• 제목/요약/키워드: multimedia age

검색결과 167건 처리시간 0.023초

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.

A Study on Parents' View of the Augmented Reality Card Use for Pr e-School Education

  • Deng, Qianrong;Cho, Dong-min
    • 한국멀티미디어학회논문지
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    • 제24권6호
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    • pp.838-848
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    • 2021
  • Parents' influence on children's development is generally considered essential. This paper attempts to explore the role of AR in preschool education from the perspective of parents, aiming to help parents better understand the impact of children's use of augmented reality in preschool education. The subjects were parents of children in the preschool age range (3-6 years old), and the experimental equipment was AR cognitive cards. In order to extract parents' views on AR, five parents were invited to conduct an experiment with their children using AR cognition cards, and then an open interview survey was conducted. In the second experiment, the answers obtained from the first experiment were sorted out and formed a questionnaire to conduct a closed-book survey. It shows that parents are satisfied with the characteristics of AR to assist their children's learning. At the same time, parents also value technology, usage management and playing environment. AR can stimulate children's learning initiative. Children like to use AR, AR is suitable for learning, make parents satisfied. But even if AR is suitable for learning, parents will control the time their children use it.

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
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    • 제7권4호
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    • pp.281-293
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    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

마약류 범죄의 사례 연구 및 문화콘텐츠를 활용한 예방과 인식 개선 방안 (Cases for Narcotic Crimes and Solutions to Prevent and Improve the Awareness with Cultural Contents)

  • 이연우
    • 한국멀티미디어학회논문지
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    • 제25권1호
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    • pp.92-102
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    • 2022
  • This study suggests a variety of ways to prevent narcotic crimes, recurrence of such crimes, rehabilitation, and improve the public awareness of using the narcotics by adopting cultural contents, highlighting how dangerous, harmful and they are easily accessible, as well as the reality in Korea nowadays, where it cannot any longer be seen as a drug-free state. Precedent research, the actual case studies, and interviews followed by the "Musical Mission" explain that anyone can easily become a criminal or family to the criminals, and the adolescent is the age group that experience the most rapid increase in initiating such illicit drugs by using cultural content to help prevent and improve awareness among the public to expose the deadly effect of the substances. More efforts are required to remove the frame of criminals off the active drug users, as they are those who only need to be cared and are the same members of our society after all by demonstrating new ways to change such perspectives. I wish that it will become a social mandatory for those who produce the social contents to urge more support for the drug users through TV advertisements, dramas, movies, documentaries, and musicals etc.

The Ethics of AI in Online Marketing: Examining the Impacts on Consumer privacyand Decision-making

  • Preeti Bharti;Byungjoo Park
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권2호
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    • pp.227-239
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    • 2023
  • Online marketing is a rapidly growing industry that heavily depends on digital technologies and data analysis to effectively reach and engage consumers. For that, artificial intelligence (AI) has emerged as a crucial tool for online marketers, enabling marketers to analyze extensive consumer data and automate decision-making processes. The purpose of this study was to investigate the ethical implications of using AI in online marketing, focusing on its impact on consumer privacy and decision-making. AI has created new possibilities for personalized marketing but raises concerns about the collection and use of consumer data, transparency and accountability of decision-making, and the impact on consumer autonomy and privacy. In this study, we reviewed the relevant literature and case studies to assess the potential risks and make recommendations for improving consumer protection. The findings provide insights into ethical considerations and offer a roadmap for balancing the advantages of AI in online marketing with the protection of consumer rights. Companies should consider these ethical issues when implementing AI in their marketing strategies. In this study, we explored the concerns and provided insights into the challenges posed by AI in online marketing, such as the collection and use of consumer data, transparency, and accountability of decision-making, and the impact on consumer autonomy and privacy.

Power Aware Routing Protocol in Multimedia Ad-hoc Network Considering Hop Lifetime of Node

  • Huh, Jun-Ho;Kim, Yoondo;Seo, Kyungryong
    • Journal of Multimedia Information System
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    • 제1권2호
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    • pp.101-110
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    • 2014
  • The purpose of this research is to extend Ad-hoc network system lifetime with the proposed routing protocol which has considered hop lifetimes of the nodes while guaranteeing QoS in the establishment process of Ad-hoc network communication paths. Based on another power aware routing system that proposed in the advanced research [1], we are proposing an alternative power aware routing system in which nodes' hop lifetimes are compared in order to extend the lifetime of an Ad-hoc network system and delay factors have been considered for the assurance of QoS. The research of the routing protocol in this paper, which aims to maximize the system survival time considering power consumption status during the path searching in MANET and pursues the mechanism that controls hop delays for the same reason, can be applied to the study of WSN. The study concerning such phenomena is essential so that the proposed protocol has been simulated and verified with NS-2 in Linux system focusing on the lifetimes of the hops of the nodes. Commercialization of smart devices and arrival of the ubiquitous age has brought about the world where all the people and things are connected with networks. Since the proposed power aware method and the hop delay control mechanism used to find the adequate communication paths in MANET which mainly uses batteries or in WSN, they can largely contribute to the lifetime extension of the network system by reducing power consumptions when utilized for the communications attempts among soldiers during military operation, disaster areas, temporary events or exhibitions, mobile phone shadow areas, home networks, in-between vehicle communications and sense networks, etc. This paper presents the definitions and some advantages regarding the proposed outing protocol that sustain and extend the lifetime of the networks.

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A Distributed Privacy-Utility Tradeoff Method Using Distributed Lossy Source Coding with Side Information

  • Gu, Yonghao;Wang, Yongfei;Yang, Zhen;Gao, Yimu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권5호
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    • pp.2778-2791
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    • 2017
  • In the age of big data, distributed data providers need to ensure the privacy, while data analysts need to mine the value of data. Therefore, how to find the privacy-utility tradeoff has become a research hotspot. Besides, the adversary may have the background knowledge of the data source. Therefore, it is significant to solve the privacy-utility tradeoff problem in the distributed environment with side information. This paper proposes a distributed privacy-utility tradeoff method using distributed lossy source coding with side information, and quantitatively gives the privacy-utility tradeoff region and Rate-Distortion-Leakage region. Four results are shown in the simulation analysis. The first result is that both the source rate and the privacy leakage decrease with the increase of source distortion. The second result is that the finer relevance between the public data and private data of source, the finer perturbation of source needed to get the same privacy protection. The third result is that the greater the variance of the data source, the slighter distortion is chosen to ensure more data utility. The fourth result is that under the same privacy restriction, the slighter the variance of the side information, the less distortion of data source is chosen to ensure more data utility. Finally, the provided method is compared with current ones from five aspects to show the advantage of our method.

온라인게임 충성도에 미치는 영향요인에 관한 연구 (An Exploratory Investigation Of Player Loyalty To Online Games)

  • 조남재;백승익;류경문
    • 한국경영과학회지
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    • 제26권2호
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    • pp.85-97
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    • 2001
  • Online games have become the focus of entertainment and multimedia industries as the developments in computer technologies are accelerated and the use of the Internet diffuses broadly. In spite of such growth of online games, academic discussions regarding online games are relatively limited. This research examines several factors that affect player loyalty to online games. In this research, the loyalty is classified into two categories, the behavioral loyalty measured by the intensity, volume, and frequency of use, and the cognitive loyalty measured by the degree of immersion in online games. In this research, an integrated model to explain and predict player loyalty to online games in proposed. Two studies are conducted to test to research model. Throughout analyzing 334 respondents, the first study finds that the impulsive personality of individual players significantly affects both behavioral loyalty and cognitive loyalty. Additionally, it finds that, whereas the behavioral loyalty is influenced by the convenience of online game playing, the cognitive loyalty is influenced by the motive of game playing and the playfulness of games. The second study finds that the behavioral loyalty differs across demographic differences of players (age and occupation), preferred online games of players, and online game playing locations, but the cognitive loyalty differs across only age differences of players. This research has opened a forum for social awareness about the online game culture, provided information to guide online game producers to prepare customer-oriented online games, and created a foundation for academic research on online game industry.

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아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구 (A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age)

  • 김기영;정재욱
    • 디자인학연구
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    • 제16권4호
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    • pp.141-150
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    • 2003
  • 게임산업은 21세기 정보화 사회의 문화 컨텐츠 산업의 한 분야이다. 멀티미디어, 3차원 그래픽, 3차원 음향, 가상현실 분야, 캐릭터 산업 등과 맥락을 같이 하는 핵심 기술 집약 산업이며, 문화적 파급효과와 규모가 점점 커지고 있는 산업이다. 그러나 국내의 게임 개발 능력은 선진 미국이나 일본에 비하여 낙후되어 있다. 정책적으로 게임 개발 지원 사업이 행하여지고 있으나 게임 컨텐츠 영역보다는 인터넷 게임 혹은 3차원 그래픽 엔진 개발 등 게임 소프트웨어 엔진 개발에 치중되어 있는 것이 현실이다. 한편 미국 PC게임 시장에서 만 8세 이하의 아동용 게임 시장은 전체 게임 시장의 삼분의 일을 차지하는 거대 시장이다. 재미요소와 교육요소가 접목된 아동용 게임은 컨텐츠 위주의 산업으로 짧은 개발 기간에 고부가가치를 창출 할 수 있는 산업이기 때문이다. 본 연구는 기존의 컴퓨터 게임에 관해 고찰하고, 아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠를 제안한다는 것을 목적으로 한다. 앙케이트 조사와 프로토콜 분석 및 연령별 성장기 특징의 문헌조사를 통해 기존의 게임장르에 추가하여 'Asports', 'Asim' 'U.J RPG', 'S+RPG'가 성장기별 아동 발달에 유익하다는 결론을 도출 할 수 있었다.

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휴대폰의 기능에 대한 사용자 요구 인식에 관한 연구 - 20대, 30대, 50대 사용자의 휴대폰 기능별 사용 빈도와 필요성 인식을 중심으로 (A Study on User Needs Cognition on Functions of Mobile Phone - Focused on Use Frequency and Necessity on Functions of Age Group)

  • 박민희;이성태
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2008년도 학술대회 2부
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    • pp.465-469
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    • 2008
  • 휴대폰은 통화, 문자메시지의 기본적인 기능뿐만 아니라, 1000만화소 디지털카메라, MP3, MP4, Blue-tooth, 지상위성DMB 화상통화 등의 최첨단 멀티미디어 기능들이 추가된 컨버전스 제품으로 자리잡고 있다. 이러한 많은 기능을 포함하고 있는 휴대폰이 사용자에게 편의성을 제공하고 있지만, 한편으로는 복합적인 기능들의 제공으로 인한 경제적인 부담감을 가중시키는 결과를 초래하고 있기도 하다. 이러한 점을 인지하여, 본 연구에서는 연령대별로 20대, 30대, 50대, 세 그룹을 선정하여 설문조사를 통해 사용자 입장에서의 휴대폰의 기능별 사용빈도와 필요성에 대해 조사하였다. 그 결과, 휴대폰의 기능별 시용 빈도와 필요성 인식은 세 그룹이 뚜렷하게 그 차이를 보였고, 20대와 30대, 50대뿐만 아니라 다른 연령대별 사용자도 그 차이가 두드러지게 나타날 것이라 예측된다. 모든 사용자의 요구를 충족시켜 주는 휴대폰을 개발하는 데는 어려움이 다를 것이다. 하지만 연령별, 성별, 세대별, 지역별 다른 감성을 가지고 있는 사용자 등 여러 측면으로 사용자층을 분류하여 각 분류에 맞는 요소별로 연구가 진행된다면 모든 사용자의 욕구를 만족시킬 수 있는 휴대폰을 개발하는데 어려움을 줄일 수 있을 것이다.

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