• Title/Summary/Keyword: digital viewer

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EPG User Interface based on Specifying Multiple Program Attributes (복수의 프로그램 속성 값 지정을 통한 EPG User Interface)

  • Lee Jae Hoo;Jung Moon Ryul
    • Journal of Broadcast Engineering
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    • v.10 no.1 s.26
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    • pp.103-118
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    • 2005
  • Since the introduction of digital broadcasting, an additional advanced service called EPG has been brought to viewers. EPG (Electronic Program Guide) helps people select channels or programs. But existing user Interfaces for EPG are not convenient enough for the viewer. TV is the media anyone can access. Therefore, the 'look and feel' user interface is needed to guide the viewer to select their favorite programs without any difficulties. Generally, TV programs can be categorized by their attributes such as genre, broadcasting hours, and TV ratings. At the present moment, those attributes are not categorized systematically enough for easy program navigation. This paper presents how to organize the attributes of TV programs systematically and offers a user friendly interface to help the viewer access their favorite programs by specifying the values of the attributes in any order comfortable to them.

An Efficient Channel Navigation Scheme based on Patterns of Watching TV Programs (방송프로그램 시청 패턴에 기반한 효율적인 채널 네비게이션 기법)

  • Park, Woo-Ram;Park, Tae-Keun
    • Journal of Korea Multimedia Society
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    • v.13 no.9
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    • pp.1357-1364
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    • 2010
  • With the emergence of digital TV broadcasting, various TV channels are provided to a TV audience. But it is getting hard for the audience to find his or her preferred TV programs due to the huge number of TV channels. In order to mitigate the difficulty, channel navigation schemes have been proposed. The schemes predict preferred TV channel from viewer's previous watching histories, and provide the predicted channels when the viewer wants to change TV channel. As channel navigation schemes, there are Most Recently Selected (MRS) scheme providing the most recently watched channel, and Most Frequently Selected (MFS) scheme providing the most frequently selected channel. However, MFS and MRS scheme could be inappropriate to current TV system broadcasting various TV programs in a channel because they are based on the viewer's patterns of watching TV channels. Therefore, this paper proposes an efficient channel navigation scheme, Program Most Frequently Selected (PMFS), based on patterns of watching TV programs instead of TV channels. Simulation results show that the proposed scheme PMFS reduces the seek distance compared to the previous channel navigation schemes, MFS and MRS.

Real-Time Multimedia Clock using Particle System (파티클 시스템을 활용한 실시간 멀티미디어 시계:구상적 이미지를 통한 시간의 형상화)

  • Im, Jin-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.62-69
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    • 2012
  • The newly developed field of media art is quickly making progress to include various and up-to-date forms of expression. Unlike in traditional art, the communication between the art and the viewer has become vastly important, in which the viewer is an active agent who participates and interacts with the artwork. These digital artworks can now be readily observed in everyday places and things, rather than being confined solely in the gallery space. By encouraging open interaction with the public, media art has become more accessible. Accordingly, this thesis examines the construction of a real-time multimedia clock piece using particle systems. Time has always been a significant theme in the realm of traditional art, which continues to be explored extensively in various forms of expression. In an attempt to express the continuity of time and the state of being value of existence based on technological skills, the thesis presents an artwork that uses the popular medium of a clock while also providing both usability and emotional satisfaction for the viewer's sensibility through interaction.

Comparison of the Quality of Clavicle Fracture Three-dimensional Model Printing by Open Source and Commercial use Digital Imaging and Communications in Medicine Stereolithography File Conversion Program (공개용과 상업용 DICOM STL 파일변환 프로그램으로 출력한 삼차원 프린팅 쇄골 골절 모델의 품질비교)

  • Oh, Wang-Kyun;Kim, Hyeong-Gyun
    • Journal of radiological science and technology
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    • v.41 no.1
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    • pp.61-66
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    • 2018
  • The recent 3D printing technology is used in various medical, manufacturing, and education fields and is more efficient in terms of production process, time, and cost than existing production. Especially in fracture surgery, interest and research have been focused on improving accuracy, shortening of operation time and recovery time, and reducing reoperation. However, because of the financial and technical problems of the 3D printer and the file conversion program, the 3D printing is made directly at the hospital, and it is not generally used for diagnosis of fracture and surgical research. In this study, to solve those problems, clavicle CT imaging was switched into Osirix Open Source DICOM Viewer, Stereolithography file conversion programs and commercial Terarecon 3D DICOM Viewer, file conversion programs, and then clavicle fracture model was directly made through 3D printer of fused filament fabrication wire additive processing method, and then the accuracy of the shape was compared and analyzed. Clavicle fracture models printed in two methods were blind-tested on clinicians of general hospitals' orthopedics and radiologic technicians with over 10 years of experiences, and then their analysis opinions of resolution reviews were analyzed. The result showed no difference. The 3D printing model with open source DICOM STL file conversion program used was applicable to clinical, so it is considered useful in precision diagnosis of fracture and operation plans.

An Efficient Application of eBSS DRM Method to eBook Contents based on ePub 3.0 for Smart Device

  • Jun, Eung Sup
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.12
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    • pp.59-72
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    • 2016
  • DRM(Digital Rights Management) is essential for the copy right protection of eBooks based on ePub 3.0 by IDPF. In this paper, we developed eBSS(eBook Service System) as ePub 3.0 builder and viewer system with DRM and proposed an efficient DRM method which improves the performance of contents generation, security and distribution system. The efficient application of DRM method to the eBook contents based on ePub 3.0 for smart phone is practically useful for eBook service system. It is very useful for the suggested eBSS with DRM method and strategy to apply easily and practically to the encryption and decryption of the eBook contents. Also, it is very efficient to generate the ePub 3.0 contents and to apply DRM method to it especially, by using practically this suggested ePub 3.0 builder system from the view point of the eBook content generation and its viewer such as eBook reader for user and eBook providers.

A Study of Development of Architectural Design Tool Using Immersive Virtual Reality Simulation (몰입형 VR(Virtual Reality)을 활용한 건축 설계 도구 개발에 관한 연구)

  • Goh, Il-Du;Kim, Jin-Wook;Lee, Seong-Ryeong
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2010.04a
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    • pp.141-144
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    • 2010
  • 건설공사 프로젝트는 기획, 설계, 시공, 운영 및 유지관리 등 각 단계의 다양한 참여 주제에 의해 프로젝트가 진행되고 각 분야 간 원활한 의사소통을 통한 협업으로 일을 진행해 나간다. 그러나 각 단계별 커뮤니케이션이 원활히 이뤄지기가 힘들며, 이러한 단계별 분절의 가장 큰 이유 중 하나가 실제적 결과물은 3차원 기반인 것에 비해, 그 과정이 2차원 CAD 시스템에 의존하는 결과와 과정의 격차 때문이다. 그로 인해 각 관련 분야에서 발생되는 정보의 불확실성, 부정확성, 표현의 애매모함 등으로 인해 재작업 및 불필요한 작업이 빈번히 발생하여 전체적인 공정의 지연 및 비용의 문제, 결과물의 품질에 대한 문제가 발생하고 있다. 또한 도면에서의 한계점인 거리감, 공간감 등 실제 사람이 느끼는 Scale감을 알 수 없어 공간에 대한 이해도가 떨어지는 한계점을 극복하지 못하고 있으며 1인칭 작업운영 방식으로 인하여 협업 설계과정에서 원활한 팀워크를 유도 할 수 없다. 따라서 본 연구에서는 협업설계 과정에서 기본설계 단계를 지원하는 설계 도구로서 건축모델의 단순 시각화에서 벗어나 가상공간에서 몰입형 VR 시뮬레이션을 구현하기 위하여 프로토타입 응용을 개발 하였고, 이것을 "Digital Studio"에 구현하여 즉각적인 공간 시뮬레이션을 통하여 실제 시공 전에 문제점들을 검토 및 보완하고 전체적으로는 생산성 향상과 설계 과정 중 오류를 최소화하기 위한 VR시뮬레이션 시스템의 제안 및 Viewer 모듈을 개발 하였다.

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A Study on the Construction of Knowledge-based Digital Library Model in Korea University Library (지식기반 전자도서관 모형구축에 관한 연구 - 대학도서관을 중심으로 -)

  • Lee, Eung-Bong;Lu, Bum-Jong
    • Journal of the Korean Society for Library and Information Science
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    • v.34 no.4
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    • pp.49-67
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    • 2000
  • The purpose of this study is to suggest knowledge-based digital library model that is applicable in korea university library. This paper provides brief accounts of research and development trends of digital library in referring some major digital library projects that are in progress, or just completed. There follows a suggestion of eight essential modules for knowledge-based digital library system, that are infrastructure development of dissertation presentation and database construction, management and service of collections, infrastructure construction of journal service, development of unified viewer, database conversion, distributed & integrated retrieval system, cyber campus(private work space), and database connection.

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Demonstration of Bidirectional Services Using MPEG-4 BIFS in Terrestrial DMB Systems

  • Shin, Ji-Tae;Suh, Doug-Young;Jeong, Yong-Chan;Park, Seung-Ho;Bae, Byung-Jun;Ahn, Chung-Hyun
    • ETRI Journal
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    • v.28 no.5
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    • pp.583-592
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    • 2006
  • Digital broadcasting technology has developed focusing on multi-channel/multi-media, high-definition quality, and mobility-support. Recently, there has been a clear trend toward bidirectional service with the convergence between broadcasting and communication. The broadcasting viewer is no longer simply a passive receptor but has also become an information generator. Currently, the digital multimedia broadcasting (DMB) specifications are the major standard for portable digital broadcasting and have been establishing the overall guidelines for bidirectional service using the MPEG-4 system. While detailed specifications for DMB systems are not well-established for bidirectional service yet, they share the basic concepts underlying the European Eureka-147 Digital Audio Broadcasting (DAB) system. This paper develops key scenarios for bidirectional service in DMB, describes the signal transaction of broadcasting and return channels, and demonstrates typical scenarios using binary format for scenes (BIFS) in the MPEG-4 system.

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Analyzing the market of corporate e-learning (기업 이러닝 시장 분석 연구)

  • Byun, Sook-Young;Lee, Soo-Kyoung
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.543-550
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    • 2009
  • In these days mobile handsets have come to be used at almost every user. The performance improvement of mobile devices and networks have made this trend possible. As a great variety of mobile applications are published, the necessity of running large-scale mobile applications becomes greater than before. To accomplish this, the existing researchers have developed mobile cluster computing libraries like Mobile-JPVM. In this paper, we implement a compute-intensive Animated GIF generating application and its cell phone viewer software using Mobile-JPVM library. We find out by the real execution of our softwares on the KTF handsets that they can sufficiently run on cellular phones. Our Animated GIF generator and its viewer are going to be commercially used for the mobile fashion advertisement systems.

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From Ambient to Interactive: Human-Digital Art Interaction on Public Display Based on the Spatial Relationship (공공디스플레이에서 공간적 상관관계를 고려한 인간과 디지털 아트의 상호작용)

  • An, Mi-Hye;Wohn, Kwang-Yun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1069-1074
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    • 2009
  • Public displays are evolving from a one-way display to an interactive medium which contains dynamic transition of various media. This study focuses on the interaction between human and digital technology-based art on public display from a HCI point of view, while several viewpoints exist on interactive public displays. We present a new interaction model which suggests different interactions depending on the viewer's distance and direction so that public display could offer rich media experiences. We have also and built an installation art to examine the efficacy of our interaction model. As such, we introduced two methodologies from HCI to derive our final interaction model. First of all, we analyze previous distance-dependent interaction models for public display in terms of context analytic approach, and propose an effective model for human-digital art interaction. Second, we introduce the concept of aura in HCI as user analytic approach to redefine interaction depending on the viewer's direction of attention. Thus, this study aims to suggest a new interaction model based on the previous two analyses to improve interaction between human and digital technology-based art on public display.

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