• Title/Summary/Keyword: Time using media

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A study on F8L10D-N LoRa RF Module for Drone Based live Broadcasting system

  • Mfitumukiza, Joseph;Mariappan, Vinayagam;Lee, Minwoo;Cho, Juphil;Cha, Jaesang
    • International Journal of Advanced Culture Technology
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    • v.4 no.4
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    • pp.1-5
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    • 2016
  • In this paper, we present the study on the proposed design of a real-time transmission of a video from the drone to broadcasting station (OBVan) by using F8L10D-N LoRa Module. Nowadays, LoRa technology is proved to be the mass of low cost, long range machine-to-machine connectivity. Particularly in the field of broadcasting and communication system, F8L10D-N LoRa RF Module spread spectrum technology with long transmission distance and strong penetrative ability that is double stronger than traditional FSK as well as PSK modulation scheme.

An Analysis of EEG Signal Generated from Watching Aesthetic and Non-aesthetic Content (美(미)醜(추) 콘텐츠 시청 시 발생하는 뇌파 신호 분석)

  • Kim, Yong-Woo;Kang, Dong-Gyun;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.21 no.1
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    • pp.1-9
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    • 2018
  • Much research has been conducted to judge aesthetic value for a single type of stimuli, but research to determine aesthetic value when two kinds of stimuli are presented at the same time is not explored in depth. In this paper, we measure the difference between the presentation of visual stimuli like general image and the presentation of signboard image including text stimuli using EEG. In the experiment, two oddball tasks were performed for general images and signboard images, and EEG changes according to the aesthetic value of the images were measured. As a result, the change of ERP in signboard image was larger than that of general image. We confirmed that more visual information was received and processed when two stimuli were presented at the same time.

Post Production in a Multi-format Environment

  • Pank, R. A.
    • Broadcasting and Media Magazine
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    • v.4 no.4
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    • pp.46-51
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    • 1999
  • The introduction of broadcast digital television (DTV) was, at one time, seen as an opportunity to rationalise video formats. The reality is quite different with a rapid divergence as the united States' ATSC offers 18 formats to cover both standard definition (SD) and high definition (HD), and yet more are supported by Europe's DVB. At the same time multi-media is expanding both as an area for source material and for finished work. Post production needs to move away from single-format facilities as requirements for multi-format operation is already increasing. A 'format-independent' solution is described which allows efficient operation with any mix of input formats and able to output any format with high quality. Attention is given to retaining the speed, accuracy and immediacy which is a feature of today's professional facilities -even while handling the greater demands of HD. Another route, using 24 frames-per-second is also examined.

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Numerical Analysis on the Signal Characteristics for Scattered Far-field of Ultrasonic SH-Wave by the Internal Cavity (재료내 기공결함에 의한 SH형 초음파 원거리 산란장의 신호특성에 대한 수치해석)

  • Lee, Jun-Hyeon;Lee, Seo-Il;Park, Yun-Won
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.24 no.1 s.173
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    • pp.163-172
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    • 2000
  • In this study, the scattered far-field due to a cavity embedded in infinite media subjected to the incident SH-wave was calculated by the boundary element method. The effects of cavity shape and distance between internal cavity and internal point in infinite media were considered. The scattered far-field of the frequency domain was transformed into the signal of the time domain by using the Inverse Fast Fourier Transform(IFFT). It was found that the amplitude of scattered signal in time domain decreased with the increase of the distance between the detecting points of ultrasonic scattered field and the center of internal cavity in media. In addition, the time delay was clearly found in time domain waveform as the distance between the detecting points of ultrasonic scattered field and the center of internal cavity was gradually increased.

A Study on the Applicability of Soil-Media Hydroseeding Measures Using Zoysiagrass's Lateral Stems (한국잔디 줄기를 이용한 식생기반재 뿜어붙이기공법의 적용성 연구)

  • Min, Chang-Hyun;Kim, Nam-Choon;Choi, Joon-Soo;Song, Wonkyong;Joo, Sang-Dae
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.18 no.4
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    • pp.1-14
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    • 2015
  • A manipulation of zoysiagrass's lateral stems and soil-media; used for slope revegetation, is expected to facilitate the production of high-quality grass. To study the influences on the growth of zoysiagrass depending upon various soil-media conditions, two different types of soil are used. The results obtained - through investigation of its cover rates, leaf color and number - are summarized as follows. In mountain regions soil, there are no significant differences in growth and development of grass in treatments: zoysiagrass's lateral stems treatments with 1cm, 2cm, and 3cm soil-media and treatment with only seeding. Zoysiagrass, in most of the treatments, show about the same growth rates, and at the end, fair visual quality. Zoysiagrass's lateral stems treatments with 2cm, 3cm show slightly better growth, however, thickness of soil-media need not be more than 1cm to obtain an expected quality of lawn. In decomposed granite soil, there appears statistical significance in growth of the grass in treatments: zoysiagrass's lateral stems treatments with 1cm, 2cm, and 3cm soil-media and treatment with only seeding. The thicker the soil-media, the better the growth of grass, and that in treatment with seeding-only shows poor quality in general. And therefore, it is efficacious to plant in 3cm soil-media when quick formation of lawn is necessary; however, using 2cm soil-media is ultimately the most cost-efficient way of formation. But, when time allows - that is, more than three months - 1cm soil-media in decomposed granite soil is reasonable to formate just as effective lawn. And so when performing seeding, additional covering, fertilization or increasing the quantity of seed must be considered.

Remediation of groundwater contaminated with hydrophobic organic compounds using biobarrier (소수성 유기오염물질로 오염된 지하수의 Biobarrier에 의한 복원)

  • 김영규;신원식;김영훈;송동의
    • Proceedings of the Korean Society of Soil and Groundwater Environment Conference
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    • 2002.04a
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    • pp.114-117
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    • 2002
  • Sorption and desorption studies were conducted to evaluate several media as a potential biobarrier for the remediation of groundwater contaminated with hydrophobic organic compounds (HOCs). Pahokee and Bion peats, Devonian Ohio shale, vermicompost, and 50% HDTMA-montmorillonite were used as model sorbents. Sorption and desorption isotherms were determined using the radiolabeled phenanthrene (Phe). Sorption capacity of Phe on several sorbents was in the order Ohio shale > 50% HDTMA-montmorillonite > vermicompost > Pahokee peat. Mineralization kinetics was investigated for Phe-sorbed sorbents using Pseudomonas putida 17484. Among the tested sorbents, active biodegradation of Phe was observed in shale and vermicompost: degradation in shale exhibited little lag time while that in shale showed a significant lag time. Results of this study indicate that sorbents used in this work can be utilized as permeable reactive biobarrier media for the remediation of HOC-contaminated groundwater.

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A Study on Synchronization of Video and Virtual Reality Data for On-line Education (온라인 교육을 위한 동영상과 가상현실 데이터의 동기화에 관한 연구)

  • Sun Bok-Keun;Han Kwang-Rok
    • Journal of Korea Multimedia Society
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    • v.8 no.3
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    • pp.389-397
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    • 2005
  • In this paper, we study the synchronization method of animated simulations and VRs for on-line virtual reality education system. To build the data of animated simulations and synchronization modules of VRML content, the media-synchronizing technology, HTML + TIME and scripts are used. The VRML control module ismade into Java applet using the Java EAI provided for the web and the interface for VRML contents. To control the animation of VRML contents, the node information is extracted, and an animation production template capable of controlling animation in inter-connection with VRML content is made. With evaluation of the animation control performance, processing speed, synchronization performance between media in the system built, more improved results are obtained. We would like to suggest a education system with easy system construction and various multi-medium applicability by realizing HTML + TIME media synchronization and VRML web 3D virtual reality creation techniques, and animated images and 3D animation controls according to time using Java through this study.

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Change of the Time Use Pattern by Internet Use: Analysis on the Korean Time Use Survey (2000, 2005) (인터넷 이용에 따른 생활시간 패턴의 변화: 2000년, 2005년 생활시간 조사를 활용한 통시적 분석)

  • Kang, Nam-Jun;Lee, Jae-Hyun;Oh, Hyun-Kyung
    • Korean journal of communication and information
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    • v.41
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    • pp.145-180
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    • 2008
  • This study tries to test time reallocation hypothesis proposed by Lee(2005) that claims the time use pattern as a whole has changed as new media is introduced-in this case, internet-in our daily lift. It has been pointed out that researches, confined to study whether time use for traditional media is displaced by a new media, have such a limitation as 'media isolationism' and resulted in incoherent conclusions. In order to verify time reallocation hypothesis, which explains the influence of internet use on daily activities with broad perspectives, this research employed two different methods. First, this study analyzed the differences of time use patterns of daily activities and media use behaviors between internet users and non-users by using t-test. Second, logistic regression was used to confirm that the difference of time use pattern between internet users and non-users in many daily activities. The results show that time use pattern for daily activities has reorganized In the most of the age groups. Especially, in the young age groups, time reallocation by internet appeared more obvious than the equivalent old age groups.

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A Study on the Modified PRMA-TDD Method for Media Access in Wireless LANs (무선 LAN에서 매체처리를 위한 변형된 PRMA-TDD 방식에 관한 연구)

  • 서정곤;홍성식;류황빈
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.19 no.7
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    • pp.1244-1255
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    • 1994
  • The wireless-LAN(Local Area Network), which is emerged as a solution to cable problem and increasing requirement for communication network, has a several problem when it transmit information MAN protocol by used wired-LAN`s MAC protocol. Media Access protocol in Wireless-LAN has great effect on system performance and much studies are processing now. The PRMA(Packet Reservation Multiple Aeecss) of reservation method has a disadvantage that the system performance was degraded become of delay time in the reservation step as a resulting of collision. In this paper, using the TDD(Time Division Duplex) method amd modified PRMA method wireless-LAN modelled to overcome disadvantage, that id delay time due to collision in reservation step. The performance evaluation fo the model was done using M/M/1//M process model and this was simulation using SLAM.

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A Study of Facial Expression of Digital Character with Muscle Simulation System

  • He, Yangyang;Choi, Chul-young
    • International journal of advanced smart convergence
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    • v.8 no.2
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    • pp.162-169
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    • 2019
  • Facial rigging technology has been developing more and more since the 21st century. Facial rigging of various methods is still attempted and a technique of capturing the geometry in real time recently also appears. Currently Modern CG is produced image which is hard to distinguish from actual photograph. However, this kind of technology still requires a lot of equipment and cost. The purpose of this study is to perform facial rigging using muscle simulation instead of using such equipment. Original muscle simulations were made primarily for use in the body of a creature. In this study, however, we use muscle simulations for facial rigging to create a more realistic creature-like effect. To do this, we used Ziva Dynamics' Ziva VFX muscle simulation software. We also develop a method to overcome the disadvantages of muscle simulation. Muscle simulation can not be applied in real time and it takes time to simulate. It also takes a long time to work because the complex muscles must be connected. Our study have solved this problem using blendshape and we want to show you how to apply our method to face rig.