• Title/Summary/Keyword: media devices use

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Design of Image Generation System for DCGAN-Based Kids' Book Text

  • Cho, Jaehyeon;Moon, Nammee
    • Journal of Information Processing Systems
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    • v.16 no.6
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    • pp.1437-1446
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    • 2020
  • For the last few years, smart devices have begun to occupy an essential place in the life of children, by allowing them to access a variety of language activities and books. Various studies are being conducted on using smart devices for education. Our study extracts images and texts from kids' book with smart devices and matches the extracted images and texts to create new images that are not represented in these books. The proposed system will enable the use of smart devices as educational media for children. A deep convolutional generative adversarial network (DCGAN) is used for generating a new image. Three steps are involved in training DCGAN. Firstly, images with 11 titles and 1,164 images on ImageNet are learned. Secondly, Tesseract, an optical character recognition engine, is used to extract images and text from kids' book and classify the text using a morpheme analyzer. Thirdly, the classified word class is matched with the latent vector of the image. The learned DCGAN creates an image associated with the text.

Multimedia Information and Authoring for Personalized Media Networks

  • Choi, Insook;Bargar, Robin
    • Journal of Multimedia Information System
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    • v.4 no.3
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    • pp.123-144
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    • 2017
  • Personalized media includes user-targeted and user-generated content (UGC) exchanged through social media and interactive applications. The increased consumption of UGC presents challenges and opportunities to multimedia information systems. We work towards modeling a deep structure for content networks. To gain insights, a hybrid practice with Media Framework (MF) is presented for network creation of personalized media, which leverages the authoring methodology with user-generated semantics. The system's vertical integration allows users to audition their personalized media networks in the context of a global system network. A navigation scheme with dynamic GUI shifts the interaction paradigm for content query and sharing. MF adopts a multimodal architecture anticipating emerging use cases and genres. To model diversification of platforms, information processing is robust across multiple technology configurations. Physical and virtual networks are integrated with distributed services and transactions, IoT, and semantic networks representing media content. MF applies spatiotemporal and semantic signal processing to differentiate action responsiveness and information responsiveness. The extension of multimedia information processing into authoring enables generating interactive and impermanent media on computationally enabled devices. The outcome of this integrated approach with presented methodologies demonstrates a paradigmatic shift of the concept of UGC as personalized media network, which is dynamical and evolvable.

A Development of Home Entertainment System based on UPnP AV Framework (UPnP AV 프레임워크 기반의 홈 엔터테인먼트 시스템 개발)

  • Kim, Sang-Wook;Lee, Hyun-Ju;Kim, Sang-Ok;Park, Ji-Yun;Bae, Su-Young;Jung, E-Gun
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.59-64
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    • 2006
  • This paper describes UPnP AV System which provides various multimedia services in home network composed of diverse multimedia devices. It is difficult to build home network where various multimedia services can be provided because there are a lot of difference devices, platforms, and network technologies. However, UPnP middleware can make up multimedia service environment in that home network. Therefore this paper describes how the multimedia service environment is built with UPnP middleware. We analyze and modify MediaServer, MediaRenderer, and Control Point, which these are the components of UPnP AV archtecture. Additionally we provide some efficient GUI to use different kind of multimedia in any place of home networks. We propose UPnP AV Framework of playback module that consist of MediaServer providing contents, MediaRenderer using contents, and Control Point providing GUI. Especially, MediaRenderer and Control Point are integrated in set-top.

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Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.270-277
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    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.

A Study on the Behavior of a Spinning Flexible Disk near a Curved Wall (곡률이 있는 벽면근처에서 고속회전하는 유연디스크의 거동 해석)

  • Lee, Ho-Ryul;Rhim, Yoon-Chul
    • Transactions of the Society of Information Storage Systems
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    • v.2 no.3
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    • pp.201-207
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    • 2006
  • Information storage devices have been studied to increase the storage capacity and the data transfer rate as well as to decrease the access time and their physical sizes. Optical information storage devices have been achieved high-capacity by reducing optical spot size remarkably due to the development of Blue-ray technology. Optical information storage devices usually use 1.2mm-thick polycarbonate(PC) media to get high enough stiffness. However, it would be better if we can decrease the thickness of a disk for achieving thinner device while keeping the capacity as large as possible. Decreasing the thickness of the storage media makes it difficult to read and write data because it increases the transverse vibration of the rotating disk due to the interaction with surrounding air and the vibration characteristics of thin flexible disk itself, Therefore, a special design based on the fluid mechanics is required to suppress the transverse vibration of the disk in non-contact manner so that the optical pickup can read/write data successfully. In this study, a curved wall is proposed as a stabilizer to suppress the transverse vibration of a $95{\mu}m$-thick PC disk. The characteristics of disk vibration due to a curved wall have been studied through numerical and experimental analysis from the fluid mechanics point of view. The proposed shapes are possible candidates as stabilizers to suppress the transverse vibration of a flexible disk which rotates at high speed.

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Learners' Smart Media Literacy on the Gender and School Levels

  • SUNG, Eunmo;CHOI, Hyoseon
    • Educational Technology International
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    • v.17 no.1
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    • pp.39-57
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    • 2016
  • The present study aims to examine whether the gender and school of students affect smart media literacy in South Korea. For the purpose of this study, data in Korea Youth Competency Measurement and International Comparative research II was analyzed. The data was nationwide data collected from 11,284 students in elementary, middle, high, and undergraduate school in South Korea. The participants were asked to answer 18 items of smart media literacy questionnaire (SMLQ) that consisted of four factors; ability to learn using smart media, ability to operate smart devices, ability to use smart applications, and positive perception of using smart media. As a result, statically significant differences were observed in the participants' gender and school levels. In relation to the gender level, female students scored higher than male students on the smart literacy survey. With regard to the school level, middle school students scored the highest while elementary school students scored the lowest. In addition, a statistically significant difference was found in the gender level of smart media literacy on two dependent measures in terms of the interaction effect of gender and school levels. Based on the findings of the present study, strategies to improve smart media literacy according to students' gender and school levels have been made and suggestions for further research have been proposed in detail.

Effective Image Retrieval for the M-Learning System (모바일 교육 시스템을 위한 효율적인 영상 검색 구축)

  • Han Eun-Jung;Park An-Jin;Jung Kee-Chul
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.658-670
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    • 2006
  • As the educational media tends to be more digitalized and individualized, the learning paradigm is dramatically changing into e-learning. Existing on-line courseware gives a learner more chances to learn when they are home with their own PCs. However, it is of little use when they are away from their digital media. Also, it is very labor-intensive to convert the original off-line contents to on-line contents. This paper proposes education mobile contents(EMC) that can supply the learners with dynamic interactions using various multimedia information by recognizing real images of off-line contents using mobile devices. Content-based image retrieval based on object shapes is used to recognize the real image, and shapes are represented by differential chain code with estimated new starting points to obtain rotation-invariant representation, which is fitted to computational resources of mobile devices with low resolution camera. Moreover we use a dynamic time warping method to recognize the object shape, which compensates scale variations of an object. The EMC can provide learners with quick and accurate on-line contents on off-line ones using mobile devices without limitations of space.

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A Study on Gesture Interface through User Experience (사용자 경험을 통한 제스처 인터페이스에 관한 연구)

  • Yoon, Ki Tae;Cho, Eel Hea;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.839-849
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    • 2017
  • Recently, the role of the kitchen has evolved from the space for previous survival to the space that shows the present life and culture. Along with these changes, the use of IoT technology is spreading. As a result, the development and diffusion of new smart devices in the kitchen is being achieved. The user experience for using these smart devices is also becoming important. For a natural interaction between a user and a computer, better interactions can be expected based on context awareness. This paper examines the Natural User Interface (NUI) that does not touch the device based on the user interface (UI) of the smart device used in the kitchen. In this method, we use the image processing technology to recognize the user's hand gesture using the camera attached to the device and apply the recognized hand shape to the interface. The gestures used in this study are proposed to gesture according to the user's context and situation, and 5 kinds of gestures are classified and used in the interface.

Virtual Domino: Interactive Physics Simulation and Experience

  • Shahab, Qonita M.;Kwon, Yong-Moo;Ko, Hee-Dong
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.954-959
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    • 2006
  • Virtual Reality simulation enables immersive 3D experience of a Virtual Environment. A simulation-based VE can be used to map real world phenomena into virtual experience. This research studies on the use of Newton's physics law to demonstrate the effects of forces upon object's falling movement, and their effects towards other fallible objects. A reconfigurable simulation enables users to reconfigure the parameters of the objects involved in the simulation, so that they can see different effects from the different configurations, such as force magnitude and distance between objects. This concept is suitable for a classroom learning of physics law. Preliminary implementation is done on a PC with a joystick for 4DOF movement. The graphics is implemented by SGI OpenGL Performer. A middleware called NAVERLib that consists of Performer's modules for easy XML-based configuration is used for management of visualization, network and devices connection, and where the engine of this domino simulation is attached.

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Extraction of Highlights and Search Indexes of Digital Media by Analyzing Online Activity Data (온라인 활동 데이터를 활용한 영상 콘텐츠의 하이라이트와 검색 인덱스 추출 기법에 대한 연구)

  • Ha, Seyong;Kim, Dongwhan;Lee, Joonhwan
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1564-1573
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    • 2016
  • With the spread of social media and mobile devices, people spend more time on online than ever before. As more people participate in various online activities, much research has been conducted on how to make use of the time effectively and productively. In this paper, we propose two methods which can be used to extract highlights and make searchable media indexes using online social data. For highlight extraction, we collected the comments from the online baseball broadcasting website. We adopted peak-finding algorithm to analyze the frequency of comments uploaded on the comments section of the website. For each indexes, we collected postings from soap opera forums provided by a popular web service called DCInside. We extracted all the instances when a character's name is mentioned in postings users upload after watching TV, which can be used to create indexes when the character appears on screen for the given episode of the soap opera The evaluation results shows the possibility of the crowdsourcing-based media interaction for both highlight extraction and index building.