• Title/Summary/Keyword: Audio Contents

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A study of Puppet Shows about Formative process of Image (인형극의 이미지 형성과정에 대한 고찰)

  • Jeon, Won-Woo;Jeon, Byung-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.242-245
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    • 2006
  • The Moderns are contacted with various Media in many ways. Korea is the arena of competition in many kind of Media as a powerful country in the Information and communication. Then we can realize advanced in the quality of contents and technology. There are getting various kind of audio-visual teaching method. Then how do the puppet shows approach with what viewpoint? You may find them in the education for the Kids and the Handicapped. You will understand that will be able to attend with a role of a Educational medium as(a method of)medical treatment. On the point of view, I am about to study how to shape into the puppet shows as a traditional medium. And what will be expected much more influenced when accepts principles of Esthetics of an Image? I expect to purify emotion by Puppet shows to the Moderns who are live in the rapidly changing period situation. I would like to observe about making process of Puppet-show with application of the image language.

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A Study on Factors Affecting Users' Satisfaction Level in Using PMP for Learning Purpose (학습목적의 PMP사용자에 대한 만족도 영향요인 분석)

  • Um, Myoungyong;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.10 no.1
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    • pp.77-88
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    • 2007
  • More flexible learning models are needed, and learning environments that operate through mobile technologies such as portable multimedia players(PMP) provide useful tools in implementing these learning models. The main attractant of PMP is often their versatility: being able to load and play different formats of video, audio, digital images, and interactive media. In this paper, we investigate the factors influencing the usage and acceptance of the PMP for study, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, perceived ease of use, flow and perceived enjoyment are the major determinants for users to play PMP for study purpose. Factors, including ease of use, contents-credibility are shown to determine the level of perceived usefulness; additionally, perceived usefulness, ease of use and perceived enjoyment are shown to directly affect the level of flow. Based upon the statistical results, some useful guidelines for developing learning contents are also provided.

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Digital contents copyright protection and management system by MPEG-4 IPMP (MPEG-4 IPMP에 따른 디지털 콘텐츠 저작권 보호 및 관리 시스템)

  • 박철민;임산송;김창수;김광용;정회경
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.10a
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    • pp.512-515
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    • 2003
  • MPEG-4 has mediocrity Standing encoding personality to process multimedia data including audio and video etc in the Internet and computer. It can use extensively without being limited to one territory of communication, computer, broadcasting, Mobile etc. Like this, according as digital contents do fetters to MPEG-4 is circulated, copyright problem was risen. So, people had a lot of interests to protect and manage copyright. Hereupon, MPEG of the ISO/IEC established IPMP(Intellectual Property Management and Protection) standard, and supplements and corrects continuously standard. Therefore, existing system does fetters to MPEG-4 need system that process IPMP information. Hereupon, in this paper, designed system module that is processed by IPMP extension standard that progress now, and embodied copyright protection and management system that user can insert and update IPMP information efficiently within whole or specification part of MPEG-4 digital contents.

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Watermarking Algorithm for Copyright Protection of Haegeum Sound Contents (해금 사운드 콘텐츠의 저작권 보호를 위한 워터마킹 알고리듬)

  • Hong, Yeon-Woo;Kang, Myeong-Su;Cho, Sang-Jin;Chong, Ui-Pil
    • Journal of the Institute of Convergence Signal Processing
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    • v.10 no.4
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    • pp.214-219
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    • 2009
  • This paper proposes a watermarking algorithm considering the frequency characteristics of Haegeum sounds for copyright protection of digital Haegeum sound contents. The harmonics of Haegeum sounds commonly have large magnitude values in 1500Hz~2000Hz and 2800Hz~3500Hz so that those bands are selected to embed a watermark. The proposed method computes the FFT (fast Fourier transform) of the original sound signal and embeds the watermark bits generated by PN (pseudo noise) sequence into the harmonics in the selected bands. Furthermore, the proposed method is robust to lowpass filter, bandpass filter, cropping, noise addition, MP3 compression attacks and the maximum BER (bit error rate) is 1.41% after lowpass filter attack. To measure the quality of the watermarked sound, subjective listening test, MUSHRA (multiple stimuli with hidden reference and anchor), was conducted. The mean value of MUSHRA listening test is bigger than 98 and 96.67 for every Haegeum sounds and Korean classical music with Haeguem, respectively.

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Analysis and Design of Arts and Culture Content Creation Tool powered by Artificial Intelligence (인공지능 기반 문화예술 콘텐츠 창작 기술 분석 및 도구 설계)

  • Shin, Choonsung;Jeong, Hieyong
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.489-499
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    • 2021
  • This paper proposes an arts and culture content creation tool powered by artificial intelligence. With the recent advances in technologies including artificial intelligence, there are active research activities on creating art and culture contents. However, it is still difficult and cumbersome for those who are not familiar with programming and artificial intelligence. In order to deal with the content creation with new technologies, we analyze related creation tools, services and technologies that process with raw visual and audio data, generate new media contents and visualize intermediate results. We then extract key requirements for a future creation tool for creators who are not familiar with programming and artificial intelligence. We finally introduce an intuitive and integrated content creation tool for end-users. We hope that this tool will allow creators to intuitively and creatively generate new media arts and culture contents based on not only understanding given data but also adopting new technologies.

e-Learning Contents Development as Social Negotiation Perspective: A Case Study of Program Development for the Public Sector Officials' Case Management (사회적 협상 관점의 e-Learning 콘텐츠 개발: 사례관리 담당 공무원을 위한 프로그램 개발 사례연구)

  • Kim, In-Sook;Jin, Sun-Mee
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.519-527
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    • 2011
  • The e-Learning program is a multimedia data program consisting of texts, images, animation, audio and video. The development of an e-Learning program requires time and is a complex process, requiring cooperation and open-communication between all parties involved, particularly in the event of a problem. This study will analyze the e-Learning contents development process from the Social Negotiation Perspective. An appropriate process for the development of the program and effective decision-making guidelines for those parties involved will be recommended. Participants' viewpoints regarding program development and guidelines were studied qualitatively, while the evaluation of developed content employed both qualitative and quantitative research. The study found the following results. First, the development of an e-Learning program requires a clear goal and purpose. Second, the target group must be clearly identified. Third, all parties involved must share in the development process and its outcomes. Fourth, the party requesting the program must allocate the appropriate time and budget for the development group. Finally, the project requires a strong, capable leadership for effective decision-making.

An Analysis of The Repetitive Sound Effects Influencing on Game User's Flow (반복사운드 활용이 게임 유저의 몰입에 미치는 영향 분석)

  • Kim, Wan-Suk;Yun, Jae-Sun;Lim, Chan;Min, Byung-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.149-156
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    • 2010
  • There are elements for the game user get into the emotion of flow (the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity). In game contents, for example, a considerable sophisticated application of 'sound' is one of the important elements must be considered for a qualified game development process. If a proper audio condition is satisfied, a game user is intrinsically solving problems by auditorial sense and the participant get into immersing into the game spontaneously. There are elements in game contents storytelling for the user to be in flow condition, this study will be analyzing a game user's flowing, especially with repetitive usage of sound. To be accurate, 'flow analysis' of Csikszentmihalyi. M, and 'flow factors' of Donna L. Hoffman & Thomas P. Novak, in addition, would be proper references in the research. comparing to a precedent study that analyzed a game and flow focused on visual elements. Ponpoko(Sigma Enterprise Inc., 1981) and Bio Hazard 4(Capcom, 2007) will be given as the main texts. To achieve the desired proposition in the study, user's reaction is monitored by listening repeatable and ordinary sound. Questionnaires are including Frequency Analysis, MANOVA(multivariate analysis of variance).

A Study on the Map Service Structure for the T-DMB (Terrestrial-Digital Multimedia Broadcasting) Using Data Carousel (데이터 캐로절을 이용한 지상파 DMB 지도서비스 구성방안에 관한 연구)

  • Kim, Jung-Ok;Ga, Chill-O;Yu, Ki-Yun;Kim, Yong-Il
    • Spatial Information Research
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    • v.15 no.1
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    • pp.15-23
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    • 2007
  • Recently, Korea became the first country which started Terrestrial-DMB service. The DMB service is still at a very early stage throughout the world. At this stage, it is an important issue to develop DMB contents which distinguish DMB from traditional broadcasting by utilizing DMB's mobility. In this paper, we will propose outline of map service through DMB along with related services such as traffic and location information. This outline includes the map service protocol and map data structure for DMB. There is little research at the moment related to it, and this preliminary research enables map service through DMB. A map service would bring DMB a distinct advantage over traditional broadcasting. Moreover, further services based on broadcasting network and mobility would contribute to rapid growth of DMB.

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Optimized Implementation of Audio Loudness Measurement Method for Broadcasting Contents (방송프로그램 음량 측정 기법의 고속화 구현)

  • Kim, Je Woo;Cho, Choongsang;Lee, Young Han
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.06a
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    • pp.60-62
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    • 2016
  • 디지털 방송이 대중화면서 방송 프로그램의 음량은 프로그램의 효과, 방송사간의 경쟁 등으로 인해 점점 더 커지고, 채널 간 및 프로그램 간의 음량 불균형이 심해지고 있다. 이를 해결하기 위해 ITU-R 에서는 음량 측정 방법 및 기준 음량에 대한 연구하여, 그 결과로 BS.1770 표준을 권고하였다. 이 국제 기준을 바탕으로 미국, EU, 일본 등 주요 선진국 뿐만 아니라 우리나라에서는 자국 내 기준을 제정하고, 디지털 방송 프로그램의 음량에 대한 규제를 시행하고 있다. 본 논문에서는 우리나라에서 음량 측정 방법으로 적용한 ITU-R BS.1770-3 방송 프로그램의 음량 측정 기법에 대해서 기술하고, 음량 측정 기법의 고속화 구현을 위한 방법을 제안한다. 제안된 방법은 BS.1770-3 의 음량 측정 기법에 적용된 필터와 True Peak 측정을 위한 필터의 병렬 고속화 방법으로 일반적인 필터 구현에 비해 4 배의 고속화를 달성하였으며, 제안된 방법을 EBU R128 및 Tech 3341 의 컨퍼먼스 스트림으로 실험하여 표준 규격을 만족하였다.

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A Study on the Hormonic Characteristics of Typical Household Loads by Field Measurements (현장 측정에 의한 가정집 부하의 고조파 특성에 관한 연구)

  • Kim, Kyung-Chul;Oh, Kyung-Hoon;Choi, Hyoung-Bumb
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.22 no.4
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    • pp.100-106
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    • 2008
  • Typical household load have nonlinear loads including a personal computer, video, refrigerator, microwave oven, TV, and audio set. These nonlinear loads generate harmonic currents and create distortions on the sinusoidal voltage of the power system. Harmonic field measurements have shown that the harmonic contents of a waveform varies with time. A cumulative probablistic approach is the most commonly used method to solve time varying harmonics. This paper provides in depth analysis on harmonics field measurement of the typical household loads and harmonics simulation using EDSA program for the case study.