• Title/Summary/Keyword: Point-to-Point Communications

Search Result 1,151, Processing Time 0.201 seconds

Future of Stereoscopic 3D through the Analysis of Realistic Media Art (실감미디어 아트 분석을 통한 3D 입체영상의 미래 조망)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.1
    • /
    • pp.91-102
    • /
    • 2012
  • Generally today's culture and the arts industry has been focusing more on economic value than the arts. Therefore this paper will elucidate the meaning of the culture and the arts can be a break though which can only include commercial and economic values but transcend its values ultimately. First of all, this paper will suggest an advanced 3D stereoscopic images by analysis of examples and environments of realistic media arts. Looking into the changes of related technologies and market environments, the motion-recognition technology, as seem in SF film "Minority report", has become a feasible technology. In the past, 3D stereoscopic images were shown in the theme park theatre and exhibition halls for group viewing. but recent 3D TV and display devices have changed those environments to personal. Since domestic researches of realistic media art has been little, this paper will analyze them respecting to three broad classifications. The results are : Firstly, in CAVE method, more impact capabilities of spectators are expected that they can manipulate interactive interfaces freely and the physical movements of spectators can operate interactively. Secondly, inter-network communications and expansion of viewers' perceptions are predicted by way of HMD method, sensor suites and communication equipments. Thirdly, combinations of HMD and motion tracking utilization is foreseen. With the convergent usages of these three features, we can prospect the possibilities of interactive 4D that spectators wearing 3D stereoscopic display devices can experience and make their own 3D stereoscopic images actively at the point of their views.

Compensation Method for Occluded-region of Arbitrary-view Image Synthesized from Multi-view Video (다시점 동영상에서 임의시점영상 생성을 위한 가려진 영역 보상기법)

  • Park, Se-Hwan;Song, Hyuk;Jang, Eun-Young;Hur, Nam-Ho;Kim, Jin-Woong;Kim, Jin-Soo;Lee, Sang-Hun;Yoo, Ji-Sang
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.33 no.12C
    • /
    • pp.1029-1038
    • /
    • 2008
  • In this paper, we propose a method for an arbitrary-view image generation in multi-view video and methods for pre- and post-processing to compensate unattended regions in the generated image. To generate an arbitrary-view image, camera geometry is used. Three dimensional coordinates of image pixels can be obtained by using depth information of multi-view video and parameter information of multi-view cameras, and by replacing three dimensional coordinates on a two dimensional image plane of other view, arbitrary-view image can be reconstructed. However, the generated arbitrary-view image contains many unattended regions. In this paper, we also proposed a method for compensating these regions considering temporal redundancy and spatial direction of an image and an error of acquired multi-view image and depth information. Test results show that we could obtain a reliably synthesized view-image with objective measurement of PSNR more than 30dB and subjective estimation of DSCQS(double stimulus continuous quality scale method) more than 3.5 point.

On Developments of Teaching-Learning Contents and Constructivist Teaching Methods Using Mobile Applications Based on Augmented Reality in Mathematics Education (증강현실 기반 모바일 앱을 활용한 수학 교수·학습 콘텐츠 개발과 구성주의적 수업방안)

  • Kim, Byung Hak;Song, Jinsu;Park, Ye Eun;Jang, Yo Han;Jeong, Young Hun;Ahn, Jin Hee;Kim, Jun Hyuk;Go, Eunryeong;Jang, In Kyung
    • Communications of Mathematical Education
    • /
    • v.33 no.3
    • /
    • pp.207-229
    • /
    • 2019
  • In the era of the Fourth Industrial Revolution, various attempts have been made to incorporate ICT technology into mathematics teaching and learning, and the necessity and efficiency of classroom instruction using flipped learning, virtual reality and augmented reality have attracted attention. This leads to an increase in demand for instructional contents and their use in education. Therefore, there is a growing need for the development of instructional contents that can be applied in the field and the study of teaching methods. In this point of view, this research classifies the types of teaching-learning, presents the flipped learning instruction and mathematics contents by teaching-learning types using constructivist mathematics education principles and augmented reality-based mobile applications. These methods and lesson plans can provide a useful framework for teaching-learning in mathematics education.

Research on the Creative Style of DreamWorks' Animated Film Script (드림웍스 애니메이션 영화 시나리오의 창작 스타일에 관한 연구)

  • Yan, Liu
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.1
    • /
    • pp.97-106
    • /
    • 2020
  • The mainstream of cinema animated film in today's world is the animated film produced by film companies such as Disney, DreamWorks, and 20th Century Fox. These animated films are influenced by Hollywood blockbusters, high cost, and big-budget, which have brought a gorgeous and splendid audio-visual feast to the global audience. DreamWorks Studios founded in 1994 has become noted in just over ten years. It has produced many high-quality animated works which are well-known all over the world. This achievement is no doubt inseparable from its superior external animation industry environment, and benefited from the American animation industry which commercially operated for almost 100 years. However, in addition to these external environmental factors, DreamWorks' achievements have also come from the extraordinary and superior creation of the animated film scripts, strong narrative script ensures the logic and appeal of animated films. This article takes Kung Fu Panda series, Shrek series, The Prince of Egypt, The Croods, Chicken Run, Megamind and other representative films produced by DreamWorks as key analysis object, using Jean Baudrillard's simulation and imaging theory, Syd Field's screenwriting skills, and Hegel's aesthetic point of view, explores the Creative Style of DreamWorks' Animated Film Script which contains the following four aspects. The script is exaggerated and novel, and the subject matter is rich and targeted. The script creation is very imaginative and can fully express the visual beauty. The structure of the story is well controlled, the space comes from reality but full of imagination. The characters have distinctive personality and the dialogue is moderated but forceful.

Relationship between Brand Personality and the Personality of Consumers, and its Application to Corporate Branding Strategy

  • Kim, Young-Ei;Lee, Jung-Wan;Lee, Yong-Ki
    • Journal of Global Scholars of Marketing Science
    • /
    • v.18 no.3
    • /
    • pp.27-57
    • /
    • 2008
  • Many consumers enjoy the challenge of purchasing a brand that matches well with their own values and personalities (for example, Ko et al., 2008; Ko et al., 2006). Therefore, the personalities of consumers can impact on the final selection of a brand and its brand personality in two ways: first, the consumers may incline to purchase a brand or a product that reflects their own personalities; second, consumers tend to choose a company that has similar brand personalities to those brands that are being promoted. Therefore, the objectives of this study are following: 1. Is there any empirical relationship between a consumer's personality and the personality of a brand that he or she chooses? 2. Can a corporate brand be differentiated by the brand personality? In short, consumers are more likely to hold favorable attitudes towards those brands that match their own personality and will most probably purchase those brands matching well with their personality. For example, Matzler et al. (2006) found that extraversion and openness were positively related to hedonic product value; and that the personality traits directly (openness) and indirectly (extraversion, via hedonic value) influenced brand effects, which in turn droved attitudinal and purchase loyalty. Based on the above discussion, the following hypotheses are proposed: Hypothesis 1: the personality of a consumer is related to the brand personality of a product/corporate that he/she purchases. Kuksov (2007) and Wernerfelt (1990) argued that brands as a symbolic language allowed consumers to communicate their types to each other and postulated that consumers had a certain value of communicating their types to each other. Therefore, how brand meanings are established, and how a firm communicate with consumers about the meanings of the brand are interesting topics for research (for example, Escalas and Bettman, 2005; McCracken, 1989; Moon, 2007). Hence, the following hypothesis is proposed: Hypothesis 2: A corporate brand identity is differentiated by the brand personality. And there are significant differences among companies. A questionnaire was developed for collecting empirical measures of the Big-Five personality traits and brand personality variables. A survey was conducted to the online access panel members through the Internet during December 2007 in Korea. In total, 500 respondents completed the questionnaire, and considered as useable. Personality constructs were measured using the Five-factor Inventory (NEO-FFI) scale and a total of 30 items were actually utilized. Brand personality was measured using the five-dimension scale developed by Aaker (1997). A total of 17 items were actually utilized. The seven-point Likert-type scale was the format of responses, for example, from 1 indicating strongly disagreed to 7 for strongly agreed. The Analysis of Moment Structures (AMOS) was used for an empirical testing of the model, and the Maximum Likelihood Estimation (MLE) was applied to estimate numerical values for the components in the model. To diagnose the presence of distribution problems in the data and to gauge their effects on the parameter estimates, bootstapping method was used. The results of the hypothesis-1 test empirically show that there exit certain causality relationship between a consumer's personality and the brand personality of the consumer's choice. Thus, the consumer's personality has an impact on consumer's final selection of a brand that has a brand personality matches well with their own personalities. In other words, the consumers are inclined to purchase a brand that reflects their own personalities and tend to choose a company that has similar brand personalities to those of the brand being promoted. The results of this study further suggest that certain dimensions of the brand personality cause consumers to have preference to certain (corporate) brands. For example, the conscientiousness, neuroticism, and extraversion of the consumer personality have positively related to a selection of "ruggedness" characteristics of the brand personality. Consumers who possess that personality dimension seek for matching with certain brand personality dimensions. Results of the hypothesis-2 test show that the average "ruggedness" attributes of the brand personality differ significantly among Korean automobile manufacturers. However, the result of ANOVA also indicates that there are no significant differences in the mean values among manufacturers for the "sophistication," "excitement," "competence" and "sincerity" attributes of the corporate brand personality. The tight link between what a firm is and its corporate brand means that there is far less room for marketing communications than there is with products and brands. Consequently, successful corporate brand strategies must position the organization within the boundaries of what is acceptable, while at the same time differentiating the organization from its competitors.

  • PDF

Study on Basic Elements for Smart Content through the Market Status-quo (스마트콘텐츠 현황분석을 통한 기본요소 추출)

  • Kim, Gyoung Sun;Park, Joo Young;Kim, Yi Yeon
    • Korea Science and Art Forum
    • /
    • v.21
    • /
    • pp.31-43
    • /
    • 2015
  • Information and Communications Technology (ICT) is one of the technologies which represent the core value of the creative economy. It has served as a vehicle connecting the existing industry and corporate infrastructure, developing existing products and services and creating new products and services. In addition to the ICT, new devices including big data, mobile gadgets and wearable products are gaining a great attention sending an expectation for a new market-pioneering. Further, Internet of Things (IoT) is helping solidify the ICT-based social development connecting human-to-human, human-to-things and things-to-things. This means that the manufacturing-based hardware development needs to be achieved simultaneously with software development through convergence. The essential element the convergence between hardware and software is OS, for which world's leading companies such as Google and Apple have launched an intense development recognizing the importance of software. Against this backdrop, the status-quo of the software market has been examined for the study of the present report (Korea Evaluation Institute of Industrial Technology: Professional Design Technology Development Project). As a result, the software platform-based Google's android and Apple's iOS are dominant in the global market and late comers are trying to enter the market through various pathways by releasing web-based OS and similar OS to provide a new paradigm to the market. The present study is aimed at finding the way to utilize a smart content by which anyone can be a developer based on OS responding to such as social change, newly defining a smart content to be universally utilized and analyzing the market to deal with a rapid market change. The study method, scope and details are as follows: Literature investigation, Analysis on the app market according to a smart classification system, Trend analysis on the current content market, Identification of five common trends through comparison among the universal definition of smart content, the status-quo of application represented in the app market and content market situation. In conclusion, the smart content market is independent but is expected to develop in the form of a single organic body being connected each other. Therefore, the further classification system and development focus should be made in a way to see the area from multiple perspectives including a social point of view in terms of the existing technology, culture, business and consumers.

A study on the relationship between prior learning experience and mathematics achievement, GPA of college (고등학교 선행학습경험과 대학수학교과성적 및 대학학업성취도 관계 연구)

  • Lee, Gyeoung Hee;Lee, Jung Rye
    • Communications of Mathematical Education
    • /
    • v.29 no.3
    • /
    • pp.423-439
    • /
    • 2015
  • This study examines the relationship between prior learning experience, the high school records, mathematics grade in the KSAT(Korean Scholastic Aptitude Test) and mathematics achievement, GPA(grade point average) of college freshmen. It analyses how much mathematics capacities in the time of high school affect mathematics achievement of college freshmen. This study surveyed 193 freshmen, attending in a college of science and engineering, taking the 'basic differential and integral calculus' lecture, which was opened for the first semester of 2014 in the A university. The data processing was fulfilled by means of technical statistics, correlation analysis, difference test, ANOVA, ex post facto test, and regression analysis. The outcomes of this survey are followings: Firstly, over 90 percent of college freshmen underwent prior learning of mathematics when they attended high school. Secondly, their perception of effectiveness for prior learning is founded to be meaningfully lower than their perception of its needfulness. Thirdly, while there is higher positive correlation between mathematics achievement and GPA in the college, there is little correlation between high school records and GPA in the college. Also, there is little correlation between mathematics grade in the KSAT and mathematics achievement in the college. Fourthly, the accomplishments in the high school(The high school records, mathematics grade in the KSAT) and the efforts, satisfaction, necessity, etc. for prior learning had little effect on academic achievement in college mathematics. Based on these results, this study makes some suggestions for developing academical achievement in college mathematics.

The Present Situation of the University Mathematics Education and the Efficient Methods of Mathematics Education for the 7th Curriculum Generation (대학수학교육의 현황과 7차교육과정세대의 효율적인 수학교육방안)

  • Kim, Kwang-Hwan;Kim, Byung-Hak;Kim, Kyung-Suk;Park, Eun-Ah
    • Communications of Mathematical Education
    • /
    • v.23 no.2
    • /
    • pp.255-277
    • /
    • 2009
  • Currently Science and technology are changing so fast these days, educating competent and creative person, majoring in natural sciences, including mathematics., becoming more and more important. But, in Korea, there are many problems in high school and university education program, so performance level in mathematics is decreasing and avoiding mathematics and natural sciences is increasing. Naturally the numbers of science oritented students in high school are decreasing and ability in mathematics, in particular calculus, is decreasing. Hence, the above situation leads to a reduction of scientific manpower. In this point of a view, we analyse the situation of the downturn of the ability of the science, especially calculus, among engineering majored freshmen. We also study many data reported by Ministry of Education and Science, Korea and scholar societies. From this study we conclude that the essential rerasons for the above situations are curriculum and the system of the entrance examination of the university, and we give suggestions for solutions of such a situation.

  • PDF

Design of an Improved Anti-Collision Unit for an RFID Reader System Based on Gen2 (Gen2 리더 시스템의 개선된 충돌방지 유닛 설계)

  • Sim, Jae-Hee;Lee, Yong-Joo;Lee, Yong-Surk
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.34 no.2A
    • /
    • pp.177-183
    • /
    • 2009
  • In this paper, we propose an improved anti-collision algorithm. We have designed an anti-collision unit using this algorithm for the 18000-6 Type C Class 1 Generation 2 standard (Gen2). The Gen2 standard uses a Q-algorithm for incremental method on the Dynamic Slot-Aloha algorithm. It has basically enhanced performance over the Slot-Aloha algorithm. Unfortunately, there are several non-clarified parts: initial $Q_{fp}$ value, weighted C, and the ending point of the algorithm. If an incorrect value is selected, it causes degradation in performance. Thus we propose an improved anti-collision algorithm by clearly defining the vague parts of the existing algorithm. Simulation results showed an improved performance of up to 34.8% using an optimized value of C and the initial $Q_{fp}$ value. With the ending condition, performance is 34.7%. The anti-collision unit is designed using the Verilog HDL. The module was synthesized using Synopsys' Design Compiler and the TSMC $0.2{\mu}m$ standard cell library. The synthesized result yielded 3,847 gates, and was guaranteed under the proposed working frequency of 19.2MHz.

Novel Radix-26 DF IFFT Processor with Low Computational Complexity (연산복잡도가 적은 radix-26 FFT 프로세서)

  • Cho, Kyung-Ju
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.13 no.1
    • /
    • pp.35-41
    • /
    • 2020
  • Fast Fourier transform (FFT) processors have been widely used in various application such as communications, image, and biomedical signal processing. Especially, high-performance and low-power FFT processing is indispensable in OFDM-based communication systems. This paper presents a novel radix-26 FFT algorithm with low computational complexity and high hardware efficiency. Applying a 7-dimensional index mapping, the twiddle factor is decomposed and then radix-26 FFT algorithm is derived. The proposed algorithm has a simple twiddle factor sequence and a small number of complex multiplications, which can reduce the memory size for storing the twiddle factor. When the coefficient of twiddle factor is small, complex constant multipliers can be used efficiently instead of complex multipliers. Complex constant multipliers can be designed more efficiently using canonic signed digit (CSD) and common subexpression elimination (CSE) algorithm. An efficient complex constant multiplier design method for the twiddle factor multiplication used in the proposed radix-26 algorithm is proposed applying CSD and CSE algorithm. To evaluate performance of the previous and the proposed methods, 256-point single-path delay feedback (SDF) FFT is designed and synthesized into FPGA. The proposed algorithm uses about 10% less hardware than the previous algorithm.