• Title/Summary/Keyword: Video program

Search Result 714, Processing Time 0.022 seconds

Analysis of Infoshade of Displacement Map for Making Digital Contents (디지털콘텐츠 제작을 위한 Displacement map의 음영정보 분석)

  • Park, Keong-Cheol
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.8
    • /
    • pp.59-67
    • /
    • 2011
  • Digital Contents have been considered as major parts in the areas, such as design, cartoon, video and etc. A number of Digital Contents are made with the works of popular computer program, Photoshop, and used in some courses of making works. Channel is obviously regarded as a high-level function among others in using Photoshop, even though it hinder a lot of users in understanding the way and the principle to use. Channel and Displacement Map have something in common, because they share the infoshade of channel. The infoshade is the information of 256 levels which consists of black and achromatic colors between white and black color. The infoshade of Channel is used as a concept of movement in Displacement Map. Displacement Map analyzes infoshade in 'Displacement map images' and transfer the pixels of original images under the application of displacement map. This means that the infoshade of Channel can be made for the application with characteristic of movement. This study was carried out to analyze the principle of application of infoshade in 'Displacement Map' with Photoshop. Thus, the central aim of this study is not so much studying engineering algorithm as studying and analyzing the principle of Channel's infoshade through studying how the infoshade of channel is applied in the work.

Analysis on PVR Service as a Supplementary Function of Interactive Service: Based on Satellite Broadcasting Subscribers (양방향기능의 보완으로서 PVR(Personal Video Recorder)서비스 분석: 위성방송사례를 중심으로)

  • Kim, Mira;Kim, Jongha Bell
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.11
    • /
    • pp.1-10
    • /
    • 2013
  • With the help of information technology, PVR has been evaluated as an innovative device that brings epochal changes for program selection and convenience of receivers with the convergence between broadcasting and telecommunication. Satellite broadcasters introduced PVR service to strengthen its interactive function. This study analyzed PVR user behavior and how it changed the existing TV viewing behavior through satellite subscribers. The results revealed that PVR subscribers mainly used it for time shifting like VCR use. FUrthermore, heavy PVR users watched TV more than on average and enjoyed a divers genre of programs. This study provides scholarly implication for PVR using behavior and its effects and its useful information for contents and marketing strategy to help PVR service popularization.

Assessment of the Effects of Breast Cancer Training on Women Between the Ages of 50 and 70 in Kemalpasa, Turkey

  • Mermer, Gulengul;Turk, Meral
    • Asian Pacific Journal of Cancer Prevention
    • /
    • v.15 no.24
    • /
    • pp.10749-10755
    • /
    • 2015
  • Background: In both developed and developing countries; breast cancer is the major cancer observed in women. The aim of this study was to assess the effect of nursing and mammographic intervention on women with breast cancer between the ages of 50 and 70. Materials and Methods: A training program, which was quasi-experimental and had a pretest-protest design, was applied in Kemalpaaa district of Izmir, between October 2008 and August 2010. The target population was women between the ages of 50 and 70, who were registered in the list of 3rd Family Medicine Unit in Izmir's Kemalpasa metropolis. A total of 106 women who were in conformity with the study criteria participated in the study. Research data were collected through home visits that included face-to-face interviews; Ministry of Health education material and video films were modified and used for the training. Data analysis was performed through 82 women who were paired at the first and the second phase. Results: It was observed that although the rate of breast self examination significantly increased after the training (p=0.022), the rate of clinical breast examination (p=0.122) and mammographic screening (p=0.523) did not. Differences in the stages of change after training were found to be statistically significant (p<0.001) and the group showed a progression in the stages of change in general (46.3%). In women mean scores of breast cancer awareness (p<0.000), severity (p<0.000), health motivation (p<0.000) and perception of the benefits of mammography (p<0.000) increased significantly and mean score of perception of mammography barriers decreased significantly (p<0.000) after the training. Conclusions: After the training on breast cancer and mammography it was determined that nursing interventions provided positive progression of stages of change of women, affected health beliefs positively and significantly increased BSE incidences. However, it did not have a significant effect on CBE and mammographic screening.

Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.11
    • /
    • pp.270-277
    • /
    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.

Reliability and Responsiveness of the Korean Version of the Trunk Impairment Scale for Stroke Patients

  • Ko, Jooyeon;You, Youngyoul
    • The Journal of Korean Physical Therapy
    • /
    • v.27 no.4
    • /
    • pp.175-182
    • /
    • 2015
  • Purpose: The purposes of this study were to develop the Korean version of the trunk impairment scale (K-TIS) and to examine reliability and responsiveness of the K-TIS in patients with stroke. Methods Subjects of the study were 51 stroke patients (mean age: 57.78 years) recruited from two stroke clinics. For the interrater and test-retest reliability, two raters measured the K-TIS two times using video clips with an interval of 2 weeks. For the responsiveness, intensive physical therapy training was provided to all participants 2 times a day for one month or three months depending on the onset of the stroke and the admission rules of the two clinics. Inter-rater reliability and test-retest reliability of the K-TIS three subscales (static sitting balance, dynamic sitting balance, and coordination) scores and total scores were examined using intra-correlation coefficient ($ICC_{3,1}$) and Pearson's correlation coefficient (r). To examine responsiveness, the minimally important difference (MID) was calculated with effect size. Results: Inter-rater reliability of the K-TIS subscales and total scores were all high (ICC3,1=0.920-0.983 and r=0.924-0.984). For the test-retest reliability, $ICC_{3,1}$=0.805-0.901 and r=0.806-0.903, and the MID for acute and post-acute as well as chronic stroke patients remained in the mean change range. Conclusion: It is suggested that the K-TIS might be used for clinical and research purposes as a standardized tool for stroke patients. In addition, it can also be useful in establishment of treatment goal(s) and planning treatment program(s) for patients with stroke.

Effective Transmission System of Multimedia Services using Eureka-147 DAB (Eureka-147 DAB를 통한 멀티미디어 서비스의 효율적인 전송시스템)

  • Na, Nam-Woong;Baek, Sun-Hye;Hong, Sung-Hoon;Lee, Hyun;Lee, Bong-Ho;Lee, Soo-In
    • Journal of Broadcast Engineering
    • /
    • v.8 no.1
    • /
    • pp.72-79
    • /
    • 2003
  • The Eureka-147 Digital Audio Broadcasting(DAB) system is the new international standard for mobile broadcasting services including high-quality audio, program associated data and other multimedia data. In this paper, we design the transport frame structures for the mobile multimedia services by using the configuration of the Eureka-147 DAB multiplex and MPEG system specifications, and then compare their performances in terms of functionality and overhead. Especially, we suggest and analyze the effective transport structures, which are improved in the efficiency of media multiplexing architecture, by removing the functionally overlapped parts between DAB and MPEG systems. In addition, we evaluate the transmission environments of various DAB data channels and demonstrate the transmission error effects on the low bit rate video stream.

An Analysis of the Awareness of Undergraduate Students Toward Educational Methods Utilizing SNS (SNS의 교육적 활용 방법에 대한 대학생들의 인식 분석)

  • Chung, Mihyun;Gim, Yeongrok;Kim, Jaehyoun
    • Journal of Internet Computing and Services
    • /
    • v.15 no.5
    • /
    • pp.33-41
    • /
    • 2014
  • The purpose of this study is to provide statistical analysis based suggestions on effective methods to take advantage of social network service (SNS) for educational purposes based on investigations of undergraduate students with high utilization of SNS. To achieve this, we conducted an open questionnaire survey and qualitatively analyzed the data using NVivo 10 program. Additionally, to visualize the analysis by education subject of the SNS educational methods, we have divided the data into 3 categories of teacher, student and common area. As a result, our analysis showed that the exchange opinions and discussions, information sharing and learning of contents of questions and answers, surveys, intimacy formation, counseling etc. were of the common area. Furthermore, teacher area included the notice announcement, teaching materials sharing, real-time assessment (quiz), attendance check, assignment grading and feedback, etc. Finally the student area was of project activities (group/individual), prepare and review the shared data, video self learning, peer review and feedback of projects, lecture evaluation, etc.

The Effect of Dance Educational of Physical and Emotional on Experience Dance Game (댄스게임 체험에 따른 신체적·정서적 무용교육효과)

  • Lee, Ji-Seol;An, Byong-Ju
    • Journal of Korea Game Society
    • /
    • v.12 no.4
    • /
    • pp.65-75
    • /
    • 2012
  • This study aims at identifying the physical, emotional effect on dance education by using "Dance Central" among Xbox-360 Games. In order to achieve the target, this study adopts case study methodology through Dance Central program among qualitative methods. The participants of this study were 8 adults who do not have experienced dance games from a homogeneous group composed of persons into who are called the Net Generation. The period of this study was from July 18, 2011 to August 14, 2011, during which the observation was conducted for 5 weeks. In total, 15 times of participant observation were made. Dance game experience Through data collection and analysis Participatory Video, self-reports, un-Structured interview, Observations. As a result of the study, the educational effect of aspects physical, emotional and the of dance game was analyzed into dance educational aspect. Educational effect on physical aspect was divided into subjects of 'preceded rhythm and familiarity of dance moves', 'changes by type of moves' and 'dance game requiring active physical activities'. Emotional learning effect was divided into subjects including, 'alleviation of stress'. 'changes of fun by stage and concentration' and 'dance game which has no risk of addiction'.

A 2-Tier Server Architecture for Real-time Multiple Rendering (실시간 다중 렌더링을 위한 이중 서버 구조)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
    • /
    • v.12 no.4
    • /
    • pp.13-22
    • /
    • 2012
  • The wide-spread use of the broadband Internet service makes the cloud computing-based gaming service possible. A game program is executed on a cloud node and its live image is fed into a remote user's display device via video streaming. The user's input is immediately transmitted and applied to the game. The minimization of the time to process remote user's input and transmit the live image back to the user and thus satisfying the requirement of instant responsiveness for gaming makes it possible. However, the cost to build its servers can be very expensive to provide high quality 3D games because a general purpose graphics system that cloud nodes are likely to have for the service supports a single 3D application at a time. Thus, the server must have a technology of 'realtime multiple rendering' to execute multiple 3D games simultaneously. This paper proposes a new architecture of 2-tier servers of clouds nodes of which one group executes multiple games and the other produces game's live images. It also performs a few experimentations to prove the feasibility of the new architecture.

Factors Influencing VDT syndrome among male adolescents with risk of digital addiction (디지털중독 위험군 남학생의 VDT 자각증상 영향요인)

  • Seomun, GyeongAe;Lee, Youngjin
    • Journal of Digital Convergence
    • /
    • v.14 no.1
    • /
    • pp.363-370
    • /
    • 2016
  • The purpose of this study was to determine the influential factors associated with video display terminal (VDT) syndrome of male adolescents with digital device addition. The study design was cross-sectional descriptive survey. The study participants were 169 male middle school students in Seoul. A structured questionnaire was used for data collection and data were analyzed using the SPSS program. The factors most influential for the subjective symptoms of VDT were smartphone addiction, computer use time during the week, computer use environment. These factors accounted for 28.1% of the variance in subjective symptoms of VDT. In order to prevent the occurrence of VDT syndrome in students, we suggest to establish a preventive intervention against the digital addiction.