• Title/Summary/Keyword: Space media

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A New Metric Space for Words : Corpusgram (단어들을 위한 새로운 메트릭 공간 : 코퍼스그람)

  • Lee, Ho-Suk;Kim, Yung-Taek
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06c
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    • pp.185-188
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    • 2007
  • 본 논문은 코퍼스로부터 추출된 단어들을 빈도수에 따라서 적절하게 표시하고 거리를 계산할 수 있는 새로운 메트릭 공간(metric space)에 대하여 논의한다. 일반적인 Cartesian 좌표 평면은 단어와 빈도수를 표시하는데 불편한 점이 있다고 할 수 있다. 본 논문에서는 빈도수에 기반 한 새로운 좌표 평면과 정보 이론에 기반 한 새로운 거리 계산 방법을 제시하여, 코퍼스 기반 언어 처리에 필요한 계산을 더욱 적합하게 할 수 있도록 하였다.

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Electro-magneto-thermoelastic surface waves in non-homogeneous orthotropic granular half space

  • Kakar, Rajneesh;Kakar, Shikha
    • Geomechanics and Engineering
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    • v.7 no.1
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    • pp.1-36
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    • 2014
  • The effect of various parameters on the propagation of surface waves in electro-magneto thermoelastic orthotropic granular non-homogeneous medium subjected to gravity and initial compression has been studied. All material coefficients are obeyed the same exponent-law dependence on the depth of the granular elastic half space. Some special cases investigated by earlier researchers have also been deduced. Dispersion curves are computed numerically and presented graphically.

Spacio-temporal Characteristics of Cultural Contents Diffusion: The Case of PSY's "Gangnam Style" Music Video (문화콘텐츠 상품 확산의 시·공간적 특성 -싸이의 "강남스타일" 뮤직비디오를 중심으로-)

  • Lee, Keumsook;Kim, Ho Sung
    • Journal of the Economic Geographical Society of Korea
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    • v.18 no.2
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    • pp.224-241
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    • 2015
  • This study investigates the time-space characteristics of the consumptions of cultural-contents commodities and their spatial diffusion progresses via digital media. For the purpose, we examine the spatial diffusion patterns of PSY's Music Video "Gangnam Style" since it has been launched on the YouTube. By visualizing the spacio-temporal progresses of YouTube, Tweet, and Google searching data during four months after launching, we examine the time-space characteristics of diffusion patterns of the music video via each media. We found that the adapting time and the diffusion progress were not in accordance at each country. The results revel that cultural distance such as characterized by language, cultural linkage, exclusivism or courtesy for the 'Hanrue' affects quite strongly on the spatial diffusion of music video rather than physical distance.

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Numerical and Exprimental Study of the Air Plate in a Fuel Cell Considering Structural Deformation (연료전지 공기판의 구조적 변형을 고려한 유동 해석과 실험)

  • Yang, Ji-Hae;Hahn, Oh-Hyun;Park, Jung-Sun
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.32 no.5
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    • pp.41-49
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    • 2004
  • The porous media of a proton exchange membrane fuel cell (PEMFC) is made of deformable materials. The shape of cross sectional area in air plate channels has been changed by structural deformation of the porous media. The uniform mass flow rate and pressure are major factors for safe and efficient operation in the PEMFC. Two kinds of models are provided for the flow analyses. Deformable and undeformable porous media are considered for numerical analysis and experiment of the air plate model. The numerical flow analysis results with deformable and undeformable porous media has some discrepancy in pressure distribution. The pressure differences are measured in order to compare with numerical analysis results. Pressures are measured between inlet and outlet of the air plate. The numerical analysis and experimental results show similar pressure distribution. It is shown that the pressure drops in the two approaches are well matched each other. It is proven that the consideration of structural deformation is required in the numerical analysis/experiment for the PEMFC design.

Performance Analysis on View Synthesis of 360 Videos for Omnidirectional 6DoF in MPEG-I (MPEG-I의 6DoF를 위한 360 비디오 가상시점 합성 성능 분석)

  • Kim, Hyun-Ho;Kim, Jae-Gon
    • Journal of Broadcast Engineering
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    • v.24 no.2
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    • pp.273-280
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    • 2019
  • 360 video is attracting attention as immersive media with the spread of VR applications, and MPEG-I (Immersive) Visual group is actively working on standardization to support immersive media experiences with up to six degree of freedom (6DoF). In virtual space of omnidirectional 6DoF, which is defined as a case of degree of freedom providing 6DoF in a restricted area, looking at the scene at any viewpoint of any position in the space requires rendering the view by synthesizing additional viewpoints called virtual omnidirectional viewpoints. This paper presents the performance results on view synthesis and their analysis, which have been done as exploration experiments (EEs) of omnidirectional 6DoF in MPEG-I. In other words, experiment results on view synthesis in various aspects of synthesis conditions such as the distances between input views and virtual view to be synthesized and the number of input views to be selected from the given set of 360 videos providing omnidirectional 6DoF are presented.

Media Facades Used in Urban Outdoor Advertising - Focused on K-Pop Square Media (도시 공간 속 옥외 광고에서 활용되는 미디어 파사드특성 - K-Pop Square Media를 중심으로)

  • Boeun Park;Hyunseok Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.345-352
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    • 2024
  • K-Pop Square Media, located at COEX in Samseong-dong, has gained public attention and mass media focus by showcasing various three-dimensional videos on a large LED display. The video content on the distinctive large curved LED display utilizes a form of media façade technique, establishing itself as a new landmark and attraction within the spatial characteristics of the COEX Plaza. This study aims to examine the characteristics of media facades used in outdoor advertising in urban spaces, focusing on K-Pop Square Media. The approach for this research involves three aspects: Firstly, examining the 'spatial characteristics' of urban public spaces by referencing Kevin Lynch's five elements constituting urban space and William J. Mitchell's exploration of smart spaces and changes in spatial paradigms. Secondly, analyzing the 'digital nature' of outdoor advertising through an examination of three types of Digital Out-Of-Home (DOOH) Media. Thirdly, exploring the 'technological advancements and content composition of media facades' by investigating types of display media (projection, LED screens), the inception of media facades, and the latest display technology like Anamorphic displays. Through this research, it becomes evident that K-Pop Square Media exhibits characteristics of publicness, communicativeness, artistry, and placemaking through the spatial characteristics of smart spaces, the media-specific aspects of Digital Out-Of-Home advertising, and the content composition of media facades.

Playback Quantity-based Proxy Caching Scheme for Continuous Media Data (재생량에 기반한 연속미디어 데이터 프록시 캐슁 기법)

  • Hong, Hyeon-Ok;Im, Eun-Ji;Jeong, Gi-Dong
    • The KIPS Transactions:PartB
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    • v.9B no.3
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    • pp.303-310
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    • 2002
  • In this paper, we propose a proxy caching scheme that stores a portion of a continuous media object or an entire object on the Internet. The proxy stores the initial fraction of a continuous media object and determines the optimal size of the initial fraction of the continuous media object to be cached based on the object popularity. Under the proposed scheme, the initial latency of most clients and the data transferred from a remote server can be reduced and limited cache storage space can be utilized efficiently. Considering the characteristics of continuous media, we also propose the novel popularity for the continuous media objects based on the amount of the data of each object played by the clients. Finally, we have performed trace-driven simulations to evaluate our caching scheme and the popularity for the continuous media objects. Through these simulations, we have verified that our caching scheme, PPC outperforms other well-known caching schemes in terms of BHR, DSR and replacement and that popularity for the continuous media objects based on the amount of the playback data can enhance the performance of caching scheme.

The Analysis of Internet Literacy Effect through Education of Producing and Using Multimedia UCC (동영상 UCC 제작 및 활용 교육을 통한 인터넷 리터러시 효과 분석)

  • Ju, Yong-Wan;Hwang, Yong-Suok;Kim, Yang-Eun;Cho, Yeong-Ki
    • The Journal of Korean Association of Computer Education
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    • v.13 no.4
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    • pp.27-39
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    • 2010
  • Internet is taking up as a new culture on the cyber-space beyond a simple hobby as its utilization ratio is rapidly being spread throughout the world. However most education for internet media has been focused on cyber ethics education and internet addiction. Therefore it arises to need to educate internet literacy for positive and desirable usage of internet media raises. Previous research on media eduction doesn't have been analyzed the outcome of media education. In this study, we show the result of internet media education which performed for fostering internet literacy. For the analysis of education result we observed emotional attitude about internet, internet media recognition, efficacy of using internet, and consciousness of internet ethics for middle school student. As a result, there are many changes for emotional attitude about internet, ability of using internet media, and consciousness of internet ethics.

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Study on Virtual Reality (VR) Operating System Prototype (가상환경(VR) 운영체제 프로토타입 연구)

  • Kim, Eunsol;Kim, Jiyeon;Yoo, Eunjin;Park, Taejung
    • Journal of Broadcast Engineering
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    • v.22 no.1
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    • pp.87-94
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    • 2017
  • This paper presents a prototype for virtual reality operating system (VR OS) concept with head mount display (HMD) and hand gesture recognition technology based on game engine (Unity3D). We have designed and implemented simple multitasking thread mechanism constructed on the realtime environment provided by Unity3D game engine. Our virtual reality operating system receives user input from the hand gesture recognition device (Leap Motion) to simulate mouse and keyboard and provides output via head mount display (Oculus Rift DK2). As a result, our system provides users with more broad and immersive work environment by implementing 360 degree work space.

Three-Dimensional Simulation of Seismic Wave Propagation in Elastic Media Using Finite-Difference Method (유한차분법을 이용한 3차원 지진파 전파 모의)

  • 강태섭
    • Proceedings of the Earthquake Engineering Society of Korea Conference
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    • 2000.10a
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    • pp.81-88
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    • 2000
  • The elastic wave equation is solved using the finite-difference method in 3D space to simulate the seismic wave propagation. It is based on the velocity-stress formulation of the equation of motion on a staggered grid. The nonreflecting boundary conditions are used to attenuate the wave field close to the numerical boundary. To satisfy the stress-free conditions at the free-surface boundary, a new formulation combining the zero-stress formalism with the vacuum one is applied. The effective media parameters are employed to satisfy the traction continuity condition across the media interface. With use of the moment-tensor components, the wide range of source mechanism parameters can be specified. The numerical experiments are carried out in order to test the applicability and accuracy of this scheme and to understand the fundamental features of the wave propagation under the generalized elastic media structure. Computational results show that the scheme is sufficiently accurate for modeling wave propagation in 3D elastic media and generates all the possible phases appropriately in under the given heterogeneous velocity structure. Also the characteristics of the ground motion in an sedimentary basin such as the amplification, trapping, and focusing of the elastic wave energy are well represented. These results demonstrate the use of this simulation method will be helpful for modeling the ground motion of seismological and engineering purpose like earthquake hazard assessment, seismic design, city planning, and etc..

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