• Title/Summary/Keyword: Media Representative

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3-D information of Object by Modified Goldstein Algorithm at Digital holography

  • Yoon, Seon-Kyu;Kim, Sung-Kyu
    • 한국정보디스플레이학회:학술대회논문집
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    • 2007.08b
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    • pp.1486-1489
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    • 2007
  • Generally many kind of phase unwrapping method are used to obtain three-dimensional feature in digital holography. Goldstein algorithm is representative method. But Goldstein algorithm has some problems. We developed a modified Goldstein algorithm that could solve the problem of Goldstein algorithm using the boundary information. Obtained three-dimensional information can be applied to 3-D contents of stereoscopic, multi-view, SMV, or holographic display.

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An Analysis of Indoor Positioning Technologies using Wireless Signals

  • Choi, Min-Seok;Jang, Beakcheol
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.6
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    • pp.55-62
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    • 2016
  • In this paper, we present indoor positioning technologies using the wireless signal categorizing them into triangulation based, fingerprinting based, and cell ID based technologies. We describe several representative techniques for each of them emphasizing their strengths and weaknesses. We define important performance issues for indoor positioning technologies and analyze recent technologies according to the performance issues. We believe that this paper provide wise view and necessary information for recent indoor positioning technologies using wireless signals.

황환원 세균의 quorum-sensing 유사 현상

  • Park, Ji-Eun;Jang, Deok-Jin
    • 한국생물공학회:학술대회논문집
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    • 2001.11a
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    • pp.545-548
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    • 2001
  • Microbiologically influenced corrosion (MIC) of metal is common in the natural environment and sulfate reducing bacteria are representative microorganisms for MIC. We found that biofilm fomlation by SRB on the metal surface might be controlled by quorum sensing, which is a cell density dependent regulation of cell metabolism. As cell free culture fluids (spent media) of Desulfovibrio vulgaris and D. desulfuricans were tested for quontrn sensing related test strains, it was found that spent media of two SRB induced increased luminescence of Vibrio harveyi BB886 (sensor 1+, sensor 2-) and BB170 (sensor 1-, sensor 2+). Quorum activities of D. vulgaris and D. desulfuricans appeared to be parallel to growth patterns, i.e., it was low in the lag phase, highly increased in the exponential phase, and reached maximum in the stationary phase. Interestingly, however, luminescence of V. harveyi BB886 and BB170 induced by a unit cell mass of the SHB showed a maximal peak in the late lag phase. Hence, it was suspected that quorum sensing of these two SHB play unknown roles in shifting cells from dormant to growth stages.

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Performance Analysis of TCP Using ErrorModel (에러 모델을 적용한 TCP의 성능 분석)

  • Kim, Yu-Doo;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.11 no.1
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    • pp.31-36
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    • 2007
  • TCP (Transmission Control Protocol) is one of the protocols which are widely used from the Internet environments. Through the flow control of TCP, it could be increased efficiency for the loss and a re-transmission of data and the flow control become accomplished through window technique which puts the limit of size. By the flow control, TCP divided in various versions. In this paper, it is analyzed the simulation result which applies the error model in the Newreno which is an improved model of the representative Tahoe, Reno.

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Open Hardware Platforms for Internet of Things : Evaluation & Analysis

  • Seo, Jae-Yeon;Kim, Myung-Hwi;Jang, Beakcheol
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.8
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    • pp.47-53
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    • 2017
  • In this paper, we present open hardware platforms for Internet of Things (IoTs) emphasizing their strengths and weaknesses. We introduce six representative platforms, Raspberry PI, Arduino, Garileo, Edison, Beagle board and Artik. We define important performance issues for open hardware platforms for IoTs and analyze recent platforms according to the performance issues. We present recent research project using open hardware platforms introduced in this paper. We believe that this paper provide wise view and necessary information for open hardware platforms for Internet of Things (IoT).

Indoor Localization Technology Survey

  • Kim, Cheong-Mi;Jang, Beakcheol
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.1
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    • pp.17-24
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    • 2016
  • In this paper, we introduce indoor localization technologies categorizing them into ON/OFF switch and senor based, wireless communication based, and image based technologies. Then we describe several representative techniques for each of them, emphasizing their strengths and weaknesses. We define important performance issues for indoor localization technologies and analyze recent technologies according to the performance issues. Our analyses show that ON/OFF switch based technologies are difficult to install, but accurate and not limited by light. Wireless communication technologies are not limited by light nor distance (space) and do not need additional device. Image based technologies do not need additional device but are limited by light, and their accuracies are affected by light. We believe that this paper provide wise view and necessary information for recent indoor localization technologies.

Biometrics-based Key Generation Research: Accomplishments and Challenges

  • Ha, Lam Tran;Choi, Deokjai
    • Smart Media Journal
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    • v.6 no.2
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    • pp.15-25
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    • 2017
  • The security and privacy issues derived from unsecurely storing biometrics templates in biometric authentication/ recognition systems have opened a new research area about how to secure the stored biometric templates. Biometrics-based key generation is the newest approach that provides not only a mechanism to protect stored biometric templates in authentication/ recognition systems, but also a method to integrate biometric systems with cryptosystems. Therefore, this approach has attracted much attention from researchers worldwide. A review of current research state to summarize the achievements and remaining works is necessary for further works. In this study, we first outlined the requirements and the primary challenges when implementing these systems. We then summarize the proposed techniques and achievements in representative studies on biometrics-based key generation. From that, we give a discussion about the accomplishments and remaining works with the corresponding challenges in order to provide a direction for further researches in this area.

A Study on the Experiential Response of Short-Form Video Users

  • Lim, Dong Kyun
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.273-277
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    • 2021
  • As society gradually enters a virtual, non-face-to-face society, the use of online content is increasing as well. In particular, as smartphones are thoroughly established in our daily life, the platforms of webtoons, mobile broadcasting, and education are shifting from personal computers to smartphones. Recently, the development of the Over-The-Top media service (OTT service) enabled streaming services of various media contents through the internet and activation of IPTV. Therefore, the rapid increase of popularity of short-form content is a natural phenomenon with smartphone platforms with fast, improvised, and endless communication. Lately, TikTok became the favored platform with prosumers, defined as people who are both producers and consumers. In this study, I studied the experiential response of YouTube and TikTok users as representative examples of a short-form content platform developed after the 2000s, the flourishing years of digital content with a length of 30 seconds.

The Form and Usefulness of Alternate Reality Games (대체현실게임의 형태와 유용성)

  • Choi, Du-Yeol;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.151-160
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    • 2021
  • Alternate reality games (ARGs) are a game genre with characteristics that can lead to changes in current integrated media environments. While technical combinations are being pursued as diverse media are utilized based on formative aspects, the representative, narrative combination of the real and the virtual is a convergent factor in narrative structures. Through perspectives that perceive transmedia storytelling-which has brought convergence to communication among gamers-as having a structure and utility that can outclass previous game forms, this study focuses on ARGs, which have features that converge reality and virtual reality. Further, the study reveals the structure and utility of that system. This study sheds light convergent storytelling, which is in demand in the transmedia age, and which will serve as a significant investigation with regard to social perceptions of future games and changes in game form.

A Study on the Corporate Management Strategy of OTT Service: Focusing on Coupang Play

  • Jae Hyun, Cho;Min Jung, Kang
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.150-156
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    • 2023
  • In a recent study, the phenomena of attention being drawn to the media business, particularly over-the-top (OTT) services, was the focus. Particularly, after the Squid Game was broadcast in September 2021, the total number of Netflix users had topped 213.6 million since the company first entered the domestic market. Domestic companies have also introduced OTT services like 'Wave', 'Tving', and 'Watcha Play' to capitalize on this market trend. However, questions persist about how Korea's native OTT providers, both large and small, are being harmed by Netflix's strong financial position and massive content quantity. In order to offer realistic performance metrics, we analyze Coupang Play among domestic OTT service providers after reviewing the business model and management strategy of representative OTT service firms.