• Title/Summary/Keyword: MediaPlayer

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Simulation of Entropy Decrease in Puzzle Game Play (퍼즐 게임 플레이에 나타난 엔트로피 감소의 시뮬레이션)

  • Yun, Hye-Young
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.19-30
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    • 2013
  • This Study analyzes dynamic of a puzzle game play by applying entropy law. Entropy is a concept that a quantitative measure of the amount of thermal energy not available to do work in a closed system. And amount of entropy can be measured only if we see the closed system as whole, the field. Puzzle game is also closed system. When player moves an object in game, it change a relationship among objects in play field. In , through an act of position change, player sustains a play field active. In respect of an entropy, this kind of play is considered as pursue of usability of the energy. In , player piles up objects without empty space. In respect of an entropy, this kind of play is considered as pursue of the order. Likewise, puzzle game play can be considered as simulation of a human's pursue of the order in an entropy increasing physical world. And this pursue is a driving force of puzzle game play.

The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games (어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향)

  • Lee, In-Sun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.17-27
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    • 2008
  • This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.

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The Development of Multimedia Player Platform for Terrestrial Digital Multimedia Broadcasting (DMB) (지상파 이동 멀티미디어방송용 멀티미디어 재생기 개발)

  • 기명석;서정일;강경옥
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.465-472
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    • 2003
  • In this paper we propose the structure of MPEG-4 multimedia player platform for Terrestrial Digital Multimedia Broadcasting (DMB) Service. Korea will launch DMB service at next 2004 you based on Eureka-147 Digital Audio Broadcasting (DAB) Service System. This new mobile multimedia broadcasting services provide not only high quality digital audio broadcasting services, but also various multimedia data broadcasting services including high quality video. For the sake of MPEG-4 Systems technologies, it will provide an interactive service to users in the near future. Therefore it terminal shall have various functionalities as well as playing audio-visual contents. However there is no precedence standard for such mobile interactive multimedia broadcasting system. Therefore it is very import to provide the multimedia player platform of DMB service for accelerating the development process of commercial terminal and providing a direction of next DMB terminal structure.

Compact Dual-Band MIMO Antenna with High Isolation Performance (소형 고 격리도 듀얼 밴드 MIMO 안테나)

  • Yeom, In-Su;Jung, Chang-Won
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.21 no.8
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    • pp.865-871
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    • 2010
  • A compact dual-band(IEEE 802.11b: 2.4~2.5 GHz, 11a: 5.15~5.825 GHz) 2-channel MIMO antenna for PMP applications is presented. The proposed antenna is composed of a planar inverted F-shape antenna(PIFA) operating at 2 GHz band and a loop antenna operating at 5 GHz band. The proposed antenna is orthogonally arranged at the edge of the ground plane for polarization and pattern diversities with excellent isolation characteristics. The two PIFA antennas operating 2 GHz have connecting line($\lambda_g$/4) face to the feed point for high isolation and low correlation at 2 GHz band. The two loop antennas connected each other in the bottom side to improve the isolation at 5 GHz band. The proposed antenna has a sufficient gain in WLAN service band and is compact sized for the portable media player (PMP) applications.

A Small Real-Time Radio Broadcasting System by Using Smart Phone (스마트폰을 이용한 소규모 실시간 라디오 방송 시스템)

  • Lee, Jae-Moon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.5
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    • pp.83-90
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    • 2012
  • This paper is a research on the design and implementation of a small real-time radio broadcasting system by using smart phone based on Android. It was designed as the server-client structure, and used the progressive download of HTTP as methods of transferring data to further simplify the system. In order to realize the real-time broadcasting, the original audio source was divided with a short interval and captured to be compressed and stored into files. Then the client receives and plays the compressed files sequentially as it is downloaded. However, this method occurs two problems each of which is the loss of capturing the original source in the server and the discontinuity of playing the files in the client. We solved the problem in the server by separating the thread into two parallel threads of which is each captured and compressed/stored, also by using the double buffering method. The problem in the client was solved using MediaPlayer in Android and the file queue to store the multiple files.

A Development of DMB-AF Player Supporting 3D Video Contents (3D 비디오 콘텐트를 지원하는 DMB-AF 플레이어 개발)

  • Kim, Yong-Han;Park, Min-Kyu
    • Journal of Broadcast Engineering
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    • v.16 no.3
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    • pp.542-551
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    • 2011
  • Recently an extension to DMB-AF (Digital Multimedia Broadcasting Application Format) standard was proposed in [1] without sufficient validation for industrial application due to incomplete implementation. The extended DMB-AF can include stereoscopic video and stereoscopic images for interactive service data, i.e., MPEG-4 BIFS data, in addition to the existing 2D video and 2D images for BIFS services. The contents in the extended DMB-AF can provide a temporal mixture of 2D/3D video presentations possibly with or without 2D/3D images for BIFS services. In this paper we developed DMB-AF player software that can play the extended DMB-AF files and authored several test files for its verification. As a result, we introduced a new method for indicating dependencies of 3D media tracks to improve the extension in [1] and validated the extended DMB-AF with the improvement.

Probabilistic Neural Network Based Learning from Fuzzy Voice Commands for Controlling a Robot

  • Jayawardena, Chandimal;Watanabe, Keigo;Izumi, Kiyotaka
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.2011-2016
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    • 2004
  • Study of human-robot communication is one of the most important research areas. Among various communication media, any useful law we find in voice communication in human-human interactions, is significant in human-robot interactions too. Control strategy of most of such systems available at present is on/off control. These robots activate a function if particular word or phrase associated with that function can be recognized in the user utterance. Recently, there have been some researches on controlling robots using information rich fuzzy commands such as "go little slowly". However, in those works, although the voice command interpretation has been considered, learning from such commands has not been treated. In this paper, learning from such information rich voice commands for controlling a robot is studied. New concepts of the coach-player model and the sub-coach are proposed and such concepts are also demonstrated for a PA-10 redundant manipulator.

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MPEG-A PART 9 DIGITAL MULTIMEDIA BROADCASTING APPLICATION FORMAT

  • Sabirin, Muhammad Syah Houari;Lee, Jung-Soo;Kim, Hui-Yong;Kim, Mun-Churl;Kim, Yong-Han
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.346-350
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    • 2009
  • Digital Multimedia Broadcasting (DMB) is the mobile TV service based on a digital radio transmission system that provides high quality audio/video and other auxiliary data services. As users want to store the DMB content in their device to be consumed later or to be shared among users, a standardized format needs to be specified to guarantee the interoperability for the DMB contents for various devices. DMB AF (Application Format) specification defines a file format for DMB contents and services. It specifies how to combine the variety of DMB contents with associated information for a presentation in a well-defined format that facilitates storage, interchange, management, editing, and presentation of the DMB contents in protected, governed, and interoperable ways. In this paper we present our implementation of DMB AF as part of the development of DMB AF reference software. Our implementation of DMB AF is developed as the reference software for the standard specification that consists of a three applications: packager, media player, metadata browser and collection of supporting libraries used by the applications.

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A Study on the frame within a frame as a Digital Game Design Tool (디지털 게임 설계 장치로서의 다중 프레임 연구)

  • Kim, Da-In;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.111-124
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    • 2021
  • Starting with painting, it is the frame that plays the main role in movies, cartoons, and games as well as the act of attracting the audience's attention. Knowing about a frame is to be able to read and use the frame. Therefore, this paper deals with frames of digital games, especially multiple frames that complement the limited configuration of primary frames. In this paper, frame within frames are classified into structural frames, which are the basic components of the game, temporal frames, which reflect player behavior, and surface frames representing the characteristics of existing visual media. Through this, we examine the aspects of frame within a frame as digital game design equipment. This paper is meaningful in that it derives the possibility of using frame within a frame of games in the future and provides a mechanism for frame within a frame analysis.

360 Content Pilot Service Platform of Cultural Assets Based on MPEG-V Standard Realistic Media Testbed (MPEG-V 표준 실감미디어 테스트베드에 기반을 둔 문화재 360 콘텐츠 시범 서비스 플랫폼)

  • Shim, Tae-soeb;Yoo, Soo-bin;Shin, Sang-ho
    • Journal of Advanced Navigation Technology
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    • v.21 no.6
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    • pp.666-673
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    • 2017
  • In this paper, we propose a 360 content pilot service platform of cultural assets based on MPEG-V standard realistic media testbed. MPEG-V is that the standard format of sensory effect metadata(SEM) such like wind, light and flash, and communication protocol between sensory effect machines are defined, and it is possible to increase the sense of presence and immersion with 360 VR content. The proposed platform consists of software which is composed of the content player and the sensory effect reappearance server, and hardware which is the sensory effect machines. Also, the pilot service case using the proposed platform, and the features and advantages of the proposed platform are described.