• Title/Summary/Keyword: media freedom

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360-degree Video Streaming System for Large-scale Immersive Displays (대형 가상현실 공연장을 위한 360도 비디오 스트리밍 시스템)

  • Yeongil, Ryu;Kon Hyong, Kim;Andres, Cabrera;JoAnn, Kuchera-Morin;Sehun, Jeong;Eun-Seok, Ryu
    • Journal of Broadcast Engineering
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    • v.27 no.6
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    • pp.848-859
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    • 2022
  • This paper presents a novel 360-degree video streaming system for large-scale immersive displays and its ongoing implementation. Recent VR systems aim to provide a service for a single viewer on HMD. However, the proposed 360-degree video streaming system enables multiple viewers to explore immersive contents on a large-scale immersive display. The proposed 360-degree video streaming system is being developed in 3 research phases, with the final goal of providing 6DoF. Currently, the phase 1: implementation of the 3DoF 360-degree video streaming system prototype is finished. The implemented prototype employs subpicture-based viewport-dependent streaming technique, and it achieved bit-rate saving of about 80% and decoding speed up of 543% compared to the conventional viewport-independent streaming technique. Additionally, this paper demonstrated the implemented prototype on UCSB AlloSphere, the large-scale instrument for immersive media art exhibition.

A Study on the Digital robot utilization for implementation Augmented Reality of Interactive Advertisement (양방향 광고의 증강현실 구현을 위한 디지털로봇 활용 연구)

  • Choi, Chi Kwon;Um, Ki Joon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.159-168
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    • 2010
  • Developments and changes in digital environment based on computer technologies and internet networks enabled us interactive communication for planning and execution through the freedom of 'connection', 'sharing', and 'conversion'. The subject of this study, interactive commercial, might be the core of success based on creation which stems from communication design, revolution in design and technology, and conversion. Communication in modern economy is not optional, but essential. Furthermore, like evolution process up to Augmented Reality from developments of mobile communication technology, or concept in paradigm change, digital interactive commercial means the core of success, not a part of it. Therefore, in order to achieve success in the global competition structure, mobile communication design, revolution, and creation which produce added value shall be working as a base. In order to reach effective communication process performance of interactive commercial media, this study would like to propose building a media commercial system which is realized by human senses. Using this, standardized methods for interactive commercial which can be used together with augmented reality based on digital technology, and for using digital robot contents are available, along with methodology system of their use. In addition, the ultimate goal of this study aims to discover new factors through reorganization of precedent analysis and adaptation based on academic achievement and practical application. And thus, it wants to contribute to practical use of interactive commercial out of augmented reality-based communication in which technology, marketing, and design are integrated to be used in real sense.

Study on Media Adaptation from a Webtoon to Virtual Reality Content (웹툰의 가상현실 콘텐츠로의 매체 전환에 관한 연구)

  • Park, Hyung-Woong;Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.308-315
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    • 2017
  • This study aims to review the differences and distinctive characteristics between storytelling method of virtual reality contents and storytelling method of conventional contents instead of focusing on economic and industrial effects of virtual reality contents. As a specific target, this study discusses how existing storytelling method of webtoons as a single contents genre can be applied to virtual reality contents when webtoons are adapted into virtual reality contents. The purpose of this study is to find limitations and possibilities for the storytelling technique of virtual reality contents. The results of this study showed that the essence of storytelling in virtual reality contents is in three roles of the users of virtual reality. The users of virtual reality must play the roles of service user, audience of contents, and director of story. This is because the most important storytelling techniques in media contents like editing and change of camera viewpoint can no longer be forced in virtual reality contents. Storytelling techniques in virtual reality contents are much limited compared to the conventional contents in terms of user interaction, expansion of senses, and guarantee of freedom.

A Study on the Hijab as a Fashion Item in the Tehran Street (테헤란 스트리트에 나타난 패션 아이템 히잡 연구)

  • Kim, Hyun Seo;Kim, Hyun Ju;Na, Hyun Shin
    • Journal of Fashion Business
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    • v.24 no.2
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    • pp.1-16
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    • 2020
  • Hijab as a symbol of women's oppression due to the opening and reform of Islamic State group, is becoming more diverse as younger generation begins to dress more freely than ever before, spreading the perception that it is a fashion item. In response, this research conducted a theoretical review about the history of hijab, various forms of hijab, and characteristics of hijab using relevant literature, media reports, and fashion media articles. As an empirical study, image-oriented photo data shared by Tehran Street Fashion from 2015 to November 2019 were analyzed separately by fashion majors into color, pattern, and hijab-making forms. According to the analysis, six different fashion images were categorized as romantic feminine, modern chic, natural elegant, classic formal, sporty casual and gorgeous ethnic. For Muslim women in the past, hijab was worn as a repressive and closed sense by the religious system. However, in modern times, it is a way to express one's style and ideas as a fashion item. It is also and a means to express one's thoughts and beliefs. Through aesthetic consideration of Hijab as a fashion item, it was found that it was a medium for freedom of expression and a medium for beauty and individuality.

Analysis of fashion narrative by communication platforms - Louis Vuitton as a case study - (커뮤니케이션 플랫폼에 따른 패션 내러티브 분석 - 루이비통을 중심으로 -)

  • Park, So Hyoung;Yim, Eunhyuk
    • The Research Journal of the Costume Culture
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    • v.26 no.6
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    • pp.994-1014
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    • 2018
  • The objective of this study was to evaluate the characteristics of the fashion narrative from the commercial and artistic viewpoints by identifying and evaluating the attributes of the fashion narrative and analyzing the fashion narrative focusing on various cases according to fashion media. Louis Vuitton, a brand of the Louis Vuitton $Mo{\ddot{e}}t$ Hennessy (LVMH) group that operates the entire fashion community platform, is recognized as an influential luxury company with enormous capital and capabilities. This study targeted Louis Vuitton to examine the fashion narrative. The common results of Louis Vuitton's fashion narrative according to the communication platform are as follows. First, it emphasizes well-designed craftsmanship and artistry to convey the value and meaning of the brand. Second, it expresses the lifestyle of the bourgeoisie using traveling for finding life purpose, nature, and freedom as common denominators. Louis Vuitton connects, shares, and engages with customers by crossing the communication platform and trying multi-sensory changes based on the fashion narrative of the 'artification' message encompassing craftsmanship, innovation, and travel. The fashion narrative of Louis Vuitton applies tools (e.g., design, direction, stage, and props) differently according to the nature of media. In other words, the fashion narrative in the form of transmedia storytelling is a marketing communication strategy that indicates the representation means and direction of a brand's goals by remediating the brand narrative in various ways through the communication platform.

Presentation Method Using Depth Information (깊이 정보를 이용한 프레젠테이션 방법)

  • Kim, Ho-Seung;Kwon, Soon-Kak
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.409-415
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    • 2013
  • Recently, various equipments have been developed for convenience of presentations. Presentation equipments added the keyboard and mouse functions to laser pointer and devices have become main method. However these devices have demerits of limited action and a few events. In this paper, we propose a method which increases the degrees of freedom of presentation as the control of the hand by using a depth camera. The proposed method recognizes the horizontal and vertical positions of hand pointer and the distance between hand and camera from both depth and RGB cameras, then performs a presentation event as the location and pattern that the hand touches a screen. The simulation results show that a camera is fixed on left side of the screen, and nine presentation events is correctly performed.

Problems & Mental Health Act from (정신보건의 역사적 변화선상에서 본 우리나라 정신보건법의 문제와 개선안)

  • Suh, Tong-Woo
    • The Korean Society of Law and Medicine
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    • v.7 no.2
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    • pp.75-96
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    • 2006
  • Having gone through socioeconomic changes from an agricultural to a post-industrial society, mental health system accordingly has been changed. In Korea where the socioeconomic change has been so rapid, the mental health system and law have been behind the socioeconomic system. Post-industrial society needs more humanized and advanced mental health system, however, Korean mental health law reflects ideology of Korean society in industrial age. This paper attempts to assess the significance Korea's Mental Health Law against the backdrop of socioeconomic changes. A substantial part of the report is devoted to identifying discrepancies between Korea's Mental Health Law and the perspectives of post-industrial ideology and areas for improvement. Improvement in mental health law should take place in line with the changes occurring in socioeconomic environments, the social concept of family, and the public awareness of human rights. Korea's mental health law should be changed in a way to improve hospitalization procedure for people with mental illness, promote the opening of mental health facilities and improve the quality of the lives of the mentally ill. Further changes are deemed necessary in the public and media view of mental illness. Also, the national budget will have to be increased with a view to raise the social rights of those with mental illness to receive quality rehabilitation services.

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A Study on Projection Conversion for Efficient 3DoF+ 360-Degree Video Streaming

  • Jeong, Jong-Beom;Lee, Soonbin;Jang, Dongmin;Kim, Sungbin;Lee, Sangsoon;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.24 no.7
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    • pp.1209-1220
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    • 2019
  • The demand for virtual reality (VR) is rapidly increasing. Providing the immersive experience requires much operation and many data to transmit. For example, a 360-degree video (360 video) with at least 4K resolution is needed to offer an immersive experience to users. Moreover, the MPEG-I group defined three degrees of freedom plus (3DoF+), and it requires the transmission of multiview 360 videos simultaneoulsy. This could be a burden for the VR streaming system. Accordingly, in this work, a bitrate-saving method using projection conversion is introduced, along with experimental results for streaming 3DoF+ 360 video. The results show that projection conversion of 360 video with 360lib shows a Bjontegaard delta bitrate gain of as much as 11.4%.

Forecasting the Mega Trends of Korean Women's Life Style Under the Ubiquitous Technology Environment

  • Lee, Hye-Joo
    • International Journal of Human Ecology
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    • v.9 no.1
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    • pp.5-16
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    • 2008
  • Development of technology in the $20^{th}$ century has made great contributions to women's lives. With the development of digital convergence, home network, and DMBs (Distance Method Bracings), the ubiquitous technology information era is expected to create a new progressive era for women. The purpose of this study is to investigate the lifestyle that Korean women would like to pursue, especially in regards to the sense of value within the personal and social life of each individual. As a method to suggest how the socio-cultural trends of women's lifestyle will change in the ubiquitous era, qualitative interviews have been conducted over 6 groups with 77 persons between the digital ages of 20s and 30s, living in Seoul. The majority had positive opinions regarding the economic, cultural, emotional, and physical prospects of the ubiquitous information environment. Results show high expectations evolved around freedom from household chores, the equality between the sexes (at home and in society), enhancing the working environment at home, an expansion of human relationships leading to creative knowledge, being able to maintain a single life without economic constraints, and the enjoyment that the internet provides. for suggestions to improve the quality of women's lifestyle through ubiquitous technology, issues such as individual based customization, time management, creating emotional hyperspaces, multi-media communication systems, and women as leaders were studied.

ENHANCEMENT OF BOBSLEIGH SIMULATION REACTIVE FORCE

  • Ogino, Masatoshi;Taki, Tsuyoshi;Miyazaki, Shinya;Hasegawa, Junichi
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.803-807
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    • 2009
  • The bobsleigh is a winter sport which use a sled to slide down an ice-covered course. There is a big expectation for having a training environment and being able to train year round. At present, training is very limited due to the season or course facilities. A variety of VR (Virtual Reality) equipment has been developed in recent years, and it is beginning to spread. We have also made our contribution in bobsleigh simulation. The reactive force applied in our bobsleigh simulation is much smaller than that of a real bobsleigh. This paper proposes a method to enhance reactive force of bobsleigh simulation in real time. The reactive force is magnified instantly in the physically-based simulation. The Laplacian filter is applied to the sequence of reactive force, this technique is often used in the field of image processing. The simulation is comprised of four large scale surround screens and a 6-D.O.F. (Degree Of Freedom) motion system. We also conducted an experiment with several motion patterns to evaluate the effectiveness of enhancement. The experimental results proved useful in some cases.

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