• Title/Summary/Keyword: Audience area

Search Result 70, Processing Time 0.026 seconds

A Method for Evaluating Online News Value and Personalization (온라인 뉴스 가치 평가 및 개인화 기법)

  • Choi, Kwang Sun;Kim, Soo Dong
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.16 no.12
    • /
    • pp.8195-8209
    • /
    • 2015
  • The purpose of this paper is to propose a method for recommendation and personalization of important news articles based on evaluating news value. Evaluation of news is the approach by which editors select news articles for cover-story in traditional offline news papers area. For this, my study proposes a suite of methods to select and personalize a set of news based on evaluating news articles, not just on the personal preference for them. The aforementioned the value of news articles including social impact, novelty, relevance to each audience, and human interest, all of which have been factorized in many previous studies, is a main concept for a procedural and structural application methodology deduced in this study. After a comparative case study with other online news services, it was shown that my research provides more effective way to select important news articles in terms of user satisfaction than others.

A Study on 3D Animation Emotional Lighting Style (3D애니메이션의 감성적 라이팅 스타일 연구)

  • Cho Jung-Sung
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2005.11a
    • /
    • pp.153-160
    • /
    • 2005
  • It is within bounds to say that the mood expressed in the Scenes of 3D Animation influences by mostly setting up of 3D CG lighting. Tn the context of CG, lighting is the process of illuminating digital scenes in an artistic and technical manner so the audience can perceive what the director intends to display on the screen with the appropriate clarity and mood. The lighting has the role of making the scenes beautiful and harmonious as an aesthetics of light and color created and controlled by people. It can be also stylized in symbolic and metaphorical methods environmental mood which we pursue to expose and story which we want to express. It thus appears that the concept of lighting style is intimately related to the particular context and art direction of animation film. But unfortunately, there are no foolproof formulas to the process of lighting a scene. In short, the lighting contributes to define the style of the scene as a conditional lighting setups' elements including position, color, intensity, shadow's area and scope. But at the same time, we must not overlook the artistic aspects that the lighting might suggest over all moods the animation genre and the style of scene like tranquility, suspense, and high-drama.

  • PDF

The Effect of Stage Ceiling Height on the Acoustic Characteristics of Concert Halls (콘서트홀의 무대 천장높이 변화에 의한 객석음향의 영향)

  • Shin Dong-Jae;Jeon Jin-Yong;Seo Hyung-Gyoon
    • The Journal of the Acoustical Society of Korea
    • /
    • v.24 no.1
    • /
    • pp.21-28
    • /
    • 2005
  • In this Paper, the effect of stage ceiling height on the acoustic characteristics of rectangular concert halls are investigated. To find out the acoustic properties of audience area, A simple Boston Symphony Hall(BSH) model which is typically rectangular shaped was applied for computer simulation. A newly built rectangular concert hall with 400 seats was also chosen for a scale model $(1.2m{\times}0.68m{\times}0.31m)$ study and its computer simulation varing the stage ceiling height and the volume. The results show that RT increased as the stage ceiling was lowered and the difference rate of RT by its variance is from -0.09 to -0.06[sec/m].

Hand-held Multimedia Device Identification Based on Audio Source (음원을 이용한 멀티미디어 휴대용 단말장치 판별)

  • Lee, Myung Hwan;Jang, Tae Ung;Moon, Chang Bae;Kim, Byeong Man;Oh, Duk-Hwan
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.19 no.2
    • /
    • pp.73-83
    • /
    • 2014
  • Thanks to the development of diverse audio editing Technology, audio file can be easily revised. As a result, diverse social problems like forgery may be caused. Digital forensic technology is actively studied to solve these problems. In this paper, a hand-held device identification method, an area of digital forensic technology is proposed. It uses the noise features of devices caused by the design and the integrated circuit of each device but cannot be identified by the audience. Wiener filter is used to get the noise sounds of devices and their acoustic features are extracted via MIRtoolbox and then they are trained by multi-layer neural network. To evaluate the proposed method, we use 5-fold cross-validation for the recorded data collected from 6 mobile devices. The experiments show the performance 99.9%. We also perform some experiments to observe the noise features of mobile devices are still useful after the data are uploaded to UCC. The experiments show the performance of 99.8% for UCC data.

Research on Multiple Participatory Video System using Mira (미라(Mira)를 활용한 다중 참여형 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
    • /
    • v.12 no.11
    • /
    • pp.531-539
    • /
    • 2014
  • Recent studies of multiple participatory interactive media designs hows that the key element to this area is the participation of the audience. Due to this matter, this paper discusses the categories of the phase and looks into the characteristics of participatory matters to clarify the distinction. The categories that has been mentioned in this paper are multiple participatory types and active participatory types. Based on this matter, research practicing the Mira has been conducted in two separate groups - video and sound, and suggests the solution to the problems that has occurred during the process of implementing the final video system called 'The 360 Project'. The fact that the paper suggests a small range of participatory categories and hasn't come up with a certain analysis to the final outcome appears as a limit. The inadequacy will be supplemented throughout the following paper, hoping there will be improved versions of multiple participatory researches.

A Study for economic improvement of sound image localization and dead zone using computer simulations (컴퓨터 시뮬레이션을 이용한 음의 사각지역 및 음상의 경제적 개선방안 연구)

  • Ko, Eun-Ji;Lee, Hyun-Soo;Lee, Kyung-Ryang;Kim, Seong-Kweon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.6 no.5
    • /
    • pp.703-708
    • /
    • 2011
  • In this paper, most of the church except for a large church has accommodated many audience to install a balcony floor in a small space. therefore, dead zone and dislocated sound image localization is made due to this under-balcony seats. This paper propose that the problems of dead zone and dislocated sound image localization could be solved using computer simulation in the view of practical side. The economical computer simulation tool, Mapp online that can be found easily was used to the specified church. Installation a sub speaker for dead zone and -10 dB power control of the sub speaker to main speaker power for dislocated sound image localization was proposed. Computer simulation result shows that the value of definition for area was improved from "Normal" to "Very Good" which means about 52% improvement.

A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
    • /
    • v.11 no.4
    • /
    • pp.503-511
    • /
    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.

The construction strategy for the Smart Science Museum basis on the external environment (외적 환경 변화에 따른 과학관의 구축 방향 전략)

  • Choi, Hun;Song, Seung-Gun;Choi, Eun Young
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.18 no.11
    • /
    • pp.2792-2798
    • /
    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.

The Research for the external environment of the Smart Science Museum (스마트 과학관의 외적환경에 대한 연구)

  • Cho, Eunyoungi;Choi, Yoojung;Yoon, Youngdoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.10a
    • /
    • pp.118-121
    • /
    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.

  • PDF

Gamification Convergence Contents Study: Formal Elements of the Game Implemented in (게이미피케이션 융합콘텐츠 연구: <잼라이브>에 나타난 게임의 형식적 요소를 중심으로)

  • Lee, Un-Jung;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.8
    • /
    • pp.483-489
    • /
    • 2019
  • Recently, various media such as broadcasting, movies, and mobile converge with game elements, expanding the contents and expanding the area. This study focuses on the gamification convergence contents. Among them, we examine the case of mobile application live quiz show by applying the formal elements of the game mentioned by Tracy Fullerton. The elements have all the formal elements of the game, which led to the conclusion that they lead the audience to immersion based on the play characteristics of the game. This can be attributed to the elements of the game that have penetrated into the contents, and it can be reinterpreted, and the directions of new contents can be presented, which is industrially, culturally and academically significant. This study focuses on the industrial and cultural achievements created by contents, and plans and prospects new content that balances play and usefulness.