• Title/Summary/Keyword: convergence media

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A Study on 1024-QAM RF Transmission System using Channel Bonding Technologies for 8K-UHD Services (방송망 채널결합형 8K-UHDTV 1024-QAM RF 전송시스템 개발에 관한 연구)

  • Kim, Sung-Hoon;Choi, Jinsoo;Kim, Jinwoong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.320-321
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    • 2011
  • 본 논문은 디지털 케이블전송망인 HFC(Hybrid Fiber and Coaxial)망 기반하에서 6MHz 다수의 방송채널결합 기술을 이용하여, 대용량 3D 및 8K-UHD 콘텐츠 전송을 위한 방송망 채널결합형 200Mbps 급 1024-QAM 송수신시스템 개발에 대하여 기술한다. H.264 비디오 부호화기를 사용하여 8K-UHDTV 및 3D/UHD 융합형 서비스를 시청자에게 제공하기 위해서는 약 120~160Mbps 의 대용량 데이터 전송률이 확보되어야 한다. 이와같이 대용량 3D/8K-UHDTV 콘텐츠를 전송하기 위해서는 상대적으로 채널환경이 우수한 HFC 디지털 케이블망을 이용한 대용량 실감미디어 콘텐츠 전송기법에 대한 연구가 주목 받고 있다. 본 논문에서는 FPGA 를 이용하여 HFC 망 기반에서 기존 OpenCalbe/DOCSIS 3.0 256-QAM 대비 약 30% 전송효율이 개선된 3D/8K-UHDTV 대용량 실감미디어 콘텐츠 전송을 위한 방송망 채널결합형 1024-QAM 송수신기 구현 및 개발에 관한 내용을 기술한다.

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Analysis and Development Direction of Paralympics in Mass Media (대중매체에 나타난 패럴림픽에 대한 분석 및 발전방향)

  • Lee, Chang-Hee;Park, Bum-Young
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.235-240
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    • 2018
  • The purpose of this study is to analyze the texts of the mass media reported mainly on the hosting of the Seoul Ferrules and the upcoming Pyeongchang Paralympics in Korea, and to present the interest of the current paralympics and future development directions of the paralympics. First, the broadcasting / communication sector accounted for 21%, and second, the intellectual disability was more than twice as much as the mental retardation. In conclusion, it is expected that positive and continuous reporting and analysis will be needed through the quantitative growth of mass media.

The study for the analysis and implementation of Alternate Reality Game by media convergence (미디어 융합에 따른 대체현실게임의 분석 및 구축에 관한 연구)

  • Kim, Jae-Ha
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.752-759
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    • 2008
  • The latest convergence of broadcasting and communication makes the boundary between medias be ambiguous. It pursues the new type of culture that the unspecified many participants seek the satisfaction for the same target in an realtime environment. ARG(Alternative Reality Game) is a new alternate real game created by media convergence and it processes the more realistic interactivity between users through ARS, SMS, BLOG, Cafe and Messages. This paper analyzes the implementation, design, and construction schemes of ARG in the side of the human thinking and media. We also propose the evolution and role of the broadcasting by combining broadcasting for the activation of ARG.

A Study on a Tester of the MEGACO Protocol Call Processing for the Next Generation Convergence Network (차세대 통합네트워크를 위한 MEGACO 프로토콜 호 처리 시험기 연구)

  • Lee, Kyou-Ho;Sung, Kil-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.12
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    • pp.2265-2270
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    • 2007
  • This paper discusses a tester of functionality and call processing performance, based on the MEGACO/H.248 protocol that both IETF and ITU-T recommend as a media gateway control protocol, of both a media gateway controller and an access gateway which constitute a next generation convergence network. Effective methods, a functional architecture and implementation for such testification are provided. Especially included are not only a virtual emulation function of analog subscriber lines connecting to an access gateway, but also a tester emulated as a counter system of the protocol for the testifying a media gateway controller and an access gateway system.

QoS-aware Fast Wakeup and Connection Mechanism on Broadcasting Convergence Network (방송통신 융합망에서 QoS 향상을 위한 Fast Wakeup and Connection 기술)

  • Kim, Moon
    • Journal of Advanced Navigation Technology
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    • v.21 no.4
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    • pp.402-412
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    • 2017
  • The convergence of broadcasting and telecommunication technologies is a key issue of the ubiquitous networks. So this paper offers the convergence of integrated telecommunication networks and broadcasting system, Advanced Terrestrial Digital Multimedia Broadcasting (AT-DMB), and the interconnection of them via the Media Independent Information Server/Service (MIIS). Then, this paper proposes the fast wakeup and connection mechanism with concepts for improving QoS and energy efficiency simultaneously. In the proposed convergence network, our mechanism places the key on the minimization of both the incoming service delay destined to a turned-off interface by using the broadcasting network and the additional energy consumption. This paper further evaluates the performance of proposed mechanism through the numerical and experimental analysis and has confirmed the decrease of both service delay and energy consumption.

A Study on Development of a Tourism Course in Seosan using Social using Media Big Data

  • Ha, Yeon-Joo;Park, Jong-Hyun;Yoo, Kyoungmi;Moon, Seok-Jae;Ryu, Gihwan
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.134-140
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    • 2021
  • Big data has recently been used in various industries such as tourism, medical care, distribution, and marketing. And it is evolving to the stage of collecting real-time information or analyzing correlations and predicting the future. In the tourism industry, big data can be used to identify the size and shape of the tourism market, and by building and utilizing a large-capacity database, it is possible to establish an efficient marketing strategy and provide customized tourism services for tourists. This paper has begun with anticipation of the effects that would occur when big data is actively used in the tourism field. Because the method of use must have applicability and practicality, the spatial scope will be limited to Seosan, Chungcheongnam-do, and research will be conducted. In this paper, to improve the quality of tourism courses by collecting and analyzing the number of mention data and sentiment index data on social media, which reflect the tourist's interest, preference and satisfaction. Therefore, it is used as basic data necessary for the development of new local tourism courses in the future. In addition, the development of tourism courses will be able to promote tourism growth and also revitalizing the local economy.

The Resourcefulness of Sponsored Contents on Social Media -A Netnographic Approach to Customer Inspiration Cues-

  • Hyunjeong, Rhee;Kyu-Hye, Lee
    • Journal of Fashion Business
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    • v.26 no.6
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    • pp.116-132
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    • 2022
  • Fashion marketing activity performed by social media influencers (SMIs) has grown exponentially in the past years. Research regarding their marketing power is often discussed in the context of sponsorship disclosure, in order to overcome obstacles of impending regulations that may endanger the authenticity SMIs are perceived to have compared to traditional marketing agents. Upon recent heterogeneous findings, a netnographic approach was taken to examine the actual sponsored posts of SMIs on Instagram. Based on two representative cases that received media coverage, a qualitative analysis of 1,058 comments on Instagram showed customer inspiration and informational social influence regardless of sponsorship disclosures present. Regarding customer inspiration, high frequency of comments including choice imitation intentions was observed. Under certain conditions, customer responses were focused on the SMI's expertise irrespective from the brand being endorsed. Findings show future implications from both an academic and industry-focused perspective for future potential of SMIs in fashion marketing.

The Effect of Sensation Seeking and Media Engagement on Satisfaction with Personal Media Use (감각추구성향과 미디어 인게이지먼트가 1인 미디어 이용 만족도에 미치는 영향)

  • Beak, Seung-Yong;Yoon, Chil-Sang;Sung, Youl-Hong
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.157-169
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    • 2021
  • The purpose of this study was to investigate the satisfaction of personal media use based on individual psychological characteristics, that is, sensory propensity and media engagement effect. The results of verifying the research hypothesis are as follows. First, it was found that the 'Thrill and Adventure Seeking' factor and the 'Experience Seeking' factor had a significant influence on the use satisfaction of personal media with the characteristics of sensory orientation. It was found that the 'Disinhibition' factor had a positive effect on media engagement, and that media engagement had a positively significant effect on the satisfaction of personal media use. Finally, looking at the effect of the characteristics of sensation seeking on the satisfaction of personal media use through media engagement, the 'Thrill and Adventure Seeking' factor, the 'Experience Seeking' factor, and the 'Disinhibition' It was found to have a significant effect. It is expected that this study will be a useful basic material for establishing the direction and marketing strategy for personal media production.

Research on Korean Language Textbooks to Activate Media Literacy for the Era of Cultural Convergence (문화융합시대의 미디어 리터러시 활성화를 위한 국어교재 연구)

  • Lim, Ji-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.389-395
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    • 2020
  • This discussion is a study that proposes to introduce a strategy to positively interpret the narrative meaning in media language based on a generalized cognitive environment in order to activate correct media literacy in the era of cultural convergence. have. In particular, by using advertising content that has the most reinforced creativity related to cultural interpretation, it was induced to grasp the informational manifestation of that era and to reproduce meaning interpretation with relevance. In addition, it attempted to utilize an argumentative writing strategy in the process of reproducing Korean language learners' writing, which was capable of cognitive interpretation. The intention of the public service advertisement content developer always expects a positive effect in the social and cultural aspect, and the learner dreams of reflection and a correct future through the effect. The research on activating media literacy in the era of cultural convergence, which I intended, has not yet been much discussed. We hope that the proposed discussion of this study will be actively utilized in mass media language education of the contents of textbooks for Korean language learners, and we are sorry for the part that does not contain quantitative analysis contents, and we expect the results in subsequent thesis.

Production Technology for Multi-face Convergence Performance (Multi-face Convergence 공연을 위한 제작 기술)

  • You, Mi;Son, Tae-Woong;Kim, Sang-Il
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.475-486
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    • 2020
  • This paper is a thesis on media art technology for high-tech performances and exhibitions. After creating an interactive stroke in VR, it is projected in real time through a media facade technique. Among our traditional dramas emphasizing linear movements, movements were extracted from the Bongsan mask dance, and the movements of the lines were used in a media art performance called 'Multi-face Convergence'. When motion data enters the virtual space, geometry consisting of faces is created in the VR space. The created strokes can be set with various brush types, and when performing, a stroke with a red fire effect that matches a dynamic movement was used. It was made to be able to harmonize with the dancers performing the Bongsan mask dance. The medium called VR has characteristics that are not suitable for melting into a performance, but in this performance, it has overcome its limitations by using a technique called media façade. We propose the world's first performance technique that combines interactive strokes with traditional dance performances.