• Title/Summary/Keyword: multimedia age

Search Result 164, Processing Time 0.022 seconds

A Video Image Design Analysis with Emphasis on Colors in Video Art (비디오아트에서 나타난 색채를 중심으로 한 영상디자인 분석)

  • Cho, Hyang
    • Journal of Korea Multimedia Society
    • /
    • v.10 no.11
    • /
    • pp.1507-1515
    • /
    • 2007
  • Many people have already mentioned the works of the Video Art. This is the age, video image is not a particular thing. We should not follow easily those things having been studied by a lot of people again. However, nowadays after he passed away, they voice their opinions that we should reanalyze his works properly. Therefore, it may be not new to make video image a subject of discussion. However, this study intends to look into the works of Paik Nam June once again from a new aspect that no preceding researchers did not pay much attention. It will be the main theme of this study to try to discover the expansion of nature and educational effects through technology by analyzing his works from another aspect as one person who lives in the age that video image is no more special.

  • PDF

On Analysis of Silver Generation Leasure Life Activities for Contents Development (콘텐츠 개발을 위한 실버세대의 여가활동 분석에 관한 연구)

  • Cho, Seok-Bong;Byun, Seung-Hwan
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.8
    • /
    • pp.81-89
    • /
    • 2008
  • Because of the development of modern medical science and increased longevity of elderly due to better health care: we are facing a new growing generation of "silver" senior citizens. In near future we will see a slow increase in senior spare time activities in our society. In this study the types of the spare time activities are researched and analyzed. Over the age of 60 most seniors spend ample time watching television and sleeping. Amazingly, in the second age group, seniors aged forty to fifty, when shown to the wonders of internet and cyber technology tend to accept and desire it. It is expected be seen this trend will increase. Secondly, in the case that seniors in their forties and fifties are entering into the silver generation, we can expect more promising multimedia content developed for the elderly.

A Study on the possibility about genre extension of korean verse and modern novel in Multimedia age (다매체시대, 시조와 현대소설을 통한 장르 확장의 가능성 고찰 - 생태학적 상상력을 중심으로 -)

  • Hur, Man-Ook
    • Sijohaknonchong
    • /
    • v.25
    • /
    • pp.75-100
    • /
    • 2006
  • This treatise puts with ecology that important topic is becoming in Multimedia age today. Is appearing to some meaning that symbol that. Is nature friendship and nature assimilation in korean verse and modern novel. And is the purpose to draw diachronic and synthetic thought between age and genre is forming by ecological imagination how. Our korean verse thinks of nature as residing space, and is singing life that is nature friendship and nature assimilation in relation of indivisibility sto of human and nature. And nature space of metaphor or symbol is forming by ecological imagination in the modern novel. Therefore, these two genres see that traffic is available in diachronic synthetic relation. First, must escape resolutely in ideas that literature is basing in actuality and search the literature-ecological imagination. Therefore, forward literature may have to look for the literature-ecological imagination with many interests to green literature ecology and show image that move constantly. And must approach appearing common view of nature and the literature-ecological imagination in principle of integration of expropriation and production now all round to our literary productions. Therefore, must do so that can be nature friendship and become practical education model that expropriation of ecological literary productions and production activity foster literary sensibility and imagination. Also, lively research and groping about each genre of a Korean literature are to premised in diachronic and synthetic veins I will. Method groping that adapt on New Age as defending peculiar special quality that founder is keeping korean verse with opened thinking may have to be spread more hard. Therefore, genre of novel can may ready the one clue to grope confrontation method naturally to secure new identity in new literature environment of digital age.

  • PDF

Embodied Conversational Agent Using a Virtual Character to Induce Children's Verbal Communication (가상 캐릭터를 활용하여 아동의 구어 대화를 유도하는 대화형 에이전트)

  • Choi, Jiyeong;Jung, Keechul
    • Journal of Korea Multimedia Society
    • /
    • v.23 no.10
    • /
    • pp.1296-1306
    • /
    • 2020
  • Childhood verbal communication impacts children's language skills and has a positive effect as partners use more vocabulary. But reduction in family time, caused by lowered age for private education and so on, has reduced the chance for children to speak with partners who have a proficient language skill. This vacancy was naturally occupied by the media, which has become one of the cornerstones of the growth of kids' contents. Kids contents are making various attempts to expand the breadth of services. But most contents still focus on unilateral visual information delivery yet, so there is a limit to satisfy the vacancy of conversation partners. Therefore this paper suggests an ECA(Embodied conversational agent) to induce children's spoken conversation using a virtual character frequently used in kids contents. This system is implemented by the voice bot and agent model produced using an IBM assistant and Unity. As a result of using ECA for 66 children of 5-9 years old, it showed meaningful results in terms of induction of verbal communication.

How Query by humming, a Music Information Retrieval System, is Being Used in the Music Education Classroom

  • Bradshaw, Brian
    • Journal of Multimedia Information System
    • /
    • v.4 no.3
    • /
    • pp.99-106
    • /
    • 2017
  • This study does a qualitative and quantitative analysis of how music by humming is being used by music educators in the classroom. Music by humming is part division of music information retrieval. In order to define what a music information retrieval system is first I need to define what it is. Berger and Lafferty (1999) define information retrieval as "someone doing a query to a retrieval system, a user begins with an information need. This need is an ideal document- perfect fit for the user, but almost certainly not present in the retrieval system's collection of documents. From this ideal document, the user selects a group of identifying terms. In the context of traditional IR, one could view this group of terms as akin to expanded query." Music Information Retrieval has its background in information systems, data mining, intelligent systems, library science, music history and music theory. Three rounds of surveys using question pro where completed. The study found that there were variances in knowledge, training and level of awareness of query by humming, music information retrieval systems. Those variance relationships where based on music specialty, level that they teach, and age of the respondents.

A Study on the 21stCentury Digital Visuality Through Lacan's Notion of the Real Gaze - From an Aspect of Digital Frame Expension - (라깡의 시선도해를 통해서 본 21세기 디지털 시각성 변화 연구 - 디지털 프레임 확장의 관점에서 -)

  • Lim, Sang Guk;Kim, Cheeyong
    • Journal of Korea Multimedia Society
    • /
    • v.21 no.5
    • /
    • pp.638-647
    • /
    • 2018
  • This study aimed to identify visuality changes in the $21^{st}century$ digital visual media art through the expension of digital frames based on visuality represented by Cartesian perspectivalism in the modern age. The visuality of perspective, camera obscura and panorama, which are called modern visual systems, was analyzed to illustrate each characteristic from a viewpoint of a seeing subject. These characteristics of the visual systems were restructured to meet the visuality of the digital era through the illustrations of Lacan's gaze. In addition, the characteristics of frames found in the $21^{st}century$ digital visual media art were identified, and they were categorized into and illustrated from physical, convergent and interactional viewpoints. The outcomes were classified into the $21^{st}century$ digital frame types, and new $21^{st}$century digital visual illustrations were suggested based on the results.

IoT based Pure Tone Audiometer with Software Platform Compatibility (IoT 기반의 소프트웨어 플랫폼 호환성을 갖는 순음청력 검사기)

  • Kang, Sung Ho;Lee, Jyung Hyun;Kim, Myoung Nam;Seong, Ki Woong;Cho, Jin-Ho
    • Journal of Korea Multimedia Society
    • /
    • v.21 no.2
    • /
    • pp.261-270
    • /
    • 2018
  • Hearing-impaired people are increasing rapidly due to the global aging trend. Early detection of hearing loss requires an easy-to-use audiometry device for the public. Existing audiometry systems were developed as PC-based, PDA-based, or smartphone apps. These devices were often dependent on specific software platforms and hardware platforms. In this paper, we tried to improve software platform compatibility by using cross platform, and tried to implement IoT-based pure tone audiometry device which does not require sound pressure level correction due to hardware differences. Pure tone audiometry is available in a variety of ways depending on the type of hearing loss and age. Using the IoT-based audiometry device implemented in this paper, it will be possible for an app developer who lacks hardware knowledge to easily develop an app with various scenarios for hearing screening. The results of this study will contribute to overcoming the software and hardware dependency in the development of IoT-based healthcare device.

The Empirical Study on Relationship Between Corporate Performance and Related Business Experience of Game Company's CEO : Moderating effect of Social Capital (게임기업 CEO의 관련사업경험이 경영성과에 미치는 영향에 관한 실증적 연구 -사회적 자본의 조절효과를 중심으로-)

  • Seo, Tae Geon;Yang, Dong Woo
    • Journal of Korea Multimedia Society
    • /
    • v.18 no.11
    • /
    • pp.1408-1418
    • /
    • 2015
  • As the CEO`s of game companies should be ready for the rapid change of technical environment of game industry, highly skilled employees and the social capital become very important factors in doing game business. 2013 Korea Game White Paper shows that many game companies prefer employees with job experience. The social capital and network help game companies get industrial information easily. This study empirically examines the relationship among CEO`s related business experience, corporate performance and social capital based on 134 Korean game companies. CEO`s characteristics are measured by using demographic characteristics including age, amount of education, and prior job experience and psychological characteristics, but this study focuses on related business experience. The results of this study show some significant relationship between the related business experience of CEO and nonfinancial performance of the firm. Secondly, this study verifies the moderating effect of the social capital between the related business experience of CEO and non-financial performance of the firm. The results of the moderating effect of the social capital show that social capital increases the non-financial performance.

Layer Segmentation of Retinal OCT Images using Deep Convolutional Encoder-Decoder Network (딥 컨볼루셔널 인코더-디코더 네트워크를 이용한 망막 OCT 영상의 층 분할)

  • Kwon, Oh-Heum;Song, Min-Gyu;Song, Ha-Joo;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
    • /
    • v.22 no.11
    • /
    • pp.1269-1279
    • /
    • 2019
  • In medical image analysis, segmentation is considered as a vital process since it partitions an image into coherent parts and extracts interesting objects from the image. In this paper, we consider automatic segmentations of OCT retinal images to find six layer boundaries using convolutional neural networks. Segmenting retinal images by layer boundaries is very important in diagnosing and predicting progress of eye diseases including diabetic retinopathy, glaucoma, and AMD (age-related macular degeneration). We applied well-known CNN architecture for general image segmentation, called Segnet, U-net, and CNN-S into this problem. We also proposed a shortest path-based algorithm for finding the layer boundaries from the outputs of Segnet and U-net. We analysed their performance on public OCT image data set. The experimental results show that the Segnet combined with the proposed shortest path-based boundary finding algorithm outperforms other two networks.

Visualizing Excercise Prescription Using Visual Path Map (비쥬얼패스맵을 이용한 운동처방 과정 시각화)

  • Ham, Jun-Seok;Jeong, Chan-Soon;Ko, Il-Ju
    • Journal of Korea Multimedia Society
    • /
    • v.14 no.9
    • /
    • pp.1182-1189
    • /
    • 2011
  • We named the system Visual Path Map which visualizes the distribution of clusters according to characteristics and entire process about exercise prescription, and we purpose to visualize a process according to exercise prescription. Visual Path Map visualizes the distribution of clusters according to characteristics, current and object distribution, and changed distribution for prescription. So it visualizes paths from current distribution to object distribution according to prescription. We used SOM in order to express properties along subjects in Visual Path map, and visualized distribution of clusters about physical characteristics, body mass index, and age information of 1,500 ordinary people. Also we visualize practical exercise prescription according to real data of expert of exercise prescription.