• Title/Summary/Keyword: multimedia age

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A Design of Diabetes Mellitus Scheduling Program for Diabetic Patients: A Software Engineering Approach

  • Choi, Jeong-Hoon;Huh, Jun-Ho;Weon, Sunghyun
    • Journal of Multimedia Information System
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    • v.5 no.1
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    • pp.53-58
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    • 2018
  • The Republic of Korea (ROK) has been putting much effort to deal with diabetes which is being increasingly found in all age groups due to inadequate diet. Diabetes is closely related to one's eating habits and lifestyle that often cause hyperglycemia so that it is essential for the diabetic patients to change them to improve or control the major symptoms of diabetes. This study introduces a software engineering solution to support these patients. The software designed for the solution lets the patients to easily recognize their sugar levels and current treatment schemes and then advises a more effective approach along with the essential information through the embedded push service. The major goal of this study is to support diabetes patients by providing a convenient but effective means to prevent or improve diabetic symptoms by patients themselves who will in turn change their lifestyles in a positive manner.

Comparison of Active Contour and Active Shape Approaches for Corpus Callosum Segmentation

  • Adiya, Enkhbolor;Izmantoko, Yonny S.;Choi, Heung-Kook
    • Journal of Korea Multimedia Society
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    • v.16 no.9
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    • pp.1018-1030
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    • 2013
  • The corpus callosum is the largest connective structure in the brain, and its shape and size are correlated to sex, age, brain growth and degeneration, handedness, musical ability, and neurological diseases. Manually segmenting the corpus callosum from brain magnetic resonance (MR) image is time consuming, error prone, and operator dependent. In this paper, two semi-automatic segmentation methods are present: the active contour model-based approach and the active shape model-based approach. We tested these methods on an MR image of the human brain and found that the active contour approach had better segmentation accuracy but was slower than the active shape approach.

An Art-Robot Expressing Emotion with Color Light and Behavior by Human-Object Interaction

  • Kwon, Yanghee;Kim, Sangwook
    • Journal of Multimedia Information System
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    • v.4 no.2
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    • pp.83-88
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    • 2017
  • The era of the fourth industrial revolution, which will bring about a great wave of change in the 21st century, is the age of super-connection that links humans to humans, objects to objects, and humans to objects. In the smart city and the smart space which are evolving further, emotional engineering is a field of interdisciplinary researches that still attract attention with the development of technology. This paper proposes an emotional object prototype as a possibility of emotional interaction in the relation between human and object. By suggesting emotional objects that produce color changes and movements through the emotional interactions between humans and objects against the current social issue-loneliness of modern people, we have approached the influence of our lives in the relation with objects. It is expected that emotional objects that are approached from the fundamental view will be able to be in our lives as a viable cultural intermediary in our future living space.

Study about Road-Surrounding Environment Analysis and Monitoring Platform based on Multiple Vehicle Sensors (다중 차량센서 기반 도로주변환경 분석 및 모니터링 플랫폼 연구)

  • Jang, Bong-Joo;Lim, Sanghun;Kim, Hyunjung
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1505-1515
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    • 2016
  • The age of autonomous vehicles has come according to development of high performance sensing and artificial intelligence technologies. And importance of the vehicle's surrounding environment sensing and observation is increasing accordingly because of its stability and control efficiency. In this paper we propose an integrated platform for efficient networking, analysis and monitoring of multiple sensing data on the vehicle that are equiped with various automotive sensors such as GPS, weather radar, automotive radar, temperature and humidity sensors. From simulation results, we could see that the proposed platform could perform realtime analysis and monitoring of various sensing data that were observed from the vehicle sensors. And we expect that our system can support drivers or autonomous vehicles to recognize optimally various sudden or danger driving environments on the road.

MA : Multiple Acknowledgement Mechanism for UWSN (UnderWater Sensor Network)

  • Shin, Soo-Young;Lee, Seung-Joo;Park, Soo-Hyun
    • Journal of Korea Multimedia Society
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    • v.12 no.12
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    • pp.1769-1777
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    • 2009
  • With the advent of the ubiquitous technology age, the progress of network technology has enabled a robust sensor communication, not just in cities, but also in poor surroundings such as deserts, polar regions, or underwater environments. In this paper, we propose a Multiple Acknowledgement (MA) technique to replace the conventional Automatic Repeat request (ARQ) technique. The MA mechanism is to send an Ack to many receivers simultaneously. The CH (master, coordinator) of the unit cluster broadcasts a Beacon frame where Ack information of the previously transmitted data is included. This technique can reduce the number of transmissions and overhead significantly. The proposed technique is a scheme improving the efficiency of an underwater sensor network where the uplink data transmission is the mainstream. The Performance of the ARQ, Block Ack, Pervasive Block Ack and the proposed method were compared with one another and analyzed. The proposed method showed significant performance improvement as compared with the ARQ, BA, and PBA in its channel efficiency.

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A Study on the Choice Preferences of 3-6 Year-old Children for Intelligent Development Games (3-6세 아동의 지능개발 게임의 선택기호에 대한 연구)

  • Lei, Zhang;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.24 no.4
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    • pp.610-618
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    • 2021
  • This thesis is based on the theory of multiple intelligences proposed by the american educator and psychologist Dr.Gardner. According to the definition and classification of children's intelligence development games by predecessors, 6 types of intelligence development suitable for children aged 3 to 6 are summarized games, fill in the questionnaire to understand children's personal preferences, the purpose is to understand whether children aged 3 to 6 have a preference for intelligent development games and whether the preference will be affected by gender and age, and to understand the reality of children aged 3 to 6 Preferences and intellectual development needs provide a factual basis for more scientifically launching intelligent development games.

A Study on Motion Graphics according to Memphis Style Moving Poster Types (멤피스 스타일 무빙 포스터 유형에 따른 모션그래픽에 관한 연구)

  • Wu, Yueying;Lee, Chang-keun
    • Journal of Korea Multimedia Society
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    • v.25 no.3
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    • pp.519-527
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    • 2022
  • With the development of the digital age, the moving poster shows the possibility of development and update. In this study, by analyzing the characteristics and types of moving posters, we studied the elements of motion graphic movement of moving posters. Through this specific case, we analyzed the characteristics of moving posters expressed in Memphis style to explore their strengths and applicability. In the current situation where the popularity of moving posters is increasing, it is good to develop and utilize the study of Memphis moving posters.

A study for the analysis of the program' efficacy with multimedia to enhance brain activity (뇌파 분석을 통한 두뇌 훈련을 위한 멀티미디어 프로그램의 효과 분석)

  • Roh, Heon-Jun
    • Journal of Digital Contents Society
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    • v.7 no.1
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    • pp.15-23
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    • 2006
  • The hamonious development of human brain has been an indigenous objective of each age. A variety of training programs related to the purpose have turned up at an educational market and a commercial market, as well. I'd like to indicate, however, that these training methods are somewhat prejudiced and have some elements, inherently, which are against the development of human brain for one's whole personality. Therefore, the most desirable brain training program is to induce it to respond to various stimuli, to educate for itself and to generate continuously, to create and strengthen an innumerous synapse among brain cells, so as to form a nero-network. In this study, I have used a brain training program with multimedia which have been produced for a specific purpose. With this method, by measuring directly the effectiveness of human brain development, I have analysed more objectively and more quantitatively.

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The Effectiveness of Streaming Video with Web Based Text in Online Course: Comparative Study on Three Types of Online Instruction for Korean College Students

  • HEO, JeongChul;HAN, Su-Mi
    • Educational Technology International
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    • v.14 no.1
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    • pp.1-26
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    • 2013
  • This study is to identify whether three types of online instruction (text-based, video-based, and video-based instruction without text) and age category have a different influence on students' comprehension and motivation. Online students were randomly assigned to one of six groups, and they attended two-week online lectures via Course Management System. The comprehension test and the short form of IMMS were implemented when 114 participants accomplished two-week online lectures. The results revealed that using instructional video in online instruction is more effective instructional medium than text only in order to promote learner's motivation. Besides, older adults aged 41-60 are significantly different from younger adults (21-40 years old) in terms of students' comprehension. Furthermore, three types of online instructions are likely to be influenced by age category.

A Study on Design Characteristic Shown in Movie Costume of Ishioka Eiko (이시오까 에이꼬 석강영자(石岡瑛子)의 영화 의상에 나타난 디자인 특성에 관한 고찰)

  • Kim, Hee-Jung
    • The Research Journal of the Costume Culture
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    • v.17 no.4
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    • pp.583-599
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    • 2009
  • The purpose of this study is to analyze movie costume of main character and find design characteristic and historical spirit focusing on the movie, in which Ishioka Eiko, Japanese movie costume designer constructing unique design world, participated. The study captured images of three movies such as , and with Digital Multimedia Converting System and analyzed them by focusing on the pictures showing designer's intention and design characteristic well among acquired 319 pictures. The costumes addressing movie costume designer's sense of values are recreated as future-oriented new works and are expressed as creative costumes by acquiring inspiration from past factors, dissolving them and applying up-to-date technology. Movie costume shall reflect historical spirit of our age as movie shows social cultural trend including fashion trend of manufactured age. Ishioka Eiko has searched for the design, which is proper for three principles such as 'be unique', 'be eternal' and 'be innovative' and from the result of analyzing movie costume, it is found that she showed characteristics of symbolism(transmission of the sensitivity), ornamentalism(effective representation as a decorative effect attention) and multiculturalism(harmony of time and culture) as well as uniqueness. The movie costume are different mutually and create new hybrid culture, in which different costume cultures are mixed with current costumes without the restriction to other culture. It is proper for the age of globalization and localization so it is expected that the multiculturalism will be enlarged more.

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