• Title/Summary/Keyword: broadcasting production

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Studies on improvement scheme of Electro-Static Discharge protection of GaN based LEDs (갈륨나이트라이드기반 발광다이오드의 정전기방전 피해 방지에 대한 연구)

  • Choi, Sung Jai;Lee, Won Sik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.6
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    • pp.35-40
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    • 2008
  • High performance light emitting diodes(LEDs) have been developed using GaN-based materials grown on sapphire substrates in recent years. Although these LEDs are already commercially available, we have to consider electrostatic discharge(ESD) damage related to both basic materials of diode and miniaturization of LEDs. ESD damage is one of the important parameters influencing reliability of the light emitting devices. We investigated mass production of GaN-based LEDs suffered from ESD during production process and present the solutions in order to improve the ESD problem. Most of EDS problems were controlled by using instruments properly and improvement of the process circumstances as well.

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Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

Terrestrial 4K UHD Live Broadcasting of Sports (지상파 4K UHD 스포츠 라이브 중계방송)

  • Cho, Injoon;Hahm, Sangjin;Kim, Sansung;Kim, Byungsun;Kim, Sanghoon;Jeon, Sungho
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.26-39
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    • 2015
  • UHD (Ultra High Definition) has been developed and standardized over the past few years and considered as a key of the next generation broadcasting. Since major sporting events that attract many viewers have been good opportunities for applying and promoting new broadcasting technology, KBS (Korean Broadcasting System) has carried out live 4K terrestrial broadcasting of three big sports events in 2014, the KBL (Korean Basketball League) finals, the 2014 FIFA World Cup, and the 2014 Incheon Asian Games. Especially, 4K UHD live coverage of the KBL finals was the world's first live 4K terrestrial broadcasting, and people could enjoy the World Cup and the Asian Games with UHDTV at home. In this paper, the overall live production and data transmission of the sporting events is described, including on-location live production, live HEVC (High Efficiency Video Coding) encoding, SFN (Single Frequency Network) transmission, as well as experimental IP transmission of uncompressed 4K video via KREONET, a national R&D network run by KISTI (Korea Institute of Science and Technology Information).

Special Purpose Company and Drama Production: A Case Study of KGCS (방송드라마 제작방식으로서 문화산업전문회사에 대한 연구: KGCS문화산업전문회사를 중심으로)

  • Yu, Konshik;Moon, Sanghyun
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.172-180
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    • 2014
  • The purpose of this study is to examine how the Munjeonsa(SPC) has influenced the way terrestrial broadcasting networks produce drama. The study has three research objectives. First, this study investigates why the networks use SPC for drama production. Second, the study examines the features in the process of the setup and operation of SPC. Third, the study identifies the impacts of SPC on networks' drama production. This study analyzes which was produced by KBS SPC. The results of this study are as follows. First, networks introduce SPC to procure an enormous production costs and to manage the production system transparently and efficiently. Second, the feature of networks' SPC(KGCS SPC) is that it has a unique dual structure with main and project SPC. Third, SPC influences drama production system in various ways; revitalization of external investment, accounting transparency, growing of network's planning dramas, securing intellectual properties and revenue diversification.

Transition Process of Television Drama's Image Production Techniques - Mainly on MBC Dramas - (TV 드라마의 시대별 영상제작기법 변천과정 - MBC 홈드라마를 중심으로 -)

  • Park, Dug-Chun
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.181-188
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    • 2009
  • With the question, "What would be the difference between TV drama image production techniques under the changing circumstances of domestic broadcasting faced with multi-media, multi-channel age after 1980' s press unification and establishment of two times commercial TV stations?" This study analysed image production techniques of three periods of TV drama development, 'TV drama maturity period(1981-1990)', 'TV drama transition period(1991-2000)', 'TV drama take-off period(2001-)'. For the image analysis within the genre of home drama, 3 dramas for each period were selected and analysed cameraworks, shot size, shot duration with the broadcasting station's DVD, homepage and manuscript. The result of this analysis revealed that the change of shot size was slight but the change of cameraworks was great, the usage of zoom and tilt diminished but the usage of dolly and track increased. and the average shot duration drastically diminished during the take-off period. These results show us that broadcasting production equipments developed during the periods, and broadcasting stations poured all-out efforts for the higher viewing rates and international competitiveness.

An Implementation of TV Controlling System for Emergency Alert Broadcasting (재난경보방송을 위한 TV 제어 시스템 구현)

  • Lee, Hyung;Choi, Hyun-Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.301-302
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    • 2013
  • 본 논문에서 제안하는 시스템은 특정 지역 내에 공청방송시스템과 인터넷 망이 설치되어 있다는 가정 하에서 콘텐츠 송출 시스템과 콘텐츠 분배기 및 TV 제어기로 구성된다. 이 시스템의 목적은 재난경보방송을 위한 긴급방송 콘텐츠를 송출하여 이를 TV를 통해 건물 내에 있는 사람들이 강제적으로 시청하게 함으로써 재난정보를 알리는 것이다. 그 지역 내의 일반적인 인프라와 경제적인 측면을 고려하여 콘텐츠 송출시스템과 콘텐츠 분배기는 LAN에 연결되며 콘텐츠 분배기와 TV 제어기는 RF로 연결되도록 구성하였으며, TV 제어기는 IR로 TV를 제어한다. 제안하는 시스템은 재난경보방송 외에도 안내정보 등을 공유하려는 목적으로도 다양하게 활용될 수 있다.

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Media Platform Design for Terrestrial Ultra-High Definition(UHD) Broadcasting Service (UHD 방송서비스를 위한 지상파 방송의 플랫폼 구축 연구)

  • Oh, Jai-Pil;Kim, Min-Ki;Kim, Seong-Kweon;Kim, Dong Ho
    • Journal of Satellite, Information and Communications
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    • v.9 no.1
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    • pp.6-12
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    • 2014
  • The traditional broadcasting service has advanced into a smart media service with the help of communication network. in In the smart media ecosystem, a variety of innovative media services have been provided by new players. However, terrestrial broadcasting service companies seem to lag comparatively behind new players in spite of their powerful contents production capacity and stable terrestrial media delivery networks. In this paper, we design a proposed media platform based on a set-to-box (STB) with various new function for terrestrial ultra-high definition(UHD) broadcasting service. Also we suggest specific transmission network architecture and platform components for UHD broadcasting service. The proposed media platform is expected to increase the number of direct home reception and to enhance the right of the free-viewers which is one of the natural mission of terrestrial broadcasting company. Also it can provide some profit model of UHD terrestrial broadcasting service with new value-added services.

An Analysis of the Economic Effects of the Project which Constructs the Platfonn for Broadcasting and Communications Convergence Public Service (방통융합 공공서비스 플랫폼 구축사업의 경제적 파급효과 분석)

  • Jeong, Woo-Soo;Lee, Seung-Taek
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.7B
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    • pp.734-743
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    • 2009
  • This paper is to analyze the economic effects of the broadcasting & communications convergence public service platform build-up. For the economic effect analysis, we reclassified the Broadcasting & Communications Convergence Industry Classification System and re-drew up 2009 Inter-industry Relations Table by using the 2003 Inter-industry Relations Table issued by the Bank of Korea and the RAS techniques. And we analyzed the economic effects that can be drawn from the broadcasting & communications convergence public service platform establishment. As a result, the gross production inductive effect which appears with the economic effect of the broadcasting & communications convergence public service platform establishment project from 2009 to 2014 came out to be about 3trillion 325.1 billion KW, added value inductive effect of 2trillion 976.5billion KW and the employment inductive effect of the job creation of about 13,806 people. Afterward, it is anticipated that the broadcasting & communications convergence public service platform build-up project to contribute to the improvement of Koreans' daily life. Moreover, this research will be used as a valued basic material in the pursuit of the future broadcasting & communications convergence projects.

Study on the Improvement of Korean Broadcasting Advertising System (방송광고 판매제도 개선방안 연구: 경쟁도입의 효과분석과 보완장치 모색을 중심으로)

  • Shin, Tae-Sub
    • Korean journal of communication and information
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    • v.33
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    • pp.169-191
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    • 2006
  • Changing our monopoly broadcasting advertising system into free competition system may give rise to serious troubles that intensify commercialism of broadcasting and reduce diversity of public opinion. In the boundaries of public interest out of danger, korean broadcasting system should adopt a system that partially adopts the principle of free market. Broadcasting advertising sale system affect the whole broadcasting system because it functions as an effective capital-resource provider. Thus, it affects the broadcasting policies' righteousness and efficiency. Due to the non-elastic nature of the total advertising market, broadcasting advertising's size affects other media's capital allocation process. Therefore, broadcasting advertising sales system not only affects broadcast's social duty and public interest, but also affects the whole media industry. First, provide fair and open-competitive measures to support broadcast sales policy so that the market-based system can be run smoothly. Second, block any un-due influence from advertisers by separating production/programming and advertising sales. Third, sustain public broadcast system, not based on the advertising sales but based on the subscription fee. Fourth, social intervention of the advertising market. Fifth, provide policies that can set up multiple media channels/outlets and public opinion. By providing the minimum capital resources to the public broadcasting system, the broadcasting system can act on its public-interest duty and support the people's right-to-know rights.

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Case Study of Animation Production using 'MetaHuman'

  • Choi, Chul Young
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.150-156
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    • 2022
  • Recently, the use of Unreal Engine for animation production is increasing. In this situation, Unreal Engine's 'MetaHuman Creator' helps make it easier to apply realistic characters to animation. In this regard, we tried to produce animations using 'MetaHuman' and verify the effectiveness and differences from the animation production process using only Maya software. To increase the efficiency of the production process, the animation process was made with Maya software. We tried to import animation data from Unreal Engine and go through the process of making animations, and try to find out if there are any problems. And we tried to compare animations made with realistic 'MetaHuman' characters and animation works using cartoon-type characters. The use of the same camera lens in realistic character animations and cartoon character animations produced based on the same scenario was judged to be the cause of the lack of realistic animation screen composition. The analysis revealed that a different approach from the existing animation camera lens selection is required for the selection of the camera lens in the production of realistic animation.