• Title/Summary/Keyword: Media Environment

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Performance of Advanced Sewage Treatment Process with Waste Oyster Shell Media in Rural Area (폐굴껍질 담체를 이용한 마을하수고도처리공정의 성능평가)

  • Lim, Bong-Su;Yang, Yan-Hao
    • Journal of Korean Society on Water Environment
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    • v.22 no.1
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    • pp.30-36
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    • 2006
  • This study was carried out to evaluate the performance of Modified Ludzsck Etinger (MLE) process with waste oyster shell media in aerobic tank. Influent flow was 36 L/d and the order of reactor was anoxic, aerobic and sedimentation tank and unit hydraulic retention time was 2 hr, 6 hr and 4 hr, respectively. Sludge recycling rate in sedimentation tank and internal recycling rate were 100%. Media fill rate in aerobic tank was 5%, 10% and 17% and fluid MLSS concentration in aerobic tank was 3000~4000 mg/L. Average TCOD removal rate was 91~93%, TBOD 92~96%, SS 95~96% and when media fill rate was 10% or more, in organic compound removal it could satisfy with wastewater discharge standard. Average total nitrogen removal rate was 70~76% and average total phosphorous removal rate was 58~65%. With media fill rate increasing, total phosphorous average removal rate also increased. For it was that released calcium ion from waste oyster shell reacted with soluble phosphorous. From these experiment results, the MLE process using waste oyster shell as media is a practical method for advanced sewage treatment in rural area.

A Study on the Suitability for Acceptance of Tablet Media in the u-Learning Environment: Based on Kano's Model and IPA Methodology (u-러닝 환경에서 태블릿 미디어의 수용적합성에 관한 연구: Kano 모델 및 IPA 방법론을 중심으로)

  • Seo, Hyun-Sik;Song, In-Kuk
    • Journal of Internet Computing and Services
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    • v.12 no.4
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    • pp.73-91
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    • 2011
  • This research aims to compare the features and environments for media acceptance of tablet against laptop computer in the u-Learning environment. While it is need to accept suitable media for u-Learning learner, most of existing research has focused on finding factors which can affect perceived usefulness and perceived ease of use on extended technology acceptance model and how to fulfill those factors. Thus this research drew four categories need to use media in the u-Learning environment, then adopts Kano's model and IPA methodology. The results by Kano's model identify exciting and basic attributes which do not match overall satisfaction of learners. Moreover the research analyses by IPA methodology illustrate whether the factors considered important by learners are fulfilled. The research also emphasis the significance of enhancing relative importance as well as satisfaction of the properties for media acceptance in the u-Learning environment.

Legalization of Right to be Forgotten and Freedom of Press in the Digital Media Environment (디지털 미디어 환경에서 잊혀질 권리의 법제화와 언론의 자유)

  • Kim, Hyung-Il
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.21-27
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    • 2013
  • With the advent of digital media environment, distribution way of information changes, legalization of the right to be forgotten is becoming increasingly necessary. However, too much emphasis on protection of personal information to hinder the development of the Internet industry and constitutional rights, including freedom of speech and right to know might be infringed. Thus, the scope of the right to be forgotten there is a need to clarify the rules. First, the rights of personal information can be divided into two. Right to be forgotten can be applied to the right to self-determination of personal information, but the right to self-determination information about social personality cannot be applied to. Second, in the digital media environment, old news article over the internet repeatedly distribution as the new damage is generating. Because old news article is a historical record, the right to be forgotten can not be applied. Thus, appropriate for digital media environment must find new ways.

Design and Implementation of a Stereoscopic Image Control System based on User Hand Gesture Recognition (사용자 손 제스처 인식 기반 입체 영상 제어 시스템 설계 및 구현)

  • Song, Bok Deuk;Lee, Seung-Hwan;Choi, HongKyw;Kim, Sung-Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.3
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    • pp.396-402
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    • 2022
  • User interactions are being developed in various forms, and in particular, interactions using human gestures are being actively studied. Among them, hand gesture recognition is used as a human interface in the field of realistic media based on the 3D Hand Model. The use of interfaces based on hand gesture recognition helps users access media media more easily and conveniently. User interaction using hand gesture recognition should be able to view images by applying fast and accurate hand gesture recognition technology without restrictions on the computer environment. This paper developed a fast and accurate user hand gesture recognition algorithm using the open source media pipe framework and machine learning's k-NN (K-Nearest Neighbor). In addition, in order to minimize the restriction of the computer environment, a stereoscopic image control system based on user hand gesture recognition was designed and implemented using a web service environment capable of Internet service and a docker container, a virtual environment.

A Gesture Interface based on Hologram and Haptics Environments for Interactive and Immersive Experiences (상호작용과 몰입 향상을 위한 홀로그램과 햅틱 환경 기반의 동작 인터페이스)

  • Pyun, Hae-Gul;An, Haeng-A;Yuk, Seongmin;Park, Jinho
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.27-34
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    • 2015
  • This paper proposes a user interface for enhancing immersiveness and usability by combining hologram and haptic device with common Leap Motion. While Leap Motion delivers physical motion of user hand to control virtual environment, it is limited to handle virtual hands on screen and interact with virtual environment in one way. In our system, hologram is coupled with Leap Motion to improve user immersiveness by arranging real and virtual hands in the same place. Moreover, we provide a interaction prototype of sense by designing a haptic device to convey touch sense in virtual environment to user's hand.

Authoring Personal Virtual Studio Using Tangible Augmented Reality (탠저블 증강현실을 활용한 개인용 가상스튜디오 저작)

  • Rhee, Gue-Won;Lee, Jae-Yeol;Nam, Ji-Seung;Hong, Sung-Hoon
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.2
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    • pp.77-88
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    • 2008
  • Nowadays personal users create a variety of multi-media contents and share them with others through various devices over the Internet since the concept of user created content (UCC) has been widely accepted as a new paradigm in today's multi-media market, which has broken the boundary of contents providers and consumers. This paradigm shift has also introduced a new business model that makes it possible for them to create their own multi-media contents for commercial purpose. This paper proposes a tangible virtual studio using augmented reality to author multi-media contents easily and intuitively for personal broadcasting and personal content generation. It provides a set of tangible interfaces and devices such as visual markers, cameras, movable and rotatable arms carrying cameras, and miniaturized set. They can offer an easy-to-use interface in an immersive environment and an easy switching mechanism between tangible environment and virtual environment. This paper also discusses how to remove inconsistency between real objects and virtual objects during the AR-enabled visualization with a context-adaptable tracking method. The context-adaptable tracking method not only adjusts the locations of invisible markers by interpolating the locations of existing reference markers, but also removes a jumping effect of movable virtual objects when their references are changed from one marker to another.

Authoring Tool for Mobile Contents based on LASeR (LASeR 기반 모바일 콘텐츠 저작 도구)

  • Kim, Sun-Kyung;Kim, Hee-Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.3
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    • pp.31-37
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    • 2008
  • MPEG 4 Part 20 LASeR (ISO/IEC 14496 20) is a specification designed to deliver rich media services in a mobile environment. The specification is an emerging standard that can replace the MPEG 4 BIFS specification designed to deliver PC based heavyweight media contents. The specification describes the representation of scene information in a resource constrained mobile environment. Unlike the BIFS standard designed to deliver heavyweight rich media, the LASeR specification has a restricted description that conforms to the SVG Tiny 1.2 specification. Also, the specification has an advantage of allowing for the efficient conversion of one graphics format to another. In this paper, we present the design and the implementation of a LASeR authoring system that allows for fast and efficient creation of interactive rich media contents in a mobile environment. The Gill interface of the authoring system presented in this paper allows users, who do not have prior knowledge of the scene description language, to conveniently create contents and store the produced scenes using the internal list data structure. The system allows users to navigate scene objects internally stored and to create LASeR XML files in the structured XML format.

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A Service Model for Multimedia Contents in Communication & Broadcasting Converged Environment (통방 융합 환경에서의 멀티미디어 콘텐츠 서비스 모델)

  • Kim, Kwang-Yong;Kim, Jae-Gon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.643-646
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    • 2005
  • In this paper, we present a service model which serves multimedia contents to end consumer(End-user) that have various mobile communication terminals under a communication & broadcasting converged environment that broadcasting and communication networks are linked. A main feature of this service model is that it has a distribution structure that deliver to end consumer via adaptation of content from production of contents offering End to End (E2E) media QoS and personalized contents consumption. The proposed service model may be used as a reference model for distribution of multimedia content in communication & broadcasting converged environment in the future.

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Media Production Environment Using Metadata based on Advanced Authoring Format (Advanced Authoring Format기반에서 메타데이터를 활용한 영상제작환경)

  • Mok, Seon-Ah;Kim, Chul-Hyun;Paik, Joon-Ki
    • Journal of Broadcast Engineering
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    • v.13 no.2
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    • pp.274-282
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    • 2008
  • In this paper, we propose from media production environment using meta-data based on advanced authoring format(AAF). The media production system becomes digitalized since the image degradation and data storage should be minimized. For transmitting various contents without loss of meta-data. Editing decision list(EDL)is used in the current broadcasting and cinema environment, which results in inefficient performance. We compared the proposed AAF with the existing EDL cut, and tested successful transmission of the metadata. Based on the experimental results, the proposed AAF contains more video information than EDL.

New Paradigm Changes in Animation in the Era of Media Convergence (미디어 컨버전스 시대 애니메이션의 새로운 패러다임 변화)

  • Lee, Sang-Won
    • The Journal of the Korea Contents Association
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    • v.7 no.6
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    • pp.31-43
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    • 2007
  • Recently, the animation market requires a new consumption form of animation contents that can meet the trend and environment of a new era. Therefore, the main purpose of this study is to seek new changes in paradigm by analyzing the animation examples from media to media in order to confirm in which form animation genres are changed in the ers of media convergence. The finding shows that the paradigm changes in animation are essentially caused by the development of internet communication technology, the interactiveness, and the emergence of new media by media characteristics. As a result, the environment of consumption involves the introduction of active marketing centered on personal media and the new insight into the genre of animation, and the industry of animation has a high possibility of developing into a leading industry in the future based on the development of creation technology and on the paradigm of empirical economy and requires the animation education based on new media. This study will find its significance in that it may provide the basis of study in terms of theory and practice of the creation animation research focused on new media.