• Title/Summary/Keyword: Home audio

Search Result 99, Processing Time 0.025 seconds

A Survey of the Cognition on Teaching Consulting and Dietary Class of Home Economics Teachers (수업컨설팅 및 식생활수업에 대한 가정과교사의 인식 조사)

  • Kim, Yun-Hwa
    • Journal of Korean Home Economics Education Association
    • /
    • v.25 no.3
    • /
    • pp.1-18
    • /
    • 2013
  • This study was conducted to investigate the perception of teaching consulting and dietary education of Home Economics teachers. The subjects consisted of 139 Home Economics teachers in Korea. The perceptions of Home Economics teachers on their teaching class were as follows: the teachers who had a lot of psychological burden on their open classes, 62.6%; who were satisfied with their teaching, 29.5%; who had been teaching consulting, 40.3%; consulting is needed in order to improve the quality of instruction, 46.8%; who wanted to receive teaching consulting, 46.1%. who wanted to receive teaching consulting excellent colleagues, 76.3%. The most of the Home Economics teachers had a positive attitude on the teaching consulting. The perceptions of teaching strategies of dietary teaching classes were as follows: using audio-visual materials for students concentrate, 47.5%; observing the students reactions and feedback for individual variation, 73.4%; descriptive class for main teaching method, 58.3%. The difficulties of teaching dietary class were as follows: total mean, 2.60/5.00; considering individual differences, 3.26; involving students in activities, 3.11; selection of teaching media, 2.88; production of media, 2.88; planning teacher and student activities, 2.85. Home Economics teachers have to lead dietary education in society and schools but they feel a lot of psychological burden on opening teaching class. Therefore Home Economics teachers are recommended to devote consistent efforts to strengthen teaching ability through the analysis of teaching ability, teaching reflection, consulting and actual performance of self-supervision.

  • PDF

Anytime Multimedia Service based on In-Home Storage (댁내 저장장치를 활용한 Anytime 멀티미디어 서비스)

  • 김광수;최태상
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.24 no.7B
    • /
    • pp.1211-1219
    • /
    • 1999
  • High quality real-time interactive multimedia services like VOD gained huge momentum by information technology industries during the middle of 1990, but failed successful commercial service deployment despite of the expectations. Among the number of reasons, lack of high bandwidth and QoS support from the network infrastructure have become main cause of the failure. On the other hand, the advance of computer industry-driven storage technologies has been reducing the price of in-home storage dramatically. This fact and the delivery of audio-visual material in a digital form to the home storage make very interesting multimedia service applications possible. It enables anytime content delivery (e.g., during off-peak time) without user interaction and anytime content play and, also, enhances utilization by reducing the loads applied to servers and networks using multicast network infrastructure. In this paper, we propose design and implementation of our anytime multimedia service system based on in-home storage, called IMPRESS-AMS.

  • PDF

Design and Implementation of DLNA DMS for AV Contents Sharing through IEEE1394 (IEEE1394 기반 AV 콘텐츠 공유를 위한 DLNA DMS 설계 및 구현)

  • Kim, Chul-Seung;Kim, Gu-Su;Eom, Young-Ik
    • The KIPS Transactions:PartD
    • /
    • v.13D no.7 s.110
    • /
    • pp.959-970
    • /
    • 2006
  • With the progress of home network technologies, the importance of the home network middleware for control and management of the digital appliances is increasing. Furthermore, by the technological growth of the AV equipments and the popularization of video contents, IEEE1394 for the transmission of AV data has spread fast. However, DLNA(Digital Living Network Alliance), which is a standard of the home network middleware, does not consider the transmission of AV data over IEEE1394. In this paper, we describe the problem occurring when the AV contents are transmitted over IEEE1394 in DLNA and propose the scheme for transmission of AV contents over IEEE1394. In addition, by the verification test of DLNA compatibility, we show that our proposed scheme can provide the share of AV contents without regard to the manufactures and transmission media.

Implementation of a Digital Convergence Platform for Future Home Multimedia Appliances (미래 홈 멀티미디어 가전을 위한 디지털 컨버젼스 플랫폼 구현)

  • Oh, Hwa-Yong;Kim, Dong-Hwan;Lee, Eun-Seo;Chang, Tae-Guy
    • Proceedings of the IEEK Conference
    • /
    • 2005.11a
    • /
    • pp.983-986
    • /
    • 2005
  • This paper describes a digital convergence platform(DCP) whice is implemented based on the MPEG-21 multimedia framework. The DCP is a newly proposed solution in this research for the convergence service of future home multimedia environment. The DCP is a common platform designed to have the feature of configurability, via means of S/W, which is needed for the convergence service of diverse digital media. A distributed peer to peer service and transaction model is also a new feature realized in the DCP using the MPEG-21 multimedia framework. A prototype DCP is implemented to verify its functions of multimedia service and transactions. The developed DCPs are networked with IP clustering storage systems for the distributed service of multimedia. Successful streaming services of the MPEG-2/4 video and audio are verified with the implemented test-bed system of the DCP.

  • PDF

The Construction of a Remote Game Control System By the Power Line Communication (전력선통신을 이용한 원격 게임제어 시스템의 구성)

  • Lee, Kyung-Mog
    • Journal of Korea Game Society
    • /
    • v.7 no.1
    • /
    • pp.53-58
    • /
    • 2007
  • In this paper, a game control system was constructed, in which a game was controlled by a remote joystick connected with a power line by the power line communication (PLC) method. The structure of the system was that the connection line between the remote joystick and a PC, and the PC and an audio play device was the home power line. And, the communication data rate between them was 2400 bps. The Polling communication technique was used for the PC to read the joystick's control commands, and to send some acoustic informations to the receiver PLC device. A game was programmed, in which an aircraft was moved according to the joystick's left, right, up, and, down direction, and was shooting its missile after the joystick's shooting button was pushed. The communication delay of about 100 msec between them didn't cause any big problem in playing the game.

  • PDF

Design and Implementation of A UPnP Security Model (UPnP보안 모델의 설계 및 구현)

  • Lee Dong-Gun;Lim Kyeng-Sik;Park Kwang-Ro
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
    • /
    • v.1 no.2
    • /
    • pp.30-42
    • /
    • 2002
  • UPnP(Universal Plug and Play) is commercial product for the first time in home network middlewares, but it has problem that it has no security standards in UPnP specification. In this paper, we present UPnP security model. It is based on XML Signature of XML Security. It provides UPnP with secure services which are device control message authentication and user access level control. It is independent of UPnP modules and has mobility of secure service modules for non secure ability user part. We conclude this paper with an example of applying UPnP Security model to the UPnP audio device control and an test example.

  • PDF

A digital Audio Watermarking Algorithm using 2D Barcode (2차원 바코드를 이용한 오디오 워터마킹 알고리즘)

  • Bae, Kyoung-Yul
    • Journal of Intelligence and Information Systems
    • /
    • v.17 no.2
    • /
    • pp.97-107
    • /
    • 2011
  • Nowadays there are a lot of issues about copyright infringement in the Internet world because the digital content on the network can be copied and delivered easily. Indeed the copied version has same quality with the original one. So, copyright owners and content provider want a powerful solution to protect their content. The popular one of the solutions was DRM (digital rights management) that is based on encryption technology and rights control. However, DRM-free service was launched after Steve Jobs who is CEO of Apple proposed a new music service paradigm without DRM, and the DRM is disappeared at the online music market. Even though the online music service decided to not equip the DRM solution, copyright owners and content providers are still searching a solution to protect their content. A solution to replace the DRM technology is digital audio watermarking technology which can embed copyright information into the music. In this paper, the author proposed a new audio watermarking algorithm with two approaches. First, the watermark information is generated by two dimensional barcode which has error correction code. So, the information can be recovered by itself if the errors fall into the range of the error tolerance. The other one is to use chirp sequence of CDMA (code division multiple access). These make the algorithm robust to the several malicious attacks. There are many 2D barcodes. Especially, QR code which is one of the matrix barcodes can express the information and the expression is freer than that of the other matrix barcodes. QR code has the square patterns with double at the three corners and these indicate the boundary of the symbol. This feature of the QR code is proper to express the watermark information. That is, because the QR code is 2D barcodes, nonlinear code and matrix code, it can be modulated to the spread spectrum and can be used for the watermarking algorithm. The proposed algorithm assigns the different spread spectrum sequences to the individual users respectively. In the case that the assigned code sequences are orthogonal, we can identify the watermark information of the individual user from an audio content. The algorithm used the Walsh code as an orthogonal code. The watermark information is rearranged to the 1D sequence from 2D barcode and modulated by the Walsh code. The modulated watermark information is embedded into the DCT (discrete cosine transform) domain of the original audio content. For the performance evaluation, I used 3 audio samples, "Amazing Grace", "Oh! Carol" and "Take me home country roads", The attacks for the robustness test were MP3 compression, echo attack, and sub woofer boost. The MP3 compression was performed by a tool of Cool Edit Pro 2.0. The specification of MP3 was CBR(Constant Bit Rate) 128kbps, 44,100Hz, and stereo. The echo attack had the echo with initial volume 70%, decay 75%, and delay 100msec. The sub woofer boost attack was a modification attack of low frequency part in the Fourier coefficients. The test results showed the proposed algorithm is robust to the attacks. In the MP3 attack, the strength of the watermark information is not affected, and then the watermark can be detected from all of the sample audios. In the sub woofer boost attack, the watermark was detected when the strength is 0.3. Also, in the case of echo attack, the watermark can be identified if the strength is greater and equal than 0.5.

Context Adaptive User Interface Generation in Ubiquitous Home Using Bayesian Network and Behavior Selection Network (베이지안 네트워크와 행동 선택 네트워크를 이용한 유비쿼터스 홈에서의 상황 적응적 인터페이스 생성)

  • Park, Han-Saem;Song, In-Jee;Cho, Sung-Bea
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.573-578
    • /
    • 2008
  • Recently, we should control various devices such as TV, audio, DVD player, video player, and set-top box simultaneously to manipulate home theater system. To execute the function the user want in this situation, user should know functions and positions of the buttons in several remote controllers. Normally, people feel difficult due to these realistic problems. Besides, the number of the devices that we can control shall increase, and people will confuse more if the ubiquitous home environment is realized. Therefore, user adaptive interface that provides the summarized functions is required. Moreover there can be a lot of mobile and stationary controller devices in ubiquitous computing environment, so user interface should be adaptive in selecting the functions that user wants and in adjusting the features of UI to fit in specific controller. To implement the user and controller adaptive interface, we modeled the ubiquitous home environment and used modeled context and device information. We have used Bayesian network to get the degree of necessity in each situation. Behavior selection network uses predicted user situation and the degree of necessity, and it selects necessary functions in current situation. Selected functions are used to construct adaptive interface for each controller using presentation template. For experiments, we have implemented ubiquitous home environment and generated controller usage log in this environment. We have confirmed the BN predicted user requirements effectively as evaluating the inferred results of controller necessity based on generated scenario. Finally, comparing the adaptive home UI with the fixed one to 14 subjects, we confirmed that the generated adaptive UI was more useful for general tasks than fixed UI.

  • PDF

A Digital Convergence Platform based on the MPEG-21 Multimedia Framework (MPEG-21기반 디지털 컨버젼스 플랫폼 기술)

  • Oh, Hwa-Yong;Kim, Dong-Hwan;Lee, Eun-Seo;Chang, Tae-Gyu
    • The Transactions of The Korean Institute of Electrical Engineers
    • /
    • v.56 no.5
    • /
    • pp.987-989
    • /
    • 2007
  • This paper describes a digital convergence platform(DCP) which is implemented based on the MPEG-21 multimedia framework. DCP is a newly proposed solution in this research for the convergence service of future home multimedia environment. DCP is a common platform designed to have the feature of reconfigurability, by means of S/W. which supports to run diverse digital multimedia services. A distributed peer to peer service and transaction model is also a new feature realized in DCP using the MPEG-21 multimedia framework. A prototype DCP is implemented to verify its functions of multimedia service and transactions. The developed DCPs are networked with IP clustering storage systems for the distributed service of multimedia. Successful streaming services of the MPEG-2/4 video and audio are verified with the implemented test-bed system of DCP.

Binary CDMA based Wireless Home Audio System (Binary CDMA 기반의 무선 홈 오디오 시스템)

  • Ji, Choong-Won;Choi, Hyeon-Seok;Kim, Jung-Sun
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2007.10d
    • /
    • pp.417-421
    • /
    • 2007
  • 최근 홈 네트워크에 대한 관심이 높아짐에 따라 관련 기술을 이용하여 실생활에 적용하려는 연구가 활발히 진행되고 있다. 이러한 홈 네트워크 기술들 중에 무선 통신 기술인 Binary CDMA(Code Division Multiple Access)는 2.4Ghz의 RF영역을 사용하여 데이터를 전송한다. Binary CDMA는 Bluetooth보다 전송거리가 길며, 기존의 CDMA와 비슷한 성능을 보이면서 회로가 단순하여 가격이 저렴하다는 장점이 있다. 본 논문은 이러한 Binary CDMA 기술을 기반으로 가정 내 Multi Zone/Multi Source 오디오 시스템의 설계 및 구현을 제안한다. 구현된 시스템은 신뢰성 있는 무선 홈 오디오 시스템 구축을 위해 이 논문에서 제시하고 있는 무선 오디오 시스템 기기간의 망 구성 및 초기화 메커니즘을 적용하였다.

  • PDF