• Title/Summary/Keyword: Multimedia Information and Authoring System

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A Design and Implementation of Multimedia Retrieval System based on MAF(Multimedia Application File Format) (MAF(Multimedia Application File Format) 기반 멀티미디어 검색 시스템의 설계 및 구현)

  • Gang Young-Mo;Park Joo-Hyoun;Bang Hyung-Gin;Nang Jong-Ho;Kim Hyung-Chul
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.9
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    • pp.574-584
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    • 2006
  • Recently, ISO/IEC 23000 (also known as 'MPEG-A') has proposed a new file format called 'MAF(Multimedia Application File Format)[1]' which provides a capability of integrating/storing the widely-used compression standards for audio and video and the metadata in MPEG-7 form into a single file format. However, it is still very hard to verify the usefulness of MPEG-A in the real applications because there is still no real system that fully implements this standard. In this thesis, a design and implementation of a multimedia retrieval system based on MPEG-A standard on PC and mobile device is presented. Furthermore, an extension of MPEG-A for describing the metadata for video is also proposed. It is selected and defined as a subset of MPEG-7 MDS[4] and TV-anytime[5] for video that is useful and manageable in the mobile environments. In order to design the multimedia retrieval system based on MPEG-A, we define the system requirements in terms of portability, extensibility, compatibility, adaptability, efficiency. Based on these requirements, we design the system which composed of 3 layers: Application Layer, Middleware Layer, Platform Layer. The proposed system consists of two sub-parts, client-part and server-part. The client-part consists of MAF authoring tool, MAP player tool and MAF searching tool which allow users to create, play and search the MAF files, respectively. The server-part is composed of modules to store and manage the MAF files and metadata extracted from MAF files. We show the usefulness of the proposed system by implementing the client system both on MS-Windows platform on desk-top computer and WIPI platform on mobile phone, and validate whether it to satisfy all the system requirements. The proposed system can be used to verify the specification in the MPEG-A, and to proves the usefulness of MPEG-A in the real application.

Survey on Mixed Reality R&D (혼합현실 기술 연구개발 동향 및 전망)

  • Lee, Sang-Goog
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.1-15
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    • 2007
  • In this paper, we review relevant technologies of MR (Mixed Reality) and show important components of perspective that can overcome technical limitations of the current MR. An MR technology combines real and virtual objects in a real environment, and runs interactive in real time, and is regarded as an emerging technology in a large part of the future of IT (Information Technology). We've grouped the major obstacles limiting the wider use of MR technologies into three themes: technological limitations (i,e., tracking, rendering, authoring, and registration), user interface limitations(i.e. UI metaphor for MR interaction), and social acceptance Issues.

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A Program for Reusing Educational Flash Animations (교육용 플래시 애니메이션 재활용 방안)

  • Rhim, Young-Kyu
    • Cartoon and Animation Studies
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    • s.16
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    • pp.199-210
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    • 2009
  • The development in information technology resulted in an interest for lifelong education, which caused a rapid growth in the educational web based e-Iearning industry. The spread of e-Iearning industries and educational facilities emphasized the need for educational contents with the purpose of online lecturing along with the rapid development of contents production technology. Flash contents provide multimedia, animation, and etc. with diverse and visual expressions, so the complicated interactions with the learner can be easily materialized. The advantage of having a high quality, user-centered interface is that it provides a trigger of interest and arousal of concentration for the user, but it is difficult for teachers to directly create or manipulate educational flash animation contents. This paper is written to technologically methodize the automation of educational programs that the teachers wish to make by reusing the educational flash animation contents.

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Web Information of General Radiography an Cervical Vertebrae Fracture in Patients (경추골절 환자에서 방사선촬영 영상의 웹 정보화)

  • Park, Byung-Rae
    • Journal of radiological science and technology
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    • v.28 no.2
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    • pp.123-128
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    • 2005
  • It is necessary to obtain images of high diagnosis worth based on ability and skill of radiological technologist in case of acquisition of medical radiologaphy information. In addition, we need the various kinds of education considering individual radiological technologist variation and the organization of clinical education according to the large amount of learning and more expensive knowledge of radiology. In this paper, we implement CAI system for cervical vertebrae fracture radiograph with multimedia authoring tools on web environments. The CAI system can train a new radiological technologist and study a lot of radiological technologist on the cervical vertebrae fracture radiography acquisition based on more objective and systematical data in radiography room. The proposed CAI system is also expected as a useful program which can help to cure patients based on accurate diagnosis as well as obtain radiography more quickly using a technology of radiography acquisition for cervical vertebrae fracture.

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Haptic Media Broadcasting (촉각방송)

  • Cha, Jong-Eun;Kim, Yeong-Mi;Seo, Yong-Won;Ryu, Je-Ha
    • Broadcasting and Media Magazine
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    • v.11 no.4
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    • pp.118-131
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    • 2006
  • With rapid development in ultra fast communication and digital multimedia, the realistic broadcasting technology, that can stimulate five human senses beyond the conventional audio-visual service is emerging as a new generation broadcasting technology. In this paper, we introduce a haptic broadcasting system and related core system and component techniques by which we can 'touch and feel' objects in an audio-visual scene. The system is composed of haptic media acquisition and creation, contents authoring, in the haptic broadcasting, the haptic media can be 3-D geometry, dynamic properties, haptic surface properties, movement, tactile information to enable active touch and manipulation and passive movement following and tactile effects. In the proposed system, active haptic exploration and manipulation of a 3-D mesh, active haptic exploration of depth video, passive kinesthetic interaction, and passive tactile interaction can be provided as potential haptic interaction scenarios and a home shopping, a movie with tactile effects, and conducting education scenarios are produced to show the feasibility of the proposed system.

A Study on the effectiveness of computers and mobile devices on learning foreign languages

  • Chi-Woon Joo
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.5
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    • pp.189-196
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    • 2023
  • This study aims to show that "Computer-assisted language learning (CALL)" and "Mobile-based language learning (MALL)" actually influence education, deviating from the traditional "drill and practice" method in foreign language education and learning due to the development of information and communication technology (IT). Specifically, for first-year college students who have relatively poor English skills and do not feel enough motivation for English learning, I will produce educational video content using multimedia authoring tools and upload it to the e-learning system. Video content is configured to be accessed and utilized through various media such as computers, smartphones, tablets, laptops, etc. Ultimately, an exploration of educational value behind the utilization of IT devices in English language Teaching(ELT) and the Second Language Acquisition (SLA) theory behind effective instructional use of such technology are presented. That is to say, the effectiveness of language learning using information and communication technology (IT) is introduced. The article closes by suggesting how to use computers and mobile media for 'Flipped Learning'.

A Learning Content System which is Objectified with the Reusable Unit of Pedagogical Designs for Distributed Environments (분산환경을 위한 교수법적 설계의 재사용 단위를 객체화한 강의 컨텐츠 시스템)

  • Shin, Haeng-Ja;Park, Kyung-Hwan
    • The KIPS Transactions:PartA
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    • v.10A no.5
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    • pp.559-570
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    • 2003
  • In this paper, we investigate a problem with Web-based learing contents and introduce the solving method of the problem. To be more accurate, existing Web-based learning contents were one fixd and uniformed courseware file with a large size and HTML format. Also, They were written files with authoring tools of which depended upon providing a multimedia vender. These learning contents were difficult to reuse among cyber education systems and change the applicable contents to the learner for learning experiences in time. So in this paper, we produced reusable and interopreable learning contents among instruction designers and education systems. They were deconstructed into smaller chunks and added to its properties. For the purpose of this producing method, we used the pedagogical designs for units of reuse. These are just turorial link-more and tell-more and was implemented with CBD method. As a result, The problem of existing Web-based learning contents system was resolved and then the power of understanding about objectified learning content was increased for the learner and instruction designers.