• Title/Summary/Keyword: digital broadcast

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A Study on The Optimal Design of SiC Ceramic Heater (SiC계 세라믹 발열체의 최적 설계에 관한 연구)

  • Cho, Hyun-Seob
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.7
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    • pp.1631-1634
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    • 2009
  • Compositional design and optimization of processing parameters are key factors for controlling and improving the properties of SiC-based electroconductive ceramic composites. Temperature rising time of sheath heater is 1.1 times faster than SiC ceramic heater. Heating insulation of SiC ceramic heater is 2.7 times larger than sheath heater. If SiC ceramic heater is one body type of a product application, contact resistance will decrease. I think that temperature initial rising time is faster than now. The more SiC ceramic heater is used for a long time, the more economic benefit is larger in the view point of heat insulation.

메타버스 미디어 공간으로서 스마트시티 그리고 디지털 사이니지 테코레이션

  • Yu, Seung-Cheol
    • Broadcasting and Media Magazine
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    • v.27 no.4
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    • pp.79-90
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    • 2022
  • '스마트 기술(smart tech)'과 '도시화(urbanization)'라는 두 메가트렌드(megatrends)를 융합해 탄생한 스마트시티(smart city)가 전 세계적인 화두다. 스마트시티의 성장 가운데서 핵심적인 요소가 바로 '도시의 다양한 요소가 미디어(媒體, media)의 기능을 하는 커뮤니케이션이 중심이 된 도시'라는 점이다. 특히 메타버스 기술이 스마트시티에 접목되고 있음에 주목해야 한다. '초월'이라는 의미의 '메타(meta)'와 우주를 뜻하는 '유니버스(universe)'의 합성어인 메타버스(Metaverse)는 1992년 닐 스티븐슨(Neal Stephenson)의 소설 《스노우 크래쉬》에서 유래한 개념이라고 알려져 있다[1]. 메타버스는 정의하는 연구자에 따라서 크게 다르지만 흔히 '가상의 것(virtual thing)'으로 한정하는 경향이 있다. 하지만 최근에는 메타버스가 정치·경제·사회·문화 전반적 측면에서 오프라인의 현실과 온라인의 비현실 모두 공존할 수 있는 생활형·게임형 가상 융합 세계라는 의미로 보다 광의적으로 사용되고 있다. 최근 스마트시티의 변화를 보면 도시 운영이 고도로 지능화되고 다양한 콘텐츠가 증강되면서 <<도시 공간에서의 온라인과 오프라인의 경계 구분>>을 파괴하고 있음을 발견할 수 있다. 우리는 과거와 다름없이 물리적 도시 공간을 걷고 있지만 이제는 지형지물과 연결된 공간정보를 스마트폰으로 확인하고 또 도심의 디지털 사이니지(digital signage)를 통해 실시간 공공 및 상업 정보에 항시적으로 접하고 있다. 도시의 지향점으로 간주되는 스마트시티는 이제 일종의 '도시민 생활 플랫폼'으로 메타버스 기술과 융합 콘텐츠를 통해 도시민의 생활을 촘촘하게 연결한다. 본고에서는 '스마트시티가 메타버스 미디어 공간으로 기능하는 현상'을 '테코레이션(Tecoration: Technology + Decoration: 디지털 미디어 기술을 통한 도시 공간구축)'이라고 명명하려고 한다. 본고는 '메타버스 미디어 공간으로서 스마트시티 그리고 디지털 사이니지 테코레이션'을 주제로 '디지털 사이니지가 만들어 가는 스마트시티의 소통'과 관련된 주요 이슈를 다루려고 한다.

Effects of IT-related Household Demand Characteristics on DTV Adoption: An Empirical Analysis Using Micro Data (가구의 정보통신수용도가 DTV 구매에 미치는 영향 micro data를 이용한 실증연구)

  • Yoon, Choong-Han;Kim, Hyoung-Jun;Kim, Yong-Kyu
    • Journal of Korea Technology Innovation Society
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    • v.10 no.1
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    • pp.164-181
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    • 2007
  • This paper empirically analyzes determinants of DTV (Digital Television) adoption in household survey data with IT-related household demand characteristics. To this purpose, we conducted a survey for the adoption of DTV to 1,000 households nationwide. In the questionnaire, various questions asking socio-economics characteristics such as age, education, income were included. Also, status of adoption and usage of IT services such as paid broadcasting, internet, and DVD were asked. To analyze the determinants of intention of purchasing, decision of purchasing, and the timing of purchasing DTV, we adopted the ordered logit, binary logit and multinomial legit models. When there is an order among groups, ordered logit was employed and when there is no orders among groups, multinomial logit was emplyed for the estimation. It is found that when conditions of other explanatory variable are constant, the more educated household heads are, the more probable they become early adopters of DTV. It is also found that other conditions being constant, the income level of households and IT-related household demand characteristics are very important factors affecting DTV adoption. Since the likelihood of purchasing DTV is much higher for those who know the government policy of analog broadcasting termination schedule than others who do not know, dissemination of the Korean government's digital broadcasting policy will affect significantly the adoption of DTV. And policy with various incentives ought to be employed to accelerate DTV adoption, because households with the older TV sets are more likely to purchase DTV. It is suggested that the Korean government should develop policy to connect both DBS (Direct Broadcast Satellite) and DTV since DBS subscribers are more likely to be an early adopter than non-subscribers.

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A Study on Media Property of Timelapse (타임랩스 영상의 미디어적 특성에 관한 연구)

  • Chung, Kue-Hyung
    • Cartoon and Animation Studies
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    • s.45
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    • pp.215-233
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    • 2016
  • Timelapse which was appeared Georges Mellieoseu in 1897 was not familiar to people and was not popular in film or broadcast industry in spite of long history. But about 5 years ago, timelapse has become distinguished in all around image art, because it show us aesthetic extraction of time and variation of color in Vimeo and Youtube which neve been seen before. So nowadays latest camera has come out with default menu which can shoot timelapse. But popularity of timelapse seem not development of cinematography technique or appearance of new function but production of image which reflects ages of present with fully accept digital media property. This study is approached from two formative characteristics. First it is strengthen of time which is showed timelapse and analog media from a comparison angle. Second, it is how to extend their sense and imitate images through resolution which can be possible high quality image and color especially with Raw data Through these methodology, this study defines correlation of character of digital media and artistic value of images in timelapse. And also it cleary assures the era of penetrating art has not only visual amusement as known but, also representative value of our ages and technology of media.

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.

Case study of Lighting method to improve TV news viewers' attention span -Based on KBS News 9 Lighting Method Analysis- (TV뉴스 시청자의 집중도 향상을 위한 조명 기법의 사례 연구 -KBS 9시 뉴스 조명 기법 분석을 중심으로-)

  • Han, Hak-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.12
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    • pp.97-107
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    • 2009
  • Television News has significant impact on the information analysis of viewers by delivering world news to anonymous individuals everyday. We need to pay more attention to resolution considering the fact that even slight facial expression and the dress of TV anchor can be noticed by viewers in the high definition age, called HD TV, by radical changes in broadcasting situation. As a result, the beauty of expression that lighting technology has is extremely important in the high definition age. In news broadcast, as a phenomenon according to this change in trend, people have been looking for change in order to break with traditional TV news production by adopting DLP(Digital Lighting Processing) or LED(Light Emitting Diode). This effort has contributed to creating proper picture quality appropriate for HD TV. Nowadays Digital imaging is creating new trend in TV news production method from traditional analog-based lighting environment thanks to the development of IT(Information Technology) and digitalized lighting equipment. This change has led to building of HD studio and appropriate sets and lighting system. There are film set and projector which projects image on the screen and PDP, LCD, and DLP which has been used widely in recent years and LED which is often used as background in news program as examples, which has appeared since 1990s with HD TV. In this article, I analyzed the KBS News 9 lnce 1990s with in order to research the influence of television image component on the alyzed the KBS of TV article, I. I wille uggest the category of TV anchor image formulation in delivering information by means of lnce 1990s with based on the analysis result.

A Study on Music Summarization (음악요약 생성에 관한 연구)

  • Kim Sung-Tak;Kim Sang-Ho;Kim Hoi-Rin;Choi Ji-Hoon;Lee Han-Kyu;Hong Jin-Woo
    • Journal of Broadcast Engineering
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    • v.11 no.1 s.30
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    • pp.3-14
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    • 2006
  • Music summarization means a technique which automatically generates the most importantand representative a part or parts ill music content. The techniques of music summarization have been studied with two categories according to summary characteristics. The first one is that the repeated part is provided as music summary and the second provides the combined segments which consist of segments with different characteristics as music summary in music content In this paper, we propose and evaluate two kinds of music summarization techniques. The algorithm using multi-level vector quantization which provides a repeated part as music summary gives fixed-length music summary is evaluated by overlapping ration between hand-made repeated parts and automatically generated summary. As results, the overlapping ratios of conventional methods are 42.2% and 47.4%, but that of proposed method with fixed-length summary is 67.1%. Optimal length music summary is evaluated by the portion of overlapping between summary and repeated part which is different length according to music content and the result shows that automatically-generated summary expresses more effective part than fixed-length summary with optimal length. The cluster-based algorithm using 2-D similarity matrix and k-means algorithm provides the combined segments as music summary. In order to evaluate this algorithm, we use MOS test consisting of two questions(How many similar segments are in summarized music? How many segments are included in same structure?) and the results show good performance.

Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

Influences of a Sound Design of Media Contents on Communication Effects - TV-CF Sound Using a BQ-TEST (영상음향의 사운드디자인설계가 커뮤니케이션 효과에 미치는 영향 - TV광고음향을 뇌 지수 분석기법으로 -)

  • Yoo, Whoi-Jong;Suh, Hyun-Ju;Moon, Nam-Mee
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.602-611
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    • 2008
  • The sound design performed in the production of media contents, such as TV, movie, and CF, have been conducted through the experienced feeling of some experts in the aspect of auditory effects that communicates stories. Also, there have been few studies of the quantitative approach and verification to apply visual and auditory effects felt by users. This study is a non-equivalent control group pretest-posttest design and investigates the difference in communication effects in which the difference in a sound design in the production of media contents that affects users. This study analyzed the brain quotient (BQ) obtained by the measurement of brain waves during the watching of an experiment image (track A) designed by using a 60-second TV CF only and an experiment image (track B) designed by sound effects and music and investigated which sound design represents differences in communication effects for users. The results of this investigation can be summarized as follows: First, in the results of the comparison of the attention quotient (ATQ), which is the BQ of recognition effects, between A and B tracks, the track A showed a higher difference in activation than the track B. It can be analyzed that the sound design based on music showed higher levels in attention and concentration than that of the sound effect design. Second, in the results of the comparison of the emotional quotient (EQ), which is emotional effects, between A and B tracks, the track A represented a higher difference than the track B. It means that the sound design based on music showed higher contribution levels in emotional effects than that of the design based on sound effects. Third, in the results of the comparison of the left and right brain equivalent quotient (ACQ), which is memory activation effects, between A and B tracks, there were no significant differences. In the results of the experiments, although there are some constraints in TV CF based on the conventional theories in which sound effects based design affects strong concentration, and music based design affects emotional feeling, the music based design may present more effects in continued concentration. In addition, it was evident that the music based design showed higher effects in emotional aspects. However, it is necessary to continue the study by increasing the number of subjects for improving the little differences in ACQ. This study is useful to investigate the communication effects of the sound based design in media contents as a quantitative manner through measuring brain waves and expect the results of this study as the basic materials in the fields of sound production.

Development of BIFS Contents Authoring System for T-DMB Interactive Data Service (지상파 DMB 대화형 서비스를 위한 BIFS 콘텐츠 저작 시스템 구현)

  • Ah Sang-Woo;Cha Ji-Hun;Moon Kyung-Ae;Cheong Won-Sik
    • Journal of Broadcast Engineering
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    • v.11 no.3 s.32
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    • pp.263-275
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    • 2006
  • This paper introduces an interactive contents authoring system which can easily and conveniently produce interactive contents for the Terrestrial Digital Multimedia Broadcasting (T-DMB). For interactive broadcasting service, T-DMB adopted MPEG-4 BIFS technology. In order to the interactive service becomes flourishing on the market, various types of interactive contents should be well provided prior to the service. In MPEG-4 BIFS, broadcasting contents are described by the combination of a large number of nodes, routes and descriptors. In order to provide interactive data services through the T-DMB network, it is essential to have an interactive contents authoring system which allows contents authors to compose interactive contents easily and conveniently even if they lack any background on MPEG-4 BIFS technology. The introduced authoring system provides powerful graphical user Interface and produces interactive broadcasting contents in the forms of binary and textual format. Therefore, the BIFS contents authoring system presented in this paper would vastly contribute to the flourishing interactive service.