• Title/Summary/Keyword: multimedia age

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Satellite Development Trends for Multimedia Age (멀티미디어시대를 향한 위성 개발동향)

  • Mun, Byeong-Ju
    • Electronics and Telecommunications Trends
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    • v.11 no.4 s.42
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    • pp.151-163
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    • 1996
  • 멀티미디어는 영상, 음성, 문자, 도형 등 표현 미디어의 통합화, 네트워크화, 인터액티브화라는 특징을 지니고 있다. 위성통신은 이를 지원할 수 있는 광역성, 광대역성, 동보성 등의 특징을 지니고 있어 멀티미디어 서비스를 조기에 실현할 수 있는 통신수단으로 주목되고 있다. 본 고는 이러한 관점에서 위성 개발동향을 살펴보기로 한다.

AMD Identification from OCT Volume Data using Deep Convolutional Neural Network (심층 컨볼루션 신경망을 이용한 OCT 볼륨 데이터로부터 AMD 진단)

  • Kwon, Oh-Heum;Jung, Yoo Jin;Song, Ha-Joo
    • Journal of Korea Multimedia Society
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    • v.20 no.8
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    • pp.1291-1298
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    • 2017
  • Optical coherence tomography (OCT) is the most common medical imaging device with the ability to image the retina in eyes at micrometer resolution and to visualize the pathological indicators of many retinal diseases such as Age-Related Macular Degeneration (AMD) and diabetic retinopathy. Accordingly, there have been research activities to analyze and process OCT images to identify those indicators and make medical decisions based on the findings. In this paper, we use a deep convolutional neural network for analysis of OCT volume data to distinguish AMD from normal patients. We propose a novel approach where images in each OCT volume are grouped together into sub-volumes and the network is trained by those sub-volumes instead of individual images. We conducted an experiment using public data set to evaluate the performance of the proposed approach. The experiment confirmed performance improvement of our approach over the traditional image-by-image training approach.

Study on the Effect of Film Therapy on the Frustration Affordability of College Students in Northeast China : based on film industry aesthetics in the age of IT

  • Du, Nan;Yu, Chuandong;Kim, Chee-Yong
    • Journal of Multimedia Information System
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    • v.7 no.2
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    • pp.157-164
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    • 2020
  • Considering the frustration affordability level of college entrants and investigating the frustration tolerance of undergraduates in Shenyang City University, this paper provides the basis for the research of improving frustration tolerance of undergraduates through quantitative research results and applies film therapy to the frustration regulation of college students by discussing the role of film therapy in improving frustration affordability ability of college entrants. This paper has concluded that the necessary of improving the frustration tolerance of college students in Northeast China and the feasibility of the film therapy programs on improving the frustration tolerance of college students in Northeast China. Meanwhile, this paper shows that the principle of film selection in film therapy should be based on the requirements of the aesthetics of the film industry in the IT environment. This paper provides a reference for refining the target of film therapy for film therapists to better apply film and television psychotherapy technology, and a basis for the film therapy activity program; Furthermore, it also has a certain reference significance for film and television media workers.

Aqua leggings production status survey according to the status of domestic leggings brands (국내 레깅스 브랜드 현황에 따른 아쿠아 레깅스 생산실태조사)

  • Kang, Hyunyoung;Kang, Hyunjoo;Kim, CheeYong
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.966-978
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    • 2021
  • This thesis provided basic data of the domestic leggings industry. For the purpose of comparative analysis, the sales status and consumer preference status of domestic leggings brands were selected, and the three companies, X*xymix, A*dar, and M*laware, which occupy the top positions by domestic leggings brand rankings Therefore, from 2018 to 2020, the market size of leggings items is identified with reference to the sales status and consumer preference status data, and the status of consumer preference is analyzed. As a result of the survey analysis, X*xymix, A*dar, and M*laware, which rank high in consumer preference, operate a separate men's leggings line from leggings targeting young women who mainly focus on yoga, pilates, and fitness exercises. As the age increased, the demand for leggings expanded to the middle-aged. Therefore, it is believed that the segmentation of leggings is made according to the diversifying types of exercise, and as the age group in demand for leggings is expanded, continuous research on market segmentation for aqua leggings necessary for aqua exercise that can exercise without straining the body.

Latest Information Technologies in the UK Adults Education System

  • Tverezovska, Nina;Bilyk, Ruslana;Rozman, Iryna;Semerenko, Zhanna;Orlova, Nataliya;Vytrykhovska, Oksana;Oros, Ildiko
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.25-34
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    • 2022
  • Today, further education of adults in the UK is one of the developing areas of continuing education. The Open University with distance learning, in the process of which innovative forms and methods based on computer and telecommunication technologies are used, is particularly successful in the organization of additional education of the adult population. The advantages of distance learning, multimedia - the latest information technologies, which provide the combination of graphic images, video, sound with the help of modern computer tools, are noted. The basic principles and forms underlying the technologies and forms of work with the elderly are defined. The international experience of implementing "Universities of the Third Age" is summarized. The most widespread approach in adult education in Great Britain is informational. The use of computer technologies motivates a new paradigm in educational methods and strategies, which requires new approaches, forms of learning, and innovative ways of delivering educational materials to adult learners. Information technologies have gained great popularity in such activities as distance learning, online learning, assistance in the education management system, development of programs and virtual textbooks in various subjects, online search for information for the educational process, computer testing of students' knowledge, creation of electronic libraries, formation of a single scientific electronic environment, publication of virtual magazines and newspapers on pedagogical topics, teleconferences, expansion of international cooperation in the field of Internet education. The information technology of synchronous distance learning "online" has gained considerable popularity in the educational process today. A promising direction is the use of multimedia technologies in educational activities to create a design of a virtual computer environment by decoding audiovisual information.

Following media development, a Study about the convergence of comics and multimedia (매체발달에 따른 만화의 멀티미디어와의 융합에 관한 연구)

  • Kim, Bo-Hyun;Hong, Nan-Ji
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.119-127
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    • 2012
  • In this study, it was witnessed that a variety of tests are implemented in a type of convergence of multimedia such as photos, sounds, and videos as well as letters and drawings, components of existing traditional comics as comics are digitalized and are converted to various devices. Therefore, we studied the concept of multimedia comics as a basis of this study by judging that new barometer to comics lies in convergence with such multimedia. After recognizing components of multimedia comics which are currently emerging, we categorized them into three types depending on how to use these elements. First, convergence type webtoon has a very similar format with existing vertical scrolling webtoon and has characteristics that background & effects sounds are added to emphasize the features of webtoon, or photos or videos are inserted in part, and there is no function to control these elements; Second, motion comic, a medium format between comic and animation has a characteristic that sound, video, paging are auto-played like watching animation but it keeps the format of comics within one frame; Third, interactive comic has a characteristic that effects sound, motion, and story are made by active participation of viewers. As a result of analyzing comics which having above multimedia characteristics, its implications are as followings: First, multimedia elements should be used depending on genre, age, and media; Second, high level of control technology considering the features of comic-viewers is needed. In other words, in continuously evolving media environments, comic contents being proper to targets and use purposes of viewers should be developed. For this, multimedia elements of comics should be used in order that comic-viewers can have active & interactive communication with contents.

Fall Direction Detection using the Components of Acceleration Vector and Orientation Sensor on the Smartphone Environment (스마트폰 환경에서 가속도 벡터의 성분과 방향센서를 활용한 넘어지는 방향 측정)

  • Lee, Woosik;Song, Teuk Seob;Youn, Jong-Hoon
    • Journal of Korea Multimedia Society
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    • v.18 no.4
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    • pp.565-574
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    • 2015
  • Falls are the main cause of serious injuries and accidental deaths in people over the age of 65. Due to widespread adoption of smartphones, there has been a growing interest in the use of smartphones for detecting human behavior and activities. Modern smartphones are equipped with a wide variety of sensors such as an accelerometer, a gyroscope, camera, GPS, digital compass and microphone. In this paper, we introduce a new method that determines the fall direction of human subjects by analyzing the three axis components of acceleration vector.

The Influence of Players' Self-Esteem, Game-Efficacy, and Social Capital on Life Satisfaction Focused on Hedonic and Eudaimonic Happiness (게임 이용자들의 자아 존중감, 게임 효능감, 사회 자본이 삶의 만족도에 미치는 영향에 관한 연구: 헤도닉과 유다이모닉 행복 관점을 중심으로)

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Multimedia Society
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    • v.18 no.9
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    • pp.1118-1130
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    • 2015
  • The current study explores a possible mechanism through which game users' integrated sociopsychological factors lead to a higher level of life satisfaction, based on desire-fulfillment theory as well as hedonic and eudaimonic approaches to happiness. Using data from a survey of 789 game users in South Korea, we tested the relationships of psychological variables (self-esteem and game and life-efficacy), social variables (bonding and bridging social capital), and demographic variables (age and gender) with life satisfaction. Results show that self-esteem and game efficacy were an important antecedent to the degree of users' life satisfaction. Both bonding and bridging social capital increased life satisfaction. The importance of perspectives as well as their implications for game users and further associated research is explored.

A Study on the esthetic analysis for the Digital Image (Digital Image의 미학적 해석)

  • 최성원
    • Archives of design research
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    • v.15 no.4
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    • pp.169-176
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    • 2002
  • All kinds of artwork, including multimedia and digital image that has been subliminated into an af mediating two numbers 0 and 1 in recent age, are self-sufficient and autonomous in themselves. Nevertheless, each of those artworks can be realized as a real entity only if its appreciator is capable enough to explore some potential meaning out of it through his or her own perceptual work. According to Mikel Dufrenne, an artwork is composed of three existential tiers: "le sensible" or the sensible material; "fe representation" or the subject(le sujet), and "1′expression." Dufrenne contends that our esthetic perception can be realized by way of three steps that are comparable to those three tiers: perception of the presence of the body("le sensible"), contemplative perception by way of imagination("le representation"), and reflective perception ("1′expression") as a result of dialectics of sense and sensibility. This paper argues on the aesthetic perception with regard to digital image expressed by two numbers 0 and 1, putting focus on the epistemological role of sensibility(감) that explores "1′expression" a la Dufrenne.

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An Analysis of Mobile Virtual Manipulatives Apps for the Teaching of Elementary School Mathematics (초등학교 수학의 교수를 위한 모바일 가상조작물 앱 분석)

  • Shin, Mikyung
    • Journal of Korea Multimedia Society
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    • v.20 no.6
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    • pp.935-949
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    • 2017
  • The purpose of this study was to analyze the characteristics of virtual manipulatives apps that can be used to teach students struggling to learn mathematics. To achieve this goal, ten general characteristics of 23 virtual manipulatives apps were evaluated. The instructional, interface, and interactive design features of apps were also evaluated on five-point scale ratings of 18 items. In addition, SPSS frequency analysis and the correlation between each feature was analyzed. Frequently presented instructional contents among 23 virtual manipulatives apps were geometry, arithmetic operation, number concept and measurement. The frequently presented level of instructional contents was lower grade elementary school and kindergarten age. The frequently presented instructional type was the simulation. Regarding the design features, instructional design was rated as the highest (mean = 3.7); interactive design (mean = 3.6) and interface design (mean = 3.3) were also rated higher than neural. In addition, as the learning strategy was appropriately presented, it was evaluated that there was less screen linkage and content error.