• Title/Summary/Keyword: GameMultimedia Data

Search Result 121, Processing Time 0.029 seconds

Research on Airport Public Art Design Elements and Preferences Based on Big Data Sentiment Analysis (빅데이터 감성분석에 따른 공항 공공예술 디자인 요소 및 선호도 연구)

  • Zhang, Yun;Zou, ChangYun;Kim, CheeYong
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.10
    • /
    • pp.1499-1511
    • /
    • 2022
  • In the context of globalization, circulation between cities has become more frequent. The airport is no longer just a place for boarding, disembarking, and transportation, but a public place that serves as the communication function of the "aviation city". The intervention of public art in the airport space not only gives users a sense of space experience, but also becomes a unique carrier for city and country image shaping. The purpose of this paper is to study the emotional value brought by airport public art to users, and to investigate the correlation analysis of public art design elements and user preferences based on this premise. The research methods are machine learning method and SPSS 21.0. The user's emotional value is introduced in the big data evaluation, and the preference and inclination of airport users to various elements of public art are analyzed by questionnaire. Through the research conclusion, the preference and main contradiction of users in the airport for the four dimensions of public art design elements are obtained. Opinions and optimization methods to provide reference data and theoretical support for public art design.

WalkieTagging : Efficient Speech-Based Video Annotation Method for Smart Devices (워키태깅 : 스마트폰 환경에서 음성기반의 효과적인 영상 콘텐츠 어노테이션 방법에 관한 연구)

  • Park, Joon Young;Lee, Soobin;Kang, Dongyeop;Seok, YoungTae
    • Journal of Information Technology Services
    • /
    • v.12 no.1
    • /
    • pp.271-287
    • /
    • 2013
  • The rapid growth and dissemination of touch-based mobile devices such as smart phones and tablet PCs, gives numerous benefits to people using a variety of multimedia contents. Due to its portability, it enables users to watch a soccer game, search video from YouTube, and sometimes tag on contents on the road. However, the limited screen size of mobile devices and touch-based character input methods based on this, are still major problems of searching and tagging multimedia contents. In this paper, we propose WalkieTagging, which provides a much more intuitive way than that of previous one. Just like any other previous video tagging services, WalkieTagging, as a voice-based annotation service, supports inserting detailed annotation data including start time, duration, tags, with little effort of users. To evaluate our methods, we developed the Android-based WalkieTagging application and performed user study via a two-week. Through our experiments by a total of 46 people, we observed that experiment participator think our system is more convenient and useful than that of touch-based one. Consequently, we found out that voice-based annotation methods can provide users with much convenience and satisfaction than that of touch-based methods in the mobile environments.

Dynamic Frequency Allocation in OFDMA Cellular Networks (OFDMA 셀룰러 망에서 동적 주파수 할당 방법)

  • Lee, Jong-Chan;Lee, Gi-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.14 no.6
    • /
    • pp.2992-2998
    • /
    • 2013
  • The future mobile communication system can support not only voice but also multimedia applications such as data, image and video. It requires greater resources than the voice-oriented mobile system. We propose user and sub-channel priority based resource allocation for mobile multimedia services in the OFDMA systems. Our method is able to guarantee QoS continuity of realtime services and carry the maximum number of non-realtime subscriber. Simulation is focused on total throughput and blocking rate. The simulation results show that our proposed method provides a better performance than the conventional method.

Resource Allocation to Support QoE in Hierarchical Macrocell-Femtocell Networks (계층화된 매크로-펨토셀 망에서 QoE를 지원하기 위한 자원할당 방법)

  • Lee, Gi-Sung;Lee, Jong-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.17 no.12
    • /
    • pp.708-715
    • /
    • 2016
  • Quality of experience (QoE) for multimedia services in macro-femtocell networks is one of the key issues for 5G mobile and wireless communications. A service management structure needs to guarantee the QoE for mobile users based on end-to-end negotiation to support service continuity. Resource management is necessary to maintain the QoE requirements of different multimedia applications, because service continuity may be impeded by delays. This paper proposes four types of resource management scheme to support consistent QoE for different multimedia services. For this purpose, a QoE structure is suggested, and a resource allocation scheme is proposed by utilizing a fixed amount of radio resources reserved for dedicated use to support QoE. Various multimedia services with different requirements (such as voice, image, and data) can be serviced simultaneously, because QoE can be provided under our proposed scheme. Simulation results show that our scheme provides better performance than a conventional scheme with respect to outage probability and total data throughput.

A Monitoring Method for Supporting QoS in Next Generation Mobile Communication Networks (차세대 이동통신망의 QoS를 보장하기 위한 모니터링 방법)

  • Lee, Gi-Sung;Lee, Jong-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.8
    • /
    • pp.3680-3686
    • /
    • 2012
  • This research suggests a monitoring method to support QoS of mobile multimedia services effectively based on information gathering. It means a method in which a subscriber's terminal collects information about its current condition and its surrounding base stations, and a base station, through the data collected by monitoring inner or adjacent base station, shares related data and converges, controlling QoS on its own. In other words, as context information of mobile terminal and base station changes, set-up of related functions and QoS mapping is adapted; each function fits into the change, exchanges the process of reorganization, and interacts; these actions go toward to satisfy service continuity.

Aqua leggings production status survey according to the status of domestic leggings brands (국내 레깅스 브랜드 현황에 따른 아쿠아 레깅스 생산실태조사)

  • Kang, Hyunyoung;Kang, Hyunjoo;Kim, CheeYong
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.7
    • /
    • pp.966-978
    • /
    • 2021
  • This thesis provided basic data of the domestic leggings industry. For the purpose of comparative analysis, the sales status and consumer preference status of domestic leggings brands were selected, and the three companies, X*xymix, A*dar, and M*laware, which occupy the top positions by domestic leggings brand rankings Therefore, from 2018 to 2020, the market size of leggings items is identified with reference to the sales status and consumer preference status data, and the status of consumer preference is analyzed. As a result of the survey analysis, X*xymix, A*dar, and M*laware, which rank high in consumer preference, operate a separate men's leggings line from leggings targeting young women who mainly focus on yoga, pilates, and fitness exercises. As the age increased, the demand for leggings expanded to the middle-aged. Therefore, it is believed that the segmentation of leggings is made according to the diversifying types of exercise, and as the age group in demand for leggings is expanded, continuous research on market segmentation for aqua leggings necessary for aqua exercise that can exercise without straining the body.

Research on the Influence of Curiosity on MMORPG Grinding Player Experience

  • Yang, Dan;Cho, Dong-Min
    • Journal of Multimedia Information System
    • /
    • v.9 no.2
    • /
    • pp.127-136
    • /
    • 2022
  • In MMORPGs, there are many problems with the Grinding player experience. This research divides the Grinding player experience into four dimensions: Grinding in-Autonomy, Competence, Relatedness and Positive affect through theoretical investigation of game experience. Through the study of Litman (2008), Curiosity is divided into two dimensions, I-Type Curiosity and D-Type Curiosity, and the relationship between Curiosity and Grinding player experience is studied. By distributing questionnaires, collecting data, and using SPSS software to conduct reliability analysis, validity analysis, correlation analysis and multiple regression analysis on the data, it is verified that in MMORPG, I-Type Curiosity can positively affect Grinding in-Autonomy, Competence, Relatedness and Positive affect. D-Type Curiosity can positively affect Grinding in-Autonomy, Competence and Positive affect, but D-Type Curiosity has no statistical relationship with Grinding in-Relatedness. And through the standardized coefficient (Beta) value, between the Curiosity factors, I-Type Curiosity has a greater impact on Grinding in-Autonomy and Positive affect, and D-Type Curiosity has a greater impact on Grinding in-Competence. Finally, from the perspective of I-Type Curiosity and D-Type Curiosity, combined with the drawbacks of the MMORPG Gringding mechanism, some concrete and feasible suggestions and optimization schemes are put forward to improve the Grinding player experience. This research result can provide some feasible suggestions for MMORPG developers and designers, optimize the MMORPG Grinding mechanism from the perspective of I-Type Curiosity and D-Type Curiosity, and improve the Grinding player experience. It can provide appropriate assistance for the improved development of MMORPG games.

The Mediating Role of Interaction in the Relationship between IWOM and Purchase Intention E-commerce Live Broadcast (전자상거래 생방송에서 IWOM과 구매의도의 관계에서 상호작용의 매개역할)

  • Zou, ChangYun;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.2
    • /
    • pp.382-389
    • /
    • 2022
  • In China, E-commerce live broadcast has emerged as the most popular and innovative online shopping form for today's consumers, and its "real-time interactive" feature can compensate for the communication delays of general online shopping. Based on the author's previous research it has been demonstrated that, in the E-commerce live broadcast environment, Internet Word of Mouth (IWOM) has become an important reference for consumers when making purchases. In this paper, we reconstructed the "IWOM-Purchase Intentions" model and use interaction (Auchor-Audience and Audience-Audience) as a mediating variable to empirically investigate the impact of IWOM on purchase intentions in E-commerce live broadcast. The data were collected through a questionnaire survey of individuals who had experience in E-commerce live broadcast and 250 valid data were obtained and analyzed by SPSS21.0. The results show that: the interaction (Auchor-Audience) acts as a mediator between IWOM (strength of relationship; word-of-mouth quality and word-of-mouth timeliness) and purchase intention; And the interaction (Audience-Audience) acts as a mediator between word-of-mouth timeliness on purchase intention, but has no significant mediation on the impact on the strength of relationship and word-of-mouth quality to purchase intention. On this basis, recommendations are made for the implementation of IWOM marketing strategies for E-commerce live broadcast platforms and anchors.

Design of Traffic Generator Based on Modeling of Characteristic of Multimedia Data (멀티미디어 데이터 특성 모델링에 기반한 네트워크 트래픽 생성기의 구현)

  • Kim, Jin-Hyuk;Shin, Kwang-Sik;Yoon, Wan-Oh;Lee, Chang-Ho;Choi, Sang-Bang
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.47 no.6
    • /
    • pp.103-112
    • /
    • 2010
  • A study on network traffic analysis and modeling has been exclusively done due to its importance. However, conventional studies on network traffic analysis and modeling only focus on transmitting simple packet stream or traffic features of specific application, such as HTTP. In this paper, we propose a network traffic generator, which reflects the characteristics of multimedia data. To analyze the traffics of online game, which is one of the most popular multimedia contents, we modeled the distribution according to the time between packets and packet size random variable and designed the traffic generator which has the model for input. We generated the traffics of L4D(Left4Dead), WoW(World of Warcraft) with proposed network traffic generator and we found that the generated traffics have similar distributions with real data.

A Study on The efficient Transmission Plan of Game Moving Picture (게임 동영상의 효율적인 전송 계획에 관한 연구)

  • Lee, Myoun-Jae;Cho, Sung-Hyun
    • Journal of Korea Game Society
    • /
    • v.7 no.2
    • /
    • pp.33-40
    • /
    • 2007
  • Smoothing is a transmission plan where variable rate video data is converted to a constant bit rate stream. Among them are CBA, MCBA, MVBA and others. However, these smoothing algorithms produce a transmission plan where extra bandwidth in server is not considered. This may cause difficulty in providing videos to many clients in a server. In this paper, we propose the smoothing algorithm with monotonic transmission rate increase and abrupt transmission rate decrease, in order to provide videos to as many clients in server with limited network bandwidth as possible. In order to show the performance of our proposed algorithm, various evaluation factors were used such as the maximum number of clients, the average number of clients, and so on. Experiments demonstrated that the proposed algorithm outperformed other algorithms in evaluation factors such as the maximum number of clients and the average number of clients.

  • PDF