• Title/Summary/Keyword: Space&Environment as Media

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A Web-Based Multimedia Dictionary System Supporting Media Synchronization (미디어 동기화를 지원하는 웹기반 멀티미디어 전자사전 시스템)

  • Choi, Yong-Jun;Hwang, Do-Sam
    • Journal of Korea Multimedia Society
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    • v.7 no.8
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    • pp.1145-1161
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    • 2004
  • The purpose of this research is to establish a method for the construction of a multimedia electronic dictionary system by integrating the media data available from linguistic resources on the Internet. As the result of this study, existing text-oriented electronic dictionary systems can be developed into multimedia lexical systems with greater efficiency and effectiveness. A method is proposed to integrate the media data of linguistic resources on the Internet by a web browser. In the proposed method, a web browser carries out all the work related to integration of media data, and it does not need a dedicated server system. The system constructed by our web browser environment integrates text, image, and voice sources, and also can produce moving pictures. Each media is associated with the meaning of data so that the data integration and movement may be specified in the associations. SMIL documents are generated by analyzing the meaning of each data unit and they are executed in a web browser. The proposed system can be operated without a dedicated server system. And also, the system saves storage space by sharing the each media data distributed on the Internet, and makes it easier to update data.

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A Basic Study for Development of Communication System on Web Based Collaborative design Environment (웹기반 협조적 설계환경에 있어서 커뮤니케이션 미디어 개발을 위한 기초적 연구)

  • 우성호
    • Korean Institute of Interior Design Journal
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    • v.13 no.5
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    • pp.223-229
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    • 2004
  • The investment scale of design project has been increased rapidly following the recent social and economical demand. The demand of user has been changed variously together with social background like the increase of interest for the high level information oriented society and environment. In addition, it is necessary for the experts like coordinator, architect, color expert, and light designer to collaborate in the interior design process. The expertise diverse areas should be related closely and collaboratively for the smooth processing. It is necessary for the design environment to be changed in order to exchange the information effectively within the proposed period by the variety fields' experts. It is a collaborative design in the design studio that the multi-members collect the related data, suggest the idea, and discuss closely, which makes a decision for the new design concept and design plan in the fixed time. It is necessary to make a new kind of communication media concept in the design process, where the multi-members participate, and the collaborative design is processed in physically simultaneous space or in the far distance such as it is done above. In this paper, it is investigated for the communication for the design and creative behavior to explain the collaborative work in the process of design. The characteristics of collaborative design and demand design environment are summarized in the background of this kind of the creative behavior concept. Especially, the communication media for increasing the process effectiveness is explained and the concept for the development of web based collaborative design system is summarized.

Implementation of Low Cost Interactive WhiteBoard System for Improving Teaching-Learning Environment (교수-학습 환경 개선을 위한 저비용 전자칠판 시스템 구현)

  • Kim, Kyung Yeul;Park, Ji Su
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.9
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    • pp.291-296
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    • 2020
  • With the recent development of IT technology, various digital media to which new information technology is applied are being developed. In classroom lessons, the learning environment centered on lectures has changed to a learning environment in which learners participate. In particular, Interactive WhiteBoard (IWB) are used as an effective digital medium for teacher-learners to collaborate for interaction. However, existing IWB are expensive to purchase and maintain, and provide various and complicated functions to operate the IWB, which imposes a heavy burden on users. In this paper, we develop a low-cost IWB that supports collaborative learning to facilitate interaction in the space where projectors are installed to improve the teaching-learning environment. In addition, it is implemented so that learning activities using the IWB are interlocked and stored in the learning management system.

MHD Turbulence in Expanding and Contracting Media

  • Park, Junseong;Ryu, Dongsu;Cho, Jungyeon
    • The Bulletin of The Korean Astronomical Society
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    • v.40 no.1
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    • pp.58.2-58.2
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    • 2015
  • We investigate the decaying incompressible MHD turbulence by including the effect of the expansion and contraction of background medium. In such an environment, incompressible MHD turbulence has two kinds of time scale. One is the eddy turn-over time (teddy), the other is the expansion/contraction time (texp-cntr). The turbulence is expected to behave differently according to the relationship between the two time scales. For instance, for teddy < texp-cntr, the turbulence would be decay more or less as in a static medium. On the other hand, for teddy > texp-cntr, the effects of expansion and contraction would be dominant. We examine the properties of turbulence in these two regime cases. Based on it, we derive a scaling for the time evolution of flow velocity and magnetic field. (i) In the decay effect dominant case, the velocity and magnetic field scale as $\sqrt{{\rho}v}{\sim}a^{-3}$, $b{\sim}a^{-2.5}$(expanding media) and $\sqrt{{\rho}v}{\sim}a^{-2}$, $b{\sim}a^{-1.5}$(contracting media). The total energy and residual spectra follow the $E^T_k{\sim}k^{-5/3}$, $E^R_k{\sim}k^{-7.3}$ in the inertial range. (ii) In the expanding and contracting dominant case, the velocity and magnetic field scale as $\sqrt{{\rho}v}{\sim}a^{-2.5}$, $b{\sim}a^{-2}$ (expanding/contracting media). The Kinetic and magnetic energy spectra follow the $E^K_k{\sim}a^{-5}$, $E^M_k{\sim}a^{-4}$. We have confirmed that scaling of velocity and magnetic filed is almost the same from the analytic estimates and computational models

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Effect of Mixture Rate of Used Media and Perlite on Physico-Chemical of Properties Root Media and Seedling Quality in Fruit Vegetables Plug Nursery System (공정육묘시 재활용 상토에 신규상토 및 펄라이트의 혼합비율이 상토의 이화학적 특성과 과채류 묘소질에 미치는 영향)

  • Byun, Hyo-Jeung;Kim, Young Shik;Kang, Ho-Min;Kim, Il Seop
    • Journal of Bio-Environment Control
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    • v.21 no.3
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    • pp.213-219
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    • 2012
  • Improving the physico-chemical properties of used media by mixing ratio of new plug media (NPM), used plug media (UPM) and perlite is necessary to improve seedling quality. In this study, five treatments were designed to investigate mixing ratio of UPM and NPM by ratio of volume 0 : 100, 25 : 75, 50 : 50, 75 : 25, 100 : 0, respectively. On the other hand, nine treatments were designed to investigate of perlite volumes were added to UPM and mixed media (UPM : NPM (50 : 50)) with 0, 5, 10, and 20% of ratio volume. The physicochemical properties of all mediums and their effect on growth response of tomato and cucumber seedlings were determined. The result indicates that physical properties was improved when NPM was mixed with UPM and at mixed ratio of volume 50 : 50 (v : v) has similar pore spare, bulk density and water retention to NPM. Seedling quality of tomato and cucumber in mixed media (50 : 50) are better than other mixed ratio and similar to NPM. Addition perlite to UPM and mixed media 50 : 50 (v : v) increased the pore space and water retention. Physical properties such as particle density, pore space and bulk density were increased when perlite volume increased. However, the best of seedling quality was observed by the addition at 10% volume of perlite. These results suggested that optimum of mixed ratio for recycled used media is new media and used media 1 : 1 mixed.

A Real Time 6 DoF Spatial Audio Rendering System based on MPEG-I AEP (MPEG-I AEP 기반 실시간 6 자유도 공간음향 렌더링 시스템)

  • Kyeongok Kang;Jae-hyoun Yoo;Daeyoung Jang;Yong Ju Lee;Taejin Lee
    • Journal of Broadcast Engineering
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    • v.28 no.2
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    • pp.213-229
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    • 2023
  • In this paper, we introduce a spatial sound rendering system that provides 6DoF spatial sound in real time in response to the movement of a listener located in a virtual environment. This system was implemented using MPEG-I AEP as a development environment for the CfP response of MPEG-I Immersive Audio and consists of an encoder and a renderer including a decoder. The encoder serves to offline encode metadata such as the spatial audio parameters of the virtual space scene included in EIF and the directivity information of the sound source provided in the SOFA file and deliver them to the bitstream. The renderer receives the transmitted bitstream and performs 6DoF spatial sound rendering in real time according to the position of the listener. The main spatial sound processing technologies applied to the rendering system include sound source effect and obstacle effect, and other ones for the system processing include Doppler effect, sound field effect and etc. The results of self-subjective evaluation of the developed system are introduced.

Real-time Simulation Technique for Visual-Haptic Interaction between SPH-based Fluid Media and Soluble Solids (SPH 기반의 유체 및 용해성 강체에 대한 시각-촉각 융합 상호작용 시뮬레이션)

  • Kim, Seokyeol;Park, Jinah
    • Journal of the Korean Society of Visualization
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    • v.15 no.1
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    • pp.32-40
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    • 2017
  • Interaction between fluid and a rigid object is frequently observed in everyday life. However, it is difficult to simulate their interaction as the medium and the object have different representations. One of the challenging issues arises especially in handling deformation of the object visually as well as rendering haptic feedback. In this paper, we propose a real-time simulation technique for multimodal interaction between particle-based fluids and soluble solids. We have developed the dissolution behavior model of solids, which is discretized based on the idea of smoothed particle hydrodynamics, and the changes in physical properties accompanying dissolution is immediately reflected to the object. The user is allowed to intervene in the simulation environment anytime by manipulating the solid object, where both visual and haptic feedback are delivered to the user on the fly. For immersive visualization, we also adopt the screen space fluid rendering technique which can balance realism and performance.

Time Domain Acoustic Propagation Analysis Using 2-D Pseudo-spectral Modeling for Ocean Environment (해양환경에서 2차원 유사 스펙트럴 모델링을 이용한 시간 영역 음 전달 해석)

  • Kim Keesan;Lee Keunhwa;Seong Woojae
    • The Journal of the Acoustical Society of Korea
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    • v.23 no.8
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    • pp.576-582
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    • 2004
  • A computer code that is based on the Pseudo-spectral finite difference algorithm using staggered grid is developed for the wave propagation modeling in the time domain. The advantage of a finite difference approximation is that any geometrically complicated media can be modeled. Staggered grids are advantageous as it provides much more accuracy than using a regular grid. Pseudo-spectral methods are those that evaluate spatial derivatives by multiplying a wavenumber by the Fourier transform of a pressure wave-field and performing the inverse Fourier transform. This method is very stable and reduces memory and the number of computations. The synthetic results by this algorithm agree with the analytic solution in the infinite and half space. The time domain modeling was implemented in various models. such as half-space. Pekeris waveguide, and range dependent environment. The snapshots showing the total wave-field reveals the Propagation characteristic or the acoustic waves through the complex ocean environment.

A Study on the Design of Smart Tourism Concept Map based on the model of Advance Organizer that attracts Interest for Space Telling in Metaverse (메타버스 내 스페이스텔링을 위한 흥미유발 선행조직자 모델 기반 스마트관광 개념지도 설계)

  • So Jin Kim;Yong Min Ju
    • Smart Media Journal
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    • v.12 no.8
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    • pp.45-59
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    • 2023
  • Users who want to experience the metaverse for tourism are exposed to strategic planning in space for the purpose of cultural content. In addition, users learn integrated cultural content in the process of proceeding according to the virtual environment. and Along with the meaning of time and space, users will experience space-telling. It is important to induce interest from the beginning of the experience to continue the experience. However, obstacles arise in this process. This is because developers should promote connections with new information to users who do not have sufficient prior knowledge and only have keywords of interest. Therefore, efficient design methods to enhance interest should be studied in advance. But so far, there has been no research on how to systematically design prior organizers to induce interest in virtual space. This study is an interest-inducing design method that occurs in the process of developing the meaning of virtual space and storytelling of cultural content, and can be seen as a basic study using conceptual guidance-based prior organizer education and learning techniques. First, virtual space elements and human behavior theories were considered. Subsequently, five representative examples of previous organizers currently used were explored, and redesigned and proposed based on a conceptual map for information access and delivery purposes. Through this research process, it was possible to confirm that spatial attributes and cognitive interest elements were effectively transmitted to meaningful learning leading to storytelling learning and elements of service design design method through conceptual guidance.

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.