• Title/Summary/Keyword: Interactive Communication

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

  • 이종형;김태균
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.21 no.2
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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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A Study on the Development of an Educational DC Machine Design Package Using JAVA (JAVA를 이용한 직류기 교육, 설계 패키지 작성에 관한 연구)

  • Ho, Won;Lee, Jong-Huck
    • Proceedings of the KIEE Conference
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    • 1997.07a
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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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    • v.11 no.2
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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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    • v.38 no.6
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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.

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

  • Baek, Young-Chul;Lee, Min-No;Ho, Won
    • Proceedings of the KIEE Conference
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    • 1999.07a
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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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A Study on the Development of an Education and Design Package for Transformer and Induction Motor Using JAVA (JAVA를 이용한 변압기, 유도전동기, 교육 및 설계 패키지 개발에 관한 연구)

  • Kim, Gwang-Hun;Kim, Young-Min;Ho, Won
    • Proceedings of the KIEE Conference
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    • 1998.07a
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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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An Error Detection running on White Board for Multimedia Collaboration Works of Home Network Environment (홈 네트워크 환경의 멀티미디어 공동 작업을 위한 화이트보드에서의 오류 감지)

  • Ko, Eung Nam
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.1 no.3
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    • pp.49-52
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    • 2008
  • This paper explains a system that is suitable for detecting software error for multimedia distance education based on home network environment. This system consists of an ED, and ES. ED is an agent that detects an error by hooking techniques for multimedia distance education based on home network environment. ES is an agent that is an error sharing system for multimedia distance education based on home network environment. From the perspective of multimedia collaborative environment, an error application becomes another interactive presentation error is shared with participants engaged in a cooperative work.

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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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    • v.15 no.2
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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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    • v.22 no.11
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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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    • v.15 no.2
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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.