• Title/Summary/Keyword: Smart Media Environment

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Development of Web Application Based on N-screen for Play Activities of Children with Developmental Disorder (발달장애 아동의 놀이 활동을 위한 N-스크린 기반의 웹앱 개발)

  • Kang, Jung Bae;Kim, Jin Hee;Kim, Chang Geol;Song, Beong Seop
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.4
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    • pp.1-8
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    • 2013
  • In the modern society, instructional methods using diverse media have appeared thanks to the development of Information & Communication Technology, and applicability of such instructional methods has been fully corroborated. However, customized contents allowing for disabled children's environment are still insufficient. Hence, this study produced educational contents of play activities for children with developmental disability, through applying N-screen technology, IT technology that can provide the same contents via a variety of digital media. The produced contents allow programs to be set up according to a child's individual characteristics and be carried out anywhere and anytime via an Internet-enabled digital device. Further, the developed contents were produced so that they could be accessed from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable device, etc. and that the same educational program could be conducted in linkage at home, school, etc. Three children with Intellectual disability and autism spectrum disorder were applied to the manufactured content. As a result, Content interaction between interaction between teachers and students in play training could use as a medium.In addition, the children's ability to select the appropriate components and reinforcements, special education professionals have used the content of the interviews are helpful in mediation than the existing content.

Study On Online Platform For Personal Exhibition In Metaverse Emvironment (메타버스환경에서 온라인 개인 전시 방법 연구)

  • Park, Yu Mi;Shin, Choon Sung
    • Smart Media Journal
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    • v.11 no.6
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    • pp.37-50
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    • 2022
  • This proposes a direction to build and provide an exhibition space based on the metaverse platform so that artists can independently open their own exhibitions in an online environment. Although many artists are produced every year, offline exhibitions are becoming difficult due to not many art galleries, and offline exhibitions are becoming impossible due to Corona, which began at the end of 2019, and online exhibitions are emerging as an alternative. We analyze cases of existing online exhibition methods and visit online exhibition methods such as web, video, and virtual reality and metaverse environment then present a plan for individual exhibitions in consideration of the recent metaverse environment. The proposed metaverse-based personal exhibition method is structured so that artists can construct a space on the metaverse and place their works, and then viewers can freely take a look on it from a remote location. Based on the proposed exhibition direction, the representative metaverse platform was applied to confirm the characteristics and possibilities of exhibition space and composition of works and users' exhibition experience. In the face of the rise of online exhibitions, space can be constructed in the direction the artist pursues in online exhibitions as well as offline exhibitions, but also online exhibitions, and hopes that online exhibitions will become another genre of exhibitions rather than incidental after the end of Covid-19.

Reduction of Inference time in Neuromorphic Based Platform for IoT Computing Environments (IoT 컴퓨팅 환경을 위한 뉴로모픽 기반 플랫폼의 추론시간 단축)

  • Kim, Jaeseop;Lee, Seungyeon;Hong, Jiman
    • Smart Media Journal
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    • v.11 no.2
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    • pp.77-83
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    • 2022
  • The neuromorphic architecture uses a spiking neural network (SNN) model to derive more accurate results as more spike values are accumulated through inference experiments. When the inference result converges to a specific value, even if the inference experiment is further performed, the change in the result is smaller and power consumption may increase. In particular, in an AI-based IoT environment, power consumption can be a big problem. Therefore, in this paper, we propose a technique to reduce the power consumption of AI-based IoT by reducing the inference time by adjusting the inference image exposure time in the neuromorphic architecture environment. The proposed technique calculates the next inferred image exposure time by reflecting the change in inference accuracy. In addition, the rate of reflection of the change in inference accuracy can be adjusted with a coefficient value, and an optimal coefficient value is found through a comparison experiment of various coefficient values. In the proposed technique, the inference image exposure time corresponding to the target accuracy is greater than that of the linear technique, but the overall power consumption is less than that of the linear technique. As a result of measuring and evaluating the performance of the proposed method, it is confirmed that the inference experiment applying the proposed method can reduce the final exposure time by about 90% compared to the inference experiment applying the linear method.

A Study on Wearable Augmented Reality-Based Experiential Content: Focusing on AR Stone Tower Content (착용형 증강현실 기반 체험형 콘텐츠 연구: AR 돌탑 콘텐츠를 중심으로)

  • Inyoung Choi;Hieyong Jeong;Choonsung Shin
    • Smart Media Journal
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    • v.13 no.4
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    • pp.114-123
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    • 2024
  • This paper proposes AR stone tower content, an experiential content based on wearable augmented reality (AR). Although wearable augmented reality is gaining attention, the acceptance of the technology is still focused on specialized applications such as industrial sites. On the other hand, the proposed AR stone tower content is based on the material of 'stone tower' so that general users can relate to it and easily participate in it, and it is organized to utilize space in a moving environment and find and stack stones based on natural hand gestures. The proposed AR stone tower content was implemented in the HoloLens 2 environment and evaluated by general users through a pilot exhibition in a small art museum. The evaluation results showed that the overall satisfaction with the content averaged 3.85, and the content appropriateness for the stone tower material was very high at 4.15. In particular, users were highly satisfied with content comprehension and sound, but somewhat less satisfied with object recognition, body adaptation, and object control. The above user evaluations confirm the resonance and positive response to the material, but also highlight the difficulties of the average user in experiencing and interacting with the wearable AR environment.

Study on the User Experience Design for Emotional Marketing in an Transmedia Environment (트랜스미디어 환경에서의 감성마케팅을 위한 사용자 경험디자인에 대한 고찰)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.194-201
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    • 2012
  • The expansion of media is in close connection with the expansion of awareness. The invention of characters enabled mankind to cross over time and space. Machines led to the development of body functions and electricity led to the expansion of space and time. Computers are the extension of the human brain and the advent of the internet led to the expansion of relationships. Even at this moment, media is unremittingly progressing like a spread of a mutant virus, and has resulted in fusion and complex phenomena such as convergence and hybrid media. Transmedia is a compound word formed by the word "Trans" which means traverse, transcend, penetrate or change, and the word "Media" and has the meaning "media which transcends media" which embraces all of modern day media. However, unlike other fusion or complex media, it is different in that it is not a combination of technologies but a combination of technology and emotion. Thus, transmedia should be recognized as a form of media that carries a significant meaning from the user experience aspect as it must simultaneously satisfy both "emotional awareness", which appeals to the human emotion, and "conscious awareness" of mankind, which arises out of the digital technology considered to be important in the smart-era society. This study first examines the concept of transmedia, and then examines the role of user experience design which triggers conscious thinking and strategies for emotional marketing. This study aims to be recognized as a matter for consideration with respect to the development stage for the establishment of a steady communication relationship between developers and designers, as well as communication with users.

Implementation of Smart Collaboration Environment Framework (지능형 협업 환경 프레임워크 구현)

  • Han, Sang-Woo;Kim, Nam-Gon;Choi, Ki-Ho;Ko, Su-Jin;Bae, Chang-Hyeok;Kim, Jong-Won
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.1
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    • pp.40-51
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    • 2008
  • To realize advanced collaboration environments for knowledge workers distributed geographically, there are extensive researches in ubiquitous computing environments. Especially, to cope with several known problems in traditional collaboration tools such as limited display resolution, uncomfortable shared documentation, difficult operation of collaboration environments, various approaches are attempted in the aspect of framework design. In this paper, we design a framework for collaboration environments covering hardware/software/networking architecture to flexibly coordinate a set of collaboration services and devices considering users' expectation and node capabilities. Based on the proposed framework, we develop the collaboration environment supporting the interactive networked tiled display enabling media/data sharing via networking, display interaction using pointing/tracking, and high-resolution tiled display. Finally the demonstration of the developed prototype is introduced to prove the possibility of its realization.

A study on the Image Augmented Reality Card using Augmented Reality (증강현실을 이용한 이미지기반 AR카드 활용방안 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.467-474
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    • 2014
  • Augmented reality in the smart environments is the interaction between the user and the media through the expansion of a variety of experiences is provided. How to use the location information, how to use markers, utilizing real-time marker-less interaction with the real world and the virtual world, such as the mapping method intermediary situated in real-time. Expansion of the elements of experience, and augmented reality as a tool of information being utilized. Educational Edutainment AR card to take advantage in terms of content was a real-time marker-less approach to create an image map image map was constructed urbanization. Stereoscopic 3D environment, taking advantage of the object produced by combining augmented reality and way of interaction, educational content. Help in terms of active and passive involvement pra realistic interest leads to a way of giving tangible.

The construction strategy for the Smart Science Museum basis on the external environment (외적 환경 변화에 따른 과학관의 구축 방향 전략)

  • Choi, Hun;Song, Seung-Gun;Choi, Eun Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.11
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    • pp.2792-2798
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    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.

A Study of the TV Control Procedure by Smart Remote Control in DLNA Environment (DLNA 환경 속 스마트 리모컨의 TV 제어 절차에 관한 연구)

  • Kang, Ki Cheol;Kim, Dae Jin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.43-46
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    • 2010
  • 스마트 폰의 선풍적인 인기에 힘입어 TV 산업에서도 스마트TV가 출현해 시장 영역을 넓히고 있다. 이에 따라 TV 리모컨 또한 새로운 방식의 유저 인터페이스를 지원하는 하나의 스마트 리모컨으로 업그레이드 되고 있으며, 스마트 리모컨을 통한 홈 멀티미디어 디바이스의 통합 제어와 미디어 공유에 대한 여러 가지 시도가 이루어지고 있다. 이에 본 논문은 DLNA 환경 속 스마트 리모컨과 TV 디바이스의 역할에 대해 재 정의하고, 이를 기반으로 DLNA 및 UPnP 디바이스 아키텍처에 제시된 컨트롤 포인트와 디바이스 간 제어 및 미디어 공유 절차에 따라 스마트 리모컨을 통한 TV의 제어 기법을 제안한다. 제안된 스마트 리모컨을 통한 TV의 제어는, 크게 사용자와 무관한 백그라운드 스레드로 처리될 제어 준비 단계와 사용자의 입력을 통해 실질적인 제어를 수행하는 제어 단계로 나뉘고, 각각의 단계에 해당하는 UPnP 미디어 네트워크 단계에 맞춰 진행된다. 제안된 DLNA 환경 속 TV 제어 방법의 구현을 위해서는 선행적으로 TV OSD 제어를 위한 코드에 연동해 TV 디바이스 서비스 서술자의 확장이 이루어져야 할 것이다.

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Hybrid Smart Sign Language Services in the converged environment of Broadcasting and Internet (방송·인터넷 융합 하이브리드 방식의 스마트 수화방송서비스)

  • Choi, Mi-Ae;Kim, Seung-Hyun;Park, Dong-young
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.06a
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    • pp.313-316
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    • 2016
  • 현행 수화방송서비스는 방송영상 화면위에 수화영상을 덧씌우는 방식으로 송출하기 때문에 수화영상의 크기가 작고 수화 영상을 제거하거나 크기 위치 조정이 불가능하여 청각장애인의 TV 시청에 불편함을 초래하고 있다. 청각장애인의 방송접근권 확대와 일반시청자의 TV 시청환경 제고를 위해 스마트 수화방송서비스는 방송 인터넷 융합 하이브리드 방식으로 방송영상과 수화영상을 방송망과 인터넷망으로 각각 송출하고 TV수신기가 두 영상의 동기화를 처리하고 앱을 통해 수화영상의 크기, 위치 조정 및 제거 서비스를 제공한다. 본 논문에서는 방송 인터넷 융합 하이브리드 방식인 스마트 수화방송서비스의 표준 기술 및 동기화 방식을 소개하고 스마트 수화방송 시험환경 및 동기화 지연시간 측정 결과를 소개한다.

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