• 제목/요약/키워드: multimedia design

검색결과 2,991건 처리시간 0.028초

IMS기반 이동패킷망에서의 IPv4/IPv6 연동구조 설계 및 구현 (Design and Implementation of the Internetworking Architecture between IPv4 and IPv6 in IMS based Mobile networks)

  • 류승관;김영한
    • 대한전자공학회논문지TC
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    • 제43권11호
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    • pp.168-174
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    • 2006
  • 본 논문에서는 IMS(IP Multimedia Subsystem)기반의 이동통신망에서 IPv4를 기반으로하는 UA(User Agent)와 IPv6를 기반으로 하는 UA간 통신을 위한 구조를 제안하고 이를 검증하기 위해 IMS 프로토콜 변환기를 설계하고 구현한다. 이를 위하여 IPv4/IPv6간의 이전 시나리오를 정리하고 분석하였고 분석된 결과를 바탕으로 이전의 필수 요소인 프로토콜 변환기를 제시하였다. 제시된 IMS 프로토콜 변환기는 IMS-ALG(IP Multimedia Subsystem - Application Level Gateway)기능과 TrGW(Translation Gateway)의 기능들로 구성되었고 이들 구성요소를 구현하고 실험을 통하여 이들의 적합성을 검증하였다.

위치 정보기반의 지역 축제 콘텐츠 활성화를 위한 모바일 커머스 및 정보 알림 시스템에 관한 연구 (A Novel of Mobile Commerce and Information Notice System for Local Festival Content Activation based on Location Information)

  • 정세훈;박선민;심춘보
    • 한국멀티미디어학회논문지
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    • 제18권6호
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    • pp.780-791
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    • 2015
  • Recently, it is being held festival according to regional and seasonally cultural feature in nationwide. Especially, local festivals are being provided festival information services a variety of forms for tourists depending on development of information device. However, systems to provide notification information of local festivals are not persistent but mostly short term service. In this paper, we propose a mobile commerce and information notification system through festival information alerts and festival surrounding information using local based on service. In addition, we implement a festival information notification system that applies to beacon based on bluetooth in order to inform them on diverse festival. Finally, we take into account in terms of design of system using object-oriented design modeling to improve reusability of proposed system.

A Multimedia Tutorial system for Learning the French Language

  • Jho, Gook-Hyung;Jang, Jae-Hyuk;Sim, Gab-Sig
    • 한국컴퓨터정보학회논문지
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    • 제21권1호
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    • pp.191-198
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    • 2016
  • This paper aims to present how to design and implement a multimedia tutorial system for the self-learning French language using Director with additional tools. To implement a multimedia tutorial system we need to design several steps. First, we should choose the level of the users and design tutorial. Second, we should prepare all materials such as sounds, graphics, text and video. Finally, we should implement the selected elements and control the educational software. Due to the nature of the paper, it must emphasize French basic conversation to make environment that be used in each scene and the scene of the context dialog. In view of the fact that the fitness of each content utilization field of multimedia authoring tool is high, it is possible as part of the system sizing process of the manufacturing process, to impart its meaning. This learning-contents are composed of 10 units each situation, and we anticipate there are the several effects of this system on basic French students. This system helps lecturer get French students interested in lessons, and enables learner to learn French of the role of iterative practice by linking image and sound. Also this system helps learners to prepare and review French studying after a lesson and allows leaners to maximize their efficiency. The future of this work is to implement this system on the app.

중국 명대(明代)와 유럽 중세의 용(龍) 비교를 통한 중국 MMORPG 용(龍) 캐릭터디자인 분석 (A study in the fusion of dragon image performance of Chinese MingDai and the European middle ages in the method of dragon character design of Chinese MMORPG)

  • 양원;이제;정석호;이동열;유석호
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2009년도 춘계 종합학술대회 논문집
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    • pp.221-226
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    • 2009
  • 중국 MMORPG 게임에서 용의 캐릭터 디자인은 서양 게임의 용 캐릭터 영향을 받아 정체성이 결여 되어 있다. 서양 용 이미지가 너무 강해서 중국인들이 게임에서 그 용의 이미지를 받아 들이기에는 이질감이 너무 크다. 이러한 이유로 인해 중국전통 용의 디자인을 게임에 표현할 용 캐릭터디자인 분석이 필요하다. 우선 문화적 측면과 디자인적 측면을 고려하여 스타일 표현 특징을 설명하고 현재 MMORPG 게임에서 용 캐릭터로 사용되고 있는 용의 표현 분석을 통해 그 차이성을 살펴보고, 또한 동서양 융합을 모색할 수 있는 방향을 제안하고자 한다. 이를 위해 동양을 대표하는 중국 명대(明代)의 용과 서양 중세의 용의 비교 분석을 통해 용합하고 MMORPG에서 중국 게임 콘텐츠 디자인에 응용 가능한 용 캐릭터 프로토타입을 제작하고자 한다.

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미취학 아동의 영양교육을 위한 멀티미디어 개발에 관한 연구 (The Development of Multimedia Nutrition Education Program for Preschoolers)

  • 오유진;김동식
    • 대한지역사회영양학회지
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    • 제11권3호
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    • pp.338-345
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    • 2006
  • The purpose of this study was to design an interactive multimedia nutrition education program for preschoolers. Computer technology provides the opportunity to explore new and creative methods of delivering nutrition education to pre-schoolers. If this method is effective, more preschoolers can be reached with accurate and consistent nutrition education with less time and teaching staff. This program is a computer-based multimedia nutrition education program for pre-schoolers based on the Dick and Carey (Dick & Carey 2001) model of instructional design which includes analysis, design, development, and evaluation. The overall instructional goal was based on the needs of the target population. The needs assessment was a self-administered survey distributed to 1,426 parents of preschoolers, focusing on the need for preschoolers' nutrition education. The results of the survey indicated that parents wanted their children to learn reasons for eating nutritious food. Therefore, a program titled 'Nutrition Exploration' was developed with the instructional goal of teaching preschoolers the 5 Food Groups. To achieve this goal, the preschoolers were engaged in a game. They could earn colored jewels by completing the game in five sessions. The story line was that people living in a peaceful kingdom become sick after they lose the jewels. The learner takes an adventurous journey through five different countries to retrieve the jewels. These countries are 'Giwoon nahrah' (foods containing carbohydrates, such as rice and potatoes), 'Sangsang nahrah' (foods that are rich in vitamins and minerals, such as vegetables and fruits), 'Sooksook nahrah' (calcium-con-taming products such as milk), 'Teunteun nahrah' (protein-containing foods such as meat and fish) , and 'Gakeum nahrah' (products with high sugar and fat content, such as instant foods and soda). The learner who obtains five jewels in five different countries can save the kingdom. For the program to be effective and efficient, the multimedia had to be easy for the preschooler to enter, use, and exit. The verbal instructions enhanced child autonomy, and the program was developmentally appropriate so that the young child could easily manipulate the software. This research provides the basis for the continued development of computer-based nutrition education materials.

IoT 장치에서 메모리 용량 제한을 고려한 멀티미디어 콘텐츠 설계 기법 (A Design Scheme for Multimedia Contents Considering Memory Constraints in IoT Devices)

  • 손경아
    • 한국정보통신학회논문지
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    • 제24권11호
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    • pp.1463-1469
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    • 2020
  • 동영상이나 음성을 포함하는 멀티미디어 정보는 사람들이 쉽게 이해 가능하다는 점에서 활용도가 높다. 이러한 이유로 멀티미디어 정보를 저장한 IoT 장치가 스마트폰과 연동하여 정보를 전달하는 응용들이 연구되었다. 문제는 동영상이나 이미지 등으로 인해 정보의 크기가 IoT장치의 용량보다 커질 수 있다는 것이다. 본 논문에서는 IoT 장치처럼 저장용량에 한계가 있는 경우, 저장 용량의 한계를 고려한 멀티미디어 콘텐츠 설계 기법을 연구하였다. 동영상이 문자보다 정보 이해도가 높은 반면 용량은 크다는 점을 고려하여 정보 이해도와 용량 간의 해법을 구하는 것이다. 정적미디어와 동적미디어의 크기를 변수로 하고 선형 계획법에 의거하여 해를 풀이한다. 사례 연구를 통하여 본 논문의 설계기법이 유용함을 보였다.

MediaCloud: A New Paradigm of Multimedia Computing

  • Hui, Wen;Lin, Chuang;Yang, Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제6권4호
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    • pp.1153-1170
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    • 2012
  • Multimedia computing has attracted considerable attention with the rapid growth in the development and application of multimedia technology. Current studies have attempted to support the increasing resource consumption and computational overhead caused by multimedia computing. In this paper, we propose $MediaCloud$, a new multimedia computing paradigm that integrates the concept of cloud computing in handling multimedia applications and services effectively and efficiently. $MediaCloud$ faces the following key challenges: heterogeneity, scalability, and multimedia Quality of Service (QoS) provisioning. To address the challenges above, first, a layered architecture of $MediaCloud$, which can provide scalable multimedia services, is presented. Then, $MediaCloud$ technologies by which users can access multimedia services from different terminals anytime and anywhere with QoS provisioning are introduced. Finally, $MediaCloud$ implementation and applications are presented, and media retrieval and delivery are adopted as case studies to demonstrate the feasibility of the proposed $MediaCloud$ design.

플렉서블 디스플레이의 구부림을 활용한 인터페이스 가능성에 관한 연구 -휴대형 멀티미디어 기기에서의 메타포 응용을 중심으로- (A Study on the Possibility of Bending Control UI in Flexible display -Focused on the Metaphor Application in the Portable Multimedia Device -)

  • 이세영;김형근;정지홍
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 2부
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    • pp.571-576
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    • 2006
  • 본 연구는 플렉서블 디스플레이의 제품 적용 시 다루어져야 할 인터페이스 디자인 관점에서의 접근으로서의 목적을 가진다. 유연성을 중심으로 플렉서블 디스플레이의 기술과 서비스를 살펴보고, 인간과 도구의 인터랙션 관점에서 플렉서블 디스플레이의 구부림 조작의 가능성을 살펴본다. 또한 이러한 조작 방식의 사례 연구로서, 휴대형 멀티미디어 기기에서의 디스플레이의 구부림을 이용한 조작 방식의 적용 시 사용자는 어떠한 경험지식을 활용하여 조작하는가를 실험을 통해 알아본다. 실험의 결과로부터 물리적 조작과 화면정보구조에 대한 개념을 정리하고 그에 따른 플렉서블 디스플레이의 구부림 조작을 활용한 인터페이스 사례를 제안한다.

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Research on Design of Mixed Reality Interface Based on Spatial Perception

  • Wei, Li;Cho, Dong-Mi
    • 한국멀티미디어학회논문지
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    • 제24권6호
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    • pp.815-824
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    • 2021
  • Based on the theory of space perception, this paper concludes that the mixed reality application under the theory of space perception has a three-level definition of visual hierarchy and then analyzes the component elements of interface design and the classification mode of interface windows. Next, carry out case practice research through this theoretical definition, and finally conduct the survey and analysis of questionnaire data, verifying that the mixed reality interface design based on spatial perception theory meets the user experience elements of Usability, Availability, and Attraction. The conclusion is that the constituent elements of interface design and the window classification mode can provide specific and practical design specifications for mixed reality interface design, reduce the interaction cost of completing tasks, reduce users' cognitive load, and make it easier for users to receive interface information

Application Analysis of Artificial Intelligence Technology in Museum Concept Design

  • Chen Xi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.321-327
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    • 2023
  • The current rapid development of artificial intelligence technology has involved all aspects of the production field. The development of various algorithms and programs has pushed artificial intelligence to a new peak. Due to its complexity and diversity in the field of architectural design, the positive impact of artificial intelligence technology on architectural design is discussed from the perspective of conceptual design. For museums, which are one of the increasingly popular public facilities, the introduction of artificial intelligence technology has provided certain help in assisting the conceptual design of the museum. This article analyzes the theoretical and practical support of artificial intelligence technology in improving conceptual design, analyzing the architectural appearance, structural layout, materials, etc., to increase the feasibility and practicality of assisting conceptual design. It has certain reference significance for building a modern, advanced, international and interactive modern museum.