• Title/Summary/Keyword: Multimedia Content Creator

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A Content-Name Encoding Scheme for CCN (콘텐츠 중심 네트워킹의 콘텐츠 이름 인코딩 기법)

  • Kim, DaeYoub
    • Journal of Korea Multimedia Society
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    • v.17 no.6
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    • pp.697-705
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    • 2014
  • For enhancing network efficiency, content-centric networking (CCN) allows network nodes to temporally cache a transmitted response message(Data) and then to directly respond to a request message (Interest) for previously cached contents. Also, CCN is designed to utilize a hierarchical content-name for transmitting Interest/Data instead of a host identity like IP address. This content-name included in Interest/Data reveals both content information itself and the structure of network domain of a content source which is needed for transmitting Interest/Data. To make matters worse, This content-name is human-readable like URL. Hence, through analyzing the content-name in Interest/Data, it is possible to analyze the creator of the requested contents. Also, hosts around the requester can analyze contents which are asked by the requester. Hence, for securely implementing CCN, it is essentially needed to make the content-name illegible. In this paper, we propose content-name encoding schemes for CCN so as to make the content-name illegible and evaluate the performance of our proposal.

A Study on Content Characteristics of Hyperrealism Web Drama (하이퍼리얼리즘형 웹드라마 <좋좋소>의 콘텐츠 특성 연구)

  • Lee, Jun Seok;Jung, Won Sik
    • Journal of Korea Multimedia Society
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    • v.25 no.1
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    • pp.114-123
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    • 2022
  • Korean web drama are undergoing changes before and after the popularization of the OTT platform. The previous web drama were mainly aimed at teenagers, with school content as a genre feature, and the active casting of new idols and the use of B-grade emotions as production characteristics. After the popularization of OTT represented by YouTube and Netflix, there are signs of significant change. This study examined the hyperrealistic content characteristics of the web drama , which can be the center of the change. Through this, it was considered that has a greatly changed aspect from previous web dramas through stereoscopic typification, emphasis on detailed expression, active use of experiential narrative characteristics, and a new media creator-centered production method.

A Instructional Contents Creator using Wavelet for Lossless Image Compression (웨이브렛 기반 무손실 압축 방법을 사용한 동영상 강의 콘텐츠 제작기 구현)

  • Lee, Sang-Yeob;Park, Seong-Won
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.2
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    • pp.71-81
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    • 2011
  • In order to easily create video tutorials, the algorithm is needed that video camera recording, white board images, video attachments, and document data are combined in real-time. In this study, we implemented the video lecture content creation system using wavelet-based lossless compression to composite multimedia objects in real-time and reproduce the images. Using commercially available PC can be useful when lecturers want to make video institutional contents, it can be operated easily and fastly. Therefore, it can be very efficient system for e-Learning and m-Learning. In addition, the proposed system including multimedia synthesis technology and real-time lossless compression technology can be applied to various fields, different kinds of multimedia creation, remote conferencing, and e-commerce so there are highly significant.

Wavelet Watermarking of Digital Image Date (디지털 이미지 데이터의 웨이브릿 워터마킹)

  • Lee Jeong-Gi;Hue Jin;Lee Gwang;Lee Ho-Yeong;Lee Joon
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.490-494
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    • 2005
  • Multispectral image is wavelet trans formed and classified into one of three classes considering reference characteristics of the subband with the lowest resolution. Recently, aegis of authentitation and creator's copyright has become a matter of great concern by the diffusion of multimedia technique and the growth of the internet and the easily duplicated property of digital data. Consequently, many active researches have been made to protect copyright and to assure integrity by inserting watermark into the digital data. In this paper, watermark is repeated through the entire image and adapted to the content of the image.

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Correlation between Head Movement Data and Virtual Reality Content Immersion (헤드 무브먼트 데이터와 가상현실 콘텐츠 몰입도 상관관계)

  • Kim, Jungho;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.500-507
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    • 2021
  • The virtual reality industry has an opportunity to take another leap forward with the surge in demand for non-face-to-face content and interest in the metaverse after Covid-19. Therefore, in order to popularize virtual reality content along with this trend, high-quality content production and storytelling research suitable for the characteristics of virtual reality should be continuously conducted. In order for content to which virtual reality characteristics are applied to be effectively produced through user feedback, a quantitative index that can evaluate the content is needed. In this study, the process of viewing virtual reality contents was analyzed and head movement was set as a quantitative indicator. Afterwards, the experimenter watched five animations and analyzed the correlation between recorded head movement information and immersion. As a result of the analysis, high immersion was shown when the head movement speed was relatively slow, and it was found that the head movement speed can be used significantly as an index indicating the degree of content immersion. The result derived in this way can be used as a quantitative indicator that can verify the validity of the storytelling method applied after the prototype is produced when the creator creates virtual reality content. This method can improve the quality of content by quickly identifying the problems of the proposed storytelling method and suggesting a better method. This study aims to contribute to the production of high-quality virtual reality content and the popularization of virtual reality content as a basic research to analyze immersion based on the quantitative indicator of head movement speed.

The Business Model with Open Market System for Invigorating e-Learning (이러닝 활성화를 위한 개방형 포털 시스템을 사용한 이러닝 비즈니스 모델)

  • Lee, Sang-Yeob;Park, Seong-Won
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.302-316
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    • 2011
  • Despite steady economic growth of e-learning industry, manpower is lacking in e-learning industry. In this study, We developed a new e-learning business model including open market portal system to solve this problem. The existing e-learning business models required complicated procedure for creating contents. Therefore it took long time and great expense. But in this study we developed the business model with open market portal system, it can support to make easily for e-learning contents. We analysed usefulness our program and other popular programs with thirty lecturers. As a result of survey, usefulness of our system is presented. The study suggests differently the student-centered business model and the lecturer-centered business model than existing e-learning business model had the manufacturing company-centered business model and the services-centered business model. We anticipate the new business model invigorate the e-learning industry.

A Study on Wavelet Based Watermarking using Human visual system property (HVS 특성을 이용한 Wavelet 변환 공간에서의 효과적인 워터마킹 기법에 관한 연구)

  • 노상윤;박상주
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.4A
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    • pp.336-344
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    • 2002
  • Recently, aegis of authentication and creator's copyright has become a matter of great concern by the diffusion of multimedia technique and the growth of the internet and the easily duplicated property of digital data. Consequently, many active researches have been made to protect copyright and to assure integrity by inserting watermark into the digital data. In this paper, watermark is repeated through the entire image and adapted to the content of the image. It is achieved by an underlying process of transforming the digital image to the frequency domain by wavelet transform, which has three (vertical, horizontal, diagonal) directions and Multi-resolution features, and then choosing frequency area inferior to the human perceptibility, and significant for invisible and robust watermark. Watermark is inserted by utilizing Human Visual System (HVS) feature in the wavelet transformed frequency domain. Especially, watermark inserted into the high frequency concentrated textual area makes itself invisible.

Design and Implementation of Embedded Linux-based Personal Mobile Broadcasting Service (임베디드 리눅스 기반의 개인 모바일 방송국 서비스 설계 및 구현)

  • Kim, Do-Hyung;Kim, Sun-Ja;Lee, Cheol-Hoon
    • The KIPS Transactions:PartD
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    • v.16D no.3
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    • pp.441-450
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    • 2009
  • This paper describes the design and implementation of Personal Mobile Broadcasting Service which bases on embedded Linux and it supports personal broadcasting in wireless network environments. Recently, with the advent of various wireless networks and the increased use of high performance mobile devices, the demand for personal mobile broadcasting is being increased. The personal mobile broadcasting service makes it possible that mobile users create contents using their own mobile devices while they are moving or they are in any place. And then, it sends the created contents to server in real-time where their blogs are. Users connected to the content creator's blog can play the contents in real-time. With the implemented personal mobile broadcasting service, mobile users can share multimedia contents in real-time through wireless networks. And, it also helps users to construct their own broadcasting stations where they can broadcast the scene of the accident or public performance in real-time.

The Effect of Users' Personality on Emotional and Cognitive Evaluation in UCC Web Site Usage (UCC(user-created-contents) 웹 사이트에서 사용자의 인성이 감정적, 인지적 평가와 UCC 활용에 미치는 영향)

  • Moon, Yun-Ji;Kang, So-Ra;Kim, Woo-Gon
    • Asia pacific journal of information systems
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    • v.20 no.3
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    • pp.167-190
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    • 2010
  • The research conducted here focuses on the effect of factors that affect the behavior of UCC (User Created Content) website users, other than user's rational recognition of how useful a UCC website can be. Most discussions in the existing literature on information systems have focused on users' evaluation how a UCC website can help to attain the users' own goals. However, there are other factors and this research pays attention to an individual's 'personality,' which is stable and biological in nature. Specifically, I have noted here that 'extroversion' and 'neuroticism,' the two common personality factors presented in Eysenck's most representative 'EPQ Model' and 'Big Five Model,' are the two personality factors that affect a site's 'usefulness,' by this I mean how useful does the user consider the website and its content. How useful a site is considered by the user is the other factor that has been regarded as the antecedent factor that influences the adoption of information systems in the existing MIS (Management Information System) research. Secondly, as using or creating a UCC website does not guarantee the user's or the creator's extrinsic motivation, unlike when using the information system within an organization, there is a greater likelihood that the increase in user's activities in relation to a UCC website is motivated by emotional factors rather than rational factors. Thus, I have decided to include the relationship between an individual's personality and what they find pleasurable in the research model. Thirdly, when based on the S-O-R Paradigm of Mehrabian and Russell, the two cognitive factors and emotional factors are finally affected by stimulus, and thus these factors ultimately have an effect on an individual's respondent behavior. Therefore, this research has presented an assumption that the recognition of how useful the site and content is and what emotional pleasure it provides will finally affect the behavior of the UCC website users. Finally, the relationship between the recognition of how useful a site is and how pleasurable it is to useand UCC usage may differ depending on certain situational conditions. In other words, the relationship between the three factors may vary according to how much users are involved in the creation of the website content. Creation thus emerges as the keyword of UCC. I analyzed the above relationships through the moderating variable of the user's involvement in the creation of the site. The research result shows the following: When it comes to the relationship between an individual's personality and what they find pleasurable it is extroverted users who have a greater likelihood to feel pleasure when using a UCC website, as was expected in this research. This in turn leads to a more active usage of the UCC web site because a person who is an extrovert likes to spend time on activities with other people, is sensitive to new experiences and stimuli and thus actively responds to these. An extroverted person accepts new UCC activities as part of his/her social life, rather than getting away from this new UCC environment. This is represented by the term 'Foxonomy' where the users meet a variety of users from all over the world and contact new types of content created by these users. However, neuroticism creates the opposite situation to that created by extroversion. The representative symptoms of neuroticism are instability, stress, and tension. These dispositions are more closely related to stress caused by a new environment rather than this creatingcuriosity or pleasure. Thus, neurotic persons have an uneasy feeling and will eventually avoid the situation where their own or others' daily lives are frequently exposed to the open web environment, this eventually makes them have a negative attitude towards the web environment. When it comes to an individual's personality and how useful site is, the two personality factors of extroversion and neuroticism both have a positive relationship with the recognition of how useful the site and its content is. The positive, curious, and social dispositions of extroverted persons tend to make them consider the future usefulness and possibilities of a new type of information system, or website, based on their positive attitude, which has a significant influence on the recognition of how useful these UCC sites are. Neuroticism also favorably affects how useful a UCC website can be through a different mechanism from that of extroversion. As the neurotic persons tend to feel uneasy and have much doubt about a new type of information system, they actively explore its usefulness in order to relieve their uncomfortable feelings. In other words, neurotic persons seek out how useful a site can be in order to secure their own stable feelings. Meanwhile, extroverted persons explore how useful a site can be because of their positive attitude and curiosity. As a lot of MIS research has revealed that the recognition of how useful a site can be and how pleasurable it can be to use have been proven to have a significant effect on UCC activity. However, the relationship between these factors reveals different aspects based on the user's involvement in creation. This factor of creationgauges the interest of users in the creation of UCC contents. Involvement is a variable that shows the level of an individual's mental effort in creating UCC contents. When a user is highly involved in the creation process and makes an enormous effort to create UCC content (classed a part of a high-involvement group), their own pleasure and recognition of how useful the site is have a significantly higher effect on the future usage of the UCC contents, more significantly than the users who sit back and just retrieve the UCC content created by others. The cognitive and emotional response of those in the low-involvement group is unlikely to last long,even if they recognize the contents of a UCC website is pleasurable and useful to them. However, the high-involvement group tends to participate in the creation and the usage of UCC more favorably, connecting the experience with their own goals. In this respect, this research presents an answer to the question; why so many people are participating in the usage of UCC, the representative form of the Web 2.0 that has drastically involved more and more people in the creation of UCC, even if they cannot gain any monetary or social compensation. Neither information system nor a website can succeed unless it secures a certain level of user base. Moreover, it cannot be further developed when the reasons, or problems, for people's participation are not suitably explored, even if it has a certain user base. Thus, what is significant in this research is that it has studied users' respondent behavior based on an individual's innate personality, emotion, and cognitive interaction, unlike the existing research that has focused on 'compensation' to explain users' participation with the UCC website. There are also limitations in this research. Firstly, I divided an individual's personality into extroversion and neuroticism; however, there are many other personal factors such as neuro-psychiatricism, which also needs to be analyzed for its influence on UCC activities. Secondly, as a UCC website comes in many types such as multimedia, Wikis, and podcasting, these types need to be included as a sub-category of the UCC websites and their relationship with personality, emotion, cognition, and behavior also needs to be analyzed.