• Title/Summary/Keyword: New Media Environment

Search Result 674, Processing Time 0.035 seconds

MMT-based Broadcasting Services Combined with MPEG-DASH (MPEG-DASH 융합형 MMT 기반 방송 서비스)

  • Park, MinKyu;Kim, Yong Han
    • Journal of Broadcast Engineering
    • /
    • v.20 no.2
    • /
    • pp.283-299
    • /
    • 2015
  • In this paper, we propose new broadcasting services that combine MMT (MPEG Media Transport) standard with MPEG-DASH (Dynamic Adaptive Streaming over HTTP) standard. MMT is a next-generation multimedia transport standard that is IP-friendly and provides functionalities appropriate for hybrid broadcasting that uses broadcast physical channels and the Internet simultaneously. MPEG-DASH enables media streaming services that can be dynamically adaptive both to the network traffic conditions of wired and/or wireless Internet and the receiving entity environment. We explain the scenarios of the proposed broadcasting services and demonstrate that various hybrid broadcasting services can be easily realized through the combined usage of MMT and MPEG-DASH. By making the test bitstreams containing contents for the new services and developing the receiver back-end software that performs the function of the receiving entity for the new services on personal computers, we verified that the proposed scenarios can be realized.

Sub-channel Allocation Scheme for Multi-media Service in AMC-based OFDMA Systems (AMC 기반 OFDMA 시스템에서 멀티미디어 서비스를 지원하기 위한 서브 채널 할당 방법)

  • Song, Woo-Ram;Chong, Jo-Woon;Kim, Dong-Hoi
    • Journal of Broadcast Engineering
    • /
    • v.14 no.2
    • /
    • pp.178-188
    • /
    • 2009
  • In this paper, we propose the method which provides efficient sub-channel allocation for handoff and new call supporting multi-media service in AMC-based OFDMA system. Firstly, we apply the multi-band method which provides different AMC method according to the location of user terminals. Also, in OFDMA system environment that a base station has a lot of sub-channels, we adopt the sub-channel allocation scheme that provides a higher priority to handoff call and real-time service about handoff and new calls with multi-meida service. The simulation results show that the proposed scheme plays a role in increasing the number of new and handoff calls meeting the required blocking rate.

A Flow of Generative Change and Ideological Convergence in Chinese Media Policies (중국 미디어 관리의 생성적 변화와 이데올로기적 수렴)

  • Ko, Yoon-sil
    • Cross-Cultural Studies
    • /
    • v.44
    • /
    • pp.123-145
    • /
    • 2016
  • A flow of generative change has existed in the Chinese media following political, economic, and institutional changes. Since a market system was introduced to the field of drama production, people called 'zhipianren' who act as government agents as well as market administrators have spontaneously emerged. The government, by granting legal qualifications and authority to these 'zhipianren', have institutionalized and absorbed them within the system. Through this process, the 'drama zhipianren system', under the unique environment of a socialist market economy, demonstrates a Chinese administrative model that effectively reveals the changing process from a direct administration by the government to indirect administration and self-censorship. Furthermore, with the widespread adoption of the internet, various types of media including grassroots media have emerged, and the participation and production activities of netizens has enabled the development of a new genre of literature called internet literature. Furthermore, some websites that functioned as platforms for video and grassroots media came to self-produce contents so as to function as media in and of themselves. Originally, the internet was cultivated as a portion of the IT industry, but when it began to function as media, forming a new media landscape, regulations and institutions were gradually established and subsequently advanced in the direction of supervision and regulation over all internet media contents. A flow of generative change in the field of media has emerged, and the pattern of generation-convergence repeats itself as the official media policies converge.

Scalable Media Object Framework of MPEG-2 Video for QoS Adaptation (QoS 적응을 위한 MPEG-2 비디오의 스케일러블 미디어 객체 프레임웍에 관한 연구)

  • Kim, Hyeong-Cheol;Jeong, Chan-Geun
    • The Transactions of the Korea Information Processing Society
    • /
    • v.6 no.11
    • /
    • pp.2922-2931
    • /
    • 1999
  • In this paper, we propose a new framework for scalable media object to adapt the various QoS requirements in the heterogeneous networking environment. An MPEG-2 video is split into a set of scalable media objects in terms of temporal scaling and fidelity scaling. The portion of the scalable media objects is selectively delivered to adapt the QoS requirement. This framework can satisfy the various QoS requirements on bandwidth, even though the clients share a multipoint channel. By analysis on the rate-distortion characteristics of scalable media object framework, we shows our approach is feasible to support the various QoS requirements.

  • PDF

A Design Proposal of a Lego-type UHD(Ultra High Definition) Media Platform for Cloud Services (클라우드 서비스를 위한 레고형 초고화질 영상 송수신 미디어 플랫폼 설계 제안)

  • Koo, Sung Wan;Jeong, Da Hee;Kim, Hyun Sik;Seo, Jeongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.05a
    • /
    • pp.655-657
    • /
    • 2014
  • In this paper, a lego-type Ultra High Definition(UHD) media platform for cloud service have been proposed. The platform offers you a cloud service, which is freely able to share your UHD media in indoor and outdoor environment. Also, if various media products using the next-generation wireless communication(802.11ac and LTE Broadcast etc.) and proposed platform are utilized, everyone can develop easily because it is the lego-type. Therefore, the platform are expected to lead development of new market and invent industry since it can be applied to various businesses models.

  • PDF

Webized Tangible Space (웹-기반 Tangible Space)

  • Ko, Heedong;Seo, Daeil;Yoo, Byounghyun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.23 no.3
    • /
    • pp.77-85
    • /
    • 2017
  • Tangible Space is a new emerging interaction space with mobile AR/VR computing and ubiquitous computing environment with IoT. Tangible Space spans from a physical environment augmented with virtual entities to immersive virtual environments mirroring the physical environment. Interacting with Tangible Space is logged just like interacting with the Web. By webizing Tangible Space, we can gain persistence as a by-product so that human life experience in the physical environment can be logged and shared just like the information being created and shared in the current Web. The result is a powerful future direction of the web from a World Wide Web of Information to World Wide Web of Life experiences.

Study on Social Media Use and Sociodemographic and Personality Factors in the Post-COVID-19 (포스트 코로나 시대 소셜 미디어 이용과 인구사회학적 및 성격 요인에 관한 연구)

  • Yesolran Kim
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.6
    • /
    • pp.209-215
    • /
    • 2023
  • The untact environment brought about by the global pandemic has emerged as a new driving force for the matured social media market. In the post-coronavirus era, there arises a pivotal need for foundational data to reconfigure the operations and utilization strategies of social media. Using data from the 2022 Korean Media Panel Survey, this study compared sociodemographic and personality factors between social media non-users and users, and examined how these factors influenced social media usage time. The findings indicate differences between social media non-users and users in terms of gender, age, education level, income level, employment status, marital status, openness to experience, conscientiousness, extraversion, and neuroticism. Usage time of social media is influenced by gender, age, income level, employment status, conscientiousness, and agreeableness. These results are anticipated to enhance the understanding of users and their usage behaviors for stakeholders in the social media market as they confront a potential second leap forward.

An Analysis of Fishing Village Tourism Issues Reported in Korea Media (국내 언론에 보도된 어촌관광 이슈의 변동 분석)

  • Ji-Yeong Ko;Chae-wan Lee
    • Journal of the Korean Society of Marine Environment & Safety
    • /
    • v.30 no.4
    • /
    • pp.299-307
    • /
    • 2024
  • Fishing villages, which are the focus of this study, are interested in fishing tourism for creating a new income base and sustaining fishing communities. This is because the extraordinary nature of the fishing village space creates new values in line with the function of tourism, however, the related policies are less than adequate compared to the importance of fishing village tourism. Therefore, this study aims to analyze the interest of Korean society in fishing village tourism the manner in which this issue has changed over time. Using the news analysis system, BigKinds, we systematically collected and analyzed articles related to fishing village tourism reported in the domestic media. The results showed that social interest in fishing village tourism and government policy support had increased over time, suggesting that fishing village tourism was an important strategy that could revitalize local economies and prevent the disappearance of fishing villages.

Design of Integrated Reduction Platform for Food Contaminants Derived from the Environment through Interagency Collaboration in Korea (환경유래 식품오염물질의 범부처 통합 저감화 플랫폼 설계)

  • Ko, Ahra;Heo, Ji-Young;Kang, Young-Woon;Kang, Kil Jin;Chung, Myung-Sub;Lee, Hunjoo
    • Journal of Environmental Health Sciences
    • /
    • v.43 no.4
    • /
    • pp.307-313
    • /
    • 2017
  • Objectives: Chemicals derived from various environment media contaminates food across the food supply chain. In Korea, levels of contaminants in food have been sporadically measured by monitoring programs of different government agencies. There is difficulty with data compilation and integrated analysis across media. Therefore, the aim of this study was to propose an overall integrated database and analytical platform design for the 'ECO-FOOD NET (Environmental COntaminant reduction platform for FOOD through an interagency collaboration NETwork)', a tool to support the reduction of environmental contaminants in food. Methods: We developed a new data structure and standardized protocols for the compilation of integrated data. In addition, we conducted subject-oriented logical and physical relational database modeling and created the architecture design of the platform. Results: We established a standardized code system related to exposure media and route, analysis method and food matrix. In addition, we designed the seven software modules of 'About the System', 'Introduction to Interagency Work', 'Media-Chemicals Profiles', 'Method Bank', 'Monitoring Data Base', 'Integrated Media Analysis', and 'Risk-Benefit Analysis'. Conclusions: This study will contribute to decision-making as a tool for executing risk management, such as sustainable reduction policies of contaminants in food.

A Framework for Open, Flexible and Distributed Learning Environment for Higher Education (개방·공유·참여의 대학 교육환경 구축 사례)

  • Kang, Myunghee;You, Jiwon
    • Knowledge Management Research
    • /
    • v.9 no.4
    • /
    • pp.17-33
    • /
    • 2008
  • This study proposes University 2.0 as a model case of open, flexible, and distributed learning environment for higher education based on theoretical foundations and perspectives. As web 2.0 technologies emerge into the field of education, ways of generating and disseminating information and knowledge have been drastically changed. Professors are no longer the only source of knowledge. Students using internet often become prosumers of knowledge who search and access information through the web as well as publish their own knowledge using the web. A concept and framework of University 2.0 is introduced for implementing the new interactive learning paradigm with an open, flexible and distributed learning environment for higher education. University 2.0 incorporates online and offline learning environments with various educational media. Furthermore, it employs various learning strategies and integrates formal and informal learning through learning communities. Both instructors and students in University 2.0 environment are expected to be active knowledge generators as well as creative designers of their own learning and teaching.

  • PDF