• Title/Summary/Keyword: Digital contents

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A Study on a Decision Making Model for the Internet Avatar User -With Particular Emphasis on Developing Prototypes for Purpose of Users- (인터넷 아바타 사용자의 의사결정 모델에 관한 연구 -사용 목적 별 프로토타입 제작을 중심으로 -)

  • 김영미;정경운
    • Archives of design research
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    • v.17 no.3
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    • pp.263-272
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    • 2004
  • As the evolution of information and communication technologies alters the communication environment at an alarming rate, the avatar has presented itself as one of new means of communication in recent years. The Internet avatar has increasingly placed as an important profit making source of the digital contents. However, studies on how users make decision for choosing the avatar are very seldom. The aim of this study is to understand user's behaviors in the decision making process for selecting the most appropriate avatar among various choices. It also aims to identify major factors and elements for developing an avatar depending on the users purposes. A set of decision-making models, accordingly purpose model and cognitive model, as well as prototype of each model have been developed. Finally, it suggested practical guidelines for designing the avatar in conjunction with purposes of use.

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Haptic Media Broadcasting (촉각방송)

  • Cha, Jong-Eun;Kim, Yeong-Mi;Seo, Yong-Won;Ryu, Je-Ha
    • Broadcasting and Media Magazine
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    • v.11 no.4
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    • pp.118-131
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    • 2006
  • With rapid development in ultra fast communication and digital multimedia, the realistic broadcasting technology, that can stimulate five human senses beyond the conventional audio-visual service is emerging as a new generation broadcasting technology. In this paper, we introduce a haptic broadcasting system and related core system and component techniques by which we can 'touch and feel' objects in an audio-visual scene. The system is composed of haptic media acquisition and creation, contents authoring, in the haptic broadcasting, the haptic media can be 3-D geometry, dynamic properties, haptic surface properties, movement, tactile information to enable active touch and manipulation and passive movement following and tactile effects. In the proposed system, active haptic exploration and manipulation of a 3-D mesh, active haptic exploration of depth video, passive kinesthetic interaction, and passive tactile interaction can be provided as potential haptic interaction scenarios and a home shopping, a movie with tactile effects, and conducting education scenarios are produced to show the feasibility of the proposed system.

Overview and Performance Analysis of the Emerging Scalable Video Coding (스케일러블 비디오 부호화의 개요 및 성능 분석)

  • Choi, Hae-Chul;Lee, Kyung-Il;Kang, Jung-Woo;Bae, Seong-Jun;Yoo, Jeong-Ju
    • Journal of Broadcast Engineering
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    • v.12 no.6
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    • pp.542-554
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    • 2007
  • Seamless streaming of multimedia content via heterogeneous networks to viewers using a variety of devices has been a desire for many multimedia services, for which the multimedia contents should be adapted to usage environments such as network characteristics, terminal capabilities, and user preferences. Scalability in video coding is one of attractive features to meet dynamically changing requirements of heterogeneous networks. Currently a new scalable video coding (SVC) is standardizing in the Joint Video Team (JVT) of the ISO/IEC Moving Picture Experts Group (MPEG) and the ITU-T Video Coding Experts Group (VCEG), which will be released as Extension 3 of H.264/MPEG-4 AVC. In this paper, we introduce new technologies of SVC and evaluate performance of it especially regarding on overhead bit-rate and coding efficiency to support spatial, temporal, and quality scalability.

SIFT Feature Based Digital Watermarking Method for VR Image (VR영상을 위한 SIFT 특징점 기반 디지털 워터마킹 방법)

  • Moon, Won-Jun;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.1152-1162
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    • 2019
  • With the rapid development of the VR industry, many VR contents are produced and circulated, and the need for copyright protection is increasing. In this paper, we propose a method of embedding and extracting watermarks in consideration of VR production process. In embedding, SIFT is performed by selecting the region where distortion is minimized in VR production, and transformed into frequency domain using DWT and embedded into the QIM method. In extracting process, in order to correct the distortion in the projection process, the top and bottom regions are changed to different projection methods and some middle regions are rotated using 3DoF to extract the watermark. After this processing, extracted watermark has higher accuracy than the conventional watermark method, and the validity of the proposed watermark is shown by showing that the accuracy is maintained even in various attacks.

Proposal for Social Casino Game Policy based on Responsible Game System (책임게임시스템 기반 소셜 카지노 게임 정책 제언)

  • Song, Seung-keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2039-2044
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    • 2016
  • This study aims to investigate the safety instrument to prepare the policy alternative for social web-board game which will be developed to base on social network in the future although social casino game is not available in Korea now. We reviewed several literature about responsible game system applied to especially U.S. New Jersey, responsible gambling system acted in the being advanced all countries. Game experts built up user protection model as previous work to prepare the law and policy which such a responsible game system will apply for current web-board gaem and future social casino game. As a result, this research revealed that standard of judgement which can identify four kind of addiction danger user group are raised. We expect to help this user protection alternative to provide the law and policy instrument for future social casino game and complement the problem of current web-board enforcement.

Analysis of drama viewership related words through unstructured data collection (비정형데이터 수집을 통한 드라마 시청률 연관어 분석)

  • Kang, Sun-Kyoung;Lee, Hyun-Chang;Shin, Seong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.8
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    • pp.1567-1574
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    • 2017
  • In this paper, we analyzed the stereotyped and non - stereotyped data in order to analyze the drama 's ratings. The formalized data collection collected 19 items from the four areas of drama information, person information, broadcasting information, and audience rating information of each broadcasting company. Atypical data were collected from bulletin boards, pre - broadcast blogs and post - broadcast blogs operated by each broadcasting company using a crawling technique. As a result of comparing the differences according to the four areas for each broadcaster from the collected regular data, the results were similar to each other. And we derived seven related words by analyzing the correlation of occurrence frequencies from unstructured data collected from bulletin boards and blogs of each broadcasting company. The derived associations were obtained through reliability analysis.

VR Simulator Industry Promotion Issue (VR 시뮬레이터 산업 촉진 쟁점)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.197-198
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    • 2017
  • The purpose of this study is to investigate the problems of the VR simulator industry represented by the 4th industrial revolution and to examine measures for industrial promotion. For this purpose, we consider the VR simulator regulation and examine the problems. Since the VR simulator has the features of existing arcade games and amusement facilities, it should be classified as game or inspected with amusement facilities depending on the viewpoint. This can be a dual regulation, and before the VR simulator industry starts, there is a risk that the industry itself can be damaged by existing legal limitations. For this purpose, it is necessary to provide a unique legal system for VR simulator and it is necessary to examine the contents to be included in such laws and systems. It is expected that the legal system of VR simulator will lead to promotion of new industry.

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Implementation of Web-based Data Storage Service System Using External Storage Devices (외장형 저장장치를 이용한 웹 기반 데이터 스토리지 서비스 시스템 구현)

  • Kim, Buemjun;Lee, Kyounghee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.111-114
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    • 2017
  • As digital contents are widely used and require increasingly high quality, the data storage services over Internet also become more and more important. One of popular services, web-hard, provides lots of users with web-based functions for data storage, management and sharing but such storage utilization requires quite high cost compared to using portable storage devices. Moreover, some users may avoid putting their important data into open Internet area. On the other hand, portable storage devices are cheaper but can be used only when they are physically connected to host devices such as PC. Also additional management and security functions should be equipped to support data sharing among users. In this paper, we propose a web-based data storage system combining those advantages of aforementioned two approaches. The proposed system immediately provides web-based services for data management and sharing when a portable device such as SDD is connected to the server.

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Video Indexing for Efficient Browsing Environment (효율적인 브라우징 환경을 위한 비디오 색인)

  • Ko, Byong-Chul;Lee, Hae-Sung;Byun, Hye-Ran
    • Journal of KIISE:Software and Applications
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    • v.27 no.1
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    • pp.74-83
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    • 2000
  • There is a rapid increase in the use of digital video information in recent years. Especially, user requires the environment which retrieves video from passive access to active access, to be more efficiently. we need to implement video retrieval system including video parsing, clustering, and browsing to satisfy user's requirement. In this paper, we first divide video sequence to shots which are primary unit for automatic indexing, using a hybrid method with mixing histogram method and pixel-based method. After the shot boundaries are detected, corresponding key frames can be extracted. Key frames are very important portion because they help to understand overall contents of video. In this paper, we first analyze camera operation in video and then select different number of key frames depend on shot complexity. At last, we compose panorama images from shots which are containing panning or tilting in order to provide more useful and understandable browsing environment to users.

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A Study on the Design and Development of Robot Game-based Project for Teaching Children to Program Computers (프로그램교육 목적의 로봇게임 프로젝트 학습 구안에 관한 연구)

  • Shin, Seung-Young;You, Sang-Mi;Kim, Mi-Ryang
    • Journal of Internet Computing and Services
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    • v.10 no.6
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    • pp.159-171
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    • 2009
  • The objective of this research is to explore a method to utilize a programmable robot, as a potential learning tool in the elementary school's curricula. Due to their programmability and operational ease of use, programmable robots are among digital toys that today offer specially instructive features. In this research, we developed the robot game-based project contents as a tool for teaching the elementary school children to learn the algorithm, the essential part of computer programming. The LEGO material, selected as the construction kit for robot, consists of a mechanical assembly system, a set of sensors and actuators, a central control unit, a programming environment. The project requires the children to complete 3 separate tasks, each of which is developed based on the principles of algorithm. The classroom feedback supports that the robotic experiences provided the children with fun and absorption. It is likely that implementing learning with robot in regular classroom in elementary school can bring new possibilities to the educational system, provided that a thorough preparation backs up the plan.

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