• Title/Summary/Keyword: Interactive Communication

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Session Key Distribution Scheme in V2I of VANET using Identity-Based Cryptography (VANET의 V2I 환경에서 IBC를 이용한 세션키 분배 기법)

  • Roh, Hyo-Sun;Jung, Sou-Hwan
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.46 no.1
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    • pp.112-120
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    • 2009
  • This paper proposes a session key distribution scheme on non-interactive key distribution algorithm of Identity-based cryptography in V2I of VANET. In the current VANET, IEEE 802.11i is used to provide secure data communication between the vehicle and infrastructure. However, since the 4-way handshake procedure reply when the vehicle handover to another RSU/AP, IEEE 802.11i increases the communication overhead and latency. The proposed scheme using non-interactive key distribution algorithm of Identity-based cryptography provided session key generation and exchange without message exchange and reduced communication overhead and latency than the IEEE 802.11i.

A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.503-511
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    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.

Design of the Interactive Educational Game using the Digital Game-based Learning Methodology (디지털 게임 기반 학습 방법을 이용한 대화형 교육 게임의 설계)

  • Wahyutama, Aria Bisma;Agustin, Ririn Dwi;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1337-1344
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    • 2021
  • This paper presents an interactive educational game design procedure using the DGBL (Digital Game-based Learning) methodology that will help developers to design a multipurpose educational game. The DGBL consists of five stages, which are Analysis, Design, Development, Quality Assurance, and Implementation & Evaluation. This paper is focusing only on the specific technologies included in the Analysis and Design stages based on the DGBL. The first Analysis stage consists of gathering requirements, determining game ideation and learning objectives, and the second Design stage consists of defining the game architecture and database scheme. In this paper, we have designed a lecturers introduction game for a new student or freshmen as a case study to apply the Analysis and Design stages based on DGBL, as well as showing the prototype result in the form of a storyboard.

An Optimization Technique of Scene Description for Effective Transmission of Interactive T-DMB Contents (대화형 T-DMB 컨텐츠의 효율적인 전송을 위한 장면기술정보 최적화 기법)

  • Li Song-Lu;Cheong Won-Sik;Jae Yoo-Young;Cha Kyung-Ae
    • Journal of Broadcast Engineering
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    • v.11 no.3 s.32
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    • pp.363-378
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    • 2006
  • The Digital Multimedia Broadcasting(DMB) system is developed to offer high quality audio-visual multimedia contents to the mobile environment. The system adopts MPEG-4 standard for the main video, audio and other media format. It also adopts the MPEG-4 scene description for interactive multimedia contents. The animated and interactive contents can be actualized by BIFS(Binary Format for Scene), the binary format for scene description that refers to the spatio-temporal specifications and behaviors of the individual objects. As more interactive contents are, the scene description is also needed more high bitrate. However, the bandwidth for allocating meta data such as scene description is restrictive in mobile environment. On one hand, the DMB terminal starts demultiplexing content and decodes individual media by its own decoder. After decoding each media, rendering module presents each media stream according to the scene description. Thus the BIFS stream corresponding to the scene description should be decoded and parsed in advance of presenting media data. With these reason, the transmission delay of BIFS stream causes the delay of whole audio-visual scene presentation although the audio or video streams are encoded in very low bitrate. This paper presents the effective optimization technique for adapting BIFS stream into expected MPEG-2 TS bitrate without any bandwidth waste and avoiding the transmission delay of the initial scene description for interactive DMB contents.

A Corpus-based Analysis of EFL Learners' Use of Discourse Markers in Cross-cultural Communication

  • Min, Sujung
    • English Language & Literature Teaching
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    • v.17 no.3
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    • pp.177-194
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    • 2011
  • This study examines the use of discourse markers in cross-cultural communication between EFL learners in an e-learning environment. The study analyzes the use of discourse markers in a corpus of an interactive web with a bulletin board system through which college students of English at Japanese and Korean universities interacted with each other discussing the topics of local and global issues. It compares the use of discourse markers in the learners' corpus to that of a native English speakers' corpus. The results indicate that discourse markers are useful interactional devices to structure and organize discourse. EFL learners are found to display more frequent use of referentially and cognitively functional discourse markers and a relatively rare use of other markers. Native speakers are found to use a wider variety of discourse markers for different functions. Suggestions are made for using computer corpora in understanding EFL learners' language difficulties and helping them become more interactionally competent speakers.

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Impact of Correlation on Superposition Coding in NOMA for Interactive Mobile Users in 5G System: Achievable Sum Rate Perspective

  • Chung, Kyuhyuk
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.39-45
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    • 2020
  • The fifth generation (5G) mobile communication has been more commercialized worldwide. One of the promising 5G technologies is non-orthogonal multiple access (NOMA). We present the achievable sum rate of non-orthogonal multiple access (NOMA) with correlated superposition coding (SC). Then this paper investigates the impacts of correlation on the achievable sum rate of correlated SC NOMA. It is shown that the achievable sum rate of correlated SC NOMA is greater than that of standard independent SC NOMA, for the most of the values of the power allocation factor over the meaningful range of the user fairness. In result, correlated SC could be a promising scheme for NOMA.

A Study on the Delivery Systems of Teaching and Learning Contents for Education System Reform of Developing Countries

  • Kim, Myong-Hee;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.14 no.3
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    • pp.471-479
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    • 2011
  • The world has witnessed a phenomenal growth in information and communication technologies (ICT). The development of new broadband communication services convergence of telecommunication with computers and recent developments in the field of communication protocol have fostered challenges as well as offerings in the wide-ranging use of ICT to support the creation of dynamic and interactive teaching and learning environment. By emergence of ICT, most of education and training institutions are struggling to integrate ICT and education and training systems. It is so important to apply proper delivery systems for utilization of the computerized teaching and learning contents in the classrooms. It will be a preliminary activity for building open and flexible distance teaching and learning systems in developing countries. In this paper, we would like to suggest and recommend the proper delivery systems for utilization of the computerized teaching and learning contents in the classrooms for education sector reform in developing countries.

Analysis of the PC Communication System using Queueing Network (Queueing Network을 이용한 PC 통신 시스템 분석)

  • 오근태;김준홍
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.17 no.32
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    • pp.53-62
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    • 1994
  • This paper deals with the analysis of the PC communication service system performance which will be installed as a gateway between PSTN and PSDN. Firstly, we classify the data traffic pattern into interactive, conversational, and file transfer type from the actual statistics. Secondly, we model the system structure as a closed queueing network model with multiservers and multiple customer classes and derive the analytic method to be able to measure the system performance using Mean Value Analysis. Finally, the simulation results indicate that the analytic method obtained is a good approximation method to measure the system performance of the PC communication service system as a gateway between PSTN and PSDN.

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Wireless Internet Based DGPS and Performance Analysis (무선 인터넷을 이용한 DGPS 및 성능분석)

  • Lee, Young-Sik;Kim, Hwi;Ji, Kyu-In
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.96-96
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    • 2000
  • Today, Internet is an everyone's tool for information searching and communication. Furthermore, with the wireless Internet, we can get connected while moving. The Internet, especially wireless Internet could be an excellent data Link for DGPS because of its interactive two-way communication capability and well-constructed network infra. The user with his own mobile communication device doesn't necessarily get equipped with the other specific data link for DGPS This paper will show that how the Internet based DGPS system could be constructed on the computer network in real time, Its performance is demonstrated by the field experiments. Comparing to the DGPS system with the conventional data Links, Like beacon and FM DARC, the Internet based DGPS could provide us a convenient and cost effect DGPS system.

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Development of smart hydroponic grower and app using LED (artificial light) (LED(인공광)를 활용한 스마트 수경재배기 및 앱(App) 개발)

  • Han, Hyun-Gwan;Kim, Dae-Kyung;Park, Hong-Gyu;Baek, Seung-Jae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.11a
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    • pp.619-622
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    • 2017
  • LED기반의 스마트 수경 재배기 개발하여 언제 어디서나 식물의 상태를 사용자에게 알려주면서 더 깔끔하고 편리하게 관리 할 수 있고, 스트레스 해소에도 도움이 된다.