• Title/Summary/Keyword: Digital contents

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An Efficient 4K and 8K UHD Transmission Scheme on Convergence Networks with Broadcasting and LTE by using Coordinated Multi-Point Transmission System

  • Ryu, Youngsu;Park, Kyungwon;Wee, Jungwook;Kwon, Kiwon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.4092-4104
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    • 2017
  • In this paper, an efficient 4K and 8K UHD(Ultra High Definition) transmission scheme is proposed on the convergence networks with broadcasting and LTE(Long Term Evolution) by using CoMP(Coordinated Multi-Point). A video data is compressed and divided into BL(Base Layer), E(Enhanced layer)1, E2 and E3 by scalable HEVC(High Efficiency Video Coding). The divided layers can be combined by the scalable HEVC such as mobile HD, full HD, 4K and 8K UHD(Ultra High Definition). The divided layers are transmitted through the convergence networks with DVB-T2(Digital Video Broadcasting-$2^{nd}$ Generation Terrestrial) broadcasting system and LTE CoMP. This scheme transmits mobile HD and full HD layers through DVB-T2 broadcasting system by using M-PLP(Multiple-physical Layer Pipes), and adaptively transmits 4K or 8K UHD layer through LTE CoMP with MMT(MPEG Media Transport) server. An adaptive transmitting and receiving scheme in the LTE CoMP system provides 4K or 8K UHD layer to a user according to the user status. The proposed scheme is verified by showing the system-level simulation results which is better BER(bit-error-rate) performance than the conventional scheme. The results show that the proposed scheme provides the stable video contents to the user especially at the cell edge.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

A Study on the Metadata Elements for Establishing e-Learning Content Archives (이러닝 콘텐츠 아카이빙 구축을 위한 메타데이터 요소에 관한 연구)

  • Ahn, Young-Hee;Park, Ok-Wha
    • Journal of the Korean Society for Library and Information Science
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    • v.43 no.3
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    • pp.147-162
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    • 2009
  • In this study, our purpose was to develop the metadata elements for archiving e-learning content being generated by universities. In order to achieve this goal, we first examined the current status of e-learning content providing services both domestically and overseas and then compared each standard for metadata for e-learning content built for educational purposes. We found that KEM (Korea Education Metadata) 3.0, a server being provided by KOCW (Korea Open CourseWare), does not currently accommodate the metadata elements for archiving. In this study, we extended and added the scope of metadata elements for archiving based on KEM 3.0. We also tried to build up metadata for archiving the e-learning content provided based on KEM 3.0+. As a result of this study, a basis for archiving elLearning content is expected to be founded.

Uncertain Region Based User-Assisted Segmentation Technique for Object-Based Video Editing System (객체기반 비디오 편집 시스템을 위한 불확실 영역기반 사용자 지원 비디오 객체 분할 기법)

  • Yu Hong-Yeon;Hong Sung-Hoon
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.529-541
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    • 2006
  • In this paper, we propose a semi-automatic segmentation method which can be used to generate video object plane (VOP) for object based coding scheme and multimedia authoring environment. Semi-automatic segmentation can be considered as a user-assisted segmentation technique. A user can initially mark objects of interest around the object boundaries and then the selected objects are continuously separated from the un selected areas through time evolution in the image sequences. The proposed segmentation method consists of two processing steps: partially manual intra-frame segmentation and fully automatic inter-frame segmentation. The intra-frame segmentation incorporates user-assistance to define the meaningful complete visual object of interest to be segmentation and decides precise object boundary. The inter-frame segmentation involves boundary and region tracking to obtain temporal coherence of moving object based on the object boundary information of previous frame. The proposed method shows stable and efficient results that could be suitable for many digital video applications such as multimedia contents authoring, content based coding and indexing. Based on this result, we have developed objects based video editing system with several convenient editing functions.

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An Analysis on Current Research Funding and Open Access Status for Science and Technology Articles Published by S University Faculties (이공계 학술논문의 연구비 지원 및 오픈액세스 현황 분석:S대를 중심으로)

  • Shin, Eun-Ja
    • Journal of Information Management
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    • v.41 no.4
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    • pp.1-21
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    • 2010
  • To identify current status of research funding and open access, this study analyzed the data available in science and technology articles had been published by S university's faculty members. The study showed that 71% of the articles funded by their universities or other research sponsors, whereas very few of articles have been self-archived for open access. So, government-sponsored research outputs could not be found in search engine Google Scholar. In developed countries, researchers who have received grants by the public or private sponsors should not only publish articles on scholarly journals but also deposit their digital research outputs in the repositories. Therefore, it is advisable for Korea research sponsors to strengthen and carry out open access mandate related laws. It is very important for universities as well as for their faculties that published articles' impact can be maximized by enabling open access. So, universities may as well construct their repositories and collect the contents with enthusiasm.

Development of an Information-oriented Content on the Endangered Species of Banana based on Storytelling Method (스토리텔링 기법을 활용한 멸종위기의 바나나 정보 콘텐츠 개발)

  • Na, In Young;You, Si Cheon
    • Smart Media Journal
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    • v.7 no.3
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    • pp.51-56
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    • 2018
  • Banana is the eighth most important crop in the world designated by the United Nations Food and Agriculture Organization (FAO). In terms of production, it is the fourth most harvested crop following wheat, rice, and corn, considered to be a promising food source for mankind as it is not only scrumptious but also rich in nutrients. However, abnormal cultivation methods that mankind has invented to breed bananas is currently pushing them to the state of extinction. The aim of this study is to develop information-rich digital contents that can easily and intriguingly convey information about steadily but certainly increasing risk of banana extinction. The end-users are middle and high school students who are assumed to be aware of the agricultural revolution through their school curriculum. The linear storytelling method was meant to encourage the end-users to be interested in the causes and processes in which banana has become endangered. For generating a natural interaction between the content and the end-users, a parallel, upper-lower structure was used, in which the relationship between the stories comprising several stages and the information graphic supporting each story is represented. This paper can support an information campaign about the endangered species.

Construction of web-based nutrition education contents and searching engine for usage of healthy menu of children

  • Hong, Soon-Myung;Lee, Tae-Kyong;Chung, Hea-Jung;Park, Hye-Kyung;Lee, Eun-Ju;Nam, Hye-Seon;Jung, Soon-Im;Cho, Jee-Ye;Lee, Jin-Hee;Kim, Gon;Kim, Min-Chan
    • Nutrition Research and Practice
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    • v.2 no.2
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    • pp.114-120
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    • 2008
  • A diet habit, which is developed in childhood, lasts for a life time. In this sense, nutrition education and early exposure to healthy menus in childhood is important. Children these days have easy access to the internet. Thus, a web-based nutrition education program for children is an effective tool for nutrition education of children. This site provides the material of the nutrition education for children with characters which are personified nutrients. The 151 menus are stored in the site together with video script of the cooking process. The menus are classified by the criteria based on age, menu type and the ethnic origin of the menu. The site provides a search function. There are three kinds of search conditions which are key words, menu type and "between" expression of nutrients such as calorie and other nutrients. The site is developed with the operating system Windows 2003 Server, the web server ZEUS 5, development language JSP, and database management system Oracle 10 g.

H.264 to MPEG-2 Transcoding considering Distance of Motion Vectors (움직임벡터의 거리를 고려한 H.264 to MPEG-2 Transcoding)

  • Son, Nam-Rye;Jung, Min-A;Lee, Sung-Ro
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.5C
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    • pp.454-463
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    • 2010
  • After the efficiency of H.264 video compression has been announced, it replaced MPEG-2 standard in several applications. So transcoding methods of MPEG-2 to H.264 have been studying because there are variety devices and contents followed by MPEG-2. Although H.264 supported various service such as IPTV, DMB, digital broadcasting etc, but users using MPEG-2 devices cannot accessible to them. This paper propose H.264 to MPEG-2 transcoding for users of MPEG-2 devices without displacement H.264. The proposed method predicted a motion vector for MPEG-2 encoder after it extracted from motion vectors of variable blocks in H.264 to improve processing time. Also it predicted a optimal motion vector using modified boundary matching algorithm after grasped a special character for boundary and background of object. The experimental results from proposed method show a considerable reduction in processing time, as much as 68% averagely, with a small objective quality reduction in PSNR.

Treatment and Prevention of Abnormality with Lateral Flexion and Rotation in Cervical Spine

  • Lee, Hyun-Chang;Shin, Seong-Yoon;Park, Ki-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.10
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    • pp.189-194
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    • 2019
  • In the healthcare system, the human neck(cervical spine) is one of the most important organs. The area that supports the human head is the cervical spine. Nowadays, we are often overworked our neck to calls with the smart phone or see the monitors. In this paper, we investigate the abnormalities of lateral flexion and rotation of the cervical spine. The normal angle of lateral flexion is $20^{\circ}$ to $45^{\circ}$ and the normal angle of rotation is $50^{\circ}$ to $90^{\circ}$. If this angle is below normal and we feel pain, there is something wrong with the cervical spine. In addition, learn how to measure the lateral flexion and rotation of the neck or cervical spine, and also to find out how to treat an abnormality. We also look at how to prevent more than lateral flexion and rotation of the cervical spine. The experiment was carried out with 100 people in their 50s, men and women, to find out whether the neck is abnormal.

Development of Integrated Service System based RFID for train passenger (RFID 기반의 열차 승객용 통합 서비스 시스템 구현)

  • Kim, Hae-sung;Seo, Ji-hwan;Lee, Su-won;Shim, Dong-eun;Kim, Bum-jun;Lee, Jae-Hyun;Shin, Dong-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.347-350
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    • 2009
  • The opening of High-speed Rail provides convenience to move a long distance quickly, and the passengers of high-speed railway have been steadily increasing each year. Since the high-speed rail is far more expensive than other transportation, providing high quality service over just the high speed is required. Accordingly, much effort is made to improve service quality. However these services have been focused on general passengers so we should introduce a new service system to meet personal preferences of passengers. Therefore, in this paper, we introduce integrated railway service systems to provide service which follows the individual needs of passengers and is based on RFIDs (Radio Frequency Identification).

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