• Title/Summary/Keyword: interactive digital media

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An Implementation of Digital TV Stream Analyzer (디지털 TV 스트림 분석기 구현)

  • 정혜진;김용한
    • Journal of Broadcast Engineering
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    • v.6 no.1
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    • pp.82-97
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    • 2001
  • In this paper, we describe a software implementation of a digital TV stream analyzer that can be used for analyzing and verifying digital TV bitstreams on personal computes. It accepts as input MPEG-2 transport streams (TS's) already stored on hard disks and doesn't require any special hardware. After classifying TS packets into program specific information(PSI) TS section auido, video, program clock reference (PCR) private data and null packets, it displays their contents through a graphic user interface along with the syntax elements of the TS header. Also it displays the decoded I frame nearest in time axis the TS packet currently shown This feature helps pin pointing the specific location of problematic parts in bitstreams. The bitsteam analyzer provides the compliance test of MPEG-2 Systems standard and the data injection functionality with which one can easily insert additional data to existing MPEG-2 bitstreams. Using the resulting system one can produce at low test streams for interactive broadcasting and data broadcasting for laboratory use.

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Voice Activity Detection Algorithm using Wavelet Band Entropy Ensemble Analysis in Car Noisy Environments (프로세싱에서 삼각함수 공식을 응용한 장식적 타입페이스 제안)

  • Chun, Christine Hyeyeon
    • Journal of Korea Multimedia Society
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    • v.20 no.12
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    • pp.1992-1999
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    • 2017
  • This study proposes a decorative typeface which is produced through the concept of trigonometric functions in an open-source programming language known as Processing. First, the theoretical background of Processing and trigonometric functions as well as previous research in this area are analyzed. Second, basic modules of 'V', 'I', 'O', and 'M' were created for use as the final alphabet typeface with the concept of a trigonometric function. Third, a decorative parabolic curve that encircles the base module was created. Finally, the modules created on Processing were edited in Adobe Illustrator to create a typeface set with characters from A to Z. Various artworks using Programming can produce an infinite number of different versions by modifying only some of the variables and codes, and this method can include multimedia features such as text, images, videos, interactive art and various forms of content and media. Therefore, with regard to expression, the possibilities are endless. In this study, I attempt to expand the field of visual culture using programming and computational methodologies. In contrast to the digital typeface production method, which relies on existing graphic tools, this study is meaningful because it expands the range of use of decorative typefaces.

Factors Influencing Intension to Use PMP : a combination of Ubiquitousness, Community, Image, and Perceived Enjoyment into the Technology Acceptance Model (PMP 활용에 관한 영향요인 분석 : 유비쿼터스적 특성, 커뮤니티, 이미지, 인지된 즐거움을 중심으로)

  • Um, Myoung-Yong;Kim, Mi-Ryang;Kim, Tae-Ung
    • Korean Management Science Review
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    • v.24 no.2
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    • pp.95-114
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    • 2007
  • The main attractant of portable multimedia player(PMP), is often their versatility : being able to load and play different formats of video, audio, digital images, and interactive media. In this paper, we investigate the factors influencing the usage the PMP, based on the extended version of the Technology Acceptance Model. Using the data collected from online survey, we show that perceived usefulness, perceived ease of use, and perceived enjoyment are the major determinants for using PMP. Factors, including ubiquitousness, community, and image are shown to directly or indirectly determine the level of perceived usefulness and ease of uses. In addition, we classify PMP users into two groups, users seeking hedonic value and utilitarian value, and examine the differences in path coefficients. Properties of the causal paths, including standardized path coefficients, the significance of difference, in the hypothesized model, are also presented, so that we can investigate the relative influences of different dominants, demonstrating how two groups differ in their decision-making processes regarding the PMP usage.

Scalable Video Coding with Low Complex Wavelet Transform (공간 웨이블릿 변환의 복잡도를 줄인 스케일러블 비디오 부호화에 관한 연구)

  • Park Seong-Ho;Jeong Se-Yoon;Kim Won-Ha
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.3 s.303
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    • pp.53-62
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    • 2005
  • In the decoding process of interframe Wavelet coding, the Wavelet transform requires huge computational complexity. Since the decoder may need to be used in various devices such as PDAs, notebooks, or PC, the decoder's complexity should be adapted to the processor's computational power. So, it is natural that the low complexity codec is also required for scalable video coding. In this paper, we develop a method of controlling and lowering the complexity of the spatial Wavelet transform while sustaining the same coding efficiency as the conventional spatial Wavelet transform. In addition, the proposed method may alleviate the ringing effect for slowly changing image sequences.

Implementation of Authoring and Consuming System for IPTV Package Contents (IPTV 융합콘텐츠 저작 및 소비 시스템 구현)

  • Ryu, Jee-Woong;Shin, Geuk-Jae;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.5
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    • pp.1164-1170
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    • 2010
  • IPTV hasn't fulfilled the expectations that it will substitute existing digital broadcasting service and serve new type of services such as interactive and multi-channels. Today's IPTV service just seems to change existing service platform to new one. In this situation, Open IPTV service has been on the rise, which make it possible for consumers to choice contents regardless of contents providers. However, the integration of variety service platforms such as rights protection solution is essential to provide Open IPTV service. In this paper, authoring and consuming system for package contents based on MPEG-21 Multimedia Framework which is developed for distributing media resources.

TPEG-based User Created Message Service Model Design for Terrestrial DMB (지상파DMB TPEG 기반 사용자 주도형 메시지 서비스 모델 설계)

  • Lee, Sang-Hee;Jo, Kang-Hyun
    • Journal of Broadcast Engineering
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    • v.13 no.6
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    • pp.817-827
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    • 2008
  • The terrestrial-digital multimedia broadcasting(T-DMB) is now provided for the public service and the number of receivers reaches 15 million at the present of August 2008. The service of T-DMB itself has been succeeded in the presence. It is however remained as a supplementary role of stationed TV. It is necessary to find an additional business model as a new media to acquire surplus escaping from the deficit of the present T-DMB service. In the present paper, data service of T-DMB is proposed as candidate of such solution. Especially, TTI(Traffic and Travel Information) service is proposed as a killer application using TPEG(Transport Protocol Experts Group). At present, TPEG has not been so popular in the sense of various user satisfaction. Thus the variety of service including bi-directional service using DMB2.0 as in the sphere of Web2.0 is necessary for the service providers. In the paper, the restriction of TPEG-POI(Point of Interest) application service using the conventional mobile communication infrastructure is indicated. To overcome such restriction, TPEG-UCM(User Created Message) application service model using individual bi-directional media which is initiated and interacting by the users is proposed. In the experiment, the application program shows the usability of the proposed method so that the implementation results show its operability.

Development of a Digital Textbook on 'Structure and Contraction Mechanism of Skeletal Muscle' with the Learning Model for Biomimicry-Based Convergence (생체모방 기반 융합 학습 모델을 적용한 '골격근의 구조와 수축'에 대한 디지털 교재 개발)

  • Kim, Soo-Youn;Kwon, Yong-Ju
    • Journal of Science Education
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    • v.42 no.2
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    • pp.95-105
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    • 2018
  • The purpose of this study was to develop a digital textbook on 'structure and contraction mechanism of skeletal muscle' with the learning model for biomimicry-based convergence. The unit of 'structure and contraction mechanism of skeletal muscle' is a part of Life Science I in high school. The convergence learning model was designed with three phases of biomimicry-based convergence (Exploration-Design-Implementation) including 3D modeling & printing. The developed digital textbook was composed of 8 sessions which contains the following learning contents : Exploration of skeletal muscle, creative designing of skeletal muscle using sketch application and 3D modeling, convergent implementing of the designed using 3D printing, exploration of muscle contraction, creative designing of muscle contraction using sketch application and 3D modeling, and convergent implementing of the designed using 3D printing. Each session is also involved in the contents of gallery widgets, media widgets, keynote widgets, sketch widgets, the cloud, polling widgets, and review widgets for interactive and mobile learning. After administering the developed digital textbook to 20 high school students, it was shown a positive effectiveness on life science learning for high school students. Moreover, the digital textbook was evaluated as to promote student's abilities on creative designs and implementation related to biomimicry-based convergence. The digital textbook was also shown a favorable response on students' interest and self-directed learning on life science.

Artificial Life Art : Research on Artificial Life Artworks of VIDA (인공생명 예술의 특성 : VIDA의 작품 분석을 중심으로)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.193-201
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    • 2011
  • In this study, we consider the evolved interactivity at the Artificial Life Art beyond 'open interactivity' as 'closed relationship' between viewer/participant and artwork by immersive and interactive features of digital media art. In order to consider this evolved interactivity, we survey the theory of artificial life of which result of many studies like biology and computational science. And then we analysed characteristics related artistic context of artificial life at the autonomy and emergent behavior of artificial life. Especially, we research the artworks of interaction with ecologies and of living in outside(not in- silico) among the artworks of officially adopting an artificial life arts in 'VIDA : Art and Artificial Life International Awards'. And we are going to understand the relationship of emotional subjects between viewer/participant and artwork, and a step further to understand the diverse relationship of symbiosis and co-evolution of the technology and human.

The Study on the Work Flow of Printing Industry with the Digitization (Digital화에 따른 인쇄산업의 Work flow에 관한 연구)

  • Kim, Se-Jin;Ha, Young-Baeck;Oh, Sung-Sang;Lee, Euy-Soo
    • Journal of the Korean Graphic Arts Communication Society
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    • v.25 no.2
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    • pp.29-44
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    • 2007
  • The printing industry is getting more digitalized and integration. It has enabled the interactive information and networking from Pre-Press, Press, to the Post-Press. These are efficient management and the improved process and productivity are getting more important. Such trends improved in the functionality and automation. This paper tries to find out how technology for CIP3/4 -based process may be applied and resolved. Such subject includes the domestic and international cases regarding each manufacturer's CIP3/4 technology types. Another purpose is to emphasize on the needs to establish the environment. Under this environment, it is possible to integrate network in exchangeable form through JDF standard format after CIP3/4. Based on the data from this study, it is expected to collect further substantial data which is related to the domestic printing company's CIP 4 operation. It will be also possible to perform subsequent studies on the proper variables of the market segment. CIP4 stands for "International Cooperation for Integration of Prepress, Press and Post-press, it is an association of around forty international companies, mostly manufacturers of prepress, press and post-press, as well as suppliers and users. In this paper, we studied on the acting application of CIP4 work flow.

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Design and Implementation of 3-Tier App Development Training System (3-Tier App개발 교육시스템 설계와 구현)

  • Chang, Young-Hyun;Oh, Sang-Yeob
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.265-270
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    • 2014
  • This study in coping with the current trend is to propose the environment for training 3-Tier App development being focused on the system to develop mobile applications where its related developers are scarce. Design and implementation of training system for the development of 3-Tier App in this paper is to realize the environment for software development for colleges as same as that in IT companies. For 3-Tier App development training system, 3 students with 3 computers work as a group. The above-mentioned 3 computers include a computer for development, Gateway server, and DB server together with legacy system. Also, each of the 3 students shall be given roles of the foregoing sections. We have educated 3-Tier App training system as a practical class for 64 students in junior students of computer information major. Through training session, it was confirmed that we can foster the students as custom-made talents who understand company's development environment. Also, the Comparison of 3-Tier and Stand-alone App Development Training System for 10 distinct description, we know that 3-Tier app development training system was very superior to stand-alone app development training system in the educational effects.