• Title/Summary/Keyword: Smart Media Environment

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Concept Design of Download Over-the-Air functions for IoF-Cloud based distributed IoT device (IoF-Cloud 기반 분산된 IoT 장비들을 위한 Download Over-the-Air 기능의 개념 설계)

  • Cha, ByungRae;Choi, MyeongSoo;Park, Sun;Kim, HyeongGyun;Kim, YongIl;Kim, JongWon
    • Smart Media Journal
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    • v.5 no.4
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    • pp.9-17
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    • 2016
  • Over the next 20 years it will begin the exodus from the Internet and smart phones to the Internet of Things. The heart of IoT gives new utility and value with connectivity among things around people to the human. In future, Industrial environment will be intimately connect all among machines and machines or factories and factories in all processing, and by digitizing of all goods and production life-cycle, which is a combination of virtual world and real world, the digital factory will become reality eventually. The proposed IoT or IIoT based Download OTA (Over-the-Air) provides a flexible mechanism for downloading Media objects of any type and size from a network. Moreover, proposed IoT based DLOTA provides a part of security by lightweight encryption, OTP, and CapBAC technique.

Education of media by production of image contents - Focusing on Non-Linear Editing (영상 콘텐츠 제작을 통한 미디어 교육 - 비선형 편집을 중심으로)

  • Park, Sung-Dae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1096-1103
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    • 2019
  • Today the influence of digital video media grows bigger due to the development of information and telecommunication gradually and most of juveniles spend a number of image contents with their smart phones and computers. And they not only consume such image contents but also upload the videos they make at YouTube or Vimeo by recording and editing them by themselves. As we learned from such phenomenon, the education of media that uses and expresses the video in various environment such as making, reading and expressing video media is very important. The education of using the advance digital device and software of producing image contents is essential as current education of media cannot be discussed without that. This study treats the education of media based on the view point of education on image contents production. It discusses the education method that we can learn from the process of image contents production based on Non-Linear Editing System.

Design and Implementation of a Smart Signage System based on the Internet of Things(IoT) for Elevators

  • Ryu, Hyunmi;Lee, Guisun;Park, Sunggon;Cho, Sungguk;Jeon, Byungkook
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.184-192
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    • 2019
  • The existing digital signage systems inside the elevators are a lack of tailored contents appropriate to the space and environment inside or outside the elevators. Also, they almost impossible to flexibly respond to various contents disclosure according to the demand of the consumers or the elevator markets. Therefore we design and implement an IoT(Internet of Things)-based smart digital signage system for the safety of elevator passengers.. In order to provide IoT-based information to the smart digital signage within the elevator, we propose an IoT system as a set-top box with gyroscope sensor, acceleration sensor, RFID(Radio-Frequency Identification), fine dust sensor, etc., which processes various data collected by the sensors and provides the elevator passengers with various tailored contents such as elevator driving information, environmental information inside and outside the elevator, and disaster information in addition to simple advertisement information. The proposed IoT system is a set-top box that operates the smart digital signage and has an independent information control processor based on the IoT sensors that do not depend on the elevator control system. For the proposed smart digital signage, it supports an operating system that is independent of the elevator driving service as well as the media service. So the smart signage system has a characteristic that it does not depend on the elevator control system since it is a stand-along IoT-based information control system. With the proposed system providing intuitive content for the surge, steep descent, and radical movements of an elevator due to an emergency situation, the elevator passengers should be able to recognize the situation quickly and respond accordingly. In the near future, the proposed system will expand the market of digital signage applied in conjunction with the development of contents in the disaster, safety and environment fields, and expect expected to revitalize related industries associated with signage.

A Study on the Relativeness between the Growth of Smart Media and the Media Consumption Behavior as well as Educational Environment (스마트미디어 성장과 미디어 소비행태 및 교육환경의 상관성 고찰)

  • Lee, Sanggil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.517-520
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    • 2020
  • 미디어 기술의 발전으로 스마트미디어의 대표적인 OTT서비스와 일인방송 규모가 급격히 확대되고 있다. 이로써 Z세대나 밀레니얼세대들은 더 이상 레가시미디어에 종속되지 않고 동기화, 개인화, 직관화, 실감화가 특성인 스마트미디어를 일상생활에서 향유하고 있다. 따라서 미디어 소비 행태도 급격히 변화하여 레가시 미디어인 지상파방송, 유료방송은 광고 매출, 콘텐츠 소비 등에서 디지털 인터넷 플랫폼과 경쟁에 어려움을 겪으며 성장에 어려움을 겪고 있다. 본 논문에서는 OTT와 일인방송이 중심이 되는 스마트미디어에서의 미디어 소비 행태의 변화를 알아보고 이에 따른 스마트미디어의 성장과 교육환경과의 상관성에 대해 고찰하고자 한다.

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The Convergence of Life and Technology from the Nurturing Perspective

  • Wierzbicki, Robert J.
    • International journal of advanced smart convergence
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    • v.3 no.1
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    • pp.7-10
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    • 2014
  • Upbringing requires an active intervention in the process of children growing up. Convergence in technology and media makes it possible to augment nurturing by making blended infrastructures with new digital resources available in learning environments at schools. A game-based provision of educationally-valuable content within a collective, virtual environment combined with an analysis of events in the game after it has been played (blended nurture environment) may help to better communicate human values especially where old-fashioned discussion methods fail or do not fulfill the promise of effective, educational institution-based methods of bringing up. This is where life sciences, psychology, media, pedagogy and technology (need to) converge.

Development of 3D Running Game using Gyro Sensor in mobile environment (모바일 환경에서 자이로 센서를 활용한 3D 러닝 게임 구현)

  • Kim, Seok-Hun;Kim, SooKyun;Choi, Ju-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.135-136
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    • 2017
  • 현재 스마트 기기가 상용화된 우리 사회에서는 대부분의 사람들이 PC를 접하는 시간 보다 스마트 기기를 접하는 시간이 늘어가고 있으며 그것은 게임 산업 측면에서도 같은 추세를 보이고 있다. 이에 따라 본 논문에서는 모바일 환경에서 스마트 기기만의 특성을 살려 게임을 개발하였으며, 그 중에서도 자이로 센서를 활용하여 캐릭터의 움직임을 구현하였다. 본 논문에서는 사용자들이 재미있고 쉽게 플레이 할 수 있는 어드벤처 3D 러닝게임을 기획, 설계 구현한 것에 대하여 다루었다.

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Road Image Recognition Technology based on Deep Learning Using TIDL NPU in SoC Enviroment (SoC 환경에서 TIDL NPU를 활용한 딥러닝 기반 도로 영상 인식 기술)

  • Yunseon Shin;Juhyun Seo;Minyoung Lee;Injung Kim
    • Smart Media Journal
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    • v.11 no.11
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    • pp.25-31
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    • 2022
  • Deep learning-based image processing is essential for autonomous vehicles. To process road images in real-time in a System-on-Chip (SoC) environment, we need to execute deep learning models on a NPU (Neural Procesing Units) specialized for deep learning operations. In this study, we imported seven open-source image processing deep learning models, that were developed on GPU servers, to Texas Instrument Deep Learning (TIDL) NPU environment. We confirmed that the models imported in this study operate normally in the SoC virtual environment through performance evaluation and visualization. This paper introduces the problems that occurred during the migration process due to the limitations of NPU environment and how to solve them, and thereby, presents a reference case worth referring to for developers and researchers who want to port deep learning models to SoC environments.

Application Scenario of Integrated Development Environment for Autonomous IoT Applications based on Neuromorphic Architecture (뉴로모픽 아키텍처 기반 자율형 IoT 응용 통합개발환경 응용 시나리오)

  • Park, Jisu;Kim, Seoyeon;Kim, Hoinam;Jeong, Jaehyeok;Kim, Kyeongsoo;Jung, Jinman;Yun, Young-Sun
    • Smart Media Journal
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    • v.11 no.2
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    • pp.63-69
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    • 2022
  • As the use of various IoT devices increases, the importance of IoT platforms is also rising. Recently, artificial intelligence technology is being combined with IoT devices, and research applying a neuromorphic architecture to IoT devices with low power is also increasing. In this paper, an application scenario is proposed based on NA-IDE (Neuromorphic Architecture-based autonomous IoT application integrated development environment) with IoT devices and FPGA devices in a GUI format. The proposed scenario connects a camera module to an IoT device, collects MNIST dataset images online, recognizes the collected images through a neuromorphic board, and displays the recognition results through a device module connected to other IoT devices. If the neuromorphic architecture is applied to many IoT devices and used for various application services, the autonomous IoT application integrated development environment based on the neuromorphic architecture is expected to emerge as a core technology leading the 4th industrial revolution.

Anomaly Detection in Livestock Environmental Time Series Data Using LSTM Autoencoders: A Comparison of Performance Based on Threshold Settings (LSTM 오토인코더를 활용한 축산 환경 시계열 데이터의 이상치 탐지: 경계값 설정에 따른 성능 비교)

  • Se Yeon Chung;Sang Cheol Kim
    • Smart Media Journal
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    • v.13 no.4
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    • pp.48-56
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    • 2024
  • In the livestock industry, detecting environmental outliers and predicting data are crucial tasks. Outliers in livestock environment data, typically gathered through time-series methods, can signal rapid changes in the environment and potential unexpected epidemics. Prompt detection and response to these outliers are essential to minimize stress in livestock and reduce economic losses for farmers by early detection of epidemic conditions. This study employs two methods to experiment and compare performances in setting thresholds that define outliers in livestock environment data outlier detection. The first method is an outlier detection using Mean Squared Error (MSE), and the second is an outlier detection using a Dynamic Threshold, which analyzes variability against the average value of previous data to identify outliers. The MSE-based method demonstrated a 94.98% accuracy rate, while the Dynamic Threshold method, which uses standard deviation, showed superior performance with 99.66% accuracy.

A Bridge Technique of Heterogeneous Smart Platform supporting Social Immersive Game (소셜 실감 게임을 위한 이기종 스마트 플랫폼 브릿지 기술)

  • Jang, S.E.;Tang, J.M.;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.17 no.8
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    • pp.1033-1040
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    • 2014
  • Recently, the concept of mobile content service has changed from providing unilaterally contents for single-device to providing same contents for multi-device. This service should be able to provide diverse contents for multi-devices without platform and specification of multi-device. In this study, we propose a bridge technique of heterogeneous smart platform supporting social immersive game. It is possible to access social immersive game by using a multi-platform bridge. To achieve this, we explain techniques of device connection and data transmission between heterogeneous devices using server-client structure and UPnP. It provides an immersive game environment for multi-user, which is able to play in a public place using big screen.