• 제목/요약/키워드: Interactive Communication

검색결과 738건 처리시간 0.021초

DS3급 영상 통신을 위한 개선된 동기식 나머지 타임스탬프(SRTS) 알고리즘 (An improved SRTS algorithm for DS3 rate video communication)

  • 이종형;김태균
    • 한국통신학회논문지
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    • 제21권2호
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    • pp.417-426
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    • 1996
  • The end-to-end service clock recovery is a critical issue in providing constandt bit rate service through ATM network. The Synchronous Residual Time Stamp(SRTS) algorithm is used to recovery the source clock using time stamp of transmitter. In thispaper, we propose a Differential Residual Time Stamp (DRTS) transmission mechanism to effectively deliver the timing information of source clock in SRTS algorithm. The RTS transmission method simple in its hardware. From the results of field trial of DS3 rate interactive video communication system through B-ISDN testbed, it can be identified that DRTS method is superior to the RTS method.

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JAVA를 이용한 직류기 교육, 설계 패키지 작성에 관한 연구 (A Study on the Development of an Educational DC Machine Design Package Using JAVA)

  • 허원;이종혁
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1997년도 하계학술대회 논문집 A
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    • pp.27-29
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    • 1997
  • There have been great advances in communication and networking in recent times. It is necessary to take advantage of this information infrastructure for the purpose of developing an engineering education system, but the networking system was expensive or hard to develop. The current international networking is converging to the use of the World Wide Web system. It has become a new standard for global network communication. But there are not a great number of applications which take full advantage of this environment. In this paper, an interactive education system for engineering education using the World Wide Web will be presented. This can be used as a supplementary kit for engineering education of DC machine design. The system is developed using JAVA and can be accessed using Web browsers.

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Multimodal Discourse: A Visual Design Analysis of Two Advertising Images

  • Ly, Tan Hai;Jung, Chae Kwan
    • International Journal of Contents
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    • 제11권2호
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    • pp.50-56
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    • 2015
  • The area of discourse analysis has long neglected the value of images as a semiotic resource in communication. This paper suggests that like language, images are rich in meaning potential and are governed by visual grammar structures which can be utilized to decode the meanings of images. Employing a theoretical framework in visual communication, two digital images are examined for their representational and interactive dimensions and the dimensions' relation to the magazine advertisement genre. The results show that the framework identified narrative and conceptual processes, relations between participants and viewers, and symbolic attributes of the images, which all contribute to the sociological interpretations of the images. The identities and relationships between viewers and participants suggested in the images signify desirable qualities that may be associated to the product of the advertiser. The findings support the theory of visual grammar and highlight the potential of images to convey multi-layered meanings.

Multimodal Interaction on Automultiscopic Content with Mobile Surface Haptics

  • Kim, Jin Ryong;Shin, Seunghyup;Choi, Seungho;Yoo, Yeonwoo
    • ETRI Journal
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    • 제38권6호
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    • pp.1085-1094
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    • 2016
  • In this work, we present interactive automultiscopic content with mobile surface haptics for multimodal interaction. Our system consists of a 40-view automultiscopic display and a tablet supporting surface haptics in an immersive room. Animated graphics are projected onto the walls of the room. The 40-view automultiscopic display is placed at the center of the front wall. The haptic tablet is installed at the mobile station to enable the user to interact with the tablet. The 40-view real-time rendering and multiplexing technology is applied by establishing virtual cameras in the convergence layout. Surface haptics rendering is synchronized with three-dimensional (3D) objects on the display for real-time haptic interaction. We conduct an experiment to evaluate user experiences of the proposed system. The results demonstrate that the system's multimodal interaction provides positive user experiences of immersion, control, user interface intuitiveness, and 3D effects.

JAVA를 이용한 전기기기 가상실험실 구축에 관한 연구 (A Study on the Development of a Virtual Electrical Machine Lab System Using JAVA)

  • 백영철;이민로;허원
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1999년도 하계학술대회 논문집 A
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    • pp.197-199
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    • 1999
  • There have been great advances in communication and networking in recent times. It is necessary to take advantage of this information infrastructure for the purpose of developing an engineering education system. But the networking system was expensive and hard to develop. The current international netwoking is converging to the use of the World Wide Web system. It has become a new standard for global network communication. But there are not a great number of applications which take full advantage of this environment. In this paper, an interactive virtual electrical machine lab system using the World Wide Web will be presented. This can be used as a supplementary kit for engineering experiment of transformer, induction motor, direct current motor, and synchronous motor. The system is developed using JAVA and can be accessed using Web browsers.

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JAVA를 이용한 변압기, 유도전동기, 교육 및 설계 패키지 개발에 관한 연구 (A Study on the Development of an Education and Design Package for Transformer and Induction Motor Using JAVA)

  • 김광훈;김영민;허원
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1998년도 하계학술대회 논문집 A
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    • pp.312-315
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    • 1998
  • There have been great advances in communication and networking in recent times. It is necessary to take advantage of this information infrastructure for the purpose of developing an engineering education system. But the networking system was expensive or hard to develop. The current international networking is converging to the use of the World Wide Web system. It has become a new standard for global network communication. But there are not a great number of applications which take full advantage of this environment. In this paper an interactive education system for engineering education using the World Wide Web will be presented. This can be used as a supplementary kit for engineering education of transformer induction motor design. The system is developed using JAVA and can be accessed using Web browsers.

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홈 네트워크 환경의 멀티미디어 공동 작업을 위한 화이트보드에서의 오류 감지 (An Error Detection running on White Board for Multimedia Collaboration Works of Home Network Environment)

  • 고웅남
    • 한국정보전자통신기술학회논문지
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    • 제1권3호
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    • pp.49-52
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    • 2008
  • 본 논문은 홈 네트워크 환경에서 멀티미디어 원격 교육을 위한 소프트웨어 오류를 감지하기에 적합한 에이전트이다. 이 시스템은 ED, ES로 구성되어 있다. ED는 홈 네트워크 환경에서 멀티미디어 원격 교육을 위하여 훅 킹 기법으로 오류를 감지하는 에이전트이다. ES는 홈 네트워크 환경에서 멀티미디어 원격 교육을 위하여 오류를 공유하는 에이전트이다. 멀티미디어 공동 작업 환경의 관점에서 오류 공유는 협동 작업에 참가하는 참가자에게 상호작용적으로 오류를 공유한다.

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Adolescents' Friendship Maintenance via Smartphones: The Interactive Relationship between Psychological Factors and Friendship Network Size

  • Park, Namsu;Baek, Kanghui
    • International Journal of Contents
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    • 제15권2호
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    • pp.29-37
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    • 2019
  • This study investigates how adolescents' smartphone attachment, social anxiety, and offline and smartphone network sizes are related to their friendship in regards to maintaining either a strong or weak bond. Based on an online survey involving 402 adolescent smartphone users in South Korea, this study found that smartphone attachment was positively related to a strong ties friendship maintenance and negatively related to weak ties friendships. Similarly, social anxiety was found to be negatively associated with friendship maintenance for both strong and weak - tie relationships. More importantly, this study revealed that the types and size of social networks moderated the relationships among adolescents with smartphone attachment, social anxiety, and friendship maintenance through smartphones.

The Use of Innovative Distance Learning Technologies in the Training of Biology Students

  • Biletska, Halyna;Mironova, Nataliia;Kazanishena, Natalia;Skrypnyk, Serhii;Mashtakova, Nataliia;Mordovtseva, Nataliia
    • International Journal of Computer Science & Network Security
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    • 제22권11호
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    • pp.115-120
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    • 2022
  • The main purpose of the study is to identify the key aspects of the use of innovative distance learning technologies in the training of biology students. Currently, there is a modernization, the evolution of the education system from a classical university to a virtual one, from lecture material teaching to computer educational programs, from a book library to a computer one, from multi-volume paper encyclopedias to modern search databases. During studies in higher education, distance learning ensures the delivery of information in an interactive mode through the use of information and communication technologies. The main disadvantage of distance learning is the emotional interaction of the teacher with students. It is necessary to increase the level of methodological developments for independent studies of students. The methodology includes a number of theoretical methods. Based on the results of the study, the main elements of the use of innovative distance learning technologies in the training of biology students were identified.

Reflections on Application of VR Technology in Field of News Media

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.196-201
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    • 2023
  • In recent years, virtual reality (VR) technology has been widely used in many industrial fields, especially in the fields of medical treatment, games, film and television, to improve the interaction between medical teaching and practical treatment. On the gaming side, the production of virtual reality gaming screens and scenes became increasingly popular, greatly expanding the form of the visual experience. But VR is no longer confined to the health care, education and entertainment industries. During this time, the news media industry has also begun to integrate virtual reality into interviews and user interactions. This study aims to analyze the development of VR technology from the perspectives of immersive VR news experience, real reporting, and prospects, and analyze and think about the interactive participation of media users, the transformation of traditional media, and the upgrading of practitioners' roles.