• Title/Summary/Keyword: Media context

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Region Classification and Image Based on Region-Based Prediction (RBP) Model

  • Cassio-M.Yorozuya;Yu-Liu;Masayuki-Nakajima
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.165-170
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    • 1998
  • This paper presents a new prediction method RBP region-based prediction model where the context used for prediction contains regions instead of individual pixels. There is a meaningful property that RBP can partition a cartoon image into two distinctive types of regions, one containing full-color backgrounds and the other containing boundaries, edges and home-chromatic areas. With the development of computer techniques, synthetic images created with CG (computer graphics) becomes attactive. Like the demand on data compression, it is imperative to efficiently compress synthetic images such as cartoon animation generated with CG for storage of finite capacity and transmission of narrow bandwidth. This paper a lossy compression method to full-color regions and a lossless compression method to homo-chromatic and boundaries regions. Two criteria for partitioning are described, constant criterion and variable criterion. The latter criterion, in form of a linear function, gives the different threshold for classification in terms of contents of the image of interest. We carry out experiments by applying our method to a sequence of cartoon animation. We carry out experiments by applying our method to a sequence of cartoon animation. Compared with the available image compression standard MPEG-1, our method gives the superior results in both compression ratio and complexity.

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An Exploratory Study Examining Users' Psychological Responses to Screen Speed in Virtual Reality Exergame (가상현실 운동게임의 화면 속도에 따른 사용자 반응)

  • Shin, Mincheol;Chung, Donghun
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.41-52
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    • 2020
  • This study aimed to address whether the varying degree of screen speed in the context of a Virtual reality exergame will interact with users' intrinsic motivation in influencing user perceptions. Results from our experiment (N = 40), showed that screen speed and intrinsic motivation have significantly interacted in influencing players' feeling of flow, attitude, and intention to replay the game (i.e., the 7km/h and 9km/h speeds have induced more favorable user perceptions than the 5km/h speed). Further implications of the findings are discussed.

An Investigation of Affecting Factors on Consumers' Perceived Value and Attitude towards Advertising in Smart Signage (스마트 사이니지 광고에 대한 소비자의 지각된 가치 및 태도에 영향을 미치는 요인 연구)

  • Choi, Min Seok;Kang, Min Cheol;Yang, Sung-Byung
    • Journal of Information Technology Applications and Management
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    • v.19 no.4
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    • pp.115-135
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    • 2012
  • Currently, smart signage as a new kind of advertisement media has been widely used and has had a significant effect on consumers. In this study, we examine the impact on the attitude towards smart signage advertisement based on the Ducoffe's Web advertisement model. In particular, we investigate how the advertising factors (interaction, informativeness, irritation, and entertainment) as well as the contextual factors (localization, immediacy, and personalization) have effects on the value and attitude towards smart signage advertisement. Furthermore, we examine the moderating effect of individual defensive propensity on the relationship between affecting factors and the advertising value. By analyzing 192 samples from undergraduates, we found that four out of seven factors have significant effects on the value towards smart signage. More specifically, for advertising factors, informativeness and irritation have positive effects on the advertising value. For contextual factors, on the other hand, localization and entertainment have positive effects on the value towards smart signage. Besides, we discovered that the defensive propensity moderate the relationship between localization and the advertising value.

Middle School Environmental Education of the 7th National Curriculum and Application to Teen-agers Practice of Environmental Education (제7차 중학교 ‘환경’ 교육과정과 청소년 환경교육)

  • 이민부;박승규
    • Hwankyungkyoyuk
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    • v.11 no.2
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    • pp.14-25
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    • 1998
  • The Quality of human living depends on the environmental quality of the region sustaining the life. The environmental deterioration of the modern society is due to mechanical environmentalism. For the better quality of the life, The changes of recognition and attitude on the environments are required. These changes of mind are also important in environmental education for teenagers. The 7th national curriculum, officially anounced December 1998, focuses on the change of attitude to environments and practical behavior in real life for “Environments”, the environmental education curriculum in middle school. Basic elements of the curriculum are cultivation of the pro-environmental thinking, multi-levelling of teaching materials and methods, and encouraging of student participating activity. Actually, the curriculum construction is composed of stepped-levelling of teaching and learning, reasonable contents volume, encouraging of student practice, and suggesting of evaluation standards of textbook writing. Three main subjects of environmental education for middle school consist of (1) man and environment, (2) recognition of environmental problem, and (3) protection activity for environment. Methodology of environmental education can include multi-disciplinary approaches, variable teaching methods, and continuing evaluation of student practice and participation attitude. Environmental education for teenagers relating to the 7th national curriculum focuses on recognition of the environmental problems and practice activity in daily life. The recognition includes considering relationship of human life to environment, solving environmental problems in regional context, and development of comprehensive understanding concept of the environments. For the practice education, variable teaching methods, such as field survey and application of multi-media, are needed.

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Extending Technology Acceptance Model with Social Influence on Korean College Students' Social Commerce Context (한국 대학생의 소셜 커머스 이용행태 연구: 사회적 영향력으로 확장한 기술수용모형을 중심으로)

  • Joo, Jihyuk
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.107-115
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    • 2015
  • The social commerce is an innovative and emerging transaction. It is the result of combination with transaction and social media technology. This study analyzes Korean college students' social commerce behavior through extending technology acceptance model(TAM) with social influence(SI). We confirmed all proposed hypotheses are significant and supported by the given data through PLS path modeling method with SmartPLS. It indicates that SI is an important factor influencing intention to use, so SI should be consider for theorists to enhance explanation and prediction of TAM and for practitioners to earn higher performances as well. Finally, based on the findings, suggestions for future studies are discussed.

An Analysis on the Formative Requirements for Hybrid Characters and Influencing Relationship with Consumer Preference (하이브리드 캐릭터의 조형 요건과 소비자 선호도와의 영향관계 분석)

  • Kim, Jun-Su
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1389-1395
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    • 2018
  • Hybrid is explained based on the logic of combination such as cross, melding, permeation, fusion, convergence etc. Such combination shows that it is more creative and effective in case of heterogeneity as compared to homogeneity and the same kind, and hybrid character has its meaning as a mean to produce a new creative image. In the context, this study aims to analyze influencing relationship through a practical analysis on how formative requirements for hybrid characters affects consumer preference. For the foregoing, this study conducted multiple regression analysis having familiarity, originality, meaningfulness, diversity as independent variables for formative requirements for characters, and consumer preference as a dependent variable. Analysis results show that familiarity, originality, diversity have a positive effect on consumers, whereas, meaningfulness has no significant impact on the consumer preference.

Raising Critical Awareness of Watching American TV Cartoons in an ESL Context

  • Suh, Young-Mee;Jung, Yoosun
    • English Language & Literature Teaching
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    • v.18 no.3
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    • pp.223-242
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    • 2012
  • The study focused on exploring the ways that young ESL learners can cultivate media literacy by asking critical questions about the messages embedded in popular American TV cartoons. The participants in the study were five Korean children who came from three different families that had been living in a Midwestern college-town in the U. S. for less than two years. Research methods include analysis of interviews, video-taped sessions and photos of children's drawings. The children were asked about their American cartoon viewing habits as well as critical questions after watching two episodes of their favorite cartoons-Pok$\acute{e}$mon and SpongeBob. The analysis revealed that on one hand popular culture played an important role in helping children to adjust to a new culture and in motivating them to learn English. Further, the children believed that watching American cartoons was helping them improve their English skills. On the other hand, it appeared that they were not accustomed to being asked critical questions and thinking critically while watching American cartoons. Participation in the study increased the children's familiarity with critical questions and critical thinking to varying degrees. Pedagogical implications and suggestions for teachers are discussed.

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Mobility Process Orchestration for Multi-Device Environment (멀티 디바이스 환경을 위한 모빌리티 프로세스 오케스트레이션)

  • Kim, Svetlana;Chung, Man-Soo;Yoon, YongIk
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.3
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    • pp.91-96
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    • 2015
  • Recently, the 'mobility' is one of the essential item in the field of IT. This means that 'mobility' are good mediators to get collecting user's behavior and provide freedom of mobility service for user's. This paper is proposed a mobility process orchestration(MPO) model that provide multimedia to various devices. The orchestration model provides the structure and function that can be objectify a physical devices in a user's environment to provide orchestrated service of various devices to user using a concept of MSMP(Multi Source Multi Platform). Also, using the concept of Choreography can be extracted appropriate device of the various media formats for harmonious service.

A Review of Men's Body Image Literature: What We Know, and Need to Know

  • Bradley, Linda Arthu;Rudd, Nancy;Reilly, Andy;Freson, Tim
    • International Journal of Costume and Fashion
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    • v.14 no.1
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    • pp.29-45
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    • 2014
  • In the contemporary world, fashionable bodies are socially constructed in light of current idealized images. Media portrayal of such images can have negative health implications. This issue has long been problematic for women. Nowadays, men are subject to more scrutiny regarding their bodies, although male body image has been studied far less than female body image. In this position paper based on a review of the major studies that have been conducted on men and body image, we summarize the findings from these state-of-the-art studies that have been recently published in academic journals. Three themes related to male body image were extracted: socio-cultural ideals, masculinity, and minority men. This study adds to the literature I that it demonstrates that men experience and view their bodies differently from women, though some behaviors, such as disordered eating, are similar. Other behaviors, such as the drive for muscularity, are couched in the context of the social construction of gender and power. Most of the studies were done on white, heterosexual populations of young men, and nearly all used quantitative research methods. Little research has been conducted on ethnic and sexual minorities. We conclude with a discussion of what we need to know, and to that end, we suggest future avenues of research.

Phosphate and Carbon Source Regulation of Alkaline Phosphatase and Phospholipase in Vibrio vulnificus

  • Oh, Wan-Seok;Im, Young-Sun;Yeon, Kyu-Yong;Yoon, Young-Jun;Kim, Jung-Wan
    • Journal of Microbiology
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    • v.45 no.4
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    • pp.311-317
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    • 2007
  • In this study, the effects of phosphate concentration and carbon source on the patterns of alkaline phosphatase (APase) and phospholipase (PLase) expression in Vibrio vulnificus ATCC 29307 were assessed under various conditions. The activities of these enzymes were repressed by excess phosphate (4 mM) in the culture medium, but this repression was reversed upon the onset of phosphate starvation in low phosphate defined medium (LPDM) containing 0.2 mM of phosphate at approximately the end of the exponential growth phase. The expressions of the two enzymes were also influenced by different carbon sources, including glucose, fructose, maltose, glycerol, and sodium acetate at different levels. The APase activity was derepressed most profoundly in LPDM containing fructose as a sole carbon source. However, the repression/derepression of the enzyme by phosphate was not observed in media containing glycerol or sodium acetate. In LPDM-glycerol or sodium acetate, the growth rate was quite low. The highest levels of PLase activity were detected in LPDM-sodium acetate, followed by LPDM-fructose. PLase was not fully repressed by high phosphate concentrations when sodium acetate was utilized as the sole carbon source. These results showed that multiple regulatory systems, including the phosphate regulon, may perform a function in the expression of both or either APase and PLC, in the broader context of the survival of V. vulnificus.