• Title/Summary/Keyword: media things

Search Result 276, Processing Time 0.032 seconds

Resource management service model implemented for the Internet of Things services access control (사물인터넷 서비스 접근제어를 위한 리소스 서비스 관리 모델 구현)

  • Kim, Jin-Bo;Kim, Mi-Sun;Seo, Jae-Hyun
    • Smart Media Journal
    • /
    • v.5 no.3
    • /
    • pp.9-16
    • /
    • 2016
  • Many countless services form using the Internet technology of things, in order to provide a variety of services in the current also many institutions, have created a new technology and protocols. In this paper, we design the resource service model for the efficient service provided by the system for controlling access to the Internet services of the things, to implement. The resources of the service that the user tries to access modeled using LCRS (Left Child-Right Sibling) tree, by utilizing the service token resource, it is possible to perform access control to services.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1009-1014
    • /
    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

  • PDF

A Development of New Communication Style Mediated by Everyday Things (일상사물을 매개로 하는 새로운 커뮤니케이션 방식 제안에 대한 연구)

  • Park, So-Young;Lee, Woo-Hun
    • Proceedings of the Korea Society of Design Studies Conference
    • /
    • 2005.05a
    • /
    • pp.322-323
    • /
    • 2005
  • Currently, there are varieties of communication media options, such as E-mail, Instant Message, SMS and Computer discussion group. These genres keep expanding with the integration of computers and wireless technologies and even more it allows people to communicate at different time without travelling distances, However, it is mostly impossible the one communication media satisfies the same task demands under different situations. And online communication media can not reach the actual purpose of traditional communication in keeping the interpersonal relationship and richness of communication by sharing time and physical space. Therefore, we researched and examined on the current state of appropriateness communication style in different given situation as affected by requirement and its characteristics. With the result in research and survey, we suggested new communication style mediated by everyday thing through the case study.

  • PDF

Study on the Characteristics of Pop Art shown in Nam June Paik's Media Art Focused on 'Media Extension' and 'Audience Participation' - (백남준 미디어 아트에 나타난 팝 아트의 특성 연구 '매체 확장'과 '관객 참여'를 중심으로 -)

  • Hong, Mi-Hee
    • Cartoon and Animation Studies
    • /
    • s.42
    • /
    • pp.195-212
    • /
    • 2016
  • An interest in 'ordinary things' has been increased because public things become issues as the influence of mass media including mass production has been increased in the 1950s. And this phenomenon drew an art style of pop art in the world of art. Media art means that the fine arts are expressed by means of media such as TV and monitors because media has been developed in the modern society. It started emerging through the artists such as Nam June Paik, Bill Viola, and others in the 1960s. Recently, it can be easily accessible not only at the art museum but also in everyday life such as cafe, park, fashion show, performance, and etc. This study analyzed that how many different techniques of pop art were borrowed by especially Nam June Paik media art and how they influenced it. Accordingly, this study respectively analyzed expressive techniques and characteristics of both pop art and Nam June Paik's media art and then searched for their similarities based on the analysis. Both Nam June Paik's media art and pop art extended media by using various ordinary things in everyday life neglected previously as a material. Next, the characteristic of pop art shown in Nam June Paik's media art is participation with audience. While the arts in the past were high-level culture that only certain people could understand and enjoy, pop art or Nam June Paik's media art is an art trend that has led the popularity of fine arts and audience participation in order to let diverse classes enjoy without any specific knowledge.

Core Experiments for Standardization of Internet of Media Things (미디어사물인터넷의 국제표준화를 위한 핵심 실험)

  • Jeong, Min Hyuk;Lee, Gyeong Sik;Kim, Sang Kyun
    • Journal of Broadcast Engineering
    • /
    • v.22 no.5
    • /
    • pp.579-588
    • /
    • 2017
  • Recently, due to the development of network environment, the internet market has been expanding, so it is necessary to standardize the data format and API to exchange information among objects. Therefore, MPEG (Moving Picture Expert Group), an international standardization organization, is establishing the MPEG-IoMT (ISO/IEC 23093) project to standardize the Internet of Things. MPEG-IoMT establishes Core Experiment (CE) and discusses overall data exchange such as data exchange procedure, markup language and communication method. In this paper, core experiments 1, 2, 4, and 5 of the core experiments of MPEG-IoMT will be discussed. The performance information of the sensor, the sensor data, the performance information of the driver, and the exchange procedure of the control command are explained and the exchange of the media additional data is discussed. We compare the markup language and communication method through experiment.

Algorithms for Efficient Digital Media Transmission over IoT and Cloud Networking

  • Stergiou, Christos;Psannis, Kostas E.;Plageras, Andreas P.;Ishibashi, Yutaka;Kim, Byung-Gyu
    • Journal of Multimedia Information System
    • /
    • v.5 no.1
    • /
    • pp.27-34
    • /
    • 2018
  • In recent years, with the blooming of Internet of Things (IoT) and Cloud Computing (CC), researchers have begun to discover new methods of technological support in all areas (e.g. health, transport, education, etc.). In this paper, in order to achieve a type of network that will provide more intelligent media-data transfer new technologies were studied. Additionally, we have been studied the use of various open source tools, such as CC analyzers and simulators. These tools are useful for studying the collection, the storage, the management, the processing, and the analysis of large volumes of data. The simulation platform which have been used for our research is CloudSim, which runs on Eclipse software. Thus, after measuring the network performance with CloudSim, we also use the Cooja emulator of the Contiki OS, with the aim to confirm and access more metrics and options. More specifically, we have implemented a network topology from a small section of the script of CloudSim with Cooja, so that we can test a single network segment. The results of our experimental procedure show that there are not duplicated packets received during the procedure. This research could be a start point for better and more efficient media data transmission.

Predicting Desired Fertigation for Rose Using Internet of Things Sensors and Time-Series Model

  • Mingle Xu;Sook Yoon;Jongbin Park;Jeonghyun Baek;Dong Sun Park
    • Smart Media Journal
    • /
    • v.13 no.2
    • /
    • pp.16-22
    • /
    • 2024
  • Greenhouse provides opportunities to have big yield effectively and efficiently. However, many resources are required, such as fertigation, a kind of solution of nutrient. Resources supply is essential to cultivate crops. Inadequate supply will hinder plant growth whereas the surplus results in waste. In this paper, we are especially interested in the fertigation supply. Further, excess fertigation leads to drainage which is difficult to purify and threatens the environment. To address this challenge, we aim to predict the desired amount of fertigation. To achieve this objective, we first establish a prototype to record the climate conditions inside a rose greenhouse using Internet of Things sensors. Simultaneously, the desired fertigation amount is obtained with the help of weight scale and historical data of fertigation supply and drainage. Second, a method is proposed to predict the desired fertigation by taking the sensors' data as input, with a time-series model. Extensive experimental results suggest the potential of our objective and method. To be specific, our method achieves an average MAE 0.032 in the validation datasets.

  • PDF

CNN-Based Hand Gesture Recognition for Wearable Applications (웨어러블 응용을 위한 CNN 기반 손 제스처 인식)

  • Moon, Hyeon-Chul;Yang, Anna;Kim, Jae-Gon
    • Journal of Broadcast Engineering
    • /
    • v.23 no.2
    • /
    • pp.246-252
    • /
    • 2018
  • Hand gestures are attracting attention as a NUI (Natural User Interface) of wearable devices such as smart glasses. Recently, to support efficient media consumption in IoT (Internet of Things) and wearable environments, the standardization of IoMT (Internet of Media Things) is in the progress in MPEG. In IoMT, it is assumed that hand gesture detection and recognition are performed on a separate device, and thus provides an interoperable interface between these modules. Meanwhile, deep learning based hand gesture recognition techniques have been recently actively studied to improve the recognition performance. In this paper, we propose a method of hand gesture recognition based on CNN (Convolutional Neural Network) for various applications such as media consumption in wearable devices which is one of the use cases of IoMT. The proposed method detects hand contour from stereo images acquisitioned by smart glasses using depth information and color information, constructs data sets to learn CNN, and then recognizes gestures from input hand contour images. Experimental results show that the proposed method achieves the average 95% hand gesture recognition rate.

MPEG-IoMT Transaction Process based on Blockchain (블록체인 기반의 MPEG-IoMT 거래 프로세스)

  • Lee, Gyeong-Sik;Kim, Sang-Gyun
    • Broadcasting and Media Magazine
    • /
    • v.23 no.3
    • /
    • pp.78-84
    • /
    • 2018
  • 최근 IoT 산업의 발달로 각 산업의 특색에 맞는 IoT 생태계를 구축하려는 옴직임이 활발하다. 이에 ITU-T, ISO, IEEE 등 여러 국제 표준화 기구에서는 완전 개방적인 사물 인터넷을 위해 공통된 표준의 필요성을 인지하고 활발히 논의 중이다. 특히, MPEG-IoMT(Internet of Media Things)에서는 탈중앙화된 미디어사물인터넷 시스템 구성을 위해 블록체인을 적용하려는 논의가 진행 중이다. 이에 본 투고에서는 블록체인과 MPEG에서 진행 중인 IoMT 프로젝트의 연관성에 대해 설명하고, 블록체인 기반의 미디어사물 간 거래 프로세스를 설명한다.