• Title/Summary/Keyword: Media Environment

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Study on the Characteristics of Media Environment of MRS (혼합현실공간(MRS)의 미디어환경 특성연구)

  • Han, Jung-Yeob;Ahn, Jin-Keun
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.169-179
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    • 2010
  • In these days, space design is evolving to the mixed reality space where fused on-line and off-line. But, standard and measure of mixed reality space has not been suggested and there has been little research about media environment and expression method as a mixed system either. That's why here I suggest four media environments and their characteristics that act not only as a critical point in the mixed reality space based on ubiquitous technology but also as a standard for spatial discerning. 1) Real space that is a media environment only seen by human visual and tactical sense is evolving using expression methods like new materials based on digital technology and LED. 2) Augmented reality space is a media environment using information instruments is expressed with diverse 2D and 3D contents. 3) Cyber Space is a environment depends totally on media instruments is produced by perfect graphic information without any spatial and physical limitations. 4) Augmented cyber space is realized only through the displays in cyber studio and is a space where real objects and graphic information are mixed. Depending on the purpose of the experience, media environment and expressional characteristics of mixed reality space can be fused, blended, and mixed, and that can be realized to the intelligent information space where one can experience without spatial, visual, informational limitations. In the future, studies on physical characteristics of contents according to the media environment characteristics are necessary.

Scene Composition Technology Based on HTML5 in Hybrid Broadcasting Environment (하이브리드 방송 환경 하에서 HTML5 기반 장면구성 기술)

  • Jo, Minwoo;Park, Jungwook;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.18 no.2
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    • pp.237-248
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    • 2013
  • Hybrid broadcasting environment is convergence of broadcasting and communication environment. In hybrid broadcasting environment, a number of media can be delivered using both broadcasting channel and other network unlike traditional broadcast environment that is able to deliver a couple of media by the limited bandwidth. Now, starting with smart TV, hybrid broadcasting environment combining broadcasting channel and IP network is established, and a variety of services are appearing. Moreover, the services using hybrid broadcasting environment are expected to appear soon for the other smart terminals such as smart phone and tablet PC. Scene composition is one of the methods that can consume effectively a number of media delivered from hybrid broadcasting environment. Using scene composition, multiple media can be consumed through the specified presentation time and space. Therefore, in this paper, it proposes the scene composition technology that is suitable for hybrid broadcasting environment and smart terminals. However, the spatial composition and temporal composition of media using script language and style language of HTML5 might increase the complexity of processing, and cause limitation of avaliable terminals. Also, a document of HTML5 can describe only one scene. By these reason, the proposed scene composition technology extends HTML5 in order to provide the spatial and temporal composition of media and description of multiple scene through markup language. In addition, it includes the extension of HTML5 in terms of utilization in hybrid broadcasting environment. For this proposal, this paper describes the technology of HTML5 and proposed scene composition. Also, it verifies the scene composition with both implementations and experiments.

A Study on Social Media Market Competition based on User Gratification (이용자의 충족에 따른 소셜미디어 시장 내 경쟁관계에 관한 연구)

  • Huang, Yunchu;Baek, Heon;Yang, Chang-Gyu
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.2
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    • pp.105-117
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    • 2014
  • The change of social media market toward multimedia environment makes users select social media according to preference factor's gratification and this also causes competition among various social medias. So this study focused on competition among social media from the perspective of users' gratification while considering multimedia environment of social media market. The widely known Niche theory is used to confirm competitions among media in an environment with limited resource. According to research result, (1) Facebook and Kakao Talk mostly satisfies users' expectations; (2) Facebook and Kakao Talk form leading group and Blog, Youtube and Twitter form chasing group in this competition; (3) Kakao Talk greatly satisfies users' various expectations. The research result implies that, for social media to have competitive advantage in the market, it is better to provide convenience and real-time responsiveness in mobile environment and to improve service so that users could more easily utilize network.

The Impact of New Media Properties to Self-Efficacy and Marketplatform Attractiveness (뉴미디어 환경 속성이 자기효능감 및 모바일 마켓플랫폼 매력도에 미치는 영향)

  • Lee, Jeong Hoon;Kim, Soo Kyung
    • Journal of Information Technology Applications and Management
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    • v.20 no.4
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    • pp.315-338
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    • 2013
  • As a result of New media that affects the marketing system, it is appeared a new marketing system called Market Platform in terms of market governance of trading. Market Platform is a new marketing system for ideal market system through the community structure from a hierarchy structure. It is determined that Market Platform as the role of adjustment of each side of market, buyer and seller, developed an existing marketing system. In this study, to target the Market Platform has recently emerged as the center of the market management in the new media environment. This study investigates what characteristics and impact of infrastructure of Market Platform will affect the cognitive impact on both buyers and sellers to clarify the impact on the self efficacy of the shopping process. Through this investigation, modeling for the impact that new media environment will attract Market Platform will be developed from the investigation of attractiveness of mobile market platform environment. Changes in the technical media environment gave the characteristics of the customer in the market platform, so consumers could involve not only consumed, but also manufactured. Thus, it is possible to increase the attractiveness if market must be able to not only for the convenience of shopping, but also make people to enjoy the experience of value co-creation. In other words, the new media, as a result of affecting the marketing system, mobile market platform is organized around the market of communication base. Network centrality, visible openness, ubiquitous multiplexity, 3 properties of new media increase the market self-efficacy of their customers. Therefore, the structure of market platform that enhance self-efficacy has higher attractiveness.

A Study on the Digital Space Color by Application Color System in New Media Environment (뉴미디어 환경의 색채시스템을 적용한 디지털 공간색채 연구)

  • Kim, Sun-Young
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.236-243
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    • 2011
  • The digital space color of new media environment denied not only the deterministic relationship of designed color and circumjacent color but also the deduced an special elements of digital space color. Such phenomena historical perspective of Gernot Wersig, new media principle of Lev Manovich and remediation of Bolter, J.K & Grusin, R. are expressed in various new media environment across. In particular, development of digital technology is moving away from its previous space color based on scientific, statistical and quantitative perspective by using diverse variables. The following research focuses on the fundamental concept of space color by type, composition of digital space color. The paper reflects on the meaning and concept of contemporary which enables the application of digital space color system on space through advanced technology. The principle of digital space color such as multidimensional malerisch, discontinuous video, vague original and copy, irregular repetitiveness of 'copy of copy', selective color of observer, experiential color of observer, and etc. makes it possible to extract the expressed element and method of digital space color. Meanwhile, the features of digital space color such as divided field of form, non-systematized of process and collage of communication can be inferred from case analysis.

Implementation of One-Person Media Live System in Closed Network Environment (폐쇄망 환경에서 1인 미디어 라이브 시스템 구현)

  • Kim, Dae-Jin
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1523-1527
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    • 2017
  • Recently, there have been a growing number of services for users to shoot content by themselves and to broadcast this data to a large number through the Internet. One-person media live services are popular in life, and similar services are becoming common. Most of these services are for general users. However, depending on the service model or the situation, there are cases where the object of streaming is limited depending on the security-sensitive service environment. Especially, in the case of closed networks such as military, government, and security organizations, these specialized services are needed. Therefore, in this paper, we implemented a live media system in a closed network environment. We study system components suitable for service environment and study how to develop components.

Design and Implementation of the 4D-Media Broadcasting Service System in a Smart TV Environment (스마트 TV 환경을 위한 4D 미디어 방송 서비스 시스템의 설계 및 구현)

  • Yun, Jae-Kwan;Kim, Min-Gi;Jang, Jong-Hyun
    • IEMEK Journal of Embedded Systems and Applications
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    • v.7 no.1
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    • pp.9-15
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    • 2012
  • Recently, as the development of 3D contents service, production of 4D media that user can feel physical effects by the scene of movie has been increased. This 4D media uses the SMMD (Single Media Multiple Devices) method to give users enhanced effects with multiple devices playing rather than the SMSD (Single Media Single Device) method with single device playing in a smart TV environment. To give more sensible effects to users, from the beginning of making one media, we produced 4D media that consists of 3D contents and the SEM (Sensory Effect Metadata) to define effects of the scene. 4D media is transmitted to a HS (Home Server) to represent 3D contents in 3DTV and multiple devices with synchronized way. In this paper, we suggested the concept and overall 4D media broadcasting service system architecture, aggregator time acquisition, media time scheduling, real-sense device scheduling, evaluation results, user interfaces and implemented devices.

A Study on the Use of Instructional Media in Nursing Education (간호교육에서 교수매체 활용에 관한 연구)

  • Yang Kwang-Ja;Kong Eun-Suk;Kim Keun-Kon
    • The Journal of Korean Academic Society of Nursing Education
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    • v.4 no.2
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    • pp.204-219
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    • 1998
  • The use of instructional media in nursing education was investigated using a descriptive research methodology. Data were collected from 199 professors teaching in the areas of Fundamental Nursing (48 subjects), Adult Nursing(56 subjects), Pediatric Nursing(49 subjects), and Community Health Nursing(46 subjects). 120 professors were from 3-year college of nursing and 79 professors were from 4-year college of nursing, Data were analyzed using descriptive statistics (mean, standard deviation), and ANOVA with SPSS $PC^+$ program. The results are as follows. 1) The general attitude of the subjects toward the use of instructional media was positive(mean : 3.75). However, from the ANOVA result the subjects from 4-year college of nursing had more positive attitudes in the areas of media utilization and supply system. Most subjects had high interest in the areas of effectiveness of the media, and media literacy in using instructional media. 2) OHP(mean was 3.76) and VTR(mean was 3.36) were the most used instructional media in nursing education. These media were efficiently supplied by the school. However, other media like CD-ROM, Opaque Projector, and LCD or beam Projector were not sufficiently provided by the school. 3) The main reasons to use instructional media were that the use of media is effective to raise students' attention and learning motivation. 4) Insufficiency of the media and environment to use media were the causes of the lack of using instructional media. 5) The use of PC communication of internet, LCD or beam Projector, and Computer Graphics was low. The reasons were that the subjects did not have enough knowledge and skills to use these media, and there was lack of media or environment. 6) In general, environment to use media of the 3-year college of nursing was worse than that of 4-year college of nursing. However, there was no significant differences between the two groups in the use of media related to their position, and subject. On the basis of the study results professors teaching nursing have positive attitudes to use instructional media but the lack of media supply or facility to use media limited the use of instructional media.

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A Real-Time Control Technique of Media Stream in Embedded Web Streaming (임베디드 웹 스트리밍에서의 미디어 스트림의 실시간 제어 기술)

  • Lee, Hyun-Ju;Kim, Sang-Wook
    • Journal of KIISE:Software and Applications
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    • v.32 no.11
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    • pp.1029-1035
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    • 2005
  • Web streaming environment need a suitable video playback service technique, a streaming technique for real-time delivery and an efficient control technique due to its limited environment. In this paper, we propose an effective control technique for real-time media stream playback as a connection technique between the high-quality media player and web browser based on Linux environment. The proposed stream control technique presents control data through 050 on media playback screen of web browser, and process the user's input data. It acts GUI-independently, and is designed considering addition and extension for control data.