• 제목/요약/키워드: Media Technology

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비지도 학습 깊이 예측 모델을 이용한 가상시점 합성 (Virtual view synthesis using unsupervised learning depth estimation model)

  • 송민기;양지희;황동호;박구만
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송∙미디어공학회 2019년도 추계학술대회
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    • pp.155-157
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    • 2019
  • 본 논문에서는 기존의 DERS, VSRS를 이용한 가상시점 합성이 가지고 있는 문제점을 해결하기 위해 비지도 학습 방식의 학습 모델을 이용하여 가상시점 합성에 적용하는 방식을 제안한다. 제안한 방식에서는 기존의 DERS와 달리 Disparity의 탐색범위를 지정하지 않고 Depth의 예측이 가능하며 단안의 영상에서 Depth를 예측하기 때문에 가상시점 합성 시 더 넓은 시점을 합성 할 수 있다. 또한 기존 방식은 Depth와 합성 영상을 각각 처리해야하지만 제안하는 방식은 한 번에 작업이 이루어지며, GPU를 기반으로 구현하였기 때문에 기존의 합성 방식 보다 처리 속도가 우수하다.

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All-IP화 디지털융합 및 미디어산업의 진화 연구 (All-IP Digital Convergence and Its Effect on the Evolution of the Media Industry)

  • 정석균
    • Journal of Information Technology Applications and Management
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    • 제18권2호
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    • pp.23-38
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    • 2011
  • The advance of All-IP digital convergence is now triggering fundamental changes in the media industry. This article analyzes the evolution of the media industry based on a value chain model, with a special emphasis placed on the impact of digital technology on the structure of media production, distribution, and consumption. As the Internet has evolved into an access channel for all forms of media, the boundaries of the media industry remain unclear and open thus enabling anyone to become a creator of media. Furthermore, the scope of media continues to become more dynamic as competition grows between older and more innovative forms of media. In this light, adapting to innovative technologies and more effectively meeting the needs of customers represent key factors for the continued evolution of the media.

소셜 미디어와 중계영상을 활용한 실시간 문자 중계 시스템 (Real-time Text Scoreboard System using Social Media and Live Media)

  • 서동만;김수현;박호건;고희동
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2012년도 한국컴퓨터종합학술대회논문집 Vol.39 No.1(D)
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    • pp.193-195
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    • 2012
  • 본 논문에서는 모바일 환경에서 이동중에 사용자에게 스포츠 경기를 관전할 수 있는 실시간 중계 시스템을 제안한다. 제안하는 시스템은 문자 중계를 기본으로 하여 소셜 미디어와 TV 중계 영상을 이용한 하이라이트 동영상 서비스와 소셜 미디어 요약 서비스를 함께 제공한다.

Interaction art using Video Synthesis Technology

  • Kim, Sung-Soo;Eom, Hyun-Young;Lim, Chan
    • International Journal of Advanced Culture Technology
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    • 제7권2호
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    • pp.195-200
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    • 2019
  • Media art, which is a combination of media technology and art, is making a lot of progress in combination with AI, IoT and VR. This paper aims to meet people's needs by creating a video that simulates the dance moves of an object that users admire by using media art that features interactive interactions between users and works. The project proposed a universal image synthesis system that minimizes equipment constraints by utilizing a deep running-based Skeleton estimation system and one of the deep-running neural network structures, rather than a Kinect-based Skeleton image. The results of the experiment showed that the images implemented through the deep learning system were successful in generating the same results as the user did when they actually danced through inference and synthesis of motion that they did not actually behave.

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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    • 제15권2호
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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.

Semi-supervised Cross-media Feature Learning via Efficient L2,q Norm

  • Zong, Zhikai;Han, Aili;Gong, Qing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권3호
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    • pp.1403-1417
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    • 2019
  • With the rapid growth of multimedia data, research on cross-media feature learning has significance in many applications, such as multimedia search and recommendation. Existing methods are sensitive to noise and edge information in multimedia data. In this paper, we propose a semi-supervised method for cross-media feature learning by means of $L_{2,q}$ norm to improve the performance of cross-media retrieval, which is more robust and efficient than the previous ones. In our method, noise and edge information have less effect on the results of cross-media retrieval and the dynamic patch information of multimedia data is employed to increase the accuracy of cross-media retrieval. Our method can reduce the interference of noise and edge information and achieve fast convergence. Extensive experiments on the XMedia dataset illustrate that our method has better performance than the state-of-the-art methods.

Digital Outdoor Advertising Tecoration for the Metaverse Smart City

  • Yoo, Seung-Chul;Piscarac, Diana;Kang, Seungmi
    • International Journal of Advanced Culture Technology
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    • 제10권1호
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    • pp.196-203
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    • 2022
  • Developing smart cities increasingly relies on metaverse technology. This has become much more apparent in the post-COVID-19 pandemic urban environment. The demand for fast processing of huge amounts of data and the convergence of various media types is essential for keeping city residents well-informed and safe. This paper builds on recent research on metaverse, smart cities, and digital outdoor advertising media. It proposes that "space culture media", which collectively functions by using physical or virtual spatial information, will play a key role in the smart city, functioning as an augmented city. Specifically, this paper deals with significant issues related to the smart city changes created by tecoration, a metaverse urban media space facilitated and enhanced through digital outdoor advertising.

Knowledge Sharing Among School Library Personnel in Nigeria: How Do Digital and Media Literacies Interfere?

  • Aramide, Kolawole Akinjide
    • International Journal of Knowledge Content Development & Technology
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    • 제12권2호
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    • pp.7-27
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    • 2022
  • The study investigated the contributions of digital and media literacies to knowledge sharing among school library personnel in Nigeria. The survey research design was adopted for the study while a questionnaire was used to collect data from the 190 respondents that constitute the sample size for the study. Findings from the study revealed a high level of digital and media literacy skills possessed by the school library personnel surveyed. Producing information, evaluating digital information, and finding digital were major media and digital information literacy skills that significantly contributed to knowledge sharing among the school library personnel. The study recommended that adequate attention should be given to the development of digital and media literacies of school library personnel in Nigeria to ensure effective and efficient knowledge sharing.

미디어아트를 이용한 패션 액세서리 디자인 (Fashion Accessory Design Using Media Art)

  • 제갈미;이연희
    • 복식
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    • 제58권4호
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    • pp.1-12
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    • 2008
  • The expansion of media art has not only developed the digital technology but also given lots of environmental evolution to improve various fields of design as the main topic of the 21st century. The purpose of this study is aimed at proposing the new design that integrates fashion accessaries with media art technology. This will be done by understanding the social environment in digital ages and studying technology of design based on a variety of literature about changes in our society, neo value, vision, culture and art with fundamental notion of media art. First stage for this study, put an idea into just fashion accessary design because it is not sufficient to incoporate fashion and media art technology. The presented OLED(Organic Light Emitting Diodes) in this study is a kind of display to be in a limelight in the next generation and can be applied to various field of design. media art simultaneously moved into the scope of artistic debates. As a result, we can found that the use of audiovisual introduced numerous new aspects to the conceptual and aesthetic engagement with questions of conception. Today, the presented forms of art and inter-action from the closed -circuit work to interactive media art installations to open process-exist as parallel possibilities.

MediaCloud: A New Paradigm of Multimedia Computing

  • Hui, Wen;Lin, Chuang;Yang, Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제6권4호
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    • pp.1153-1170
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    • 2012
  • Multimedia computing has attracted considerable attention with the rapid growth in the development and application of multimedia technology. Current studies have attempted to support the increasing resource consumption and computational overhead caused by multimedia computing. In this paper, we propose $MediaCloud$, a new multimedia computing paradigm that integrates the concept of cloud computing in handling multimedia applications and services effectively and efficiently. $MediaCloud$ faces the following key challenges: heterogeneity, scalability, and multimedia Quality of Service (QoS) provisioning. To address the challenges above, first, a layered architecture of $MediaCloud$, which can provide scalable multimedia services, is presented. Then, $MediaCloud$ technologies by which users can access multimedia services from different terminals anytime and anywhere with QoS provisioning are introduced. Finally, $MediaCloud$ implementation and applications are presented, and media retrieval and delivery are adopted as case studies to demonstrate the feasibility of the proposed $MediaCloud$ design.