• Title/Summary/Keyword: broadcast

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Automated Geometric Correction of Geostationary Weather Satellite Images (정지궤도 기상위성의 자동기하보정)

  • Kim, Hyun-Suk;Lee, Tae-Yoon;Hur, Dong-Seok;Rhee, Soo-Ahm;Kim, Tae-Jung
    • Korean Journal of Remote Sensing
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    • v.23 no.4
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    • pp.297-309
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    • 2007
  • The first Korean geostationary weather satellite, Communications, Oceanography and Meteorology Satellite (COMS) will be launched in 2008. The ground station for COMS needs to perform geometric correction to improve accuracy of satellite image data and to broadcast geometrically corrected images to users within 30 minutes after image acquisition. For such a requirement, we developed automated and fast geometric correction techniques. For this, we generated control points automatically by matching images against coastline data and by applying a robust estimation called RANSAC. We used GSHHS (Global Self-consistent Hierarchical High-resolution Shoreline) shoreline database to construct 211 landmark chips. We detected clouds within the images and applied matching to cloud-free sub images. When matching visible channels, we selected sub images located in day-time. We tested the algorithm with GOES-9 images. Control points were generated by matching channel 1 and channel 2 images of GOES against the 211 landmark chips. The RANSAC correctly removed outliers from being selected as control points. The accuracy of sensor models established using the automated control points were in the range of $1{\sim}2$ pixels. Geometric correction was performed and the performance was visually inspected by projecting coastline onto the geometrically corrected images. The total processing time for matching, RANSAC and geometric correction was around 4 minutes.

An Analysis of the Preference Type of Internet Personal Game Broadcasting in China - focused on Player-Unknown's Battlegrounds Streaming (중국의 1인 게임 방송의 선호 유형 분석 - 배틀그라운드 1인 게임 방송을 중심으로)

  • Seo, Ryung;Kihl, Taesuk
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.81-89
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    • 2018
  • The purpose of this study is to classify the types of internet personal game broadcasting in China and to examine viewers' preferences type of it. By targeting top 100 creators of Player-Unknown's Battleground streaming as a personal game broadcaster with over 100,000 followers, the game types were classified based on the purpose and characteristic of game broadcasting such as game play, entertainment, and audience participation. As a result, the type of internet personal game broadcasting in China was classified into progamer type, cooperative playing type, storytelling type, and reciprocal entertainment type. The progamer type was 38% and it was the highest proportion of Player-Unknown's Battlegrounds streaming. Next came storytelling type, cooperative playing type and reciprocal entertainment type with 25%, 19% and 18% respectively. In sum, progamer type and storytelling type which shows relatively low real - time communication with audiences accounted for a high percentage of 63%. This implies that the characteristics of the broadcast media focused on 'showing' have influenced the production and planning of personal game broad casting. The interactive characteristics of the platform of personal game broad casting can be expected to gradually change the conventional customs of broadcasting media.

Design of Performance Monitoring System for eLoran Time Synchronization Service (eLoran 시각동기 성능 모니터링 시스템 설계)

  • Seo, Kiyeol;Son, Pyo-Woong;Han, Younghoon;Park, Sang-Hyun;Lee, Jong-Cheol
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.27 no.6
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    • pp.815-821
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    • 2021
  • This study addresses on the design of performance monitoring system for the time synchronization service of the enhanced long-range navigation (eLoran) system, which has a representative ground-wave radio broadcast system capable of providing positioning, navigation, timing and data (PNT&D) services. The limitations of time-synchronized systems due to the signal vulnerabilities of the global navigation satellite system (GNSS) are explained, and the performance monitoring system for the eLoran timing service as a backup to the GNSS is proposed. The time synchronization service using eLoran system as well as system configurations and the user requirements in the differential Loran (dLoran) system are described to monitor the time synchronization performance. The results of the designed system are presented for long-term operation in the eLoran testbed environment. As the results of time performance monitoring, we were able to verify the time synchronization precision within 43.71 ns without corrections, 22.52 ns with corrections. Based on these results, the eLoran system can be utilized as a precise time synchronization source for GPS timing backup.

Vizrt Engine-Based Virtual Reality Graphics Algorithm A Study on the Basic Practical Training Method (Vizrt 엔진 기반 가상현실 그래픽 알고리즘과 기초 실습 교육 방식의 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.197-202
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    • 2019
  • In the era of the fourth revolution, interest in content production using proven engines in the broadcasting sector, such as Vizrt, is growing. The new visual effects required in the 5G era are critical to content production training. Vizrt has a good production time utility and affordability for broadcast and media content. In this paper, we are going to use this to present a practical case of the theorem and application of the basic training course in the production of virtual content, and to present the basic training direction. In the introduction, the graphic algorithm analyzed and studied the characteristics and environmental factors of the Vizrt engine. In this paper, the production process was studied separately, and the work carried out through engine implementation was presented. The VS Studio Foundation was provided as a practical production case at each stage. The Vizrt engine operator process is important in graphic approach and application, and through the results of the lecture, the method of understanding and implementing algorithms for virtual reality perspective suitable for basic learning was studied. Based on practice, the research method of main theory was to create Vizrt contents specialized in 5G contents work in each sector and to implement graphic production in new areas from contents image. Through this study, we came to the conclusion of the basic training method through virtual reality content work based on Vizrt by practicing content creation according to the subject. It also proposes the effect of creating Vizrt content and the direction of building Vizrt basic training courses.

Pre-Service Teachers' Perception about the Geological Heritage and the Necessity for its Education (예비 교사들의 지질유산에 대한 인식과 교육의 필요성)

  • Kim, Tae Hyeong;Kong, Dal-Yong;Lim, Jong-Deock
    • Korean Journal of Heritage: History & Science
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    • v.47 no.2
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    • pp.32-45
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    • 2014
  • The aim of this study is to raise a cognition and necessity of effective geoheritage education for pre-service teachers. We conducted a survey research of 190 elementary and secondary pre-service teachers in Chung-buk province, 2013. The survey showed that pre-service teachers did not recognize and explain geoheritatges well due to lack of education even though they have heard about 'geoheritages' through broadcast media. Although most pre-service teachers were not trained for geoheritage courses, some of them were educated from their elementary and middle school teachers. However, even the trained pre-service teachers have insufficient cognition for geoheritages, either. Some of pre-service teachers recognized the significance of geoheritages and responded to a necessity of geoheritage education. The pre-service teachers recognized that education for geoheritages is not included in present elementary and secondary curriculum, even though education of geoheritages by teachers at school would be the most effective approach. Furthermore, the pre-service teachers answered that elementary school curriculum should raise much curiosity and provide effective learning for geoheritage education even though negative views are present such that students may have to spend considerable time for geoheritage education. Finally, the pre-service teachers expect to experience with field activities for geoheritage education as a present curriculum, and responded that they would prefer video aids for education provided from professional geoheritage organization. As a result of this investigation we provide strategy for introducing to Pre-service teachers about value and preciousness of geoheritage.

A Study of Authors' Moral Rights Infringements Regarding Cinematographic Works and Other Visual Works (음악·영상저작물의 동일성유지권 침해관련 연구)

  • Kang, Sang-Gu
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.228-236
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    • 2021
  • This research investigates the causes of infringements related to authors' moral rights which has most conflict among moral rights of authorship, through analysis of judicial precedents and compare whether there subsists any differences in viewpoints between judicial precedent trend and those on behind the scene of broadcast production. Copyright is divided into intellectual property and moral rights of authorship. Right to the integrity of the work is part of moral rights of authorship and produce one content and used in various media. When the edit is needed to fit the organization and advertisement time, advanced consultation from the rightful owner or written consent is needed. However, under the time pressure or ignorance of copyright, the arbitrary edits are made and content is used. This infringes the right of the integrity of the work. When we produce and use cinematographic works and other audiovisual works, there are considerable variablilies stemming from authorship, production cost and program staff. Therefore, prior conscent is needed to acquire and use the copyright in a proper manner. However, due to production-oriented environment and low understanding of the copyright protection, we usually depend on the users' work practices rhather than insufficiency of copyright laws in dealing with the infringement of right to the industry. In conclusion, we need to provide meticulous work manual and to focus on systematic eduction of professional copyright manpower.

An Efficient ECU Analysis Technology through Non-Random CAN Fuzzing (Non-Random CAN Fuzzing을 통한 효율적인 ECU 분석 기술)

  • Kim, Hyunghoon;Jeong, Yeonseon;Choi, Wonsuk;Jo, Hyo Jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.6
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    • pp.1115-1130
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    • 2020
  • Modern vehicles are equipped with a number of ECUs(Electronic Control Units), and ECUs can control vehicles efficiently by communicating each other through CAN(Controller Area Network). However, CAN bus is known to be vulnerable to cyber attacks because of the lack of message authentication and message encryption, and access control. To find these security issues related to vehicle hacking, CAN Fuzzing methods, that analyze the vulnerabilities of ECUs, have been studied. In the existing CAN Fuzzing methods, fuzzing inputs are randomly generated without considering the structure of CAN messages transmitted by ECUs, which results in the non-negligible fuzzing time. In addition, the existing fuzzing solutions have limitations in how to monitor fuzzing results. To deal with the limitations of CAN Fuzzing, in this paper, we propose a Non-Random CAN Fuzzing, which consider the structure of CAN messages and systematically generates fuzzing input values that can cause malfunctions to ECUs. The proposed Non-Random CAN Fuzzing takes less time than the existing CAN Fuzzing solutions, so it can quickly find CAN messages related to malfunctions of ECUs that could be originated from SW implementation errors or CAN DBC(Database CAN) design errors. We evaluated the performance of Non-Random CAN Fuzzing by conducting an experiment in a real vehicle, and proved that the proposed method can find CAN messages related to malfunctions faster than the existing fuzzing solutions.

A Study on the Supply Competitiveness of Dramas of the Domestic OTT Platforms (국내 OTT 플랫폼 드라마 수급 경쟁력 연구)

  • Hong, Ilhan;Park, Jin-woo;Kim, Kenneth ChiHo
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.327-333
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    • 2021
  • The purpose of this study is to explore what elements and measures are necessary to grasp the content influence and competitiveness of each OTT platform, which is difficult to measure only with the existing TV broadcast ratings indicator, on the same basis. In this study, based on the RACOI, the daily Top 10 list provided by Netflix was scored to determine the correlation with the viewers' reaction to TV dramas, and a meaningful comparison criterion index was derived. Based on this, the study tried to analyze the share of content provided by the top 3 OTT platforms in Korea. Spearman's correlation analysis was performed for each indicator of RACOI and the Netflix popularity score. It was confirmed that the Netflix popularity score was correlated with the digital video views indicator of RACOI. As a result of analyzing the platforms, it was found that the popularity of the content provided by Netflix and Tving was relatively high. This study did not secure the company's sales data, and there is a limitation in that long-term tracking analysis could not be performed. However, the study extracted the viewer response indicators of TV that are correlated with popularity within Netflix. It is valuable as a basic study of an extended study that compares and confirms the long-term impact of content provided by each OTT platform in the future.

Research on the Development of The Era and Social Theme of Chinese Media Industry C.M.G Group's Focus on (중국 미디어 산업에서의 시대·사회적 주제발전에 대한 연구 C.M.G 그룹의 <춘절연환만회>를 중심으로)

  • Liu, Zhang;Ahn, Sung-Hie
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.607-622
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    • 2022
  • The Spring Festival is the most important traditional celebration in China, and it has the important value of condensing the national spirit and emotion, inheriting traditional culture and customs, and showing the development and changes of contemporary China. As a kind of TV performance art and cultural media carrier, The Spring Festival Gala of China Media Group (C.M.G) has been broadcast for 40 years and has exerted a great influence on the development of China's media industry. These days, China's TV performing arts and Chinese media that represented by The Spring Festival Gala, are not only the main front of domestic propaganda, but also shoulder the historical responsibility of building the image of a great country and exporting Chinese remarkable culture to the outside world. Therefore this study had summarizes The Spring Festival Gala change trend in the past 40 years focus on the theme of The Spring Celebration, the development of multimedia, and the interaction between society and culture in different periods of Chinese social background, and also analyzes the current problems of the Spring Festival by combining relevant data and specific cases. so as to make forward-looking suggestions for the and how the Chinese media industry can further develop towards globalization.

An Exploratory Study on the Authenticity Discourse Strategies of Popular Music Audition Programs - Focused on - (대중음악 오디션 프로그램의 진정성 담론 전략에 관한 탐색적 연구 - <미스터트롯>을 중심으로 -)

  • Lie, Jae-Won;Kim, Won-Gyum
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.6
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    • pp.1-13
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    • 2021
  • This study explored the mechanism by which Trot gained a superior position in the broadcasting contents market after the TV Chosun audition program was broadcast. We analyzed the narrative structure of the program to determine what differentiation and popularization strategy the trot audition program took from the existing audition program, and analyzed in-depth interviews with music experts and interviews with the production team. appealed to viewers with a strategy that reversed the success strategy of existing audition programs. First, the strong/non-competent participants did not compete with each other, but rather the strong/skilled players competed against each other. This trot audition set the singing ability as a new 'discourse on sincerity'. Second, we broke away from the 'demon editing', which was considered essential for audition programs, took a strategy of excluding villains. Third, we broke the practice of audition programs that were supposed to show expertise in specific genres, such as idol music, hip-hop, and bands, and combined trot with various genres. Fourth, unlike previous audition programs that mainly targeted specific generations or genders, the strategy was to expand the audience by targeting various age groups. Fifth, it has formed a middle-aged fandom with a 'subtitle strategy' that uses subtitles well to arouse viewers' interest and help empathize.