• Title/Summary/Keyword: Rich media

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A Suggestion on Using Animated Movie as Learning Materials for University Liberal Arts English Classes

  • Kim, HyeJeong
    • International Journal of Advanced Culture Technology
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    • v.10 no.2
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    • pp.98-105
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    • 2022
  • This study's purpose is to suggest a pedagogical method based on using animated movie in liberal arts English classes and to examine the direction that using animated movie as learning material should take. To this end, in this study, the content understanding and expression concentration stages using animated movie are presented. After students learned in class through animated movie, two tests were conducted to investigate the change in learners' acquisition of English expressions. As a result, subjects' learning of English expressions showed a significant improvement over time. An open-ended questionnaire was also conducted to ascertain learners' satisfaction level and their perceptions of classes using animated movie, with learners' satisfaction found to be high overall (77.1%). Students identified the reasons for their high satisfaction rate as the following: "fun and a touching story", "beneficial composition of textbooks", "efficient teaching methods", "sympathetic topics", and "appropriate difficulty". When using video media in class, instructors should maximize and leverage the advantages of video media, which are rich both in context and in their linguistic aspects.

Cloud-based Rich Media Emergency Alert Service Analysis for Cable & IPTV Broadcasting Platform (유료방송 플랫폼에 적용하기 위한 클라우드 기반 리치미디어 재난경보서비스 분석)

  • Ra, Sang-Jung;Goo, Jae-Hyung;Bae, Byung-Jun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.209-211
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    • 2022
  • 본 논문에서는 지상파 UHD 방송망 기반으로 제공되고 있는 공통경보프로토콜(CAP) 메시지 기반의 리치미디어 재난경보 서비스를 케이블 방송이나 IPTV 등 유료방송 플랫폼으로 확대적용한 시스템의 현장실험 결과를 분석한다. 우선 현재 서비스중인 지상파 UHD 방송망 기반 리치미디어 재난경보 서비스를 유료방송 플랫폼으로 확대하기 위한 시스템의 개념도를 설명하고, 시스템을 구성하는 모듈의 기능 및 동작을 서술한다. 이를 적용하여 구현된 시스템에 대해 실환경 지상파 UHD 방송망 및 유료방송 플랫폼에서 현장실험을 수행한 결과를 분석한다. 이를 통해 현재 서비스 중인 지상파 UHD 방송망 기반 재난경보 방송 서비스를 다양한 형태의 방송 플랫폼으로 확대 적용하고, 정보 취약계층 등으로의 서비스 확산에 기여할 것으로 기대한다.

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Media Literacy Education in the Australian Curriculum: Media Art (호주 국가교육과정 예술과목 'Media Art' 에 나타난 미디어 리터러시 교육)

  • Park, Yoo-Shin
    • Cartoon and Animation Studies
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    • s.48
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    • pp.271-310
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    • 2017
  • This paper examines the composition and the content of media art which is an art education subject in a national curriculum of Australia; and discusses implications for Korean education curriculums. Media covered by Media Art subject in Australia are the multi types of general media including TV, movie, video, newspaper, radio, video game, the internet, and mobile media; and their contents. The purpose of ACARA's media art education curriculum is to improve creative use, knowledge, understanding, and technology of communication techniques for multiple purposes and the audiences. Through the Media Art subject, both the students and the community are able to participate in the actual communications with the rich culture surrounding them and to develop the knowledge and understanding of the 5 core concepts of language, technology, system, audience and re-creation while testing the culture. The implication of this study is as the following. ACARA's media art education curriculum has been developed as an independent educational program and has a special significance within Australian education curriculums. Although ACARA's media art education curriculum is formed as an independent subject, it is suggested within the curriculum to instruct in close connection with other subjects upon execution. Its organization and elaborateness in curriculum composition are very effective in terms of the teacher's teaching-learning design and as well as the evaluation. This seems to show a good model of leading media literacy curriculum. ACARA's media art education curriculum can be a great reference in introducing media literacy to Korean national education curriculums.

Efficient Virtual Machine Resource Management for Media Cloud Computing

  • Hassan, Mohammad Mehedi;Song, Biao;Almogren, Ahmad;Hossain, M. Shamim;Alamri, Atif;Alnuem, Mohammed;Monowar, Muhammad Mostafa;Hossain, M. Anwar
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.5
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    • pp.1567-1587
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    • 2014
  • Virtual Machine (VM) resource management is crucial to satisfy the Quality of Service (QoS) demands of various multimedia services in a media cloud platform. To this end, this paper presents a VM resource allocation model that dynamically and optimally utilizes VM resources to satisfy QoS requirements of media-rich cloud services or applications. It additionally maintains high system utilization by avoiding the over-provisioning of VM resources to services or applications. The objective is to 1) minimize the number of physical machines for cost reduction and energy saving; 2) control the processing delay of media services to improve response time; and 3) achieve load balancing or overall utilization of physical resources. The proposed VM allocation is mapped into the multidimensional bin-packing problem, which is NP-complete. To solve this problem, we have designed a Mixed Integer Linear Programming (MILP) model, as well as heuristics for quantitatively optimizing the VM allocation. The simulation results show that our scheme outperforms the existing VM allocation schemes in a media cloud environment, in terms of cost reduction, response time reduction and QoS guarantee.

Changes in Gut Microbial Community of Pig Feces in Response to Different Dietary Animal Protein Media

  • Jeong, Yujeong;Park, Jongbin;Kim, Eun Bae
    • Journal of Microbiology and Biotechnology
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    • v.30 no.9
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    • pp.1321-1334
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    • 2020
  • Beef, pork, chicken and milk are considered representative protein sources in the human diet. Since the digestion of protein is important, the role of intestinal microflora is also important. Despite this, the pure effects of meat and milk intake on the microbiome are yet to be fully elucidated. To evaluate the effect of beef, pork, chicken and milk on intestinal microflora, we observed changes in the microbiome in response to different types of dietary animal proteins in vitro. Feces were collected from five 6-week-old pigs. The suspensions were pooled and inoculated into four different media containing beef, pork, chicken, or skim milk powder in distilled water. Changes in microbial communities were analyzed using 16S rRNA sequencing. The feces alone had the highest microbial alpha diversity. Among the treatment groups, beef showed the highest microbial diversity, followed by pork, chicken, and milk. The three dominant phyla were Proteobacteria, Firmicutes, and Bacteroidetes in all the groups. The most abundant genera in beef, pork, and chicken were Rummeliibacillus, Clostridium, and Phascolarctobacterium, whereas milk was enriched with Streptococcus, Lactobacillus, and Enterococcus. Aerobic bacteria decreased while anaerobic and facultative anaerobic bacteria increased in protein-rich nutrients. Functional gene groups were found to be over-represented in protein-rich nutrients. Our results provide baseline information for understanding the roles of dietary animal proteins in reshaping the gut microbiome. Furthermore, growth-promotion by specific species/genus may be used as a cultivation tool for uncultured gut microorganisms.

A Study on the Characteristic of Interaction Model for Implementation of Richmedia Contents (리치미디어 컨텐츠 구현에 있어 상호작용 모델)

  • 김민수
    • Archives of design research
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    • v.17 no.1
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    • pp.201-210
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    • 2004
  • The web as a sign synthesis text has become a kernel for incorporeal knowledge as well as a communication model through the ubiquitous environment all over the world. The evaluation of the communication model, which is essential for the information structure, acts as an important basis on determining the quality of the web contents. In this study, the development of the progress of the communication of semantic meaning in the construction of the information structure was analyzed in views of the form, the function, and the emotional effect of the rich media contents of the web. The transformation process from the initial access elements through the final selection elements was suggested as the communication model and the effects of the function of the information in the web on the process was assessed by the engineering and linguistic models of Shannon, Weaver, and Roman Jakobson. The results of this study showed that the environments such as the speed, the memory space, data compression technique, and data filtering have influences on the web contents expression and the evaluation of the communication model in connection with the environments is the basis in the information structure.

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Development of an Information-oriented Content on the Endangered Species of Banana based on Storytelling Method (스토리텔링 기법을 활용한 멸종위기의 바나나 정보 콘텐츠 개발)

  • Na, In Young;You, Si Cheon
    • Smart Media Journal
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    • v.7 no.3
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    • pp.51-56
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    • 2018
  • Banana is the eighth most important crop in the world designated by the United Nations Food and Agriculture Organization (FAO). In terms of production, it is the fourth most harvested crop following wheat, rice, and corn, considered to be a promising food source for mankind as it is not only scrumptious but also rich in nutrients. However, abnormal cultivation methods that mankind has invented to breed bananas is currently pushing them to the state of extinction. The aim of this study is to develop information-rich digital contents that can easily and intriguingly convey information about steadily but certainly increasing risk of banana extinction. The end-users are middle and high school students who are assumed to be aware of the agricultural revolution through their school curriculum. The linear storytelling method was meant to encourage the end-users to be interested in the causes and processes in which banana has become endangered. For generating a natural interaction between the content and the end-users, a parallel, upper-lower structure was used, in which the relationship between the stories comprising several stages and the information graphic supporting each story is represented. This paper can support an information campaign about the endangered species.

3D virtual shopping mall implementation based on the rich media technology (리치미디어 기술 기반의 3D 가상쇼핑몰 구현)

  • Lee, Jun;Kang, Eung-Kwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.2
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    • pp.229-238
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    • 2007
  • Cyber shopping mall is based on technique of the Internet that is purpose in a new business form from cyber space. Cyber shopping mall's economic activity will be much grow up and upswing compare than past object economy. Therefore we proposed the interactive Internet shopping mail system. Especially, the proposed shopping mali is 3D interaction Cyber Shopping mall based on 'Rich media Technique' and it different with existing shopping mall. This system is represent to Hyper view when the customer click the object what they want to buy during cyber space tour. This system can be Move, Rotate, Zoom in, Zoom out and Play the object. This system can increase customer's feeling more interesting, immersion, etc. And 3D objects look like a real thing get out of the conventional 2D image form is great contribute to increase customer's interest.

Terrestrial Broadcasting Content Distribution Strategy in the Multi Platform Environment (멀티 플랫폼 시대 지상파 방송 콘텐츠 유통 전략 방안)

  • Chung, Dong Hun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.2
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    • pp.117-130
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    • 2012
  • Due to the development of network and device, it is called mobile age that boosts various distribution routes of multi-media content and it constructs a new digital content consumption trend. N-screen is one of the new-introduced examples in the digital age and broadcasting industry believes it as a crisis and challenge as well. It becomes a ubiquitous multi-media environment that people watch multi-media content everywhere and any time they want to and competition happens beyond the boundaries such as network industry, terminal industry, pay TV market, traditional terrestrial TV, etc. And then how should the broadcasting service prepare for the N-screen business? The present research proposes a few terrestial broadcasting content strategies in the multi platform environment. First, instead of N-screen, it proposes multi platform, especially One Source Multi Platform(OSMP). Second, so-called 'Integrated Terrestrial Broadcasting OSMP Alliance(IBPA)' must be founded. Third, IBPA should support multi-tasking UX for viewers to have rich experience. Last, it becomes more important and necessary to support local terrestrial broadcasting service for public service in the multi platform age.

A Study on the OTT Evaluation Factors Using AHP (AHP를 이용한 OTT 평가요인에 관한 연구)

  • Seo, Chang Gab
    • The Journal of Information Systems
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    • v.29 no.4
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    • pp.193-208
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    • 2020
  • Purpose Due to COVID19, the over-the-top media service (OTT) market is growing faster than expected at an annual average of 26.4%. In Korea, WAVVE, which integrated SKT's Oksusu and POOQ in September 2019, outperformed Netflix in the number of users immediately after its launch, but the number of users gradually decreased. Research on OTT investigated the spread of new media due to changes in regulations or policy, mostly in broadcasting media. On the other hand, OTT research in information systems began after the success of Netflix. It investigated consumers' satisfaction with information technology using the Information Technology Acceptance Model (TAM). This study investigates changes in consumer perceptions in the OTT market, which has grown after the Netflix's entry into Korea, the emergence of WAVVE and new OTT service providers, and the spread of COVID19. Design/methodology/approach This study selects contents, fees, service quality, and additional services as factors to evaluate consumer perception using AHP. Findings According to the 101 respondents, the content was the most important factor, followed by service quality, fees, and additional services. Contrary to previous findings that price is the determining factor in service adoption, this study reveals that consumers are willing to pay a reasonable amount for rich content and excellent service quality. Future research will use demographic analysis to reveal differences in consumer's perceptions of service selection.