• 제목/요약/키워드: Media Use Time

검색결과 858건 처리시간 0.034초

급속여과공정에서의 여과보조제 사용에 따른 여과특성 (Characteristics of High-Rate Filtration with Filtration Aids)

  • 안종호;윤재흥
    • 상하수도학회지
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    • 제14권3호
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    • pp.260-270
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    • 2000
  • The objective of this study is to evaluate the effect of filter aids in the dual-media rapid filtration. Paper-filter tests were conducted to determine the proper dosages of coagulant and filter aid, and pilot plant tests using two dual-media filter columns were performed for a variety of filtration rates. Using a filter aid (non-ionic polymer), the maximum feasible filtration rate is 480m/day, while turbidity is less than 0.3 NTU and filter run-time is about 70 hours. It is possible to increase the filtration rate up to 360 m/day for keeping the turbidity less than 0.1 NTU. Turbidity increases for the filtration rate greater than 360m/day. In general, the quality of filtered water with a filter aid is stable, while the filter maintains a sufficient filter run-time for a maximum allowable head loss. Particularly, the initial breakthrough can be effectively controlled. The use of a filter aid may be one of the methods applicable if the turbidity of filtered water is required to be improved or if the filter breakthrough limits filter run-time.

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클라우드 환경에서 멀티 DRM을 지원하는 디지털 미디어 서비스 시스템 (A Digital Media Service System Supporting Multi-DRM in the Cloud)

  • 조득연;황석찬;정근호;임형민
    • 한국멀티미디어학회논문지
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    • 제19권4호
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    • pp.765-773
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    • 2016
  • As multimedia content technology developed, there are many cases that service contents are being provided in many different ways in the cloud-based media service system. A DRM is a technology that can enhance the copyright of the digital content by providing right information. It is available on a single platform and has a problem that the additional cost when the platform is changing. In this paper, we propose a media service system based on cloud computing. It can be used on multiple platforms at the same time by applying a number of DRM for digital contents, and allows use of a new authentication for another platform without any additional cost.

Method of extracting context from media data by using video sharing site

  • Kondoh, Satoshi;Ogawa, Takeshi
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.709-713
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    • 2009
  • Recently, a lot of research that applies data acquired from devices such as cameras and RFIDs to context aware services is being performed in the field on Life-Log and the sensor network. A variety of analytical techniques has been proposed to recognize various information from the raw data because video and audio data include a larger volume of information than other sensor data. However, manually watching a huge amount of media data again has been necessary to create supervised data for the update of a class or the addition of a new class because these techniques generally use supervised learning. Therefore, the problem was that applications were able to use only recognition function based on fixed supervised data in most cases. Then, we proposed a method of acquiring supervised data from a video sharing site where users give comments on any video scene because those sites are remarkably popular and, therefore, many comments are generated. In the first step of this method, words with a high utility value are extracted by filtering the comment about the video. Second, the set of feature data in the time series is calculated by applying functions, which extract various feature data, to media data. Finally, our learning system calculates the correlation coefficient by using the above-mentioned two kinds of data, and the correlation coefficient is stored in the DB of the system. Various other applications contain a recognition function that is used to generate collective intelligence based on Web comments, by applying this correlation coefficient to new media data. In addition, flexible recognition that adjusts to a new object becomes possible by regularly acquiring and learning both media data and comments from a video sharing site while reducing work by manual operation. As a result, recognition of not only the name of the seen object but also indirect information, e.g. the impression or the action toward the object, was enabled.

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대학생의 자기효능감 및 여가관련변수에 따른 스마트폰 중독성향 (University Students' Smartphone Addiction Propensities according to Self-efficacy and Leisure-related Variables)

  • 류미현
    • 가정과삶의질연구
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    • 제32권1호
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    • pp.63-79
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    • 2014
  • Recently, in our society, the use of smartphones has been widespread and changed our lives positively; however, the excessive use of smartphones has also produced many side effects. In particular, we can see that the reckless use of smartphones has constantly increased smartphone addiction propensities. University students, too, show smartphone addiction propensities more and more gradually; therefore this study intends to perform research related with smartphone addiction propensities with university students as the subjects. Since it is more and more important to perform leisure activities to prevent smartphone addiction and reduce addiction propensities, it can be said that the research on the correlation between leisure activities and smartphone addiction propensities is significant. The major findings of the research are as follows: First, among the smartphone addiction propensities, their tolerance and disturbance of adaptive function were relatively higher than other factors. Second, overall smartphone addiction affects the variables of gender (male), school year (freshmen), economic leisure constraints, time leisure constraints, and the adequacy of travel behavior, sports behavior, media use behavior, reading behavior, volunteer work and religious behavior. The adequacy of the media use behavior variables showed the greatest impact.

클라우드 사용의도에 영향을 미치는 개인특성 연구 (A Study of Personal Characteristics Influencing Cloud Intention)

  • 김진배;최명길
    • Journal of Information Technology Applications and Management
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    • 제26권3호
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    • pp.135-157
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    • 2019
  • Information technology has economic, social and cultural impacts is closely linked to our lives. This information technology is becoming a key to the change of human civilization through connecting people and objects on the earth. In addition, future information technology is becoming more intelligent and personalized with the development of computing technology, and due to the rapid development of alcohol, environment without time and space constraint is realized, Is spreading. Since existing portable storage media are made of physical form, there is a limit to usage due to the risk of loss and limitation of capacity. Cloud services can overcome these limitations. Due to the problems of existing storage media, it is possible to overcome the limitations of storing, managing and reusing information through cloud services. Despite the large number of cloud service users, the existing research has focused mainly on the concept of cloud service and the effect of introduction on the companies. This study aims to conduct a study on individual characteristics that affect the degree of cloud use. We will conduct research on the causes of IT knowledge, personal perception of security, convenience, innovation, economical trust, and platform dependency affecting the intention to use the cloud. These results show that the variables affecting individual 's use of cloud service are influenced by individuals, and this study can be used as a basic data for individuals to use cloud service.

청소년기의 SNS사용시간과 수면패턴이 폭력성에 미치는 영향 (The effects of SNS using time and sleep pattern on Adolescent's violence)

  • 최은영;최훈
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2017년도 추계학술대회
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    • pp.189-190
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    • 2017
  • 과도한 SNS활동과 스마트폰 사용은 중독과 함께 수면장애로 이어지고 있다. 특히 침대 이동 후 잠들기 전까지의 스마트폰 사용시간이 길어지면 길어질수록 수면 부족, 장애 현상이 나타났으며, 이는 청소년 언어, 행동 폭력성에 영향을 미치는 것으로 나타났다.

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인스타그램 이용에 나타난 패션 취향 표현 (Fashion Taste Expressions in the Use of Instagram)

  • 김희영;하지수
    • 한국의류산업학회지
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    • 제22권4호
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    • pp.432-445
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    • 2020
  • This study identified the utilization characteristics of individual fashion taste expression on Instagram, and examined the impact of the use of the media on the formation and change of fashion taste. The research method conducted 1:1 indepth interviews with 19 people in their 20s and 30s using 501 images for analysis. The results of this study are as follows. Posting, searching, and reading behavior on Instagram were identified in three dimensions (self-expression, information gathering, and relationship orientation). In the image of self-expression, clothes were displayed at the time so that they could be checked and applied in other ways. Accumulated posts inspired people to look back on past styles and use them to reflect on the present. A media environment that was constantly exposed to information in real time allowed people to try various styles by imitating other users' posts and share in a process of creatively exploring styles to help organize fashion tastes developmentally. Participants had selective relationships with people of similar tastes who experienced the pleasure of enjoying through the exchange of tastes in fashion. These taste mates directly influenced the formation or change of tastes, serving as a criteria for styles or presenting new styles. In this study, fashion taste was formed by individual efforts of pursuit (not a collective social class choice) and was a continuous process of constantly changing that also exploring discriminatory styles.

1인 미디어 UCC의 현재와 미래 - UCC의 전반적인 통계를 중심으로 - (A Study on the Present & Future for the One man Media UCC)

  • 서정우;최복희;김치용
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2009년도 추계학술대회
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    • pp.643-646
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    • 2009
  • 시대가 빠르게 변할수록 미디어의 형태와 역할도 발맞춰 바뀌어 가는게 현실이다. 지금 가장 주목 받고 있는 미디어는 바로 1인 미디어 UCC(User Created Contents)라고 해도 과언이 아니다. 각 가정마다 하나의 카메라가 보급이 되고 심지어 일상생활에서 없어서 안 될 휴대폰으로도 영상을 촬영 할 수 있게 되었다. 그러나 여기서 끝나는 게 아니라 이것을 가지고 동영상을 제작할 수 있는 시대가 되었다. 그것이 바로 UCC의 시작이다. 개인의 사생활을 제작할 뿐 만 아니라 기업, 사회, 광고, 엔터테인먼트, 쇼핑몰 등 다양한 곳에서 UCC를 활용하고 있다. 본 논문에서는 위와 같은 시대를 맞아 1인 미디어 UCC의 현재와 미래를 통계학적 관점에서 연구하였다.

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소셜 미디어 과부하가 사용자의 비의도적 회피 행동에 미치는 영향 (The Impact of Social Media Overload on Users' Unintentional Avoidance Behavior)

  • 차오신;오세환
    • 한국정보시스템학회지:정보시스템연구
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    • 제32권3호
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    • pp.165-181
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    • 2023
  • Purpose Digital platforms, together with the innovative technologies of modern society, are accelerating the digital innovation of the entire economy and society. Although social media platforms are gradually integrated into daily life, due to social media overload, users limit their use of the platform for a certain period of time or eventually choose to stop using it. In the context of social media platform, the purpose of this paper is to study the effects of information overload, social overload and system function overload on users' unintentional avoidance behavior, mediated by fatique and dissatisfaction. Design/methodology/approach This study empirically examines the influence of social media overload characteristics on users' unintentional avoidance behavior of platform utilization using the S-O-R framework. Data from 236 Chinese social media users were collected through a questionnaire survey, and the hypotheses were validated by evaluating the research model using the SmartPLS 4.0 program using Partial Least Square (PLS) method. Findings According to the empirical analysis result, based on the S-O-R model, first, it is confirmed that information overload and system feature overload have significant positive(+) effects on fatigue. Second, this study finds that information overload, social overload and fatigue have significant positive(+) effects on dissatisfaction. Thirdly, fatigue and dissatisfaction have significant positive(+) effects on unintentional avoidance. In addition, social overload has no significant effect on fatigue, while system feature overload has no significant effect on dissatisfaction.

MPEG-2 TS로부터 MMTP 스트림으로의 변환기 개발 (A Development of MPEG-2 TS-to-MMTP Stream Converter)

  • 박민규;김용한
    • 방송공학회논문지
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    • 제25권2호
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    • pp.252-264
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    • 2020
  • 2017년 5월 31일 세계 최초로 우리나라에서 지상파 UHD 방송이 상용화되었다. 기존 HDTV 방송은 압축된 미디어와 부가 데이터를 다중화하여 전달하기 위해 MPEG-2 TS(Transport Stream) 표준을 사용하였으나, 지상파 UHD 방송 규격에서는 차세대 표준인 MMT(MPEG Media Transport)가 채택되었다. 그러나 UHD 콘텐츠 제작 비용이 고가이므로, 현재 전체 방송시간 중 일부만 UHD로 방송되고 있으며 점차로 그 시간을 증가시켜 가고 있는 중이다. 한편 MMT가 채택된 ATSC 3.0 표준의 경우에도 북미에서 본격적인 상용화 단계에 이르지 못하고 있다. 이로 인해 MMT 방송 장비는 아직도 고가의 초기 단계에 있다. 본 논문에서는 기존 MPEG-2 TS 다중화기의 출력을 입력으로 받아 MMTP(MMT Protocol) 패킷 스트림으로 변환하는 저렴한 장비를 개발하는 데에 활용할 수 있는 소프트웨어를 다중 쓰레드(multi-thread) 기반으로 일반 PC 상에서 구현하고 그 기능을 실험을 통해 검증하였다.