• Title/Summary/Keyword: multi-media application ability

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The Relationships among Teachers' Multi-Media Application Ability, Perception on the Use of Multi-Media for Story Telling, and Application in Class (유아교사의 다중매체 활용능력, 이야기 들려주기를 위한 다중매체 활용에 대한 인식과 활용도 간의 관계)

  • Jang, Bo young;Choi, Na ya
    • Korean Journal of Childcare and Education
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    • v.10 no.6
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    • pp.5-23
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    • 2014
  • The purpose of this study was to investigate the teachers' multi-media application ability, their perception on the use of multi-media for story-telling, and actual use in class. The survey, using a questionnaire, was conducted targeting 225 teachers in Seoul, Gyeonggi and Incheon. The results of the study are as follows: Firstly, teachers who were younger, had a higher level of education, were experienced in taking multi-media courses, and took charge of larger classes showed better ability of multi-media application. And teachers who were trained on multi media as well as kindergarten teachers indicated a more positive perception about applying multi-media for story-telling. In addition, teachers who had higher levels of education, were experienced in taking multi-media courses, and teaching larger classes at national/public institutions applied multi-media more frequently. Secondly, the teachers' ability of applying multi-media, their perception on the use of multi-media for story-telling, and their multi-media use in class indicated strong positive correlations. Thirdly, a teacher's perception on the significance of the multi-media application for story-telling, their skills for multi-media use, the size of classes, and the training experiences on multi-media affected their actual application of multi-media for story-telling.

Multi-resolution Pyramid based Image Identification (다중 해상도 피라미드 기반 영상 인식자)

  • Park, Je-Ho
    • Journal of the Semiconductor & Display Technology
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    • v.19 no.1
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    • pp.6-10
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    • 2020
  • Unlike modern photography technology, in the early days, efforts to physically compose an image with a concept similar to the current photograph have not been popular or commercially successful. The limitation of the use of images as artistic media or recordings has reached the stage of introducing the technology of image analysis to automate the function that humans recognize and judge through vision. In addition, the accuracy of the image has exceeded the human visual ability, enabling the technology that enables the step of recognizing and informing the fact that the human is not aware of it. Based on such a base, the range that can be applied through the image data in the future era can be said to be unpredictable, and the technology that targets large scale image database instead of an image is also expanding the possibilities as a new application technology. In order to identify a particular image from a massive database, different methodologies have been introduced. In this paper, we discuss image identifier production methods based on multi-resolution pyramid.

Education equipment for FPGA-based multimedia player design (FPGA 기반의 멀티미디어 재생기 설계 교육용 장비)

  • Yu, Yun Seop
    • Journal of Practical Engineering Education
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    • v.6 no.2
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    • pp.91-97
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    • 2014
  • Education equipment for field programmable gate array (FPGA) based multimedia player design is introduced. Using the education equipment, an example of hardware design for color detection and augment reality (AR) game is described, and an example of syllabus for "Digital system design using FPGA" course is introduced. Using the education equipment, students can develop the ability to design some hardware, and to train the ability for the creative capstone design through conceptual, partial-level, and detail designs. By controlling audio codec, system-on-chip (SOC) design skills combining a NIOS II soft microprocessor and digital hardware in one FPGA chip are improved. The ability to apply wireless communication and LabView to FPGA-based digital design is also increased.

A Study on Visual Perception of Hologram Advertisement (홀로그램 매체를 활용한 광고의 시각인지도에 관한 연구)

  • Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.261-268
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    • 2006
  • A hologram is a three-dimensional image reproduced from a pattern of interference produced by a split coherent beam of radiation. Therefore not only can it express the three dimensional properties of the object, but because of it ability to show the depth and spatial properties of the object holograms may be a more effective tool in advertising for its visual appeal. This study presents 'hologram'a three dimensional stereo imaging, as the expression technique in advertising of the next generation, and with proper understanding of 'hologram' and of all its potential applications discusses opportunities for advertisements that are distinct from the multi media advertisements of today. The basic concept of Holograms and their application methods were presented in the thesis, and by using Sales Promotion advertisement as example, discussed what elements are required in order to produce an effective advertisement using holograms.

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Sentiment Analysis of News Based on Generative AI and Real Estate Price Prediction: Application of LSTM and VAR Models (생성 AI기반 뉴스 감성 분석과 부동산 가격 예측: LSTM과 VAR모델의 적용)

  • Sua Kim;Mi Ju Kwon;Hyon Hee Kim
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.5
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    • pp.209-216
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    • 2024
  • Real estate market prices are determined by various factors, including macroeconomic variables, as well as the influence of a variety of unstructured text data such as news articles and social media. News articles are a crucial factor in predicting real estate transaction prices as they reflect the economic sentiment of the public. This study utilizes sentiment analysis on news articles to generate a News Sentiment Index score, which is then seamlessly integrated into a real estate price prediction model. To calculate the sentiment index, the content of the articles is first summarized. Then, using AI, the summaries are categorized into positive, negative, and neutral sentiments, and a total score is calculated. This score is then applied to the real estate price prediction model. The models used for real estate price prediction include the Multi-head attention LSTM model and the Vector Auto Regression model. The LSTM prediction model, without applying the News Sentiment Index (NSI), showed Root Mean Square Error (RMSE) values of 0.60, 0.872, and 1.117 for the 1-month, 2-month, and 3-month forecasts, respectively. With the NSI applied, the RMSE values were reduced to 0.40, 0.724, and 1.03 for the same forecast periods. Similarly, the VAR prediction model without the NSI showed RMSE values of 1.6484, 0.6254, and 0.9220 for the 1-month, 2-month, and 3-month forecasts, respectively, while applying the NSI led to RMSE values of 1.1315, 0.3413, and 1.6227 for these periods. These results demonstrate the effectiveness of the proposed model in predicting apartment transaction price index and its ability to forecast real estate market price fluctuations that reflect socio-economic trends.

A Study on the meaning of Database follow the application of Visual Contents (전시콘텐츠 적용 환경에 따른 데이터베이스 의미 고찰)

  • Kim, Min-Su;Yoon, Se-Kyun
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.17-26
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    • 2005
  • Nowadays, display-contents are developing to an informative environment. that is under the logic of the media operating system. To perceive the media-environments and produce the cultural contents, the cultural designers seek to understand a skin structure from making up for shape. To appreciate operating system in data and database is not only systematization of form and contents of visual contents but also variety contents into multiple-platform and integrative environments. These days, the spectacle exhibition try to express for their surface design between algorithm of data and database. the information is expressing aesthetic which means presents the integrated contents through the play instinct environment to end-user. That was given web or game to participation is developing with the cellular device and ubiquitous computing system. in the linear perspective, the end-user should be immerse more and more hyper-simulation system because of the operating algorithm of database. To do this, human have need to get the information-ability from multi-platform society. In the virtual environment, database offer the experience of an unheard-of event to end-user that prepare the participants the circumstances priority of signifiers. To do that already based on a fixed sensibility endow with narrative of the freshness- experience.

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A Study on the Application and Development of Contents through Digitalizing Korean Patterns (한국문양의 디지털컨텐츠 개발과 활용에 관한 연구)

  • 박현택
    • Archives of design research
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    • v.16 no.3
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    • pp.201-210
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    • 2003
  • The world is preparing another unseen war, that is, the cultural war of digital economy which will dominate the new millenium. As the “contents”, which are composed of various ingredients of media, gain vitality, the developed nations are in preparation of the war with the “cultural industry” weapons. The digital economic experts say that the left out nations will become economic colony in the new millenium age. The most important characteristics of cultural industry is the unity of creativity and culture which is all the more improved on the basis of the culture created upon knowledge. This leads to competition between nations or regions, and to survive one has to develop the industrial structure through cognition of its own cultural value. Furthermore, it is not a short-term development and investment of cultural products but a study on the method to graft the cultural value to the industry itself. The multi-media period does not accept an independent medium, and the contents products are becoming the leading industry since il is proved that they last semi-permanently in the digital world. The victory lies in the quality and quantity of the contents as the high ability and variety of the technology of media advance in accordance to the market principles. Since the culture, science and economy are becoming one complex structure, all nations of the world are trying the evolve a unique design of their on culture on the basis of the global universality. In consequence, we should excavate a uniqueness from our cultural heritage and develop into a korean design which will be recognized in the world market. The value of our cultural property should not only be used as academic and research purposes but should be re-evaluated with modem view, recognized as the core element that decides the quality of life and developed into exclusive designs. The korean designs represent the mould concept of our people which evolves from the mould or shape alphabet of Korea To meet the requirements of the changing world and in preparation of the cultural competitive age, it is never too early to make a data on the korean designs through their analysis and evaluation.

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Designing Mobile Framework for Intelligent Personalized Marketing Service in Interactive Exhibition Space (인터랙티브 전시 환경에서 개인화 마케팅 서비스를 위한 모바일 프레임워크 설계)

  • Bae, Jong-Hwan;Sho, Su-Hwan;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.59-69
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    • 2012
  • As exhibition industry, which is a part of 17 new growth engines of the government, is related to other industries such as tourism, transportation and financial industries. So it has a significant ripple effect on other industries. Exhibition is a knowledge-intensive, eco-friendly and high value-added Industry. Over 13,000 exhibitions are held every year around the world which contributes to getting foreign currency. Exhibition industry is closely related with culture and tourism and could be utilized as local and national development strategies and improve national brand image as well. Many countries try various efforts to invigorate exhibition industry by arranging related laws and support system. In Korea, more than 200 exhibitions are being held every year, but only 2~3 exhibitions are hosted with over 400 exhibitors and except these exhibitions most exhibitions have few foreign exhibitors. The main reason of weakness of domestic trade show is that there are no agencies managing exhibitionrelated statistics and there is no specific and reliable evaluation. This might cause impossibility of providing buyer or seller with reliable data, poor growth of exhibitions in terms of quality and thus service quality of trade shows cannot be improved. Hosting a lot of visitors (Public/Buyer/Exhibitor) is very crucial to the development of domestic exhibition industry. In order to attract many visitors, service quality of exhibition and visitor's satisfaction should be enhanced. For this purpose, a variety of real-time customized services through digital media and the services for creating new customers and retaining existing customers should be provided. In addition, by providing visitors with personalized information services they could manage their time and space efficiently avoiding the complexity of exhibition space. Exhibition industry can have competitiveness and industrial foundation through building up exhibition-related statistics, creating new information and enhancing research ability. Therefore, this paper deals with customized service with visitor's smart-phone at the exhibition space and designing mobile framework which enables exhibition devices to interact with other devices. Mobile server framework is composed of three different systems; multi-server interaction, server, client, display device. By making knowledge pool of exhibition environment, the accumulated data for each visitor can be provided as personalized service. In addition, based on the reaction of visitors each of all information is utilized as customized information and so the cyclic chain structure is designed. Multiple interaction server is designed to have functions of event handling, interaction process between exhibition device and visitor's smart-phone and data management. Client is an application processed by visitor's smart-phone and could be driven on a variety of platforms. Client functions as interface representing customized service for individual visitors and event input and output for simultaneous participation. Exhibition device consists of display system to show visitors contents and information, interaction input-output system to receive event from visitors and input toward action and finally the control system to connect above two systems. The proposed mobile framework in this paper provides individual visitors with customized and active services using their information profile and advanced Knowledge. In addition, user participation service is suggested as well by using interaction connection system between server, client, and exhibition devices. Suggested mobile framework is a technology which could be applied to culture industry such as performance, show and exhibition. Thus, this builds up the foundation to improve visitor's participation in exhibition and bring about development of exhibition industry by raising visitor's interest.