• Title/Summary/Keyword: Media Cognitive Science

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Post-processing of 3D Video Extension of H.264/AVC for a Quality Enhancement of Synthesized View Sequences

  • Bang, Gun;Hur, Namho;Lee, Seong-Whan
    • ETRI Journal
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    • v.36 no.2
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    • pp.242-252
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    • 2014
  • Since July of 2012, the 3D video extension of H.264/AVC has been under development to support the multi-view video plus depth format. In 3D video applications such as multi-view and free-view point applications, synthesized views are generated using coded texture video and coded depth video. Such synthesized views can be distorted by quantization noise and inaccuracy of 3D wrapping positions, thus it is important to improve their quality where possible. To achieve this, the relationship among the depth video, texture video, and synthesized view is investigated herein. Based on this investigation, an edge noise suppression filtering process to preserve the edges of the depth video and a method based on a total variation approach to maximum a posteriori probability estimates for reducing the quantization noise of the coded texture video. The experiment results show that the proposed methods improve the peak signal-to-noise ratio and visual quality of a synthesized view compared to a synthesized view without post processing methods.

A Review of Major Issues on Research for Online Video Game Use and Sociability (온라인 비디오 게임 사용과 사회성 연구의 주요 쟁점에 관한 문헌고찰)

  • Shin, Min Jung;Lee, Kyoung Min;Ryu, Je-Kwang
    • Korean Journal of Cognitive Science
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    • v.31 no.3
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    • pp.55-76
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    • 2020
  • Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research.

Exploring Individual Variables Affecting the Valuation of Time (시간의 가치 평가에 영향을 주는 개인차 요인의 탐색)

  • Kim, Young-il;Kim, Youngjun;Kim, Kyungil
    • Korean Journal of Cognitive Science
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    • v.30 no.1
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    • pp.51-83
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    • 2019
  • Delay of immediate gains/losses brings on additional gaines/losses as much as waiting period. However, there are individual difference in evaluating the value of delayed time discounting on the person. In this study, to investigates the individual differences about valuating the delayed time, it is ascertained the correlation between decisions from intertemporal choice task and individual differences of risk taking/perception, emotion, regulatory focus, and HPSP and BELT, subjective period measuring task. In Addition, it is analyzed the individual differences after classifying good/bad performer of intertemporal tasks and person who perceive long/short about the future periods. As a result, good performers of intertemporal task have high openness and perceive longer about 12 hours, 15 days, 6 months and 5 years. Reconstruction about future temporal length plays an important role on intertemporal task, and it is discussed about necessity of follow up study.

A Study on Information Education and School Library (정보교육과 학교도서관에 관한 연구)

  • Yoo So-Young
    • Journal of the Korean Society for Library and Information Science
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    • v.26
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    • pp.53-74
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    • 1994
  • Creative thinking in education is a common assumption to be accomplish in this information age. Information education can contribute to build the ability to think creatively. The Author explored how information education conduces the creative thinking ability that is necessary to the development of independent and competent study for students themselves. The writer also expressed the integrated education makes students think synthetically and synthetic educational experience derives creative thinking. She based her arguments upon the theory of the psychology of memory and the Piaget's cognitive structure. To increase the effects of information education, it is necessary to integrate the curriculums and learning method of the information education and those of other areas of learning, i,e., languages, literatures, social sciences, sciences, mathematics, etc. Here, author asserted that the teaching of information skill within classroom curriculums for all subject areas can make the integrated effects on various classroom curriculums. On the basis of the findings of this study, the author recommended that every school needs to prepare enough books and other media for the students to drill information skill. Consequently, to build creative thinking ability for He students, librarians, classroom teachers and school principals who have influence on the information education, have to cooperate to initiate integrated information education for the student.

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Teacher-Librarians' Perceptions of Their Roles (초등학교 사서교사의 역할 인식에 관한 연구)

  • Chung, Jin-Soo
    • Journal of the Korean Society for Library and Information Science
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    • v.43 no.4
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    • pp.281-306
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    • 2009
  • This exploratory study reports how teacher-librarians perceive their roles as practitioners in school library media programs. Conducted within the framework of qualitative research, the study employed a focus group interview (Morgan 1997) with five teacher-librarians at elementary school level in Seoul. The findings suggest: (1) the roles of teacher-librarians are influenced a great deal by many factors in educational systems; (2) there is no consensus on how to define and perform their role as teachers; (3) there seems to be increasing emphasis on their program administrator's role; (4) there is no consensus on prioritizing the five roles suggested by the AASL (2009), but all the participants agreed that the leader's role is most crucial for the success of pursuing the rest of the roles, and (5) there seems to be no clear boundaries as teacher-librarians perform their roles. Putting all the results together, the researcher was able to conclude that teacher-librarians are frequently asked to be flexible and negotiable and have great burden in the affective, cognitive, and physical realm for the roles imposed and expected of them.

A Study on the Development of Conceptualization Model for Reading, Information, ICT, and Digital Literacy (독서·정보·ICT·디지털 리터러시의 개념화 모델 개발 연구)

  • Park, Juhyeon
    • Journal of Korean Library and Information Science Society
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    • v.49 no.2
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    • pp.267-300
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    • 2018
  • The purpose of this study is to develop conceptualization models of reading, information, ICT, and digital literacy through conceptual differences of these literacy by reviewing and defining the concepts of literacy as well as reading, information, ICT, and digital literacy. Computer literacy has emerged as a concept that explains the phenomenon of contemporary social, cultural, and information technology development, and since then, computer literacy has since changed to IT, ICT literacy, and digital literacy. As a result of the study, a conceptualization model of the reading, information, ICT, and digital literacy was developed. In this model, these literacy whose terms have changed according to the technological development of media, have been classified as medium-centered literacy. And reading and information literacy that focuses on the cognitive process of understanding, utilizing, and evaluating texts and information is categorized as process-oriented literacy. In the digital environment, reading and information literacy is a core competence to critically think and evaluate the texts that are on media, and further research is needed to reduce the reading and the information gap among readers.

Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories (ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로)

  • Kim, Jung Kyu;Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.333-338
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    • 2021
  • Development of 5th generation mobile telecommunication technology is visualizing ideal hyper-connected social information and communication technology (ICT). In particular, virtual reality (VR) technology is at the starting point for new expansion and leaps. This work defines virtual reality as media in this context and collects and analyzes discourse on its scalability around space and communication theory. We first elaborated the concept, starting with the early discussions of the virtual reality concept in 1990, and discussed the relationship between the physical world and digital information, expression and interaction immersion as a medium, simulation, art creation theory, and finally evolutionary development. In conclusion, beyond the discourse on the technology of virtual reality, academic subjects were required to have theoretical frameworks on cognitive science, neuroscience, social science, and humanities issues (ethics, personality, etc.) for the development and evolution of virtual reality. In other words, it is time for the evolution of virtual reality to be discussed, which can be moved beyond.

A Critical Analysis of the Studies on Children's and Adolescents' Information Seeking and Use Part I: Focusing on Information Seeking and Use for Learning (어린이와 청소년의 정보이용에 관한 연구의 비판적 분석 I - 학습을 위한 정보이용을 중심으로 -)

  • Chung, Jin-Soo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.20 no.2
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    • pp.143-153
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    • 2009
  • This paper identifies some natural habits and patterns of children's and adolescents' information seeking and use by drawing a wide range of studies conducted with children and adolescents as study participants. The patterns reported here indicate that children's and adolescents' information seeking and use are affected by the nature of information tasks, the qualities of access tools, their cognitive ability to seek and use information, and their prior knowledge and experience about the tasks and topics given. The findings should provide insights for identifying future research issues as well as for programming the information environments particularly conducive to learning.

Actor Doctor: Actors Visiting Hospitals for Care (액터 닥터: 병원으로 간 배우들)

  • Lee, Gang-Im
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.229-238
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    • 2022
  • Through the converging concept of 'an actor doctor,' this paper deals with an actor and its double, the emotional care giver. In the first place, actor doctors have appeared in the medical scene as hospice volunteers. But, as a developing project, the concept of 'an actor doctor' leads to a professional emotional specialist who works at hospitals during the day and performing at the stage at night. In our contemporary culture, our emotional life is threatened by various social and environmental stimuli. The role of 'an emotional specialist' in our everyday life and hospitals is very essential to our healthy life. Against the backgrounds of the high emotional intelligence and the systemic training, actors are qualified to embody this social vision. From the perspectives of performance studies and cognitive studies, this paper tries scientific explanations of the role, the function, and the techniques of an actor doctor. By doing so, this paper seeks to build a scientific foundation for an actor doctor as an emotional specialist.

A Study on the Cognitive Differences and Issue Factors of Terrestrial Broadcasters on Transmission System Determinants of Digital Radio Broadcasting (디지털 지상파 라디오 방송의 전송방식 결정요인에 관한 지상파 방송사의 인식차이와 쟁점 요인에 관한 연구)

  • Chae, Su-Hyun;Lee, Yeong-Ju
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.122-139
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    • 2015
  • Though the digital transition of terrestrial TV has been completed, the transmission system for terrestrial radio has not been determined and terrestrial radio still keeps its analog transmission. This study, under coorientation model, aims to explore the cognitive difference in recognizing important factors to be considered in deciding the digital radio transmission system between the employees of terrestrial broadcasters and then crucial issues related to the factors are driven. It has been found that the most big cognitive difference among the employees of three major terrestrial broadcasters lies in selecting frequency band for digital radio transmission. But there was little difference of opinion on simultaneous production-transmission, efficiency of frequency usage, broadcast quality and standards of service. The most disputable point in transition to digital radio broadcasting is selecting the frequency band for digital radio between the frequency bands used for FM radio broadcast (88-108MHz), terrestrial DMB (VHF Ch7~13) and FM radio adjacent broadcast band (76~88MHz: VHF Ch5~6). So, the question concludes into the selection issue between DAB+, HD-Radio, and DRM+. To improve the quality of radio broadcasting service and enhance the satisfaction of listeners, it is desirable to allow to operate both production system and transmission station, to enhance high transmission efficiency with minimum transmission facility, and to permit new entrance of broadcasters.