• Title/Summary/Keyword: Media player

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Study on the Sensor Gateway for Receive the Real-Time Big Data in the IoT Environment (IoT 환경에서 실시간 빅 데이터 수신을 위한 센서 게이트웨이에 관한 연구)

  • Shin, Seung-Hyeok
    • Journal of Advanced Navigation Technology
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    • v.19 no.5
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    • pp.417-422
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    • 2015
  • A service size of the IoT environment is determined by the number of sensors. The number of sensors increase means increases the amount of data generated by the IoT environment. There are studies to reliably operate a network for research and operational dynamic buffer for data when network congestion control congestion in the network environment. There are also studies of the stream data that has been processed in the connectionless network environment. In this study, we propose a sensor gateway for processing big data of the IoT environment. For this, review the RESTful for designing a sensor middleware, and apply the double-buffer algorithm to process the stream data efficiently. Finally, it generates a big data traffic using the MJpeg stream that is based on the HTTP protocol over TCP to evaluate the proposed system, with open source media player VLC using the image received and compare the throughput performance.

The Urban Low-income Consumers' Shopping Scope and Information Seeking Behavior (도시 저소득층소비자의 구매장소범위와 정보탐색행동)

  • 이은재
    • Journal of the Korean Home Economics Association
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    • v.27 no.4
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    • pp.85-103
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    • 1989
  • The purpose of this study is to figure out the urban low-income consumers' present possesion condition of electric appliances, the way of purchasing, shopping scope of groceries and electric appliances, and the shopping scope and information seeking behavior of groceries and electric appliances according to the socioeconomic variables, and the shopping scope of electric appliances according to the way of paying price. For this purpose 129 low-income consumers living in Inchon were interviewed through questionnares. Finally 100 questionnares were analyzed. The first major of this study is that the possesion rates of color television set and refrigerator are comparativelyl high, while those of washing machine, record player and camera are low. In case of electric appliances, consumers usually purchase things on credit and as a shopping place, they usually go to a commercial agent. In case of groceries, they usually buy things for cash, and in case of one price labeled groceries they usually buy things at a supermarket. Second, according to the way of paying price, the shopping scope of some electric appliances is broader in case of purchase for cach than in case of purchase on credit. Third, the shopping scope and information seeking behavior classified by the socioeconomic variables according to the income, age and education. That is as the income and education become higher and the age becomes lower, the shopping scope becomes broader, mass media information source is much more uaed and the frequency of seeking becomes higher. Through this study, I would like to suggest the followings. (1) The problem of low-income consumers is closely connected with the low education level, so it can be solved a bit through consumer education. (2) Especially the consumers' problem is more serious in case of those who are aged and get very low income and education. Therefore special attention is needed to those consumers.

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Games Development Methodology as a Teaching Tool for Elementary School: Case Study of Developing History Learning Game (초등 교과 학습 도구로서의 게임 개발 방법론: 역사 게임 개발 연구 사례를 중심으로)

  • Kim, Nayoung
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.53-62
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    • 2015
  • This paper introduces an educational game development method for the purpose of designing game as part of school curriculum activities, base on experimental case of making history learning game for private elementary schools in Korea. Our first approach was to define a game as a educational learning tool like any other media and mediating platform such as smart phones or other applications. We regard user as a player, and students as a end user and decision making-customers. Unlike other game development process we brought service design methode to the development process, making a game platform that is specially designed for teachers' teaching tool, which is easy and effective to use to ther subject of teacher's intention. Based on our research case, we suggest educational games development methodology which can be better suited for games with school curriculum in learning environment.

Characteristics of the Mobility with Figurative Approach in Location based Games (위치기반게임의 이동성 반영 구조에 관한 문채적 접근: <패러랠 킹덤(Parallel Kingdom)>을 중심으로)

  • Kwon, Boh-Youn
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.33-42
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    • 2015
  • This study analyzes location based game focused on the figurative characteristics of mobility. The purpose of this analysis is to extend the understandings of game mobility from technical side toward rhetorical territory. Christian Metz's film theory is appropriate for analysis of the game which is visual and combinational text. According as research findings, structuralize 5-layered spatial maps. And this kind of multi-layering structure generates figurative operations. Adaptive mobility by metaphor, it reflects player's real world movement into the virtual space. Metonymy brings given mobility, it reflects character's movement through all of the virtual maps.

Secure Deletion for Flash Memory File System (플래시메모리 파일시스템을 위한 안전한 파일 삭제 기법)

  • Sun, Kyoung-Moon;Choi, Jong-Moo;Lee, Dong-Hee;Noh, Sam-H.
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.6
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    • pp.422-426
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    • 2007
  • Personal mobile devices equipped with non-volatile storage such as MP3 player, PMP, cellular phone, and USB memory require safety for the stored data on the devices. One of the safety requirements is secure deletion, which is removing stored data completely so that the data can not be restored illegally. In this paper, we study how to design the secure deletion on Flash memory, commonly used as storage media for mobile devices. We consider two possible secure deletion policy, named zero-overwrite and garbage-collection respectively, and analyze how each policy affects the performance of Flash memory file systems. Then, we propose an adaptive file deletion scheme that exploits the merits of the two possible policies. Specifically, the proposed scheme applies the zero-overwrite policy for small files, whereas it employs the garbage-collection policy for large files. Real implementation experiments show that the scheme is not only secure but also efficient.

Possibilities and Limitations of Virtual Reality Based Content - Focused on the Theme Park (가상현실 기반 콘텐츠의 가능성과 한계 - 테마파크를 중심으로)

  • Kim, Ki-Jeong;Han, Ho-Seong
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.373-380
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    • 2017
  • Recently, virtual reality contents are being experimented and introduced in various fields such as game, education, medical, exhibition, movie, SNS. However, research on virtual reality is mainly focused on industrial and technological perspectives, so contents-centric or contents-oriented research is on virtual reality is very rare. In order to prepare for the future of virtual reality properly, content-oriented research is very much needed. The purpose of this study is to investigate the types, characteristics, and possibilities of virtual reality contents applied to theme parks. For this purpose, we tried to classify the contents type of virtual reality based theme park. The criteria of type classification are divided into 'fixed type', 'continuous moving type', and 'segmented moving type' according to the player's position movement possibility and movement type, here we combine the senses such as tactile, taste, smell, balance etc.

A Streaming System based on Transcoding using the Prediction Period (예측주기를 이용한 트랜스코딩 기반의 스트리밍 시스템)

  • Kim, Sung-Min;Kim, Hyun-Hee;Park, Si-Yong;Chung, Ki-Dong
    • Journal of KIISE:Software and Applications
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    • v.33 no.10
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    • pp.823-835
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    • 2006
  • Multimedia is a very popular service in the Internet. But, we cannot provide multimedia service at a uniform content, because networks and devices are various. Thus, an adaptive service is needed for multimedia transmission. Video Transcoding is the good solution that can service multimedia adaptively. This paper proposes the streaming system that is composed of encoder, transcoder, decoder The encoder enhanced time complexity and PSNR in case of transcoding using PP(Prediction Period). The decoder is almost same as the traditional media player. Transcoder reduced time complexity through combination of prediction period in encoder and skipping period to control frame rate in transcoder. In simulation results, the performances of proposed scheme outperform the system with traditional transcoder in time complexity and PSNR.

A Study on Player's Immersion by Difference of Input Control Devices in Computer Games (컴퓨터 게임에서 조작도구의 차이가 플레이어의 몰입에 미치는 영향 연구)

  • Yang, Shin-Duk
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.35-45
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    • 2010
  • This study sets a hypothesis on that the use of input control devices, which are similar to what we experience in real life, to control activities in games increases players' immersion rate, and compares general input control devices with dedicated input control devices in order to show appropriate results. Accordingly the process of the study is derived and the hypothesis is substantiated by understanding the relationship between game controlling activities and immersion rate. Overall satisfaction survey result on the use of dedicated devices shows that most players responded that they felt immersed enough in games when used dedicated devices and were highly satisfied. The use of the dedicated devices had positive impact on the increase of immersion rate in general. In order to increase immersion rate with controlling activities in games, the use of input control devices that are easy to handle and enable precise control is required, which shows that it will bring more fun and more increased immersion rate.

Generating Augmented Lifting Player using Pose Tracking

  • Choi, Jong-In;Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.5
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    • pp.19-26
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    • 2020
  • This paper proposes a framework for creating acrobatic scenes such as soccer ball lifting using various users' videos. The proposed method can generate a desired result within a few seconds using a general video of user recorded with a mobile phone. The framework of this paper is largely divided into three parts. The first is to analyze the posture by receiving the user's video. To do this, the user can calculate the pose of the user by analyzing the video using a deep learning technique, and track the movement of a selected body part. The second is to analyze the movement trajectory of the selected body part and calculate the location and time of hitting the object. Finally, the trajectory of the object is generated using the analyzed hitting information. Then, a natural object lifting scenes synchronized with the input user's video can be generated. Physical-based optimization was used to generate a realistic moving object. Using the method of this paper, we can produce various augmented reality applications.

A study on Korean Climate Change Governance in Mass Media : Focused on Daily Newspapers (우리나라 언론에 나타난 기후변화 거버넌스 연구 : 일간지를 중심으로)

  • Hong, Young Sik;Lee, Deokro
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.38-56
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    • 2019
  • Climate change is tough global issue with human being to tackle in cooperative manners, because climate change affects globally and has long-term detrimental impacts. To get a clue to this intricate problem, vertical governance (global, regional, national, and local) with horizontal governance should be well orchestrated. In this research, we analyzed about 24,000 articles in Korean daily newspapers from 1990 to 2018 to find out vertical and horizontal governance characters of Korean climate change. The result showed that Korean government followed the global issues but lacks relations with neighbor countries. and found a little actions in local government. In horizontal governance aspect, Korean government approached the climate change as a tool for economic development and lead the issues without communication with other two player which are market and civil society. We proposed to use market mechanism to facilitate the participation and Climate Change Framework Act to setup the mechanism for cooperation.