• Title/Summary/Keyword: Space media

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Experiments of Free-Space Optical Communication for Optical Ground Station (광통신 지상국 구축을 위한 자유공간 광통신 실험)

  • Taewoo Kim;Wonseok Kang;Sang Hoon Oh;Yong-sun Park;Jung-Hoon Kim
    • Journal of Space Technology and Applications
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    • v.4 no.1
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    • pp.74-85
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    • 2024
  • As the limitations of conventional radio communications between satellites and the ground become apparent, various experiments are being conducted around the world to overcome them with space laser communication. In this study, we address the development of our own optical communications terminal (OCT) and optical ground station (OGS) and the experiments of free-space optical communication (FSOC) using them. Using a 30 mm-diameter OCT and a 250 mm-diameter portable OGS telescope, as well as commercial 10 Gbps SFP+ modules and media converters, we successfully transmitted and received 4K high-definition multimedia interface (HDMI) signals through 1,550 nm optical laser beam. The transmission and reception distances of the experiment were 3, 9, and 20 km, respectively, and the received signal strength at each distance was +6.1, -2.8, and -10.9 dBm, respectively. It was demonstrated that the 4K HDMI video lasted for over 10 minutes.

Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment (음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성)

  • Kwon, Hee-Jung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1095-1100
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    • 2009
  • The interests and studies on co-creation activity in metaverse space, or MMO communication applications, increase sharply. The study performed the experiments on the participatory virtual space design that has dedicated to the common goal of creativity, and provides the environments to enhance ideas, technologies, and artistic artifacts sharing and communication. The participants were recruited from a community of artists and musicians. They have been actively participated the design process as photographers, painters, media artists, sound artists, and collectors. During the period, we have preceded 5 consecutive experiments, which were led by 5 independent artists, tested the value of co-creation spaces.

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Efficient Color Image Enhancement Technique using Saturation Components of Color Images (컬러 영상의 Saturation 성분을 이용한 효율적인 화질 개선 기법)

  • Kim, Jin Ho;Gil, Min Kyun;Lee, Chang Woo
    • Journal of Broadcast Engineering
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    • v.20 no.5
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    • pp.770-773
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    • 2015
  • The contrast of the intensity components of color images usually needs to be improved in order to enhance the visual quality of color images. However, pure color regions can be saturated due to the excessive enhancement of that color. In this paper, a new method for enhancing the visual quality of color images using saturation components in the HSI color space is proposed, and the same enhancement technique in the YCbCr color space is proposed. Computer simulations show that the proposed method provides improved visual quality compared to the conventional methods.

A Study on Strategies Elements(4Cs) of Space Marketing Comparative Analysis for Housing Culture Center (주택문화관의 공간구성과 스페이스 마케팅 전략적 요소(4Cs)에 관한 비교 분석 연구)

  • Kim, Ji-Hye;Kong, Soon-Ku
    • Korean Institute of Interior Design Journal
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    • v.20 no.5
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    • pp.208-216
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    • 2011
  • Today, the market environment for companies around the world has been changed by globalization, digital innovation, information by opening the diversity, consumer awareness, and the development of mass media in the wide areas such as, politics, economy, society and culture. Accordingly, the function of the housing cultural center also has been changed from the Place where the trading had been made to the Space where the marketing could work. The housing cultural center is home to companies to target their corporate culture and corporate image, and the brand identity. From the space marketing standpoint, this study extracts differentiator of the housing cultural center from theoretical consideration to boom up of the housing cultural center and to build up its identification. Based on this analysis, the design identity element of the interior design of the housing cultural center is proposed by the actual and analytical cases. Such a future plan design identity elements in the design of the new housing cultural center is providing basic design guide line to recognize the importance.

A Study on an Storytelling of Museum's exhibition by applying concept of 'Event' - Focusing on Holocaust Museum - ('사건'개념을 적용한 박물관 전시의 스토리텔링에 관한 연구 - 유대인박물관을 중심으로 -)

  • Lee, Sei-Young;Yoon, Jae-Eun
    • Korean Institute of Interior Design Journal
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    • v.21 no.3
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    • pp.58-66
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    • 2012
  • In the modern era, perceived as the century of culture, the pure meaning of information in various medium is becoming extinct and the distinction between media and reality being faded away. Such phenomenon is called "simulracre". Gilles Deleuze defines "simulracre" as an event that passes by momentarily. To the modern people, the museum should be sublimated into a space that reflects not only the various surroundings but also education and should be a space that can provide diverse experiences. For museum exhibit communication, storytelling is a method that can meet the need of audience and take one step forward in educational and emotion aspect. Considering such relationship, "event" can be an evidence to build a space by establishing relations with subject and determine the meaning of space. First, characteristics of event and requisite and the theoretical view of storytelling will be examined, followed by the analysis of event storytelling by selecting Holocaust Museum which attempted a new approach that has dealt with what is important to the Jews: 'holocaust'. The purpose of this study is to identify how "event", not remaining as an abstract term, is being present in Holocaust Museum with a new spatial perspective, and to provide the public with a different set of thinking and experience.

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Evolution of Korean Maritime DGPS System to High Accuracy Nationwide DGPS Service

  • Park, Jong-Uk;Choi, Byung-Kyu;Jo, Jung-Hyun;Kong, Hyun-Dong
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • v.1
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    • pp.175-177
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    • 2006
  • According to the recommendation of International Maritime Organization, the Ministry Of Maritime Affairs and Fisheries (MOMAF) of Korea provides the real time Differential Global Positioning System service using maritime radio beacon from 1999. Due to the benefit of DGPS service, the need of this system is increased from various user groups for acquiring the better accuracy and integrity. Therefore, MOMAF has extended their service to inland by installing the additional 6 DGPS stations. This nationwide DGPS service will be fully deployed at 2007. In addition to the extension of service area, MOMAF has a plan to upgrade their nationwide DGPS to High Accuracy Nationwide DGPS (HANDGPS). The planned HANDGPS service of Korea will be a kind of long range RTK or Wide Area RTK techniques to provide under 1m accuracy and start their service from 2009 using the various broadcasting and communication media like as radio beacon, Wibro, Digital Multimedia Broadcasting, High Speed Packet Data Access. The introduction of nationwide DGPS system of Korea and its evolution plan will be addressed in this paper. The research activities related with HANDGPS in Korea is also presented.

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Presentation Training System based on 3D Virtual Reality (3D 가상현실기반의 발표훈련시스템)

  • Jung, Young-Kee
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.4
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    • pp.309-316
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    • 2018
  • In this study, we propose a 3D virtual reality based presentation training system to help implement the virtual presentation environment, such as the real world, to present it confidently in the real world. The proposed system provided a realistic and highly engaging presentation and interview environment by analyzing the speakers' voice and behavior in real time to be reflected in the audience of the virtual space. Using HMD and VR Controller that become 6DOF Tracking, the presenter can change the timing and interaction of the virtual space using Kinect, and the virtual space can be changed to various settings set by the user. The presenter will look at presentation files and scripts displayed in separate views within the virtual space to understand the content and master the presentation.

Study of Emotional Communication Strategy of Storytelling through Social Media - Based on the "Bear and Hare" Commercial of John lewis - (소셜미디어를 활용한 감성 커뮤니케이션 전략 연구 - 존루이스 백화점의 "Bear and Hare" 광고를 중심으로-)

  • Lee, DongKeun;Yoon, YoungDoo
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.29-37
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    • 2016
  • With the emergence of SNS, TV, newspapers and radio, which are one-way communication media, have become less important. Therefore social networking enables social networking beyond the constraints of time and space, and communication and emotional communication required for social relations have emerged as a factor in the importance of social media. Social media, which is based on rapid connectivity and scalability, is an medium of expression that is advantageous for companies and consumers to communicate more easily than traditional advertising media. Advertising can form a consensus that consumers and companies can create an atmosphere of friendly conversation because of the social media that has the efficiency of communication. This study compares two ads. One is the advertisement of 'Bear and Hare', an animation of John Lewis department store in the UK, where a new form of advertising marketing strategy is fused with emotional storytelling and social media. The second is an advertisement of LG, 'I love you LG' to be. Social media should be remembered as a warm and loving company in the heart of customers through open communication with customers, rather than companies that pursue merit profits by using social media ads as a medium of emotional transmission to consumers. It is a study on useful advertising strategy that can pursue the sales of the company at the same time.

Study on Mobile Interactive Media Art based on The Interaction of Experiential Communications (체험적 커뮤니케이션의 상호작용을 기반으로 한 모바일 인터랙티브 미디어아트에 관한 고찰)

  • Jung, Yoon-Sung
    • Cartoon and Animation Studies
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    • s.39
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    • pp.297-320
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    • 2015
  • Modern technology in the development and convergence of art brought the rapid development of the media arts actively accommodating 'media art' digital media. It has to go to expand the area and limitations as a basis of communication in the 21st century, a new artistic creativity, through the gathering of the existing chain of modern digital mobile technologies and new genre public art that is based on interactive communication break down the boundaries between sectors It has evolved into. This fusion of high technology and the art of mobile interactive media art is to overcome the limitations of time and physical space, as an active subject of interaction and participation, and expanding the range of experiential communications, such as art and science, cultural industries giving provides a flexible platform for a variety of applications. This study presents an expanded paradigm of the new communication and interactive media that define the reporting year review through the literature on art, experiential mobile communications through a case study of mobile interactive media art that is used as a medium of artistic expression the interactive effect was analyzed as a possible new public art. Convergence and interactivity, mobile interactive media art as a buzzword experience has proposed a new approach to high-tech and art and meet the new sensibility of our life and communication, unlimited possibilities worthy of the contemporary trend of convergence and consilience with a new art genre is expected to continued to evolve and develop.

Space Player for Playing Several Moving Pictures in Mobile Environments (모바일 환경에서 다수의 동영상을 재생하는 공간 재생기)

  • Cho, Jong-Keun
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.54-63
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    • 2008
  • With the improvement of computer performance in Mobile Environments, the users demand for the multimedia player is getting higher, which will be the major force behind the wide distribution of the media player that allows several moving pictures to run simultaneously using multiple windows on the screen. Products that adopted the same method used for a single moving picture and yet support the several moving pictures simultaneously emerged; however, they are not immune from problems. In this paper, we propose method to solve the problems of blinking, play prioritization processor and semi-transparent processor that occur when appling several moving pictures to the method used for a single moving picture and suggested the possible solutions. Taking it one step further, it focused on design and implementation of the media player that allows several moving pictures using overlapping and overlay technique by recognizing the biggest problem, which is that the above media play is not supported when playing several moving pictures simultaneously.