• Title/Summary/Keyword: Multimedia Engineering

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감성 소셜 네트워크 구현 (Implementation of Warmhearted Social Network)

  • 전규찬;곽평안;조세홍
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2012년도 춘계학술발표대회논문집
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    • pp.326-329
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    • 2012
  • 컴퓨터 네트워크를 통하여 구현되고 있는 SNS의 발달 과정을 살펴보면 타인과의 대화를 중점적으로 구현한 초창기 시절을 지나, 자신의 사상과 생각을 전파, 공유하는 시대로 발전되었다. 이러한 소셜 네트워크는 나름의 효율성을 지니고 있으나, 사람의 본질인 아날로그적 감성을 표현하기에는 모자라는 점이 있었다. 본 연구는 현재의 소셜 네트워크에 감성적인 요소를 삽입하여 조금 더 친밀한 소셜 네트워크를 구현하고자 하였다. 인간의 감성적 요소를 이루는 만남, 추억이 주가 되는 소셜 네트워크는 디지털 시대에서 놓칠 수 있는 아날로그적 감성과 따뜻한 인간미를 느낄 수 있다는 장점이 있다. 소셜 네트워크의 편리함과 모바일 기술력을 이용해 오프라인에서 느낄 수 있는 따뜻함을 배가 한다.

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Fuzzy Rule Based Multimedia Information Data Acquisition Method

  • Oh, Kab-Suk;Hirota, Kaoru;Pedrycz, Witold
    • 한국지능시스템학회:학술대회논문집
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    • 한국퍼지및지능시스템학회 1998년도 The Third Asian Fuzzy Systems Symposium
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    • pp.252-257
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    • 1998
  • A method of multimedia information data acquisition based on fuzzy rules is proposed, where the multimedia means the five senses of a human being. Observed information is characterized by VAGOT(visual, acoustic, gustatory, olfactory and tactile) time series data and the goal is to extract an appropriate subset of the VAGOT data based on a given instruction. Fuzzy rules based on visual and acoustic information are used to identify the appropriate time interval on the fireworks multimedia information.

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멀티미디어 매체의 지각된 특성이 학습 효과에 미치는 영향에 관한 실증적 연구 (An Empirical Study of Factors Influencing on the Learning Effects of Perceived Characteristics of Multimedia Media)

  • 신호균;김병곤;김종욱
    • 한국산업정보학회:학술대회논문집
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    • 한국산업정보학회 1999년도 추계공동학술대회 논문집:21세기지식경영과 정보기술
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    • pp.301-313
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    • 1999
  • Recently, the rabid development of information technology has brought enormous changes in education. Consolidation of communications and multimedia technologies are enabling the new educational paradigm such as distance learning and virtual education. Furthermore, many studies in the education engineering field report that teaching using multimedia technologies more enhances students' performance than the traditional instructor-teaching method. However, little research regarding the education using multimedia has been done in the MIS filed. None of multimedia-related studies could be found in the top-ranked MIS journals published in Korea for the last five years, and only a few studies were found even worldwide. In this regard, the purpose of this study is to investigate which features of multimedia software are most important to enhance the teaching results of students. From the previous research, we found out the specific features of the educational multimedia software which are considered to affect the students'performance, and defined the research variables related to those educational software features. And, based on the constructivism and motivation theory of the education engineering field a theoretical research model and research hypotheses were developed. Perceived usefulness of the class and a student's perceived interests in the class were used as surrogate variables to measure teaching performance. Total 277 students participated separately in one of the two multimedia classes which have continued for three weeks. One was C programming language class and the other was multimedia CD-title development class. Each student listened for the multimedia session of the class using multimedia software and, at the end of the multimedia session, answered the survey questionnaire. The results of the study show that motivation to the class and the contents of education were statistically significant to the students'performance in the class. That implies, not only in the traditional instructor-teaching method but also in the multimedia class, that the contents of education itself and student's motivation to the class are most important to raise instructional results.

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멀티미디어를 이용한 정보기술 교육의 학습 효과에 영향을 미치는 요인에 관한 연구 (An Empirical Study on Factors Influencing the Learning Results of Information Technology Using Multimedia)

  • 김병곤;김종욱
    • Asia pacific journal of information systems
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    • 제10권1호
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    • pp.37-59
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    • 2000
  • Recently, the rapid development of information technology has brought enormous changes in education. Consolidation of communications and multimedia technologies are enabling the new educational paradigm such as distance learning and virtual education. Furthermore, many studies in the education engineering field report that teaching using multimedia technologies more enhances students' performance than the traditional instructor-teaching method. However, little research regarding the education using multimedia has been done in the MIS filed. None of multimedia-related studies could be found in the top-ranked MIS journals published in Korea for the last five years, and only a few studies were found even worldwide. In this regard, the purpose of this study is to investigate which features of multimedia software are most important to enhance the teaching results of students, From the previous research, we found out the specific features of the educational multimedia software which are considered to affect the students' performance, and defined the research variables related to those educational software features, And, based on the constructivism and motivation theory of the education engineering field, a theoretical research model and research hypotheses were developed. Perceived usefulness of the class and a student's perceived interests in the class were used as surrogate variables to measure teaching performance. Total 277 students participated separately in one of the two multimedia classes which have continued for three weeks. One was C programming language class and the other was multimedia CD-title development class. Each student listened for the multimedia session of the class using multimedia software and, at the end of the multimedia session, answered the survey questionnaire, The results of the study show that motivation to the class and the contents of education were statistically significant to the students' performance in the class. That implies, not only in the traditional instructor-teaching method but also in the multimedia class, that the contents of education itself and student's motivation to the class are most important to raise instructional results.

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멀티미디어 프로세서 아키텍쳐에 관한 연구 (A Study on Multimedia Processor Architecture)

  • 박춘명;이택근
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2005년도 추계종합학술대회
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    • pp.1177-1180
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    • 2005
  • This paper present a method of constructing the multimedia processor architecture. The proposed multimedia processor architecture be able to handle each text, sound, and video in one chip. Also it have interactive function that is a characteristics of multimedia. Specially, the proposed multimedia processor be able to addressing nodes in memory map without software, and it is completely reconfigurable depend on data. Also it as able to process time and space common that have synchronous/asynchronous and it is able to protect continuous and dynamic media bus collision, and local and overall common memory structure. The proposed multimedia processor architecture apply to virtual reality and mixed reality.

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Design and Implementation of SMIL(Synchronized Multimedia Integration Language) Player for Electronic Commerce

  • Shin, Dong-Kyoo;Jang, Choul-Soo;Lee, Kyoung-Ho;Kim, Joong-Bae;Shin, Dong-Il
    • 한국전자거래학회:학술대회논문집
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    • 한국전자거래학회 2001년도 International Conference CALS/EC KOREA
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    • pp.631-635
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    • 2001
  • The Synchronized Multimedia Integration Language (SMIL) is a declarative markup language based on the eXtensible Markup Language (XML) to define a set of markup tags for synchronizing the timing and positioning relationships between multimedia objects. SMIL makes authoring of TV-like multimedia presentations on the Web easier for applications such as electronic commerce. We present the design and implementation of a JAVA-based SMIL player, which processes different types of media objects using multiple threads. Moreover, its cache engine detects the media type and allocates the proper cache memory for the corresponding media object.

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Performance Analysis of Multimedia CDMA Network with Concatenated Coding and RAKE Receiver

  • Roh Jae-Sung;Kim Choon-Gil;Cho Sung-Joon
    • Journal of information and communication convergence engineering
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    • 제2권3호
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    • pp.139-144
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    • 2004
  • In order to transmit various types of multimedia data (i.e. voice, video, and data) over a wireless channel, the coding and modulation scheme needs to be flexible and capable of providing a variable quality of service, data rates, and latency. In this paper, we study a mobile multimedia COMA network combined with the concatenated Reed-Solomon/Rate Compatible Punctured Convolution code (RS/RCPC). Also, this paper propose the combination of concatenated RS/RCPC coder and COMA RAKE receiver for multimedia COMA traffic which can be sent over wireless channels. From the results, using a frequency selective Rayleigh fading channel model, it is shown that concatenated RS/RCPC coder at the wireless physical layer can be effective in providing reliable wireless multimedia CDMA network. And the proposed scheme that combine concatenated RS/RCPC coder and CDMA RAKE receiver provides a significant gain in the BER performance over multi-user interference and multipath frequency selective fading channels.

Package Contents Authoring and Consuming System Based on MPEG-21 Multimedia Framework

  • Kim, Nam-Hoon;Kang, Min-Jae;Jung, Hoe-Kyung
    • Journal of information and communication convergence engineering
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    • 제9권1호
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    • pp.50-54
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    • 2011
  • Recently there are so many media contents created and used by variety routes. Therefore, it is essential to make a new platform which is used for distributing media contents include IPTV. With open IPTV service, developing the new platform became even more important. Because open IPTV makes it possible for consumers to choose contents regardless of contents of the providers. The new platform has to accept current variety service structure. MPEG-21 multimedia framework was developed to satisfy these needs. It presented the distribution framework of the contents but didn't restrict the particular solutions for protecting the rights. In this paper, we present authoring and consuming system for package contents based on MPEG-21 Multimedia Framework for distributing media resources and managing the license of multimedia contents