• 제목/요약/키워드: Multimedia technologies

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ITU-T Vision

  • 김영균;도재혁
    • Information and Communications Magazine
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    • v.19 no.7
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    • pp.40-55
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    • 2002
  • The advent of Third Generation (3G) communication systems, with their ability to process real-time multimedia applications and their large bandwidths, will greatly enhance mobile Internet access. Not only does Wideband Code Division Multiple Access (WCDMA) and cdma2000 radio technology offer an advantageous density for voice in terms of spectral efficiency, it also supports higher rates and offers differentiated levels of duality of Service (QoS) for data applications. The early introduction of packet and multimedia technologies will be a key element in realizing a quick and successful return on the operator's investments in Universal Mobile Telecommunications System (UMTS) and cdma2000.

The Effects of MPEG-4 International Standard on Multimedia Industry (MPEG-4 국제 표준기술이 멀티미디어 산업에 미치는 영향)

  • 신재섭;김연배;서양석
    • Proceedings of the IEEK Conference
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    • 1999.11a
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    • pp.564-568
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    • 1999
  • In this paper, we will show the brief technical specification of HPEG-4 International Standard that is reached at the final stage and the movement of multimedia industry according to it. As a result of MPEG-4 standardization activities, we would like to give you our opinion on the use of the MPEG-4 technologies for the coming information society in near future.

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FUTURE BROADCASTING SERVICES AND MULTIMEDIA TECHNOLOGIES IN ISDB

  • Yanagimachi, Akio
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1997.06a
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    • pp.1-11
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    • 1997
  • Although digitalization of broadcast waves is extending the multichannel programming capabilities of broadcasting, it does not fully exploit the potentiality of the digital evolution in broadcasting. ISDB has been put forth as second-generation digital broadcasting which offers a basis for a universal service in the future multimedia environment, and opens many new possibilities for services and their use. The paper is divided into three parts: A vision of the future of broadcasting, Evolution towards ISDB - integrated Services Television, and Technology development.

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e-Government Technologies for Implemention On-Line Service (온라인 서비스 구현을 위한 전자정부 기술)

  • 김규태;김종원;최종욱
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.107-111
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    • 2004
  • 인터넷을 통한 전자정부의 활동은 시민들의 편의 제공과 업무의 효율성을 높일 수 있다는 측면 때운에 전세계적으로 활발한 서비스 계획이 이루어지고 있다. 그러나, 모든 서비스가 전자적으로 이루어지는 것이 아니기 때문에 온라인의 디지털 형태의 문서와 오프라인 상에서 존재하는 종이 문서 사이를 연결시키면서 대인 서비스의 편의성을 높일 수 있는 기술이 필요하다. 본 연구에서는 전자정부의 대민 서비스에서 온라인을 통한 증명서 같은 문서발급을 제공할 수 있는 기술과 구조에 대해서 연구하고, 서비스 사례를 통해서 응용 예를 알아보았다.

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A Study on Establishment of Smart Logistics Center based on Logistics 4.0

  • Cho, Gyu-Sung
    • Journal of Multimedia Information System
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    • v.5 no.4
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    • pp.265-272
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    • 2018
  • Busan is Korea's No. 1 trading port, and the logistics industry plays an important role in the regional industry as a whole. In Busan, various efforts are being made to revitalize the port logistics industry, but it is necessary to develop various policies and related technologies linked with the 4th industry. In this study, we propose a smart refrigeration logistics center, which is required for the activation of Busan New Port and the new port of Pusan New Port, which is connected with the 4th industry. I would like to present the operation direction of the center.

A Development Case of 3D Game: Dream3D Prototype Game Contents (3차원 게임 개발 사례: Dream3D 시범 컨텐츠)

  • 이헌주;박태준;김현빈
    • Proceedings of the IEEK Conference
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    • 2003.07d
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    • pp.1431-1434
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    • 2003
  • Computer game has become the core part of multimedia and entertainment in our knowledge and information based society We are competitive in developing 2D games. However, we have difficulties in maintaining the competitive edge in the area of 3D game technologies owing to the limited funds and technologies. Game engines are very useful to develop high-quality 3D games. In this paper, we discuss game engines and development of contents, and also present a development case of 3D games using Dream3D.

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An Analysis on the Selection Process of Core Wireless Communications Technologies in Korean National IT R&D Program

  • Ilsue Roh;Lee, Byoung-Nam;Lee, Jungman
    • Proceedings of the IEEK Conference
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    • 2002.07b
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    • pp.1320-1323
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    • 2002
  • This paper reviews the Korean government’s selection process of core wireless communications technologies, and presents technology trends, perspectives and strategies of 5 core technologies to develop in wireless communications areas based on the mid term IT technology development plan(2002∼2004). Delphi Panel Method and Analytic Hierarchy Process(AHP) Analysis were adapted to select 30 core technologies in 9 strategic areas. Especially, 5 core wireless communications technologies out of 24 required technologies are selected: 4 G Core Technology, Broadband Wireless Access Network Technology, IMT-2000 Plus STP Technology, OBP Based Multimedia Satellite Communications Technology, Stratosphere Communications System Technology. Strategic national IT R&D program has been essential to continue success story of CDMA technology, and acquiring technology independency from advanced nations. In long term perspectives, a strategy of intensive investment with prudent selection onto core technologies should be deployed in the IT R&D programs. Also, the national IT R&D programs should be limited in the high risk & high returen areas where only government can afford the failures as well as better spill over effects are expected for the technology development and national economy. Korean industry has some strength in wireless communications technology area. Therefore, more policy concerns should be given into this area not only to secure present strength but also to explore better technology competitiveness.

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Education in Cyberspace: University as Universality

  • Shapoval, Oksana;Kotlyaria, Svitlana;Medvedieva, Alla;Lishafai, Oleksandr;Barabash, Oleh;Oleksyuk, Oksana
    • International Journal of Computer Science & Network Security
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    • v.21 no.11
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    • pp.333-337
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    • 2021
  • The article reveals the essence of cyber socialization influencing the process of education and development. The general and potential possibilities of cyber socialization in the process of using the cyberspace of the Internet environment are presented. The sudden transition to distance learning in the spring of 2020 put the pedagogical community in the face of problems related to the content, organizational and methodological basis of the educational process. During the training in distance mode, a rich experience was gained in the use of information and communication technologies. The article discusses the techniques and methods of teaching using the capabilities of information and communication and digital technologies.

CORBA-based Distributed Multimedia Communication Systems for Controlling and Managing Multimedia Streams (멀티미디어 스트림 제어 및 관리를 위한 CORBA 기반 분산 멀티미디어 통신 시스템)

  • 박상윤;정길호;박상현;엄영익
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.26 no.11C
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    • pp.51-63
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    • 2001
  • According to the popular use of the multimedia services in distributed environments, the need for the variable multimedia communication technologies have been presented today. In order to support the efficient transmission multimedia streams, the multicasting, and the interoperability between multimedia applications in distributed environments, the development of the open exclusive multimedia communication systems and the provision of the control and management methodologies for media streams have been required. In order support the realtime transmission of multimedia stream in distributed environments. the protocols such as RTP, RSVP, and RTSP have been standardized. For supporting the interoperability between multimedia applications and the control and management of streams, the distributed processing platforms such as CORBA by OMG and DSM-CC by DAVIC were published. In this paper, we introduce the CORBA-based distributed multimedia communication system which support the realtime transmission, control, and management of multimedia streams and provide the interoperability between multimedia applications. Finally, we present the QoS measurement results by the interoperability between our systems and VoD systems.

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A Study on the Development for 3D Audio Generation Machine

  • Kim Sung-Eun;Kim Myong-Hee;Park Man-Gon
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.807-813
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    • 2005
  • The production and authoring of digital multimedia contents are most important fields in multimedia technology. Nowadays web-based technology and related multimedia software technology are growing in the IT industry and these technologies are evolving most rapidly in our life. The technology of digital audio and video processing is utilizing rapidly to improve quality of our life, Also we are more interested in high sense and artistic feeling in the music and entertainment areas by use of three dimensional (3D) digital sound technology continuously as well as 3D digital video technology. The service field of digital audio contents is increasing rapidly through the Internet. And the society of Internet users wants the audio contents service with better quality. Recently Internet users are not satisfying the sound quality with 2 channels stereo but seeking the high quality of sound with 5,] channels such as 3D audio of the movie films. But it might be needed proper hardware equipments for the service of 3D sound to satisfy this demand. In this paper, we expand the simple 3D audio generator developed and propose a web-based music bank by the software development of 3D audio generation player in 3D sound environment with two speakers minimizing hardware equipments, Also we believe that this study would contribute greatly to digital 3D sound service of high quality for music and entertainment mania.

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