• Title/Summary/Keyword: Multimedia framework

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A Design of Multiple User Interaction Framework for Digital Heritage Contents (디지털 문화재 콘텐츠를 위한 다중 사용자 인터랙션 프레임워크 설계)

  • Lee, JiHyung;Kang, Kyung-Kyu;Seo, Ki-Young;Shin, Daesu;Park, Kyoung Shin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.313-316
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    • 2014
  • 디지털 문화유산 콘텐츠는 실제 문화유산의 경험을 완벽하게 전달할 수는 없지만 디지털 기술의 특성을 이용하여 다양한 부가서비스를 포함함으로써 사용자들에게 재미를 부여하거나 사용자 경험을 극대화할 수 있다. 그런데 기존의 디지털 문화유산 콘텐츠는 대부분 특정 입력 장치에 한정된 사용자 인터랙션을 지원하거나 단일 사용자의 인터랙션에 국한된 경우가 많았다. 본 논문에서는 여러 사용자들이 다양한 종류의 여러 입력 장치를 사용한 인터랙션 정보를 동시에 받아서 다양한 디지털 문화유산 콘텐츠에서 적절하게 처리하여 사용될 수 있는 다중 사용자 입력 및 처리 프레임워크를 소개한다. 이 프레임워크는 서로 다른 입력장치로부터 입력정보를 일반화시켜서 해당 응용프로그램에 전달되어 협력적 인터랙션에 사용할 수 있게 한다.

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Design and Implementation of the Application-independent RTP Communication Module (응용 독립적인 RTP 통신 모듈의 설계 및 구현)

  • Park, Sang-Hyeon;Park, Sang-Yun;Kim, Myeong-Jun;Eom, Yeong-Ik
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.9
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    • pp.2512-2523
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    • 1999
  • In this paper, we present the design and implementation results of RTP(Real-time Transport Protocol) which is introduced to provide end-to-end delivery service for multimedia data with real-time characteristics and to provide QoS(quality of service) monitoring services. Conventional RTP communication modules have some problems such as poor reusability and inefficiency. Reusability problem stems from the inherent characteristics of RTP that is framework is deliberately not complete, and so, RTP should have been designed and implemented in application-imbedded from. The RTP communication module, proposed in this paper, is designed and implemented in application-independent from in order to be used in all kinds of high level applications independent of their architectures and functions.

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Multimedia Edit Framework for CAI (CAI 지원을 위한 멀티미디어 편집 프레임워크)

  • Kim, Haeng-Kon;Shin, Ho-Jun;Choi, Bong-Sik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.04a
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    • pp.950-955
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    • 2000
  • 멀티미디어 학습 자료는 학습자에게 다양한 형태의 학습경험을 제공해 줌으로써 학습에 대한 강한 동기유발과 이를 통한 학습목표의 달성에 크게 기여하고 있는 바, 그 교육적 활용가치는 날로 증대되고 있다. 대부분의 교사들은 멀티미디어 편집 관련 애플리케이션을 사용하여 학습자료를 제작하고 있지만 일반적으로 멀티미디어 편집에 있어서, 관련된 주요 기능들이 서로 다른 애플리케이션에서 실행되기 때문에 사용자의 입장에서 여러 개의 애플리케이션을 핸들링해야 하는 불편함이 있다. 또한, 지금까지의 멀티미디어 관련 툴이나 애플리케이션은 사용자의 수준을 고려해보았을 때 상당히 복잡하거나 난해한 부분들이 많아 활용상의 한계를 가지고 있다. 본 논문에서는 이러한 문제점을 해결하기 위한 멀티미디어 편집 프레임워크의 개발을 목표로 연구범위를 동영상의 캡쳐와 편집으로 제한하고, 지금까지의 사례를 모델링하여 분석하고, 이를 기반으로 새로운 형태의 동영상 캡쳐와 편집을 위한 프레임워크를 설계하였다. 이를 통해 두 작업 사이의 공통적인 구성요소를 추출하여 단순화시킴으로써 애플리케이션에 쉽게 적용할 수 있고, 사용의 용이성과 이식성을 가질 수 있다.

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A Study on the Syntagma & Paradigm by Repetition, Variation and Contrast in Ads

  • Choi, Seong-hoon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.9
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    • pp.1-12
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    • 2017
  • This study is the academic work to explore the potential meanings of print advertisements. Linguistic features such as repetition, variation, contrast and phonological structure in the verbal texts of ads can give rise to shades-of-meaning or slight variations in advertising. The language of advertising is not only language in words. It is also a language in images, colors, and pictures. Pictures and words combine to form the advertisement's visual text.. While the words are very important in delivering the sales message, the visual text cannot be ignored in advertisements. Forming part of the visual text is the paralanguage of the ad. Paralanguage is the meaningful behaviour accompanying language, such as voice quality, gestures, facial expressions and touch in speech, and choice of typeface and letter sizes in writing. Foregrounding is the throwing into relief of the linguistic sign against the background of the norms of ordinary language. This paper focuses its discussion on the advertisements within the framework of the paradigmatic and the syntagmatic relationship. The sources of ads have been confined to Malboro. The ads were reselected based on purposive sampling methods.

Design and Implementation of the Smart Virtual Machine for Smart Cross Platform (스마트 크로스 플랫폼을 위한 스마트 가상기계의 설계 및 구현)

  • Han, Seong-Min;Son, Yun-Sik;Lee, Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.190-197
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    • 2013
  • Since domestic and foreign platform companies and mobile carriers adopt and use different kinds of smart platforms, developers should develop or convert contents according to each smart platform to provide a single smart content for customers. It takes long time and a lot of money to convert the conventional smart contents in order to serve other smart platforms. For the reason, more attention has been paid on Smart Cross Platform or Hybrid Platform, the core technologies of OSMU(One Source Multi Use) in which, once a program is coded, it can be executed in any platforms regardless of development languages. As a result, PhoneGap and HTML5 based Sencha Touch have been introduced. In this paper, we developed the smart virtual machine, which is built in smart cross platform based smart devices, unlike Android, iOS, Windows Phone devices being dependent of platforms, and helps to download and execute applications, being independent of platforms. the smart virtual machine supports C/C++, and Java language, being differentiated from JVM by sun microsystems that supports only Java language and .NET framework by microsoft that supports only C, C++ and C#. Therefore, it provides contents developers with the environment where they can get a wide range of options in choosing a language and develop smart contents.

A QoS-based Inter-Domain Routing Scheme for Distributed Multimedia Applications in a High Wide Area Network (분산 멀티미디어 응용을 위한 대규모 고속 통신망에서의 QoS-근거 계층적 도메인간 라우팅 방식)

  • 김승훈;김치하
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.7B
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    • pp.1239-1251
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    • 1999
  • In this paper a scalable QoS-based hierarchical inter-domain routing scheme for distributed multimedia applications in a high speed wide area network. The problem of QoS-based routing is formulated as a multicriteria shortest path problem, known as NP-complete[21,30]. Our routing scheme consists of two phases. In Phase 1, two graph construction algorithms are performed to model the network under consideration as a graph. The graph contains a part of the network topology which is completely neglected or partially considered by existing routing schemes, thus maintaining more accurate topology information. In Phase 2, a heuristic call-by-call algorithm is performed for selecting a feasible path efficiently in depth first search-like manner on the graph and tailoring to each application's QoS requirements, beginning at a vertex that represents the source node. In this paper, a simple rule is also produced, by which the visiting order of outgoing edges at each vertex on the graph is determined. The rule is based on each edge's the minimum normalized slackness to the QoS requested. The proposed routing scheme extends the PNNI-type hierarchical routing framework. Note that our routing scheme is one of a few QoS-based hierarchical routing schemes that address explicitly the issue of selecting a path with multiple metrics.

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A Normalization Method to Utilize Brain Waves as Brain Computer Interface Game Control (뇌파를 BCI 게임 제어에 활용하기 위한 정규화 방법)

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.115-124
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    • 2010
  • In the beginning brain waves were used for monkeys to control robot arm with neural activity. In recent years there are research that measured brain waves are used for the control of programs which monitor the progression of dementia or enhance of attention in children diagnosed with Attention Deficit Hyperactivity Disorder (ADHD). Moreover, low-price devices that can be used as a game control interface have become available. One of the problems associated with control using brain waves is that the mean amplitude, mean wavelength, and mean vibrational frequency of the brain waves differ from individual to individual. This paper attempts to propose a method to normalize measured brain waves using normal distribution and calculate the waveforms that can be used in controlling games. For this, a framework in which brain waves are converted in seven stages has been suggested. In addition, the estimation process in each stage has been described. In an experiment the waveforms of two subjects have been compared using the proposed method in the BCI English word learning program. The level of similarity between two subjects' waveforms has been compared with correlation coefficient. When the proposed method was applied, both meditation and concentration increased by 13% and 8%, respectively. Because the proposed regularization method is converted into a waveform fit for control functions by reducing personal characteristics reflected in the brain waves, it is fitting for application programs such as games.

Design & Implementation of a Motion Capture Database Based on Motion Ontologies (온톨로지 기반의 모션 캡처 데이터베이스 설계 및 구현)

  • Chung Hyun-Sook
    • Journal of Korea Multimedia Society
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    • v.8 no.5
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    • pp.618-632
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    • 2005
  • A framework for semantic annotation oi human motion sequences is proposed in this paper. Motion capture technology is widely used for manuiacturing animation since it produces high qualify character motion similar to the actual motion of the human body. However, motion capture has a significant weakness due to the lack of an industry wide standard for archiving and retrieving motion capture data. It is difficult for animators to retrieve the desired motion sequences from motion capture files as there is no semantic annotation on already captured motion data. Our goal is to improve the reusability of motion capture data. To archive our goal first, we propose a standard format for integrating different motion capture file formals. Our standard format is called MCML (Motion Capture Markup Language). It is a markup language based on XML (extensible Markup Language). The purpose of MCML is not only to facilitate the conversion or integration of different formats, but also to allow for greater reusability of motion capture data, through the construction of a motion database storing the MCML documents Second, we define motion ontologies that are used to annotate and semantically organize human motion sequences. This ontology-based approach provides the means for discovering and exploiting the information and knowledge surrounding motion capture data.

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Efficient Publishing Spatial Information as GML for Interoperability of Heterogeneous Spatial Database Systems (이질적인 공간정보시스템의 상호 운용성을 위한 효과적인 지리데이터의 GML 사상)

  • 정원일;배해영
    • Journal of Korea Multimedia Society
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    • v.7 no.1
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    • pp.12-26
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    • 2004
  • In the past, geographic data is constructed and serviced through independent formats of its own according to each GIS(Geographic Information System). Recently the provision of interoperability in GIS is important to efficiently apply the various geographic data between conventional GIS's. Whereupon OGC(Open GIS Consortium) proposed GML(Geography Markup Language) to offer the interoperability between heterogeneous GISs in distributed environments. The GML is an XML encoding for the transport and storage of geographic information, including both the spatial and non-spatial properties of geographic features. Also, the GML includes Web Map Server Implementation Specification to service the GML documents. Accordingly the prototype to provide the reciprocal interchange of geographic information between conventional GIS's and GML documents is widely studied. In this paper, we propose a mapping method of geographic in formation between spatial database and GML for the prototype to support the interoperability between heterogeneous geographic information. For this method, firstly the scheme of converting geographic in Formation of the conventional spatial database into the GML document according to the GML specification is explained, and secondly the scheme to transform geographic information of GML documents to geographic data of spatial database is showed. Consequently, the proposed method is applicable to the framework for integrated geographic information services based on Web by making an offer the interoperability between already built geographic information of conventional GIS's using a mapping method of geographic information between spatial database and GML.

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MPEG-21 Terminal (MPEG-21 터미널)

  • 손유미;박성준;김문철;김종남;박근수
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.410-426
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    • 2003
  • MPEG-21 defines a digital item as an atomic unit lot creation, delivery and consumption in order to provide an integrated multimedia framework in networked environments. It is expected that MPEG-21 standardization makes it Possible for users to universally access user's preferred contents in their own way they want. In order to achieve this goal, MPEG-21 has standardized the specifications for the Digital Item Declaration (DID). Digital Identification (DII), Rights Expression Language (REL), Right Data Dictionary (RDD) and Digital Item Adaptation (DIA), and is standardizing the specifications for the Digital Item Processing (DIP), Persistent Association Technology (PAT) and Intellectual Property Management and Protection (IPMP) tot transparent and secured usage of multimedia. In this paper, we design an MPEG-21 terminal architecture based one the MPEG-21 standard with DID, DIA and DIP, and implement with the MPEG-21 terminal. We make a video summarization service scenario in order to validate ow proposed MPEG-21 terminal for the feasibility to of DID, DIA and DIP. Then we present a series of experimental results that digital items are processed as a specific form after adaptation fit for the characteristics of MPEG-21 terminal and are consumed with interoperability based on a PC and a PDA platform. It is believed that this paper has n important significance in the sense that we, for the first time, implement an MPEG-21 terminal which allows for a video summarization service application in an interoperable way for digital item adaptation and processing nth experimental results.