• 제목/요약/키워드: Multiple Media Use

검색결과 201건 처리시간 0.028초

다층 변위 맵의 비손실 압축과 렌더링 (Lossless Compression and Rendering of Multiple Layer Displacement Map)

  • 전영재;김해동;조성현
    • 한국게임학회 논문지
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    • 제9권6호
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    • pp.171-178
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    • 2009
  • 다층 변위 매핑 기법은 여러 층으로 구성된 변위 맵들을 사용하여 단층의 변위 맵으로 표현할 수 없는 복잡한 형태를 재현할 수 있으며, 영화와 게임 등의 디지털 콘텐츠에서 보다 사실적인 표현을 저비용으로 제공할 수 있다. 하지만 다층 변위 맵 자료 구조의 특성상 표현을 자세히 할수록 여러 층의 변위 맵이 필요해지고 하단부의 변위 맵일수록 변위 정보를 저장하고 있지 않은 공간이 많이 생긴다. 본 논문에서는 저장 공간을 비효율적으로 사용하는 다층 변위맵을 비손실 압축하고 렌더링하는 방법을 제안한다. 제안하는 렌더링 방법은 비손실 압축 변위맵 정보를 사용하기 때문에 원본 변위 맵의 렌더링 결과와 동일한 화질을 보장한다.

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MANET에서 처리율 향상을 위한 SINR 기반 동적 캐리어 감지 임계값 방법 (Dynamic Carrier Sensing Threshold Scheme based on SINR for Throughput Improvement in MANET)

  • 이현노;김동회
    • 디지털콘텐츠학회 논문지
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    • 제15권3호
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    • pp.319-326
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    • 2014
  • IEEE 802.11 무선랜은 CSMA/CA(Carrier Sense Multiple Access/Collision Avoidance) 방식의 MAC(Media Access Control) 프로토콜을 사용하며, 데이터 충돌을 회피하기 위하여 데이터 전송 시 다른 사용자가 채널을 사용하고 있는지를 캐리어 감지를 통해 확인하게 된다. 현재 IEEE 802.11 표준에서는 캐리어 감지 범위에 영향을 주는 임계값을 일정한 고정 값으로 운용을 하고 있는데, 모바일 Ad-hoc 네트워크와 같이 이동성으로 인해 가변성이 큰 경우에는 고정 특정 캐리어 감지 임계값으로는 효율적인 네트워크 운영이 어렵다. 본 논문에서는 신호대간섭잡음비를 고려하여 캐리어 감지 임계값과 전송속도를 적절히 선택하는 제안된 SINR 기반 동적 캐리어 감지 임계값 방법을 모바일 Ad-hoc 네트워크 환경에 맞게 운영을 함으로써 더 좋은 네트워크 처리율을 얻을 수 있음을 보여준다.

Simple Relay Selection for Wireless Network Coding System

  • 김장섭;이정우
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2011년도 하계학술대회
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    • pp.310-313
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    • 2011
  • Broadcasting nature of wireless communications makes it possible to apply opportunistic network coding (OPNC) by overhearing transmitted packets from a source to sink nodes. However, it is difficult to apply network coding to the topology of multiple relay and sink nodes. We propose to use relay node selection, which finds a proper node for network coding since the OPNC alone in the topology of multiple relays and sink nodes cannot guarantee network coding gain. The proposed system is a novel combination of wireless network coding and relay selection, which is a key contribution of this paper. In this paper, with the consideration of channel state and potential network coding gain, we propose relay node selection techniques, and show performance gain over the conventional OPNC and a channel-based selection algorithm in terms of average system throughput.

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트랜스미디어에 나타난 패션 문화 콘텐츠의 매개특성 연구 - 20세기 이후 현대 패션사를 중심으로 - (A Study on the Characteristics of Mediation in Fashion Culture Contents Found in Transmedia - Focusing on Modern Fashion since the 20th Century -)

  • 김향자
    • 복식
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    • 제67권4호
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    • pp.131-152
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    • 2017
  • The purpose of this study is to analyze modern fashion culture in the 20th century through changes in transmedia in order to better understand characteristics of fashion contents. The study also strived to identify the characteristics of remediation in modern fashion and media by exploring the cultural code, and use it to establish an integrated view. The subjects and the method of the study are as follows. First, the study analyzed the development of transmedia and fashion culture since the 20th century. Second, it identified the transitional characteristics of transmedia. Third, the study analyzed the characteristics of remediation in modern fashion culture by using the characteristics of mediation, which appeared with the transitional characteristics of transmedia. The study results are as follows. First, the types of remediation are 'borrowing,' 'Representation,' 'Expansion,' 'Refashion,' and 'Absorb.' In old and new media, each type can be aesthetically experienced in 'transparency,' opaqueness,' 'Hypermediacy,' and 'Immediacy.' Second, fashion culture can undergo a transformation from its original form to a second and a third iteration, and this process allows for possibility of an expansion of multiple plots and well-rounded character settings. This opens up the possibility for fashion consumer participation, and signifies a transition into an environment where expansion of time and space is possible. The third finding is the non-mediation of fashion objects. The mediating relationship between clothes and media is directly connected to the development of new media. The immersion of new media by fashion consumers has the characteristics of 'transparency'/'Non-mediation,' and the reinterpretation and reproduction of original fashion styles have the characteristics of 'opaqueness'/'Hyper-mediation.' Fourth, fashion culture has data variability. Through 'Borrowing,' 'Representation,' 'Expansion,' 'Remodeling,' and 'Absorption,' the cultural hierarchy of reproduced fashion forms a multi-layered integrated network. Mediation code, which repurposes fashion culture contents, also creates new media fashion through transmedia.

DTP(Digital Textile Printing)에서 미디어의 원사꼬임 및 편성구조가 프린팅 Quality에 미치는 영향(I) (Effects on Printing Quality according to Yarn Twist and Knitting Structure of Media in Digital Textile Printing(I))

  • 박순영;전동원;박윤철;이범수
    • 한국염색가공학회지
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    • 제22권3호
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    • pp.282-291
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    • 2010
  • Digital textile printing(DTP) is becoming more important because the production trend of textile printing goods is adapting to small-lot multiple items. Recently enhanced use of DTP is closely connected with production of high value-added products in fashion industry, which is also appropriate for quick response system(QRS). Quality of DTP depends on pre-treatment, after-treatment, ink, media, printer, etc. One of these parameters, Selection of good media is very important to obtain high quality of DTP products. Especially, the effects of media on printing quality of DTP according to yarn twist and structure of knitting fabric were examined in this study. Two types of yarn twist of 830 t.p.m and 1630 t.p.m for cotton knit were used and five types of media structures were knitted with single circular knitting machine. First, MIU, MMD, SMD's values are closely related with surface roughness of sample as well as printing quality. The hard twist samples were higher values than normal twist samples in the same media structure. In case of SMD, the values increased from plain to corduroy types. Second, aspect of line sharpness, line area, and line width values of hard twist samples decreased from plain to corduroy than those of normal twist samples. Third, line deviation values of hard twist samples, blurriness of line, also decreased than those of normal twist samples.

남자대학생의 라이프 스타일 요인이 의복의 구매동기, 정보원활용, 의복선택기준에 미치는 영향 연구 (The Impact of Lifestyle Factors on Clothing Purchase Motives, Information Use, and Selection Criteria in Male College Students)

  • 황진숙;이기춘
    • 복식
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    • 제50권4호
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    • pp.63-72
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    • 2000
  • The purpose of this study was to investigate the effects of lifestyle factors on clothing purchase motives, information use, and selection criteria in male college students. The sample included 241 male college students, and an instrument was developed based on the previous studies. The statistical analyses used for this study were factor analysis and multiple regression. The result of factor analysis showed that lifestyle consisted of six factors : clothing interest, serif-confidence, social participation, planned clothing purchase, family-orientation, and conservativeness. Clothing purchase motives consisted of conspicuous consumption motives, fashion and individuality motives, and economic motives. Clothing information use consisted of four factors: paper/display, personal advice, fashion show/clothing observation, and electronic media. Finally. clothing selection criteria consisted of practicability, fashion/individuality, and conformity, Multip1e regression revealed that there were significant effects of lifestyle factors on clothing purchase motives, information use, and selection criteria. For example, self-confidence factor had a negative impact on conspicuous consumption motive, personal advice information use, and fashion/individuality criteria. The relative importance of lifestyle factors were different according to different dimensions of clothing purchase motives, information use, and selection criteria.

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폐구균 단백 결합 백신의 효능 및 효과 (Efficacy and effectiveness of pneumococcal conjugate vaccine in children)

  • 이환종
    • Clinical and Experimental Pediatrics
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    • 제49권3호
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    • pp.235-241
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    • 2006
  • Streptococus pneumoniae is an important cause of invasive infections as well as non-invasive infections such as acute otitis media and sinusitis both in children and adults. Resistance of S. pneumoniae to multiple antimicrobials is increasing and poses therapeutic challenges, and prevention became more important. 23-valent polysaccharide vaccine has been used for the last several decades, but is not effective in children <2 years of age, the highest risk group of invasive diseases. Recently, a 7-valent pneumococcal protein conjugate vaccine(PCV) which is effective in infants and young children has been developed. The efficacy of PCVs against invasive pneumococcal disease and pneumonia is well established and is documented in several well-conducted studies. However, the effect of PCVs on otitis media is less obvious and more complex. PCVs clearly reduce diseases caused by vaccine-type(VT) pneumococci, but replacement of VT serotypes by non-VT serotypes in nasopharyngeal carriage of S. pneumoniae is responsible for the increase in acute otitis media caused by non-VT serotypes. Three years after introduction of PCV in the US, some increase of invasive infections with serotype 19A possibly due to serotype switching within certain vaccine type strains has been noted. Since most antibiotic-resistance in S. pneumoniae is confined to VT serotypes, vaccine use also reduces antibiotic resistance. With development of PCV, there was a great advance in the prevention of pneumococcal diseases, but replacement with potential virulent organisms and development of antibiotic resistance in non-VT pneumococci is a possibility that needs careful monitoring.

종이신문 열독자의 특성이 정기구독 여부에 미치는 영향에 대한 로지스틱 회귀분석 (Logistic regression analysis of newspaper readers characteristics affecting regular subscription)

  • 이세영;김재희
    • 응용통계연구
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    • 제32권5호
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    • pp.653-669
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    • 2019
  • 뉴미디어의 등장과 발달로 인해, 과거 미디어의 대부분을 차지한 종이신문의 이용량이 점차 줄어들어 종이신문의 정기구독률이 2016년 14%로 매우 저조하게 나타났다. 따라서 본 연구는 종이신문 정기구독 여부에 영향을 미치는 열독자 요인을 파악하고자 수행되었다. 이를 위해 한국 언론 진흥재단의 2016년과 2017년의 언론수용자 의식조사의 자료를 분석에 사용하였다. 열독자의 성별, 연령, 학력, 가구소득, 열독일수, 열독시간, 열독분량을 열독자의 특성으로 지정하였으며, 정기구독 여부에 열독자의 어떠한 특성이 영향을 미치는지 알아보기 위해 다중 로지스틱 회귀를 적합하고 해석하였다.

고등학생의 협력적 소비에 대한 교육경험과 기대 혜택이 참여 의도에 미치는 영향 (Effects of High School Student' Educational Experience and Expected Benefits on the Participation Intention of Collaborative Consumption)

  • 정주원;최경숙
    • Human Ecology Research
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    • 제55권4호
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    • pp.351-362
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    • 2017
  • Collaborative consumption (CC) occurs in organized systems or networks in which participants conduct sharing activities in the form of renting, lending, trading, bartering, and swapping of goods, services, transportation solutions, space, or money. Information and communications technologies (ICTs) that have emerged with CC. CC is expected to alleviate social problems such as hyper-consumption, pollution, and poverty by lowering the cost of economic coordination. In this study, we investigate the influence of educational experience and expected benefits of CC participation (intended to using and providing CC) of Adolescent Consumers. The subjects for the study were 418 high school students. Data was analyzed through frequency analysis, mean, standard deviation, t-test, ANOVA, Pearson's correlation, and hierarchical multiple regression analysis using SPSS Win 21.0. The results of this study are as follows. First, the significant positive relationship found between CC participants (intent to use and provide CC), educational experience (home education, school education, and mass media) and expected benefits (social benefit, economic benefit, enjoyment, community effect, and reputation). Second, enjoyment, mass media, reputation, social benefit, home education and school education values were variables that influenced the using participation intention for CC. Third, the major variables influencing the providing participation intention CC were home education, enjoyment, gender, community effect, and mass media values.

디지털 게임 설계 장치로서의 다중 프레임 연구 (A Study on the frame within a frame as a Digital Game Design Tool)

  • 김다인;성정환
    • 한국게임학회 논문지
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    • 제21권6호
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    • pp.111-124
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    • 2021
  • 회화를 기점으로 영화, 만화, 게임을 아울러 관객의 시선을 묶는 행위의 주축을 담당하는 것은 프레임이다. 프레임에 대해 안다는 것은 프레임을 읽을 수 있게 되는 것이며, 사용할 수 있게 되는 것이다. 따라서 본 논문은 디지털 게임의 프레임, 그 중에서도 일차 프레임의 한정된 구성을 보완하는 다중 프레임에 관해 다룬다. 본 논문에서는 게임의 기본 구성인 구조적 프레임, 플레이어 행위의 출력인 가변적 프레임, 기존 시각 매체 특성을 나타내는 표면적 프레임으로 다중 프레임을 분류한다. 이를 통해 디지털 게임 설계 장치로서의 다중 프레임의 양상을 살펴본다. 본 논문은 향후 게임의 다중 프레임 활용 가능성을 도출하고 다중 프레임 분석의 기제를 제공했다는 데서 유의미하다.