• Title/Summary/Keyword: Interactive Communication

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A Study on The Design of Satellite Transponder for SS/TDMA systems (SS/TDMA 위성 시스템의 중계기 설계)

  • 고성찬;신천식;유문희;최경수;이준원
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.3
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    • pp.403-410
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    • 2003
  • Design issues of multi-beam satellite transponders have been actively studied. Multi-beam satellite transponders can be used in the first SS/TDMA system for satellite interactive multi-media services in Korea. To be used in SS/TDMA systems, a satellite transponder must have either base-band OBP(On-board Processor) or MSM(Microwave Switching Matrix) on-board switch those are capable to provide inter-connections to many earth stations in different beam coverages or different frequencies, i.e., Ka and Ku band. The use of MSM is considered proper due to a substantial developing cost and the required high techniques in base-band OBP. In this paper, we present a designed scheme of transponder being optimally suitable to the targeted SS/TDMA satellite systems, also analysis the performance.

Interactive media facade based on image processing (영상처리 기반의 인터랙티브 미디어파사드에 관한 연구)

  • Jun, Ha-Ree;Yun, Hyun-Jung
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.46-54
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    • 2015
  • Development of digital technology is advancing to levels which influence the formation of city landscapes and spaces. The use of media facade is creating modernized city-spaces with contemporary application of various digital mediums. In this way, media facade functions as media-art in an artistic point of view, while also providing the means for buildings to become landmarks in a city-scape point of view. Going a step further, media facade using interaction is drawing a lot of attention as it enables communication with the city inhabitants instead of one-way contents provision. This paper will research such interactive media facade using transparent display glass currently being used as construction building material and its potential growth.

Cultural Features in Modern Digital Fashion Shows Focusing on Hybrid Digital Culture (현대 디지털 패션쇼에 나타난 하이브리드 디지털 문화적 특성)

  • Cho, Wooin;Suh, Seunghee
    • Journal of the Korean Society of Costume
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    • v.64 no.6
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    • pp.131-147
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    • 2014
  • Purpose of this study is to analyze the meaning of the hybrid digital culture and to find out the features of digital fashion shows appearing in the period of the hybrid digital culture as there have been almost no studies on the hybrid cultural values in the fashion shows and on the diachronic socio-cultural viewpoint of fashion show. The characteristics of hybrid digital culture were identified through the analysis of cases, and they were organized into three for this study; 'non-economic creativity', 'interactive communication' and 'transcendence'. Based on these characteristics, the features of hybrid digital cultures in the modern digital fashion shows were classified into the digitalization of presentation form and the acceptance by audience of digitalization using case studies. The features of digital fashion shows which appear through the presentation form in the digital fashion shows are as follows; 'Expansion of presentation media of runway' and 'Destruction of component factors of runway'. The features of digital fashion show in the perspective of audience's acceptance of digitalization are as follows; 'Audience's field experience through the live video', 'Participation by audience in interactive manner' and, 'Immersion in the virtual reality by the audiences'.

The Development of Fashion Design with Korean Images Using Digital Media - 3D Modeling Based On Maya (Qualoth) Program - (디지털 매체를 활용한 한국적 이미지 패션 디자인 개발 - Maya(Qualoth) 프로그램을 활용한 3차원 모델링 -)

  • Lee, Yoon-Kyung;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.58 no.6
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    • pp.42-53
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    • 2008
  • This study is about the development of Fashion Design using of Korean Motive applied Digital Medium. With rapid change during the 21st century, digital media has emerged as the most important communication tool to facilitate speedy and interactive conversation. The recent emergence of 'Mass Customization' is a good reflection of digital transition's interactive features, realizing product variation and customization through flexibility and immediate responsiveness. In this so-called digital era, fashion is a tool that facilitates the use of digital media, while acting as the object, or the purpose, where digital media can be applied. This study looked at the development situations and future utilization method regarding digital fashion, which was recreated through digital media. In this study, a new design process was developed through digital media and actually manufactured Korean image clothing to reflect the motif of plant found in Korean folk paintings. Three-Dimensional(3D) digital shape was dressed in virtual clothing for comparison, thereby adding some features of textile design to three-Dimensional(3D) shape. Through the process, the study can provide various potential accesses to future development of fashion design utilizing digital media.

UI Design of the MMORPG using Storytelling (스토리텔링을 적용한 MMORPG UI 디자인)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.118-126
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    • 2009
  • The computer game has a narrative structure, which scenario is proceeded by player's consecutive interactive. The interaction is the core of game plays that is not only storytelling in itself, but also is implemented by interface. The UI of computer game is as a tool for communication between player and game, which has been designed by usability on use. However, is it the necessary for us to get synchronization of feelings about game scenario in terms of a psychological in order to deepen the pleasure that is the game's ultimate goal. Effectively, as a way to lead in this empathy. This study tries to application of storytelling to the UI that occurred player's interactive for the first time. Moreover, presented the result as the UI designs of casual MMORPG.

Funology Characteristics of High Concept in Contemporary Fashion (현대 패션에 나타난 하이컨셉(high concept)의 퍼놀로지(funology) 특성)

  • Lew, Chahyang;Suh, Seunghee
    • Journal of Fashion Business
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    • v.21 no.2
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    • pp.1-15
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    • 2017
  • This study aims to identify the special features of high-concept funology observed in fashion products and expressional media by exploring funology in an era of high-concept, the emotional paradigm of the 21st century. High-concept funology in today's fashion can be explained as follows: First, 'virtual reality', which is often seen in fashion shows and fashion commercials, enhances consumer participation and involvement with blurred boundaries between the real world and the virtual world. With the expansion of various forms of real-time communication with consumers, positive images of the brand are being projected to the consumers. Second, 'form transformability', which is often found in fashion products, promotes customers' purchase desire as they are able to present themselves in a more versatile way in the fashion product that is changeable in various designs. Third, 'integration of different fields', which is easily found in various fashion goods, engages consumers in a mutual interaction under an entertaining setting with the product that is made to satisfy their needs attuned to their digital lifestyle. Fourth, 'interactive responsiveness', which is mainly recognized in fashion stores and commercials, is characterized by its interactive playfulness that encourages consumer participation through entertainment contents and promotes brand intimacy, eventually adding more value to its name.

Application of the Internet GIS on Rice Pest Information (인터넷 GIS를 이용한 벼 병해충 정보제공에 관한 연구)

  • 조정호;심정민;윤홍식
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.17 no.4
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    • pp.383-391
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    • 1999
  • This paper describe the interpretation of population density of rice pest in 1998 all over the country using GIS technique and the development of Internet GIS for sharing and analyzing information through Internee. Due to the widespread availability of computer network, GIS solution is available to users on your Internet via the web. Through Internet Rice Pest Information System developed visually the related information of rice pest all over the country and also interactive communication with the web interface concerning the existing system which provides simply static map, texts and numerical statement on the internet, the advantages of developed system are visually information, dynamic map, easy user interface and interactive map through the internet. This system provide more effective method of rice pest data to client.

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MPEG-4 IPMP Authoring Tool for Protection and Management of Digital Contents

  • Kim Kwang-Yong;Kim Jae-Gon;Hong Jin-Woo;Kim Chang-Su;Jung Hoe-Kyung
    • Journal of information and communication convergence engineering
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    • v.3 no.4
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    • pp.195-200
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    • 2005
  • The MPEG-4 standard is aimed to define an object based audiovisual coding standard to address the emerging needs from interactive broadcasting. Since a broadcasting program is created on the basis of its objects, it is considered that MPEG-4 is most suitable for interactive broadcasting contents production and it can be retrieved in terms of its properties. But, there is no system that protects the copyright of digital contents and manages copyright and possibility that contents producer and author's copyright receives infringement at process that exchange contents mutually rose very. Therefore, we need to control and distribute contents according to user's permission rights. In this paper, we present the authoring system based on MPEG-4 IPMP for copyright and protection of MPEG-4 contents. The main features of the proposed approach is to provide an MPEG-4 compliant IPMP authoring system in a plug-in type along with standardized interfaces, which is to be able to incorporated into an existing MPEG-4 content authoring system. In this way, it is capable of authoring content to the MP4 file format while accommodating protection and management of content in a unified way. Furthermore, it also allows a user to edit and/or author IPMP information in a more efficient way by offering form based user interfaces.

Interactive Remote Lecture System Based on IPv6 Multicast Services (IPv6 멀티캐스트 기반의 쌍방향 원격 강의 시스템)

  • Kang, Sung-Ho;Choo, Young-Yeol
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.295-301
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    • 2006
  • The scope ID field of IPv6 multicast address indicates the zone of the destination for which a multicast traffic is intended. Without any further examination on the header field, the scope ID enables a router to determine whether the traffic will be forwarded to a subnet or not. For the graceful migration from IPv4 networks to IPv6 networks, various IPv6 applications working through IPv4 networks are indispensable during the migration period. This paper describes development of an interactive remote lecture system providing service integration on voice, image, and data of teaching materials. Access right to the network for dialog among multicast group members is controlled via additional TCP (Transmission Control Protocol) session. A jitter buffer algorithm was implemented to improve the voice communication jitters.

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Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.577-583
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    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.