• Title/Summary/Keyword: Social multimedia applications

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Development of Competency-oriented Social Multimedia Computer Network Curriculum

  • Huh, Jun-Ho;Seo, Kyungryong
    • Journal of Multimedia Information System
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    • v.1 no.2
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    • pp.133-142
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    • 2014
  • In the revised 2015 curriculum, it is emphasized that fostering of the students as the capable 'creativity-convergent' individuals can be achieved by offering them the opportunities to cultivate the basic knowledge in liberal arts, society and scientific technologies through schooling. While retaining the basic principle of 'fostering creative people', this fundamentally-reformed curriculum involves improvements in the elementary and middle school curriculums in response to the national and social demands in which active responses to the changes in the educational environments and amelioration of the problems posed in the field applications are required. Accordingly, a novel future-oriented curriculum is necessary for the classroom teaching, and to realize the goal, the 'Competence-oriented Social Multimedia Computer Network Curriculum' adopting the virtualization and the 'Bottom-up' methods has been proposed in this paper as a feasible and practical curriculum. Our curriculum will be compared with the recent Cisco high school curriculum and analyzed contemplating recent curriculums in US, UK, Japan and India. Two 1-year practice courses are examined to prove the validity of the proposed curriculum for a period of two years as a qualitative research project. The results of the comparative analysis will show that our proposed curriculum is superior to the Cisco high school curriculum in the aspects of economic feasibility and learning satisfaction.

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QoS-, Energy- and Cost-efficient Resource Allocation for Cloud-based Interactive TV Applications

  • Kulupana, Gosala;Talagala, Dumidu S.;Arachchi, Hemantha Kodikara;Fernando, Anil
    • IEIE Transactions on Smart Processing and Computing
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    • v.6 no.3
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    • pp.158-167
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    • 2017
  • Internet-based social and interactive video applications have become major constituents of the envisaged applications for next-generation multimedia networks. However, inherently dynamic network conditions, together with varying user expectations, pose many challenges for resource allocation mechanisms for such applications. Yet, in addition to addressing these challenges, service providers must also consider how to mitigate their operational costs (e.g., energy costs, equipment costs) while satisfying the end-user quality of service (QoS) expectations. This paper proposes a heuristic solution to the problem, where the energy incurred by the applications, and the monetary costs associated with the service infrastructure, are minimized while simultaneously maximizing the average end-user QoS. We evaluate the performance of the proposed solution in terms of serving probability, i.e., the likelihood of being able to allocate resources to groups of users, the computation time of the resource allocation process, and the adaptability and sensitivity to dynamic network conditions. The proposed method demonstrates improvements in serving probability of up to 27%, in comparison with greedy resource allocation schemes, and a several-orders-of-magnitude reduction in computation time, compared to the linear programming approach, which significantly reduces the service-interrupted user percentage when operating under variable network conditions.

A Study on the Interaction Elements and Emotional Design of Art Museum Applications: Focusing on Application Art Keys (미술관 애플리케이션의 인터랙션 요소 및 감성디자인에 관한 연구: 애플리케이션 아트키를 중심으로)

  • Hu, Chen Yuan;An, Byung Jin;Lee, Byoung Gook
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.727-735
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    • 2021
  • The purpose of this study is to evaluate visual arts in interactive technology in art museum applications and to analyze the impact relationship between interactive technology and the five senses. This study was conducted to survey respondents who had used art museum applications. The results are as follows. First, this study evaluates the differences in perception of art museum applications according to the general characteristics of the respondents. They show that there are differences in gender, marital status, age, and social income. Second, this study identifies the impact of five senses and synesthesia on interaction design among emotional design elements. They reveal that visual, auditory, tactile components, and synesthesia have significant effects on interactive design. This study reveals that emotional design elements of art museum applications affect interaction design. Also, it suggests that research on interaction design reflecting five senses is continuously needed to improve audience satisfaction and revitalize art museum applications.

The Effect of Emoticons on User Image making and Self-expression Satisfaction in MIM Communication (MIM커뮤니케이션에서 이모티콘 활용이 사용자 이미지메이킹과 자기표현 만족감에 미치는 영향)

  • Heo, Jin Ju;Ko, Hye Young
    • Journal of Korea Multimedia Society
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    • v.20 no.7
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    • pp.1136-1147
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    • 2017
  • In this study, we investigated the effect of users' emoticon usage on their satisfaction with image making and self-expression in MIM communication. We defined internal attraction, social appeal, and communication ability as personal image making factors due to the use of emoticons in MIM communication. And we defined the research hypotheses based on the definition of intimacy, openness, and social reality as relational image making factors. In MIM communication, we analyzed the questionnaire about emoticon users. As a result, emoticon usage was found to have a positive and significant effect on self-expression in relation image making rather than personal image making. The study implies that the use of emoticons can lead to image making in MIM communication and satisfy the satisfaction of self expression.

A Comparative Study on the Structural Characteristics of Railway Reservation Mobile Applications in Korea and Czech Republic (한국과 체코의 철도 탑승권 예약 애플리케이션의 구조적 특성 비교연구)

  • Nam, Minkyung;Kim, Suktae;Kim, Tae-Sik;Jung, Eui Tay
    • Journal of Korea Multimedia Society
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    • v.22 no.8
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    • pp.960-973
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    • 2019
  • The increased use of smartphones has made it easier to plan travel. Especially for people travelling in Europe, it is common to move between cities by train, and reserving passes with a mobile app offers many advantages. The Czech Republic, which is a familiar destination for Koreans, is called the "heart of Europe" and it is in central Europe, so it is inevitable to use the railway when travelling. This study has been compared with the structural characteristics of the railway reservation service operated by the Czech and Korean railways. In general, when evaluating the usability of an app, we often use a method that allows a group of users or experts to spot problems. However, this study suggests an analytical method to obtain more reliable and objective results. Also, the analysis of the structural characteristics has an advantage that the problem can be predicted at the prototype stage. This, of course, comes with time and financial benefits. The purpose of this research is to contribute to the development of applications that are more convenient to use and efficiency of development.

Multimedia Information and Authoring for Personalized Media Networks

  • Choi, Insook;Bargar, Robin
    • Journal of Multimedia Information System
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    • v.4 no.3
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    • pp.123-144
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    • 2017
  • Personalized media includes user-targeted and user-generated content (UGC) exchanged through social media and interactive applications. The increased consumption of UGC presents challenges and opportunities to multimedia information systems. We work towards modeling a deep structure for content networks. To gain insights, a hybrid practice with Media Framework (MF) is presented for network creation of personalized media, which leverages the authoring methodology with user-generated semantics. The system's vertical integration allows users to audition their personalized media networks in the context of a global system network. A navigation scheme with dynamic GUI shifts the interaction paradigm for content query and sharing. MF adopts a multimodal architecture anticipating emerging use cases and genres. To model diversification of platforms, information processing is robust across multiple technology configurations. Physical and virtual networks are integrated with distributed services and transactions, IoT, and semantic networks representing media content. MF applies spatiotemporal and semantic signal processing to differentiate action responsiveness and information responsiveness. The extension of multimedia information processing into authoring enables generating interactive and impermanent media on computationally enabled devices. The outcome of this integrated approach with presented methodologies demonstrates a paradigmatic shift of the concept of UGC as personalized media network, which is dynamical and evolvable.

Trusted Fog Based Mashup Service for Multimedia IoT based Smart Environmental Monitoring

  • Elmisery, Ahmed M.;Sertovic, Mirela
    • Journal of Multimedia Information System
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    • v.4 no.4
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    • pp.171-178
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    • 2017
  • Data mashup is a web technology that combines information from multiple sources into a single web application. Mashup applications create a new horizon for new services, like environmental monitoring. Environmental monitoring is a serious tool for the state and private organizations, which are located in regions with environmental hazards and seek to gain insights to detect hazards and locate them clearly. These organizations utilize a data mashup to merge datasets from different Internet of multimedia things (IoMT) context-based services in order to leverage its data analytics performance and the accuracy of the predictions. However, mashup different datasets from multiple sources is a privacy hazard as it might reveal citizens specific behaviors in different regions. The ability to preserve privacy in mashuped datasets and at the same time provide accurate insights becomes a key success for the spread of mashup services. In this paper, we present our efforts to build a fog-based middleware for private data mashup (FMPM) to serve a centralized environmental monitoring service. The proposed middleware is equipped with concealment mechanisms to preserve the privacy of the merged datasets from multiple IoMT networks involved in the mashup application. Also, these mechanisms preserve the aggregates in the dataset to maximize the usability of information to attain accurate analytical results. We also provide a scenario for IoMT-enabled data mashup service and experimentation results.

Data Partitioning on MapReduce by Leveraging Data Utility (맵리듀스에서 데이터의 유용성을 이용한 데이터 분할 기법)

  • Kim, Jong Wook
    • Journal of Korea Multimedia Society
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    • v.16 no.5
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    • pp.657-666
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    • 2013
  • Today, many aspects of our lives are characterized by the rapid influx of large amounts of data from various application domains. The applications that produce this massive of data span a large spectrum, from social media to business intelligence or biology. This massive influx of data necessitates large scale parallelism for efficiently supporting a large class of analysis tasks. Recently, there have been extensive studies in using MapReduce framework to support large parallelism. While this technique has produced impressive results in diverse applications, the same can not be said for multimedia applications where most of users are interested in a small number of results having high or low score. Thus, in this paper, we develop the data partitioning algorithm which is able to efficiently process large data set having different data utility. The experiment results show that the proposed technique provides significant execution time gains over the existing solution.

Emerging Internet Technology & Service toward Korean Government 3.0

  • Song, In Kuk
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.2
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    • pp.540-546
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    • 2014
  • Recently a new government has announced an action plan known as the government 3.0, which aims to provide customized services for individual people, generate more jobs and support creative economy. Leading on from previous similar initiatives, the new scheme seeks to focus on open, share, communicate, and collaborate. In promoting Government 3.0, the crucial factor might be how to align the core services and policies of Government 3.0 with correspoding technologies. The paper describes the concepts and features of Government 3.0, identifies emerging Internet-based technologies and services toward the initiative, and finally provides improvement plans for Government 3.0. As a result, 10 issues to be brought together include: Smart Phone Applications and Service, Mobile Internet Computing and Application, Wireless and Sensor Network, Security & Privacy in Internet, Energy-efficient Computing & Smart Grid, Multimedia & Image Processing, Data Mining and Big Data, Software Engineering, Internet Business related Policy, and Management of Internet Application.

Constructing Impressions with Multimedia Ringtones and a Smartphone Usage Tracker

  • Lee, KangWoo;Choo, Hyunseung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.5
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    • pp.1870-1880
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    • 2015
  • In this paper, we studied facial impression construction with smartphones in a series of experiments with two smartphone applications: SmartRing and SystemSens+. In the first experiment, impressions of faces associated with different music genres (trot vs. classical) were compared to impressions formed from a facial image alone along the social warmth and intelligence dimensions. In the second experiment, the effect of similarity attraction was investigated by manipulating the extroversion of facial images. Results indicated that impressions of faces cannot only be constructed along the social warmth and intelligence dimensions, but can also be made more or less attractive based on their similarity to the viewer's personality. Our experiments provide interesting insights into facial impressions formed in a smartphone environment.