• Title/Summary/Keyword: New Media Environment

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Development of Biomedia using Waste Sewage Sludge - Evaluation of Basic Properties and Determination of Optimum Mixing Ratio of Sludge and Loess - (하수슬러지를 이용한 생물담체 개발 - 기초물성 평가 및 황토최적혼합비 결정 -)

  • Jeong, Soo Il;Sohn, In Shik;Jeong, Seung Hyun;Jeong, Byung Gon
    • Journal of Korean Society on Water Environment
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    • v.26 no.2
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    • pp.225-230
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    • 2010
  • Dumping of waste sludge to ocean will be prohibited in Jananuary, 2012. Thus, various methods of sludge recycling are intensively studied. To present new way of sewage sludge recycling method, feasibility of making porous biological support media was investigated. Porous biological support media was made of sludge cake from sewage treatment plant and loess. They were mixed in varying ratio and burnt in high temperature to ensure sufficient mechanical strength. It was evaluated that about 67% of sewage sludge were ignitible. The ignitible portion play an important role in making pore in biomedia during ignition process. It was evaluated that optimum mixing ratio of loess to sludge cake was 25% in respect of compressive strength. In results of observation using scanning electron microscope (SEM), inner structure of biomedia become simple when the contents of loess are increased.

A New Object Region Detection and Classification Method using Multiple Sensors on the Driving Environment (다중 센서를 사용한 주행 환경에서의 객체 검출 및 분류 방법)

  • Kim, Jung-Un;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.20 no.8
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    • pp.1271-1281
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    • 2017
  • It is essential to collect and analyze target information around the vehicle for autonomous driving of the vehicle. Based on the analysis, environmental information such as location and direction should be analyzed in real time to control the vehicle. In particular, obstruction or cutting of objects in the image must be handled to provide accurate information about the vehicle environment and to facilitate safe operation. In this paper, we propose a method to simultaneously generate 2D and 3D bounding box proposals using LiDAR Edge generated by filtering LiDAR sensor information. We classify the classes of each proposal by connecting them with Region-based Fully-Covolutional Networks (R-FCN), which is an object classifier based on Deep Learning, which uses two-dimensional images as inputs. Each 3D box is rearranged by using the class label and the subcategory information of each class to finally complete the 3D bounding box corresponding to the object. Because 3D bounding boxes are created in 3D space, object information such as space coordinates and object size can be obtained at once, and 2D bounding boxes associated with 3D boxes do not have problems such as occlusion.

Extensibility of Visual Expression in Projection Mapping Installation Art; Focused on Examples and Projection Mapping Installation Artwork Domino (프로젝션맵핑 기반 영상 설치 미술의 시각적 표현 확장성 -사례 분석 및 작품 을 중심으로-)

  • Fang, Bin-Zhou;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.207-220
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    • 2021
  • Recent advances in new media for sensory experiences keep expanding visual expression methods in installation art such as projection mapping and virtual reality. Artists can create and develop visual expression techniques based on such new media. Projection mapping is a new medium that continues to add various possibilities to visual expression in media art. Under the projection mapping environment, artists can recompose the object or space with the digital content by projecting video onto three-dimensional surfaces in the space. This paper focuses on the process where visual expression with the projection mapping technology leads to viewers' sensory experience. To this end, "reproducibility," "dissemination," "virtuality," and "interactivity" of media were analyzed to describe the meaning and *definition of visual expression. Artworks are considered as an example to study visual expression techniques such as "repetition and overlap," "simulacrum and metaphor," and "displacement and conversion." I applied the analysis and created Domino, a projection mapping artwork, which helps the research on visual expression techniques that can lead to sensory experience the extensibility of visual expression.

Interactive Virtual Studio & Immersive Viewer Environment (인터렉티브 가상 스튜디오와 몰입형 시청자 환경)

  • 김래현;박문호;고희동;변혜란
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06b
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    • pp.87-93
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    • 1999
  • In this paper, we introduce a novel virtual studio environment where a broadcaster in the virtual set interacts with tele-viewers as if they are sharing the same environment as participants. A tele-viewer participates physically in the virtual studio environment by a dummy-head equipped with video "eyes" and microphone "ears" physically located in the studio. The dummy head as a surrogate of the tole-viewer follows the tele-viewer's head movements and views and hears through the dummy head like a tele-operated robot. By introducing the tele-presence technology in the virtual studio setting, the broadcaster can not only interact with the virtual set elements like the regular virtual studio environment but also share the physical studio with the surrogates of the tele-viewers as participants. The tele-viewer may see the real broadcaster in the virtual set environment and other participants as avatars in place of their respective dummy heads. With an immersive display like HMD, the tele-viewer may look around the studio and interact with other avatars. The new interactive virtual studio with the immersive viewer environment may be applied to immersive tele-conferencing, tele-teaching, and interactive TV program productions.program productions.

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A New 3D Depth Reconstruction Method Adaptive to Various Environments (환경 적응적 3D 깊이 재구성 방법)

  • Kim, Jung-Un;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.271-279
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    • 2016
  • The recent development of the HD (High Definition) and UHD (Ultra High Definition) technology allowed the growth of 3D contents market. Yet the majority of the 3D contents in the market are strictly for 6.5 cm inter-ocular distance, causing various visual discomforts for the viewers who have different inter-ocular distance. Moreover, because the 3D contents are created for a fixed viewing distance, the change of the viewing distances when watching 3D contents can also cause visual conflicts. To solve this problem, we devised techniques that consider the environmental information of the viewer watching 3D contents. By analyzing the relationship between viewing distance, inter-ocular distance, and perceived depth, we created an adaptive content viewing system that reflects the viewer's environment to minimize any conflicts in watching 3D contents. From our experiments, we found that the performance of our adaptive content viewing system was reasonable.

Case study on Management Strategies of Korean Satellite- DMB Companies: Treasure Island Strategy of Entertainment and Movie Contents:

  • Kim, Seung-Wook;Kim, Kee-Hong
    • International Commerce and Information Review
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    • v.1 no.1
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    • pp.57-66
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    • 2008
  • The best value proposition for the customers of satellite-DMB (hereinafter referred to as the "S-DMB") business in an environment of fierce competition shall be securing the best killer contents and distribute them in reasonable price as a mobile contents platform provider. In an era of merging the broadcasting with the communication, although many new players tapping into the market with state-of-the-art media such as digital convergence, the key to success in the market is dependent on whether the respective digital contents providers retain competitive digital contents which suit the taste of customers. Considering such market conditions, the purpose of this study is to look over the management examples of Korean S-DMB providers which is carrying out business in digital multi-media market and opening up the market, and to analyze the management strategies of domestic S-DMB companies to be the champion in the market.

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Yet to Adopt Intelligent Robots for Product Innovation? -A Survey of South Korean Manufacturers-

  • Choi, Moon Jong;Lim, Sang Hyun;Kim, Yang Sok;Lee, Choong Kwon
    • Smart Media Journal
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    • v.5 no.4
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    • pp.111-115
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    • 2016
  • Intelligent robots are being introduced and utilized to create new values in diverse fields such as medical care, national defense, education, and manufacturing. However, while the technical aspects of intelligent robots are spreading, the business side is lacking in recognition. The purpose of this study is to identify the factors affecting product innovation through the introduction of intelligent robots in enterprises. Among the six variables secured from the technology, organization, and environment framework, only perceived direct usefulness and competitive pressure have significant effects on product innovation. The results imply that the effects of introducing robots are still in their early stage from a business perspective.

Study on Protection and Access Control of Personal Bioinformation in Telemecine Environment (원격의료환경에서 개인생체정보 보호 및 무결성에 관한 연구)

  • Kim, Soon Seok;Lee, Jae Hyun
    • Smart Media Journal
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    • v.5 no.4
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    • pp.57-62
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    • 2016
  • By using personal health devices, a type of bio-censor at home and building, for telemedicine, this paper proposes a new method to protect more robust patient's privacy than before scheme [1] by ensuring the integrity and the secure transmission further when it communicates with gateway which collecting bio-information from them. As the suggested method is designed to conform with ISO/IEEE 11073-20601 [2], which is international standard, it considered interoperability with various health devices.

An Education Environment based on the SNS (SNS 기반의 교육환경)

  • Park, Chun-Myoung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.601-602
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    • 2017
  • This paper analysis the smart media trend which is the hot issue in the ICT fields, and we will anticipate the human new life paradigm up coming days. also, we propose the life pattern from these days, and propose the parts that human ready to active parts.

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An Application of Virtual Reality in E-learning based LEGO-Like Brick Assembling

  • Tran, Van Thanh;Kim, Dongho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.783-786
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    • 2016
  • E-learning is a new teaching model nowadays, and Virtual Reality (VR) technology is reported that the use of virtual reality as an education tool can increase student interests, understanding, and creative learning because of encouraging students to learn by exploring and interacting with the information on the virtual environment. Besides that, LEGOs have long been the favorite of many children. LEGOs provide a mechanism to understand and do for many concepts from spatial relationships to robotics platforms. In this paper, we present a virtual reality application based on the assembly of LEGO-Like bricks to increase math and science learning by improving spatial thinking. It not only encourages students to pursue careers in science, technology, engineering, or mathematics but also enhances learner's ability to analyze and solve problems. The application is built by Processing 2.0 as the easier programming language which is a top-down approach to build the 3D interactive program.