• 제목/요약/키워드: multimedia age

검색결과 164건 처리시간 0.023초

전력선 통신 환경에서 무선 간섭 신호를 제거하기 위한 Notch Filter Emulator 구현 (Implementation of Notch Filter Emulator for Wireless Interference Signal Cancellation under Power Line Communication Environment)

  • 장동원;이영환;이현소;김경석
    • 한국멀티미디어학회논문지
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    • 제12권10호
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    • pp.1407-1417
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    • 2009
  • 인터넷 서비스가 주 정보원으로 작용하는 정보화 시대에 인터넷 망이 닿지 않는 지역에 인터넷 서비스를 제공하기 위해 전력선 통신이 이루어지고 있다. 고속의 통신 서비스를 제공하기 위하여 현재 30MHz까지 할당된 주파수 대역을 80MHz로 확대하려는 연구도 이루어지고 있다. 하지만, 전력선은 통신 선로가 아니므로 통신 신호의 흐름에 따라 방사되는 전파가 발생하고, 그 전파는 기존에 그 대역을 사용하는 무선 통신서비스와 간섭이 발생하게 된다. 본 논문에서는 전력선 통신과 무선 통신 서비스의 상호 간섭을 줄이기 위해 Notch Filter를 제안하였고, TI사의 TMS320C6416T DSP 보드를 이용하여 Emulator를 구현하였다.

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중·고등학생의 인터넷게임 사용에 따른 게임행동분석 (An Analysis of Behavioral Patterns in Using Online Games among Middle and High School Students)

  • 오주;박정란
    • 한국멀티미디어학회논문지
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    • 제20권2호
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    • pp.404-419
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    • 2017
  • This study is to examine how middle and high school students vary in terms of good and bad usage of online games and how these factors have varying effects on their use of the internet as a whole. My focus is to study their behavioral patterns individually while playing internet-based online games. The results are as follows: First, 260 out of 390 subjects used the internet. Male students who are high school students with siblings, or preschool time game users were revealed to play online games more often rather than female students who are middle school students with no siblings, or non-preschool time game users. Secondly, the analysis of differences of good and bad usage of online games revealed that there is a significant correlation between gender and beginning age. Lastly, a thorough analysis of the average difference in terms of following the online game shutdown found that there is no significant correlation among the sub-groups. However, an analysis of the difference of the problematic game usage has shown that there is a significant difference in the heavy user group. This findings means that the students who don't follow the online game shutdown spend more time than those who do.

아동을 위한 디지털미디어 리터러시 성장성 연구: 라캉의 욕망이론을 중심으로 (A Study on Digital Media Literacy Growth Possibility for Children: Focusing on Lacan's Desire Theory)

  • 황보원주;위민영
    • 한국멀티미디어학회논문지
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    • 제20권2호
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    • pp.420-428
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    • 2017
  • In recent trends, the first age of digital device usage has been significantly getting low and the using frequencies for younger generation have been gradually increasing. Also, while there were more negative opinions of this trend in the past, the new idea is changing to more needs of training and approaches for children's sound using guidelines for digital device. In fact, people believe the new generation will face more advanced future, called the Fourth Industrial Revolution. The purpose of the paper is first to explain about the Jacques Lacan's concept of desire theory in order to understand the human's unconscious level through His desire theory. Second, the paper identifies how this unconscious level is affected to ethical aspects of new generations whose unconscious level are frequently and early exposed to digital media. Lastly, the paper will present the necessity of digital literacy education as well as future direction. Furthermore, the paper review for what is the ethics and positive guidelines of digital media for children who will become the future citizens in the era of the Fourth Industrial Revolution.

<백-아베 비디오 신디사이저>의 오디오 비주얼아트적 고찰 (A Study on in the Context of Audiovisual Art)

  • 윤지원
    • 한국멀티미디어학회논문지
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    • 제23권4호
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    • pp.615-624
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    • 2020
  • By enabling musicians to freely control the elements involved in sound production and tone generation with a variety of timbre, synthesizers have revolutionized and permanently changed music since the 1960s. Paik-Abe Video Synthesizer, a masterpiece of video art maestro Nam June Paik, is a prominent example of re-interpretation of this new musical instrument in the realm of video and audio. This article examines Paik-Abe Video Synthesizer as an innovative instrument to play videos from the perspective of audiovisual art, and establishes its aesthetic value and significance through both artistic and technical analysis. The instrument, which embodied the concept of image sampling and real-time interactive video as an image-based multi-channel music production tool, contributed to establishing a new relationship between sound and image within the realm of audiovisual art. The fact that his video synthesizer not only adds image to sound, but also presents a complete fusion of image and sound as an image instrument with musical characteristics, becomes highly meaningful in this age of synesthesia.

멀티미디어 인터페이스 기술을 이용한 유아 대상의 체감형 게임 설계 : 신체 놀이 활동 중심 (Interactive Game Designed for Early Child using Multimedia Interface : Physical Activities)

  • 원혜민;이경미
    • 한국콘텐츠학회논문지
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    • 제11권3호
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    • pp.116-127
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    • 2011
  • 본 논문에서는 유아를 위한 체감형 게임 개발에 필요한 요소로 콘텐츠, 디자인, 음향, 동작인식, 음성인식 기술을 제안하였다. 유아용 체감형 게임은 유아의 감성에 맞춘 교육적 요구가 반영된 콘텐츠와 밝고 친근감 있으면서 사용이 편리한 디자인 요소들이 반영되어야 하고 유아가 친숙하고도 쉽게 게임을 할 수 있게 유도할 수 있는 배경음악과 설명 대사가 사용되는 것이 좋다. 만약 동작 인식과 음성인식 시스템을 유아용 체감형 게임에 사용할 경우 게임 사용자의 연령에 맞는 동작 데이터와 음성 데이터를 사용해 인식률을 높여야 한다. 특히, 본 논문에서는 피부색과 유아 신체 모델을 사용하여 유아의 얼굴과 손을 인식한 후 그 위치를 고려하여 유아의 동작을 인식하였고 유아의 음성 데이터를 수집해 신경망을 이용한 음성인식 기술을 게임에 적용해 신체 놀이 중심 활동의 줄넘기 게임인 '신나게 폴짝'을 개발하였다.

멀티미디어 저작도구를 이용한 효율적인 교수-학습 콘텐츠 개발에 관한 고찰 (A Study on the Efficient Development of Teaching-Learning Contents Using Multimedia Authoring Tools)

  • 김민성;김윤;박성훈
    • 디지털콘텐츠학회 논문지
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    • 제11권1호
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    • pp.1-8
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    • 2010
  • 컴퓨터는 수업시의 문제 해결에 대한 동기유발과 이해를 강화시켜 오늘날의 교육에 강조되고 있는 문제 해결 학습에 가장 적합한 교육공학 도구이고 우리에게 다양하고 풍부한 학습경험을 적시적소에 전달할 수 있는 정보화시대의 대표적인 교수-학습 방법으로 인식되고 있다. 멀티미디어 저작도구는 멀티미디어 시스템의 제반기술을 이용하여 단시간 내에 교육용 코스웨어의 개발과 유지보수를 도와준다. 본 논문에서는 멀티미디어 저작도구를 이용하여 효과적인 교육용 소프트웨어 개발과정을 제시하며 이의 교육에의 응용에 대한 교육적 이점, 제한점 그리고 향후 나아가야할 발전 방향을 모색해 보고자 한다.

Social Networks과 Twitter 서비스에 관한 고찰 (A study on Social Networks and Twitter Services)

  • 손영우
    • 한국멀티미디어학회논문지
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    • 제14권4호
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    • pp.546-553
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    • 2011
  • 전 세계적으로 하루 평균 6,000만 통의 이메일이 전송되고 있다. IT 기술의 발전 덕분에 우리는 다양한 방법으로 커뮤니케이션을 할 수 있게 되었고 트위터와 같은 기술은 단순히 우리가 다른 사람들에게 나의 자잘한 일상을 이야기 하는 기회를 주는 것에 그치지 않고 더 큰 일을 하게 하는 강한 잠재력을 지니고 있다. 트위터로 어떤 일을 할 수 있는지 알고 이해한다면 우리의 삶을 타인들과 좀 더 의미 있는 방식으로 교류하고 공유하게 될 것이다. 본 논문에서는 Web과 Social Networks 최근 동향과 디지털 뉴미디어 시대의 미니 블로그와 Twitter 서비스에 대해 살펴본 후, 소셜 미디어 활용전략과 Twiter의 향후 발전방향을 제안하였다.

웹캠 기반 거북목 판별 알고리즘을 활용한 자세 교정 반응형 헬스케어 시스템 (Responsive Healthcare System for Posture Correction Using Webcam-Based Turtle Neck Syndrome Discrimination Algorithm)

  • 박소연;류서진;동서연
    • 한국멀티미디어학회논문지
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    • 제24권2호
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    • pp.285-294
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    • 2021
  • This study developed a responsive healthcare system that users can easily use in real life to prevent turtle neck syndrome by posture correction. We propose a system that naturally induces direct posture improvement by adjusting the height with a responsive cradle through a turtle neck discrimination algorithm detecting the turtle neck posture in real time using a webcam. The turtle neck algorithm was developed based on machine learning, using the points that the distance relationship between the jaw line and the shoulder varies depending on the posture. For the younger age group, which is particularly problematic due to the increase in the use of IT devices, image data in different situations according to the height and posture of the cradle was collected and learned as a support vector machine classifier. In addition, a height-adjustable cradle that can support a laptop has been created and expanded into a responsive cradle that can be controlled with software by interlocking with the Arduino. Therefore, this service enables posture correction of many modern people suffering from turtle neck syndrome and will become an essential platform in the increasing online environment in the non-contact era.

미술관 애플리케이션의 인터랙션 요소 및 감성디자인에 관한 연구: 애플리케이션 아트키를 중심으로 (A Study on the Interaction Elements and Emotional Design of Art Museum Applications: Focusing on Application Art Keys)

  • 후천위안;안병진;이병국
    • 한국멀티미디어학회논문지
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    • 제24권5호
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    • pp.727-735
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    • 2021
  • The purpose of this study is to evaluate visual arts in interactive technology in art museum applications and to analyze the impact relationship between interactive technology and the five senses. This study was conducted to survey respondents who had used art museum applications. The results are as follows. First, this study evaluates the differences in perception of art museum applications according to the general characteristics of the respondents. They show that there are differences in gender, marital status, age, and social income. Second, this study identifies the impact of five senses and synesthesia on interaction design among emotional design elements. They reveal that visual, auditory, tactile components, and synesthesia have significant effects on interactive design. This study reveals that emotional design elements of art museum applications affect interaction design. Also, it suggests that research on interaction design reflecting five senses is continuously needed to improve audience satisfaction and revitalize art museum applications.

An Automatic Strabismus Screening Method with Corneal Light Reflex based on Image Processing

  • Huang, Xi-Lang;Kim, Chang Zoo;Choi, Seon Han
    • 한국멀티미디어학회논문지
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    • 제24권5호
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    • pp.642-650
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    • 2021
  • Strabismus is one of the most common disease that might be associated with vision impairment. Especially in infants and children, it is critical to detect strabismus at an early age because uncorrected strabismus may go on to develop amblyopia. To this end, ophthalmologists usually perform the Hirschberg test, which observes corneal light reflex (CLR) to determine the presence and type of strabismus. However, this test is usually done manually in a hospital, which might be difficult for patients who live in a remote area with poor medical access. To address this issue, we propose an automatic strabismus screening method that calculates the CLR ratio to determine the presence of strabismus based on image processing. In particular, the method first employs a pre-trained face detection model and a 68 facial landmarks detector to extract the eye region image. The data points located in the limbus are then collected, and the least square method is applied to obtain the center coordinates of the iris. Finally, the coordinate of the reflective light point center within the iris is extracted and used to calculate the CLR ratio with the coordinate of iris edges. Experimental results with several images demonstrate that the proposed method can be a promising solution to provide strabismus screening for patients who cannot visit hospitals.