• Title/Summary/Keyword: Digital Broadcasting

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The Aspectual Theory of the Cybercharacter (사이버캐릭터의 위상론)

  • 이선교
    • Archives of design research
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    • v.12 no.4
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    • pp.182-190
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    • 1999
  • There has been the rapid change of paradigm with the overflow of terms related to computers such as information, digital, cyber, virtual world and the change of time concept on the ground that it is common to change the world into virtual time. This study is about cybercharacters working in air-broadcasting with rapidly-developing internet, The cybercharacters including 3D animation developed from 2D animation are know to be manufactured with use of electronic mediun and computers and to exist in electronics. Though the emergence of the cybercharacters has a lot of gflnetic roots according to their objectives, they have in common that they are made by 3D graphics and they work in the virtual space, The great traits of the cybercharaters lie in the extension of interfacial function and ecological growth. In the cyberspace the interface, the meeting point between a computer and its users is the most important, The cybercharacters as medium providing new ruman interface become effective with growing interest in virtual reality, The cybercharacters also keep the ecological traits, They can also bring about added value with infusion of image and development of the network, These cybercharacters can also play the important parts in the continually developing cyberspace, The successful birth of the cybercharacter are based on, the technological power. assistance of fund and the ctrltural background, The information-entertainment of the cybercharacters functions well with the accompinimene of these three things, The cybercharacters can make a subject which keeps single issue as a central point of the virtual realty, The cybercharacters can also be connected with equity of "Korean knowledge information society" in the cultural rule of the internet and sociocul tural identity, identity.

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File System Support for Multimedia Streaming in Internet Home Appliances (인터넷 홈서버를 위한 스트리밍 전용 파일 시스템)

  • 박진연;송승호;진종현;원유집;박승민;김정기
    • Journal of Broadcast Engineering
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    • v.6 no.3
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    • pp.246-259
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    • 2001
  • Due to recent rapid deployment of Internet streaming service and digital broadcasting service, the issue of how to efficiently support streaming workload in so called "Internet Home Appliance" receives prime interests from industry as well as academia. The underlying dilemma is that it may not be feasible to put cutting edge CPU, boards, disks and other peripherals into that type of device. The primary reason is its cost. Usually, Internet Home Appliances has its dedicated usage, e.g. Internet Radio, and thus it does not require high-end CPU nor high-end Va subsystem. The same reasoning applies to I/O subsystem. In Internet Home Appliances dedicated to handle compressed moving picture, it is not equipped with high end SCSI disk with fast rotational speed. Thus, it is mandatory to devise elaborate software algorithm to exploit the available hardware resources and maximize the efficiency of the system. This paper presents our experiences in the design and implementation of a new multimedia file system which can efficiently deliver the required disk bandwidth for a periodic I/O workload. We have implemented the file system on the Linux operating system, and examined itsperformance under streaming I/O workload. The results of the study show that the proposed file system exhibits superior performance than the Linux Ext2 file system under streaming I/O workload. The result of this work not only contribute to advance the state f art file system technology for multimedia streaming but also put forth the software which is readily available and can be deployed. deployed.

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Implementation of Character and Object Metadata Generation System for Media Archive Construction (미디어 아카이브 구축을 위한 등장인물, 사물 메타데이터 생성 시스템 구현)

  • Cho, Sungman;Lee, Seungju;Lee, Jaehyeon;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.1076-1084
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    • 2019
  • In this paper, we introduced a system that extracts metadata by recognizing characters and objects in media using deep learning technology. In the field of broadcasting, multimedia contents such as video, audio, image, and text have been converted to digital contents for a long time, but the unconverted resources still remain vast. Building media archives requires a lot of manual work, which is time consuming and costly. Therefore, by implementing a deep learning-based metadata generation system, it is possible to save time and cost in constructing media archives. The whole system consists of four elements: training data generation module, object recognition module, character recognition module, and API server. The deep learning network module and the face recognition module are implemented to recognize characters and objects from the media and describe them as metadata. The training data generation module was designed separately to facilitate the construction of data for training neural network, and the functions of face recognition and object recognition were configured as an API server. We trained the two neural-networks using 1500 persons and 80 kinds of object data and confirmed that the accuracy is 98% in the character test data and 42% in the object data.

A Study on the Formative Characteristics of Character Design : Focusing on Body Proportion (캐릭터 디자인의 조형적 특성에 관한 연구 -신체비례를 중심으로-)

  • Jung, Hye Kyungg
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.45-59
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    • 2019
  • The characters that could be connected to diverse cultural contents have formed diverse platforms with the development of digital technology, and the size of the relevant industry and market is rapidly growing. Recently, the utilization of character emoticons for smartphone messenger has been rapidly increased, so that the characters are settled down as a tool for non-verbal communication, on top of drawing attention as an independent area. With the expansion of character market, the importance of design that could give interest and familiarity to consumers is more emphasized. The body proportion of characters includes the implicative and symbolic meanings that could express diverse personalities. Thus, this study examined the body proportion of the characters with the high consumers' preference, and then analyzed the characteristics of formative elements of character design in accordance with the body proportion. In the results of the analysis, the exaggerated form of SD characters in two or three-head figure, and the realistic Real characters in seven or eight-head figure were preferred. For the SD characters, the colors with a high chroma showing the cute and cheerful image were used. For the Real characters, the cubic effect was expressed through the colors with active images and the light and shade of color. Even though the SD characters have limited motions due to the omitted body parts, the facial movements of animation characters are exaggerated while the Real characters describe the realistic and dynamic motions.

Personalized Session-based Recommendation for Set-Top Box Audience Targeting (셋톱박스 오디언스 타겟팅을 위한 세션 기반 개인화 추천 시스템 개발)

  • Jisoo Cha;Koosup Jeong;Wooyoung Kim;Jaewon Yang;Sangduk Baek;Wonjun Lee;Seoho Jang;Taejoon Park;Chanwoo Jeong;Wooju Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.323-338
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    • 2023
  • TV advertising with deep analysis of watching pattern of audiences is important to set-top box audience targeting. Applying session-based recommendation model(SBR) to internet commercial, or recommendation based on searching history of user showed its effectiveness in previous studies, but applying SBR to the TV advertising was difficult in South Korea due to data unavailabilities. Also, traditional SBR has limitations for dealing with user preferences, especially in data with user identification information. To tackle with these problems, we first obtain set-top box data from three major broadcasting companies in South Korea(SKB, KT, LGU+) through collaboration with Korea Broadcast Advertising Corporation(KOBACO), and this data contains of watching sequence of 4,847 anonymized users for 6 month respectively. Second, we develop personalized session-based recommendation model to deal with hierarchical data of user-session-item. Experiments conducted on set-top box audience dataset and two other public dataset for validation. In result, our proposed model outperformed baseline model in some criteria.

Analysis on Subjective Image Quality Assessments for 4K-UHD Video Viewing Environments (4K-UHD 비디오 시청환경 특성분석을 위한 주관적 화질평가 분석)

  • Park, In-Kyung;Ha, Kwang-Sung;Kim, Mun-Churl;Cho, Suk-Hee;Cho, Jin-Soo
    • Journal of Broadcast Engineering
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    • v.15 no.4
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    • pp.563-581
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    • 2010
  • In this paper, we perform subjective visual quality assessments on UHD video for UHD TV services and analyze the assessment results. Demands for video services have been increased with availabilities of DTV, Internet and personal media equipments. With this trend, the demands for high definition video have also been increasing. Currently, 2K-HD ($1920{\times}1080$) video have been widely consumed over DTV, DVD, digital camcoders, security cameras and other multimedia terminals in various types, and recently digital cinema contents of 4K-UHD($3840{\times}2160$) have been popularly produced and the cameras, beam projects, display panels that support for 4K-UHD video start to come out into multimedia markets. Also it is expected that 4K-UHD service will appear soon in broadcasting and telecommunications environments. Therefore, in this paper, subjective assessments of visual quality on resolutions, color formats, frame rates and compression rates have been carried to provide basis information for standardization of signal specification of UHD video and viewing environments for future UHDTV. As the analysis on the assessments, UHD video exhibits better subjective visual quality than HD by the evaluators. Also, the 4K-UHD test sequences in YUV444 shows better subjective visual quality than the 4K-UHD test sequences in YUV422 and YUV420, but there is little perceptual difference on 4K-UHD test sequences between YUV422 and YUV420 formats. For the comparison between different frame rates, 4K-UHD test sequences of 60fps gives better subjective visual quality than those of 30fps. For bit-depth comparison, HD test sequences in 10-bit depth were little differentiated from those in 8-bit depth in subject visual quality assessment. Lastly, the larger the PSNR values of the reconstructed 4K-UHD test sequences are, the higher the subjective visual quality is. Against the viewing distances, the differences among encoded 4K-UHD test sequences were less distinguished in longer distances from the display.

Self-Tour Service Technology based on a Smartphone (스마트 폰 기반 Self-Tour 서비스 기술 연구)

  • Bae, Kyoung-Yul
    • Journal of Intelligence and Information Systems
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    • v.16 no.4
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    • pp.147-157
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    • 2010
  • With the immergence of the iPhone, the interest in Smartphones is getting higher as services can be provided directly between service providers and consumers without the network operators. As the number of international tourists increase, individual tourists are also increasing. According to the WTO's (World Tourism Organization) prediction, the number of international tourists will be 1.56 billion in 2020,and the average growth rate will be 4.1% a year. Chinese tourists, in particular, are increasing rapidly and about 100 million will travel the world in 2020. In 2009, about 7.8 million foreign tourists visited Korea and the Ministry of Culture, Sports and Tourism is trying to attract 12 million foreign tourists in 2014. A research institute carried out a survey targeting foreign tourists and the survey results showed that they felt uncomfortable with communication (about 55.8%) and directional signs (about 21.4%) when they traveled in Korea. To solve this inconvenience for foreign tourists, multilingual servicesfor traffic signs, tour information, shopping information and so forth should be enhanced. The appearance of the Smartphone comes just in time to provide a new service to address these inconveniences. Smartphones are especially useful because every Smartphone has GPS (Global Positioning System) that can provide users' location to the system, making it possible to provide location-based services. For improvement of tourists' convenience, Seoul Metropolitan Government hasinitiated the u-tour service using Kiosks and Smartphones, and several Province Governments have started the u-tourpia project using RFID (Radio Frequency IDentification) and an exclusive device. Even though the u-tour or u-tourpia service used the Smartphone and RFID, the tourist should know the location of the Kiosks and have previous information. So, this service did not give the solution yet. In this paper, I developed a new convenient service which can provide location based information for the individual tourists using GPS, WiFi, and 3G. The service was tested at Insa-dong in Seoul, and the service can provide tour information around the tourist using a push service without user selection. This self-tour service is designed for providing a travel guide service for foreign travelers from the airport to their destination and information about tourist attractions. The system reduced information traffic by constraining receipt of information to tourist themes and locations within a 20m or 40m radius of the device. In this case, service providers can provide targeted, just-in-time services to special customers by sending desired information. For evaluating the implemented system, the contents of 40 gift shops and traditional restaurants in Insa-dong are stored in the CMS (Content Management System). The service program shows a map displaying the current location of the tourist and displays a circle which shows the range to get the tourist information. If there is information for the tourist within range, the information viewer is activated. If there is only a single resultto display, the information viewer pops up directly, and if there are several results, the viewer shows a list of the contents and the user can choose content manually. As aresult, the proposed system can provide location-based tourist information to tourists without previous knowledge of the area. Currently, the GPS has a margin of error (about 10~20m) and this leads the location and information errors. However, because our Government is planning to provide DGPS (Differential GPS) information by DMB (Digital Multimedia Broadcasting) this error will be reduced to within 1m.

Success Factor in the K-Pop Music Industry: focusing on the mediated effect of Internet Memes (대중음악 흥행 요인에 대한 연구: 인터넷 밈(Internet Meme)의 매개효과를 중심으로)

  • YuJeong Sim;Minsoo Shin
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.48-62
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    • 2023
  • As seen in the recent K-pop craze, the size and influence of the Korean music industry is growing even bigger. At least 6,000 songs are released a year in the Korean music market, but not many can be said to have been successful. Many studies and attempts are being made to identify the factors that make the hit music. Commercial factors such as media exposure and promotion as well as the quality of music play an important role in the commercial success of music. Recently, there have been many marketing campaigns using Internet memes in the pop music industry, and Internet memes are activities or trends that spread in various forms, such as images and videos, as cultural units that spread among people. Depending on the Internet environment and the characteristics of digital communication, contents are expanded and reproduced in the form of various memes, which causes a greater response to consumers. Previously, the phenomenon of Internet memes has occurred naturally, but artists who are aware of the marketing effects have recently used it as an element of marketing. In this paper, the mediated effect of Internet memes in relation to the success factors of popular music was analyzed, and a prediction model reflecting them was proposed. As a result of the analysis, the factors with the mediated effect of 'cover effect' and 'challenge effect' were the same. Among the internal success factors, there were mediated effects in "Singer Recognition," the genres of "POP, Dance, Ballad, Trot and Electronica," and among the external success factors, mediated effects in "Planning Company Capacity," "The Number of Music Broadcasting Programs," and "The Number of News Articles." Predictive models reflecting cover effects and challenge effects showed F1-score at 0.6889 and 0.7692, respectively. This study is meaningful in that it has collected and analyzed actual chart data and presented commercial directions that can be used in practice, and found that there are many success factors of popular music and the mediating effects of Internet memes.

Information types and characteristics within the Wireless Emergency Alert in COVID-19: Focusing on Wireless Emergency Alerts in Seoul (코로나 19 하에서 재난문자 내의 정보유형 및 특성: 서울특별시 재난문자를 중심으로)

  • Yoon, Sungwook;Nam, Kihwan
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.45-68
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    • 2022
  • The central and local governments of the Republic of Korea provided information necessary for disaster response through wireless emergency alerts (WEAs) in order to overcome the pandemic situation in which COVID-19 rapidly spreads. Among all channels for delivering disaster information, wireless emergency alert is the most efficient, and since it adopts the CBS(Cell Broadcast Service) method that broadcasts directly to the mobile phone, it has the advantage of being able to easily access disaster information through the mobile phone without the effort of searching. In this study, the characteristics of wireless emergency alerts sent to Seoul during the past year and one month (January 2020 to January 2021) were derived through various text mining methodologies, and various types of information contained in wireless emergency alerts were analyzed. In addition, it was confirmed through the population mobility by age in the districts of Seoul that what kind of influence it had on the movement behavior of people. After going through the process of classifying key words and information included in each character, text analysis was performed so that individual sent characters can be used as an analysis unit by applying a document cluster analysis technique based on the included words. The number of WEAs sent to the Seoul has grown dramatically since the spread of Covid-19. In January 2020, only 10 WEAs were sent to the Seoul, but the number of the WEAs increased 5 times in March, and 7.7 times over the previous months. Since the basic, regional local government were authorized to send wireless emergency alerts independently, the sending behavior of related to wireless emergency alerts are different for each local government. Although most of the basic local governments increased the transmission of WEAs as the number of confirmed cases of Covid-19 increases, the trend of the increase in WEAs according to the increase in the number of confirmed cases of Covid-19 was different by region. By using structured econometric model, the effect of disaster information included in wireless emergency alerts on population mobility was measured by dividing it into baseline effect and accumulating effect. Six types of disaster information, including date, order, online URL, symptom, location, normative guidance, were identified in WEAs and analyzed through econometric modelling. It was confirmed that the types of information that significantly change population mobility by age are different. Population mobility of people in their 60s and 70s decreased when wireless emergency alerts included information related to date and order. As date and order information is appeared in WEAs when they intend to give information about Covid-19 confirmed cases, these results show that the population mobility of higher ages decreased as they reacted to the messages reporting of confirmed cases of Covid-19. Online information (URL) decreased the population mobility of in their 20s, and information related to symptoms reduced the population mobility of people in their 30s. On the other hand, it was confirmed that normative words that including the meaning of encouraging compliance with quarantine policies did not cause significant changes in the population mobility of all ages. This means that only meaningful information which is useful for disaster response should be included in the wireless emergency alerts. Repeated sending of wireless emergency alerts reduces the magnitude of the impact of disaster information on population mobility. It proves indirectly that under the prolonged pandemic, people started to feel tired of getting repetitive WEAs with similar content and started to react less. In order to effectively use WEAs for quarantine and overcoming disaster situations, it is necessary to reduce the fatigue of the people who receive WEA by sending them only in necessary situations, and to raise awareness of WEAs.