This paper describes methodology which enables user in order to play multiplex channel media at realtime to augment a various advertisement effect efficiently. This method implemented from the computer environment where DirectX SDK, DirectShow and MS Visual Studio 2008 etc. are established. This media player have or hide the menu interface for reads the media. The experimental data which are used in the media player is mostly video. We added the area where has the function of Banner Ticker and GIF Animation in the media player in order augmenting an advertisement effect. All medias come to separate with video and audio by Splitter. Then that respectively execute Decoder and Render. Also the media player are possible video mixing using an alpha channel. This paper used VMR-9 of DirectShow for this. The player which sees to use multiplex channel, to remake the various medias simultaneously. Therefore, this player which sees advertisement effect of the form which is various positively in the users, has the advantage which is the possibility to recognize. This paper use tried the media player using experimental data and compare the existing media player and the media player which proposes from functional differences for an advertisement effect.
Journal of the Institute of Electronics Engineers of Korea TC
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v.48
no.4
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pp.84-91
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2011
Recently, WBAN(Wireless Body Area Network) which has progressed standardization based on IEEE 802.15.6 standardization is a network for the purpose of the short-range wireless communications within around 3 meters from the inner or outer human body. Effective QoS control technique and data efficient management in limited bandwidth such as audio and video are important elements in terms of users and loads in short-range wireless networks. In this paper, for high-speed WBAN IEEE 802.15.6 standard, the dynamic allocation to give an efficient bandwidth management and weighted fair queueing algorithm have been proposed through the adjustment of the super-frame about limited data and Quality of Service (QoS) based on the queuing algorithm. Weighted Fair Queueing(WFQ) Algorithm represents the robust performance about elements to qualitative aspects as well as maintaining fairness and maximization of system performance. The performance results show that the dynamic allocation expanded transmission bandwidth five times and the weighted fair queueing increased maximum 24.3 % throughput and also resolved delay bound problem.
In the multimedia tele-medical system the medical informations are stored and managed in multimedia database. Also, multimedia DBMS is essential in order to manage large scale medical informations, and the remote access function is necessary for the distributed processing at all around the hospital. For the multimedia tele-medical information that is composed of image/picture, data, video, and audio, a high-speed telecommunication network is necessary that can provide separated connections for each medical information type with different QoS. The commercial DBMSs are based on the TCP/IP socket API(Application Programming Interface) that does not provide multiple QoS. Also, each commercial DBMS has its own API that is incompatible with other DBMS. In this paper, we propose a multimedia DBMS agent for the remote access of the multimedia database in the tele-medical system. The proposed multimedia DBMS agent is based on the ATM API that can provide high-speed data transfer capability and multiple QoS connections. Also, the proposed multimedia DBMS agent is independent of the commercial DBMS. We explain the functional architecture of the multimedia DBMS agent, implementation technology on the ATM network environment, and the result of performance analysis.
Purpose - Mobile devices, especially mobile terminals capable of telecommunication and wireless connectivity, are leading the advancements in consumer electronics. Digital convergence drives the functions of various devices, such as cellular phones, MP3 players, personal digital assistants, and gaming, into a single device. This trend would continue and applications such as digital audio and video streaming (including personalized content delivery mechanisms) would soon be on a handheld device. As customers want mobile convergence devices, manufacturers are driving new initiatives in the emerging mobile device market. Given the roles played by device design and service content in user satisfaction of a mobile convergence device, this study focuses on identifying and measuring the constructs for the process by which user satisfaction is achieved. This study synthesizes the expectation-disconfirmation paradigm with empirical theories in user satisfaction. Device and service levels are separated, and nine key constructs for user satisfaction of mobile convergence devices are proposed. Insight into this process could help web-based businesses to improve user satisfaction, thus enhancing the effectiveness of e-commerce for sellers and buyers. Research design, data, methodology - This study draws on three users of mobile convergence devices as examples. To test there search model and hypotheses, survey questionnaires were sent to 607 mobile device users. Mobile device users were initially identified from several members, and subjects were randomly drawn. Data from 577 survey responses were finally analyzed. The unit of measurement and analysis in this research study is at a personal level. Results - The measurements for the constructs were developed and tested in a two-phase study. In the first phase, the device and service dimensions were identified, and instruments for measuring them were developed and tested. In the second phase, using the salient dimensions of the device and service as the formulating first-order factors, instruments were developed and empirically tested to measure satisfaction of the device and service. In measuring satisfaction of mobile convergence devices, the critical tasks are to identify the key constructs of such user satisfaction and to develop validated instruments to measure them. Hence, the results of this study have immediate implications for businesses and for research in user satisfaction of mobile convergence devices. Conclusions - This study provides reliable instruments for operationalizing key constructs in the analysis of user satisfaction of mobile convergence devices within the expectation-disconfirmation paradigm. Hence, convergence device makers will be able to examine whether their websites meet their customers' expectations by examining the device aspect of the mobile convergence device customers, and the service aspect expectations and disconfirmation. Moreover, the introduction of expectation and disconfirmation constructs brings the marketing aspect of convergence devices into focus for such retailers, an aspect crucial to the effective design of websites for online businesses. In addition,this study provides the metrics required to initiate future studies on user satisfaction of mobile convergence devices.
Kim, Jo Youn;Shin, Ae Kyung;Park, Kuk Tae;Choi, Byung Soon
Journal of the Korean Chemical Society
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v.45
no.5
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pp.470-480
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2001
The purpose of this study was to investigate the effects of science inquiry experiments emphasizing social interaction on the development of process skills of the students. The social interactions by cognitive level of the students were also analyzed. For this study, 197 8th grade students were sampled. They were divided into an experimental group and a control group. During four-month period, the experimental group received science inquiry experiments treatment emphasizing social interactions while the control group received traditional treatment. Not only science inquiry ability pretest-posttest, but also multiple data collection method such as a questionnaire, class observation, and audio/video recording were used in collecting the data. According to the results of this study, it was found that the mean score of the experimental group was significantly higher than that of the control group at 0.05 level. It was also found that the students of high cognitive level led the peers and participated in the class discussion actively with the teacher while the students of low cognitive level followed the students of high cognitive level and showed inactive interaction with the teacher. Analysis of the students' perceptions on inquiry experiments showed that students participated in discussion actively in the class as these experiments gave an opportunity for them to discuss and were able to solve the problems with peers' help through discussion.
The purpose of this study is to suggest a new direction in using LOGO as a gifted education program and to seek an effective approach for LOGO teaching and learning, by analyzing the strategic thinking of mathematically gifted elementary students. This research is exploratory and inquisitive qualitative inquiry, involving observations and analyses of the LOGO Project learning process. Four elementary students were selected and over 12 periods utilizing LOGO programming, data were collected, including screen captures from real learning situations, audio recordings, observation data from lessons involving experiments, and interviews with students. The findings from this research are as follows: First, in LOGO Project Learning, the mathematically gifted elementary students were found to utilize such strategic ways of thinking as inferential thinking in use of prior knowledge and thinking procedures, generalization in use of variables, integrated thinking in use of the integration of various commands, critical thinking involving evaluation of prior commands for problem-solving, progressive thinking involving understanding, and applying the current situation with new viewpoints, and flexible thinking involving the devising of various problem solving skills. Second, the students' debugging in LOGO programming included comparing and constrasting grammatical information of commands, graphic and procedures according to programming types and students' abilities, analytical thinking by breaking down procedures, geometry-analysis reasoning involving analyzing diagrams with errors, visualizing diagrams drawn following procedures, and the empirical reasoning on the relationships between the whole and specifics. In conclusion, the LOGO Project Learning was found to be a program for gifted students set apart from other programs, and an effective way to promote gifted students' higher-level thinking abilities.
Journal of The Korean Association For Science Education
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v.30
no.1
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pp.107-123
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2010
This study investigated the content and the effect of peer discussion about classroom practices on their science teaching. Participants included three science teachers with chemistry backgrounds in middle and high schools. Each of them had their classes videotaped and observed the footage as well as discussed the lessons together. The teachers had six meetings on 15 recorded lessons including one meeting beforehand. Teachers' discussions were also audio-taped and the data was transcribed. Teachers extensively discussed their lessons not only in terms of instructional strategies and scientific concepts but also the curriculum organization and teaching goals. Analysis of video-recorded lessons showed that instructional strategies were changed partially, but the aspects of curriculum organization in relation to teaching goals were not changed. Analysis of the recorded data revealed that teachers recognized the problems in their science teaching and considered the practical alternative ideas suggested by peers, but teachers proposed the necessity of experience to practice in their class. The study shows that observing and discussing each other's classes is one possible way to improve the class. Implications about teaching improvement for other teachers were discussed.
The research on the conservation of the movable modern and contemporary cultural heritage have been actively performed internationally since late 20th century. In this study, the international research trends of movable modern and contemporary cultural heritage conservation in last decades were analyzed. Setting up the range of the period, research papers were collected through various databases based on the systematic literature review process. Samples of 45 domestic papers and 505 foreign papers were classified by materials as books and paper, metals, textiles and fibers, photographs and audio-visuals, woods, plastics and ceramics and glass. The types of treated artifacts, detailed materials of the treated artifacts, and the research subjects were investigated from each paper. The data were compiled statistically and analyzed. Number of papers are published domestically in the book and paper conservation and metals conservation fields, but there are needs for more diversified artifact types and extensive research subjects. The researches in foreign countries are active in conservation of organic materials such as paper, textile and photographs and deal with various research subjects on not only treatment techniques and elemental analysis but also preventive conservation and conservation ethics. It is expected that this study would contribute to the field as a preliminary data on the conservation of modern and contemporary cultural heritage.
The purpose of this study was to explore the learning effects in elementary school students who participated in a geological field trip conducted under the theme 'minerals and rocks', focusing on novelty space. A total of 10 sixth-grade students participated in this program held at a public elementary school in Seoul as part of after-school club activities. Students observed mineral and rock samples in a classroom and outdoor learning environment. The authors collected activity papers (texts, drawing), researchers' participation notes, video and audio recordings containing the study participants' activities, and post-interview data To analyze the learning effects in the cognitive domain of students, the observation analysis framework for rock classification of Remmen and Frøyland (2020) and the rock description analysis framework of Oh (2020) were used. Additionally, to explore the learning effects of psychological and geographic areas, students' drawings, texts, discourses, and interview data were inductively analyzed. The results showed that the students demonstrated 'everyday' and 'transitional' observations in the classroom learning environment, while in the outdoor learning environment (school playground, community-based activities), they demonstrated 'transitional' and 'scientific' observations. Moreover, as the scientific observation stage progressed, more types of descriptive words for rocks were used. In terms of psychological and geographic aspects, students showed their selection of places to explore familiar outdoor learning environments, positive perceptions of outdoor learning, and aesthetic appreciation. Finally, this study not only discussed novelty space as a tool for analyzing students' learning effects but also suggested the need for an academic approach considering new learning environments, such as learning through virtual field trips.
Journal of the Korea Society of Computer and Information
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v.26
no.11
/
pp.21-31
/
2021
As the COVID-19 pandemic rapidly changes healthcare around the globe, the need for smart healthcare that allows for remote diagnosis is increasing. The current classification of respiratory diseases cost high and requires a face-to-face visit with a skilled medical professional, thus the pandemic significantly hinders monitoring and early diagnosis. Therefore, the ability to accurately classify and diagnose respiratory sound using deep learning-based AI models is essential to modern medicine as a remote alternative to the current stethoscope. In this study, we propose a deep learning-based respiratory sound classification model using data collected from medical experts. The sound data were preprocessed with BandPassFilter, and the relevant respiratory audio features were extracted with Log-Mel Spectrogram and Mel Frequency Cepstral Coefficient (MFCC). Subsequently, a Parallel CNN network model was trained on these two inputs using stacking ensemble techniques combined with various machine learning classifiers to efficiently classify and detect abnormal respiratory sounds with high accuracy. The model proposed in this paper classified abnormal respiratory sounds with an accuracy of 96.9%, which is approximately 6.1% higher than the classification accuracy of baseline model.
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