• Title/Summary/Keyword: Digital Media Convergence

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Component and Classification Method on 3d Animation Data (3D 애니메이션 데이터 구성요소 및 분류방식)

  • Kim, Hyun-Jo;Kim, Ge-Won
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.118-130
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    • 2008
  • Today, Numbers of "0" and "1" which are represented as a digital code have a role of communicating with various media, result in the development of IT technology. With the changes of the times, new media is created and various contents and media are formed. There is convergence between exiting contents and media at the same time and also is in the rapid progress of unification and collapse between the boundary of the data. Under these digital circumstance, the amount of many data which are created and disappeared is rapidly changed as much as the remarkable growth of the digital technology. The purpose of this thesis is to make a classified method of a effective data component related to data management, data recycling and data copyright in 3D animation.

QoS-aware Fast Wakeup and Connection Mechanism on Broadcasting Convergence Network (방송통신 융합망에서 QoS 향상을 위한 Fast Wakeup and Connection 기술)

  • Kim, Moon
    • Journal of Advanced Navigation Technology
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    • v.21 no.4
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    • pp.402-412
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    • 2017
  • The convergence of broadcasting and telecommunication technologies is a key issue of the ubiquitous networks. So this paper offers the convergence of integrated telecommunication networks and broadcasting system, Advanced Terrestrial Digital Multimedia Broadcasting (AT-DMB), and the interconnection of them via the Media Independent Information Server/Service (MIIS). Then, this paper proposes the fast wakeup and connection mechanism with concepts for improving QoS and energy efficiency simultaneously. In the proposed convergence network, our mechanism places the key on the minimization of both the incoming service delay destined to a turned-off interface by using the broadcasting network and the additional energy consumption. This paper further evaluates the performance of proposed mechanism through the numerical and experimental analysis and has confirmed the decrease of both service delay and energy consumption.

Case study on Management Strategies of Korean Satellite- DMB Companies: Treasure Island Strategy of Entertainment and Movie Contents:

  • Kim, Seung-Wook;Kim, Kee-Hong
    • International Commerce and Information Review
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    • v.1 no.1
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    • pp.57-66
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    • 2008
  • The best value proposition for the customers of satellite-DMB (hereinafter referred to as the "S-DMB") business in an environment of fierce competition shall be securing the best killer contents and distribute them in reasonable price as a mobile contents platform provider. In an era of merging the broadcasting with the communication, although many new players tapping into the market with state-of-the-art media such as digital convergence, the key to success in the market is dependent on whether the respective digital contents providers retain competitive digital contents which suit the taste of customers. Considering such market conditions, the purpose of this study is to look over the management examples of Korean S-DMB providers which is carrying out business in digital multi-media market and opening up the market, and to analyze the management strategies of domestic S-DMB companies to be the champion in the market.

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Construction of HMD-based Interactive Realistic Media Algorithm Using L-System (L-System을 이용한 HMD기반 인터렉티브 실감형 미디어 알고리즘 구축)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.58-66
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    • 2020
  • 5G-based HMD technology grew rapidly in the context of the environment change of convergence technology media and mobile networks in the fourth industrial era. It has also grown into a core technology that transforms our digital visual system. However, there is no research or system that can understand and verify radical visual system changes. Therefore, it is necessary to have an engineering understanding and verification of the diffusion of HMD media imaging devices. Beyond the distinction between virtual and real, research is urgently needed on the new three-dimensional interface of the 21st century through viewer participation. For this reason, research on the algorithm structure of interactive video media using L-System is an essential process and will be a guide to understanding the virtual reality interactive environment.

A Study on Redefinition of Cultural Diversity and Analyzing Frame based on Media Convergence Environment (융합미디어 환경에 따른 문화다양성 범주 설정 및 분석 프레임 연구)

  • Ahn, Ho-Rim;Park, Tae-Soun
    • Korean journal of communication and information
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    • v.63
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    • pp.76-100
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    • 2013
  • This work is for redefining of cultural diversity and suggesting measurement frame by casting light on changing cultural environment according to evolution of digital convergence media. So far, most of studies tend to confuse at using media diversity and cultural diversity and resultingly the concept of cultural diversity is not founded right yet. In communications field, there is a limit to measure cultural diversity which is substantive content because analysis of media diversity is mainly focused on financial measuring and quantitation. Therefore we define digital convergence media culture as metaculture here for analysis of cultural diversity. Additionally, we catagorize and analysis cultural diversity based on this metaculture into pluralism of media activity, diversity of cultural expression, diversity of cultural diffusion and diversity of cultural cognition. These measuration variables of the four categories are factors which can lighten aspects of cultural diversity in digital convergence media environment. Analysis of these factors of the four catagories will suggest a criterion to establish policies to protect cultural diversity. The policy of cultural diversity is to construct a cultural commune in envirnment of meta culture.

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A Study on Object Design Based on the Interaction of New Media Art (뉴미디어 아트의 상호작용성을 기반한 오브제 디자인 연구)

  • Choi, Jung-Hwa;Lee, Myung-Ah
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.407-417
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    • 2020
  • Modern art is undergoing drastic changes due to the development of digital media. In a digital media-based environment, writers are producing new works that share artistic values and experiences with audiences. In this study, it is the production of a work on interactivity that combines cutting-edge digital technology with objects. When a viewer touches an object, an LED screen connected to the object is completed. Prior to the production of the work, for theoretical consideration, the research was focused on academic paper materials, professional books at home and abroad, and internet analysis. The production of the work used Arduino and presented production circuits and programming sources for the artists to apply to the production of the work. This study is meaningful in presenting new values and possibilities in the expression of objet works.

Convergence and Substitutability between IPTV and Digital Cable TV on Subscribers (IPTV와 디지털 케이블 TV 간의 융합과 대체성 강화에 따른 가입자 변동)

  • Hwang, In Young;Park, J. Hun
    • Informatization Policy
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    • v.22 no.2
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    • pp.19-34
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    • 2015
  • Due to rapid convergence trends in the digital pay TV market, differentiation among the competing medias decreases and substitutability is increasing. The current study aims to explain the effect of service substitutability among competing media on the size of domestic digital pay TV subscribers. For the analysis, the Lotka-Volterra model, an ecological competitive diffusion model, was used to obtain the basic model for a simulation study. A simulation was performed by adjusting independent variables of substitutability to estimate the size of subscriber for particular media. The relationship between the digital cable TV and the IPTV is identified as a predator-prey relationship and the digital cable TV is found to be superior to the IPTV. The simulation results showed that the increase of convergence and substitutability result in the decrease of the entire media market. Especially, the IPTV is estimated to face the greatest loss in this context.

The Comparative Analysis on the Digital Divide of Senior Citizens through the Preference for Mobile Internet and Social Media

  • Park, Kyoung-ryul;Kim, Jeong-lae
    • International journal of advanced smart convergence
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    • v.7 no.2
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    • pp.119-126
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    • 2018
  • This study analyzed the digital divide of Korean senior citizens through the preference for smart media. Targeting two media out of mobile internet and mobile social media, the media dependency ratio and the trend of people in their 20s-60s were verified. Regarding the dependency ratio of young people(20s) and senior citizens(60s), in case of mobile internet, people in their 60s were average 8.6% while people in their 20s were average 38.9%, so that the ratio of senior citizens was lower by 30.3%. In case of social media, people in their 60s were average 1%, which was 7.1% lower than people in their 20s(8.1%). And this divide was the digital divide shown in the informatization process through the trend of internet use of senior citizens in their 60s or up. Thus, as the policy measures for solving the digital divide of senior citizens, it would be required to continuously develop the digital cultural programs for senior citizens, to expansively perform the government subsidiary policies like additionally providing the essential information to senior citizens, and also to expand the smart-based infrastructure for senior citizens' participation in economic activities.

Implementation of NDR Platform SW Architecture for Content Redistribution on Digital Cable Convergence Environment (디지털케이블 통합망 기반 컨텐츠 재분배를 위한 NDR 플랫폼 SW 구조 설계 및 구현)

  • Park Byoungha;Hong Sunghee;Lee Sangwon;Hong Inhwa
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11a
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    • pp.883-885
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    • 2005
  • 광대역 통합망에서 방송과 통신기능을 결합한 컨텐츠 소비 환경을 통해 사용자는 컨텐츠 검색, 공유, 발행과 같은 컨텐츠 재분배를 수행해 새로운 컨텐츠 소비 체인을 형성하여 컨텐츠 획득 및 소비에 필요한 도메인을 방송망과 통신망으로 확장한다. 본 논문에서는 디지털 케이블망에 연결되어 방송 뿐 아니라 시청자가 능동적으로 자신이 원하는 컨텐츠를 검색하거나 발행 주체로서의 역할을 수행가능하도록 하는 NDR 플랫폼 개발 중 관련 SW 관점의 설계 및 구현방안에 관해 논한다.

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