• Title/Summary/Keyword: Digital Multimedia Center

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Angle-Based Virtual Source Location Representation for Spatial Audio Coding

  • Beack, Seung-Kwon;Seo, Jeong-Il;Moon, Han-Gil;Kang, Kyeong-Ok;Hahn, Min-Soo
    • ETRI Journal
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    • v.28 no.2
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    • pp.219-222
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    • 2006
  • Virtual source location information (VSLI) has been newly utilized as a spatial cue for compact representation of multichannel audio. This information is represented as the azimuth of the virtual source vector. The superiority of VSLI is confirmed by comparison of the spectral distances, average bit rates, and subjective assessment with a conventional cue.

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A Study on Multimedia Management System integrating and controlling various digital signages (다양한 Digital Signage를 통합 관제할 수 있는 영상관제시스템에 관한 연구)

  • Jung, Jae-Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1435-1438
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    • 2013
  • 본 연구는 현재 Digital Signage 시장에 나와 있는 다양한 Digital Signage(미디어파사드, DID, 미디어폴, Kiosk, 전광판, 경관조명 등)에 다양한 콘텐츠(동영상/정지영상/플래시/PPT 등)를 원하는 스케줄에 따라 하나의 시스템으로 통합해서 Display 해 주고 관제할 수 있는 통합 영상관제시스템에 관한 연구내용을 소개한다.

Search for the Direction of the Digital Cultural Psychology through Environmental Changes in Plays (놀이환경 변화를 통해 본 디지털문화심리학의 방향 모색)

  • Jang Ju Lee
    • Korean Journal of Culture and Social Issue
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    • v.17 no.1
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    • pp.131-154
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    • 2011
  • Rapid social changes due to digitization have created new psychological challenges of adapting and coping. Plays are in the center of these changes. Plays used to be collateral activities of labor in the traditional society and industrial society, but they have become key activities embracing economy, society, culture in a digital society that has been maximized productivity and efficiency. Still, the theoretical approach of plays is based on the industrial societies. Analyzing these points, the psychological impacts of players using multimedia, social networking, and digital games utilizing both of them was dealt in this article. I dealt with multimedia, social networking, and digital games as key characteristic of digital culture. The difference between traditional psychology and Digital Cultural Psychology was dealt in the perspective of self-concept, information processing, and sex role. Then the conclusion on the future directions of Digital Cultural Psychology and its limitations will be followed.

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A Study on the Characteristics of Children's Digital Experience Center using Interection (인터랙션을 활용한 어린이 디지털체험관의 특성에 관한 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.437-444
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    • 2018
  • The purpose of this study is to comprehend the trend of digital experience centers' development direction and to find out the types of experiences, the characteristics of interaction and the attribute of contents by selecting 4 digital experience centers opened from 2008 to 2018. The types of digital experiences are operation, sensibility, reaction and induction based on precedent studies. The types of interaction are operation, touch and sensor. The attributes of contents are game, play and education. The result shows that the ratio of operation experiences is gradually higher. In the types of interaction, the trend is switching to operation and touch. The offer of experience activities by play type is getting higher. This study is intended to help create an empirical interaction of the content of the children's digital experience centers that will be deployed in the future.

CD-ROM과 멀티미디어

  • Korea Database Promotion Center
    • Digital Contents
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    • no.12 s.7
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    • pp.18-18
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    • 1993
  • 93년 11월 멀티미디어 전문 리포트인 멀티미디어 모니터에 충격적인 기사가 실렸다. 영어를 그대로 사용하면 "In the CD-ROM market, all that glitters is not consumer multimedia"이다. 내용을 일부 요약하면 다음과 같다.

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Study of the Change of Business Competence as the Evolution of Digital Ecosystem (디지털생태계의 진화와 사업역량 변화에 관한 연구)

  • Lee, Kae Soo;Yoon, Heon-Deok
    • Journal of Korea Multimedia Society
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    • v.18 no.9
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    • pp.1105-1117
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    • 2015
  • During the last decade, the business infrastructure has become digital with increased interconnections among products, processes, and services. Across many firms spanning different industries and sectors, digital technologies are fundanmentally transforming business stratiges, business processes, firm capabilities, productes and services, and key interfirm relationships in extended business networks. With the emergence of smartphones, the paradigm of the ICT industry is rapidly changing as the line between global and local markets are being blurred. In the changing global environment, although some game companies are accelerating the improvement of their global competitiveness and cases of successes of venture enterprises by developing biosimilar technology are being discovered, majority of ICT companies are focusing on limited marketing activities to get subcontracts or projects from large companies. Thus the aim of this study is to find out how digital ecosystems evolve and how business models and strategies have changed of individual companies according to the evolution of the digital ecosystems.

Broken Integrity Detection of Video Files in Video Event Data Recorders

  • Lee, Choongin;Lee, Jehyun;Pyo, Youngbin;Lee, Heejo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.8
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    • pp.3943-3957
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    • 2016
  • As digital evidence has a highly influential role in proving the innocence of suspects, methods for integrity verification of such digital evidence have become essential in the digital forensic field. Most surveillance camera systems are not equipped with proper built-in integrity protection functions. Because digital forgery techniques are becoming increasingly sophisticated, manually determining whether digital content has been falsified is becoming extremely difficult for investigators. Hence, systematic approaches to forensic integrity verification are essential for ascertaining truth or falsehood. We propose an integrity determination method that utilizes the structure of the video content in a Video Event Data Recorder (VEDR). The proposed method identifies the difference in frame index fields between a forged file and an original file. Experiments conducted using real VEDRs in the market and video files forged by a video editing tool demonstrate that the proposed integrity verification scheme can detect broken integrity in video content.

A Method of Sensory Effect Metadata Generation Based on User Feedback Information (사용자 피드백 정보 기반 실감효과 메타데이터 생성 방법)

  • Kim, Cheol Min;Heo, Yong Soo;Kim, Eun Seok
    • Journal of Korea Multimedia Society
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    • v.21 no.7
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    • pp.802-812
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    • 2018
  • Recently, there are several active and vibrant studies on Realistic Media that try to provide the immersion and the presence by adding sensory effects to video. Because existing sensory effects on Realistic Media are produced through experts and automation programs on sensory effects, there is a limit to fill up the gap of user satisfaction which comes from the diversity of cybernauts. In this paper, we propose a method to improve the satisfaction with sensory effects by collecting and analyzing user's response information, and applying the result to the attributes of sensory effects. The proposed method allows you to produce the Sensory Effect Metadata effectively by analyzing users' biometric data and subjective satisfaction with realistic media experience, measuring the weighted value to revise the effects, and applying to the attribute of sensory effect. The experimental result shows that the proposed method improves the satisfaction with realistic content by generating the revised Sensory Effect Metadata in response to user's experiential feedback information.

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.

The Targeting for Users Data Service of 3D-mesh contents (맞춤형 Targeting 3차윈 컨텐츠 Data 서비스)

  • Jung Jong-Jin;Lee Jong-Sul;Lim Tae-Bum;Lee Seok-Pil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.83-86
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    • 2003
  • With the opening of digital broadcast services and development of wire/wireless Internet, the current multimedia broadcasting is provided for has various services. The user will be provided lots of various content through the various channel and media. Content provider and consumer want the various service using content with the better quality which is fit to user preference. For transmitting this content in the limited transmission channel capacity, it needs to transmit the highly compressed content which user wants. The content of 3D mesh model-based on MPEG-4 enables the various content service that provides the lower capacity and the better quality, and Targeting service enables just provide the contents that user more wants and likes. The adaption of Java application program and 3D program can provide the content service utilizing 3D mesh model, so content provider and consumer can share the more information about the content. This paper has presented the study on the targeting service using compression of 3D mesh model-based on MPEG-4 and the adaptation of Java application program using it

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