighboring ships, the possibility of routing to a destination, and changing the communication mode in case of VHF channel failure.

Service Discovery Scheme for Wireless Ad-hoc Networks (무선 애드-혹 네트워크를 위한 효율적인 서비스 검색 기법)

  • Kim, Moon-Jeong;Lee, Dong-Hoon
    • Journal of Broadcast Engineering
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    • v.13 no.2
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    • pp.245-250
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    • 2008
  • Efficient service discovery mechanism is a crucial feature for the usability of a wireless ad-hoc network. A wireless ad-hoc network is a temporal network formed by a collection of wireless mobile nodes without the aid of any existing network infrastructure or centralized administration. We propose an efficient service discovery mechanism using non-disjoint multi-path routing protocol for a wireless ad-hoc network. Our scheme has advantages of not only multi-path routing protocol but also cross-layer service discovery. By simulation, we showed that faster route recovery is possible by maintaining multiple routing paths in each node, and the route maintenance overhead can be reduced by limiting the number of multiple routing paths and by maintaining link/node non-disjoint multi-path.

Comparative Analysis of the Development of Mobile Applications for Electronic Textbooks: Criteria, Case Study and Challenges (디지털교과서 모바일 애플리케이션 개발방법론 비교 분석: 선택기준, 사례연구 및 적용 시 문제점)

  • Lee, HeeJeong;Yau, Kok-Lim Alvin
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.4
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    • pp.145-152
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    • 2018
  • In electronic textbooks (or e-Textbooks) the traditional paper-based textbooks are enriched with multimedia contents and new features such as interactive multimedia-based simulation, interactive quizzes, and content sharing. It has been envisioned that e-Textbooks will gradually replace the traditional paper-based textbooks in classrooms in the near future. HTML5 is an emerging and promising standard that enables web applications (or apps) to incorporate rich multimedia contents such as video clips, flash movies and simulation-based demonstration, as well as to provide cross-platform functionality which allows the apps to run on a diverse range of platforms. To support rich multimedia contents and cross-platform functionality, with respect to HTML5, this paper presents the new features, compares the current trend of mobile apps (e.g., native, web-based and hybrid apps) for e-Textbook development. In order to investigate the suitability of these three development approaches for e-Textbooks, we present a case study on our recent work in developing e-Textbooks using HTML5 and JavaScript, as well as analyses the challenges associated with HTML5 features (e.g, compatibility with web browsers) for developing e-Textbooks.