• 제목/요약/키워드: multimedia industry

검색결과 511건 처리시간 0.019초

iBeacon을 활용하는 장기요양 재가 서비스 업무를 위한 자동청구 정보시스템의 설계에 관한 연구 (A Study on the Design of Automatic Billing Information Systems for Long-Term Home Care Services Business Using iBeacon)

  • 정성화;김명희;박만곤
    • 한국멀티미디어학회논문지
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    • 제19권3호
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    • pp.612-619
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    • 2016
  • Applying evolved IT technology to increase the satisfaction of the consumer is a typical feature of the rapidly transformed service industry. Smart devices have taken a place as the mainstream of major media, moreover, IT service strategies utilizing smart devices have been constantly developed. Location recognition method of users has been proposed as one of the significant features to the IT service industry. The long-term care home services can be one example of user location recognition methods that real time computerization of service record utilize an attached tag to home of pensioners with RFID reader or an NFC function of mobile when a home carer provides service. And, the Homecare Electronics Management System (HEMS) and the various location recognition methods will be discussed to improve effectiveness of services. In this paper, we propose a home applicable electronic management system which insurer, home care service facilities, home cares, pensioners and guardians which enables to simultaneously check service records based on the improved system by use of iBeacon.

사용자 위치 인식 기반 맞춤형 N-Screen Service 시스템 설계 및 구현 (Design and Implementation of User Location-based N-Screen Service System)

  • 김정재;류민우;차시호;조국현
    • 디지털산업정보학회논문지
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    • 제10권1호
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    • pp.139-146
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    • 2014
  • Through numerous mobile device technology advances, various multimedia contents is moving towards mobile devices from existing personal computer (PC). These paradigm has emerged taking into account these idea, the so-called N-Screen, N-Screen is user-centric service to provide running and sharing on everywhere via advanced smart system in C-P-N-T (Content, Platform, Network, Terminal). Therefore we must provide securing of various contents, openended platform, and user-centric service for efficient N-Screen service. For These characteristic of N-Screen, this paper propose design and implementation of user location-based N-Screen service system. The proposed system realize user location through user's smart phone and offer automatic streaming service to user. And also, we provide web service-based extended N-Screen service. Thus, user can access various device, such as laptop, tablet, and mobile device.

모바일 게임에서 내적동기가 플레이어의 경험에 미치는 영향 분석 (Analysis of the Influence of Intrinsic Motivation on Player Experience in Mobile Games)

  • 풍정위;이홍매;김치용
    • 한국멀티미디어학회논문지
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    • 제25권11호
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    • pp.1591-1600
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    • 2022
  • With the prosperity of Internet, the game industry is occuping an important position in the national economic system. The study on the game industry which has been drawing eyes from researchers is of great significance. Many scholars have done researches on game motivations, but the elements of intrinsic motivation are still in the exploratory stage. This study determines the dimensions of the influencing factors of players 'intrinsic game motivation and their game experience by adopting the method of literature research. A theoretical model is established to explore the influence of intrinsic game motivation on players' game experience. Questionnaires from players of "The Honor of Kings" are collected through the Internet. SPSS 21.0 is utilized to test the model and hypotheses, and finally the results of the data are analysed. It verifies that intrinsic motivation mainly consists of four components: achievement, social interaction, immersion and escapism. By exploring the influence of the four elements on players' experience, it is concluded that the players' immersion and social interaction have a greater positive impact on their game experience. It is indicated that a better game design highlights the storyline of the game and the interaction system is of importance to enable players to gain a better game experience.

공동체 정체성과 공동체문화의 지속가능성 고찰 - 예안면 부포리의 동계와 상여계를 중심으로 (View sustainability of community identity and community culture - Centered on Dong-gye and Sangyeo-gye in Bufori, Yean-myeon)

  • 이미홍;권기창
    • 한국멀티미디어학회논문지
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    • 제24권7호
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    • pp.942-952
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    • 2021
  • This study looked at the factors that shaped the identity of the Bupo-dong community through Dong-gye and Sangyeo-gye, mainly in the case of Bupori, Yeah, and Adong, and to identify that Dong-gye and Sangyeo-gye, played an important role in shaping and strengthening the community culture of its members. As a result of his inspection, Bupo-dong formed and maintained his belonging and identity as a member of Bupo-dong through the Dong-gye, the town's autonomy code. We were able to confirm that bupo-dong, unlike other villages where community culture is largely destroyed, has been able to continue its own community culture as a bupo people to this day, with a sense of belonging, solidarity and intimacy through the Sangyeo-gye of cooperation and relief. And it can be seen that the fact that the Burawon space, which has symbolic meaning to the people of Bupo-dong, exists without being watered down. It is important to discuss the community culture of Bupo-dong, which is sustainable, mainly in Bura-dong, which continues to be an important cultural space for bupo-dong people to meet and town events.

IMS 기반의 IoT 정보 게이트웨이 구조 (An Architecture of IoT Information Gateway in the IMS)

  • 왕기초;이재오
    • 디지털산업정보학회논문지
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    • 제15권3호
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    • pp.29-36
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    • 2019
  • With the rapid development of 5G technology, more and more network functions are interconnected and more popular. In order to effectively manage emerging network concepts, it allows any device object in the real world to be connected anywhere and at any time through the integration of device object recognition, interaction and raw data collection technologies. In addition, IP Multimedia Subsystem (IMS) is an architecture framework for transmitting IP-based information to the device object which can be represented as end user. Therefore, the Internet of Things and IP Multimedia Subsystem (IoT-IMS) communication platform can provide a convenient and fast way for user or device objects to deploy new application services effectively. In particular, in order to collect and manage the device information from IoT effectively in the IoT-IMS communication platform, an IoT Information Gateway (IIG) is proposed. Through the IoT Application Service (AS) scenario, the collected device information can be easily observed and managed in a unified way.

모바일 기반의 '근감소증' 예측 및 모니터링 시스템 설계 및 구현 (Design and Implementation of a Mobile-based Sarcopenia Prediction and Monitoring System)

  • 강현민;박채은;주미니나;서석교;전용관;김진우
    • 한국멀티미디어학회논문지
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    • 제25권3호
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    • pp.510-518
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    • 2022
  • This paper confirmed the technical reliability of mobile-based sarcopenia prediction and monitoring system. In implementing the developed system, we designed using only sensors built into a smartphone without a separate external device. The prediction system predicts the possibility of sarcopenia without visiting a hospital by performing the SARC-F survey, the 5-time chair stand test, and the rapid tapping test. The Monitoring system tracks and analyzes the average walking speed in daily life to quickly detect the risk of sarcopenia. Through this, it is possible to rapid detection of undiagnosed risk of undiagnosed sarcopenia and initiate appropriate medical treatment. Through prediction and monitoring system, the user may predict and manage sarcopenia, and the developed system can have a positive effect on reducing medical demand and reducing medical costs. In addition, collected data is useful for the patient-doctor communication. Furthermore, the collected data can be used for learning data of artificial intelligence, contributing to medical artificial intelligence and e-health industry.

차내 경험의 디지털 트랜스포메이션과 오디오 기반 인터페이스의 동향 및 시사점 (Trends and Implications of Digital Transformation in Vehicle Experience and Audio User Interface)

  • 김기현;권성근
    • 한국멀티미디어학회논문지
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    • 제25권2호
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    • pp.166-175
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    • 2022
  • Digital transformation is driving so many changes in daily life and industry. The automobile industry is in a similar situation. In some cases, element techniques in areas called metabuses are also being adopted, such as 3D animated digital cockpit, around view, and voice AI, etc. Through the growth of the mobile market, the norm of human-computer interaction (HCI) has been evolving from keyboard-mouse interaction to touch screen. The core area was the graphical user interface (GUI), and recently, the audio user interface (AUI) has partially replaced the GUI. Since it is easy to access and intuitive to the user, it is quickly becoming a common area of the in-vehicle experience (IVE), especially. The benefits of a AUI are freeing the driver's eyes and hands, using fewer screens, lower interaction costs, more emotional and personal, effective for people with low vision. Nevertheless, when and where to apply a GUI or AUI are actually different approaches because some information is easier to process as we see it. In other cases, there is potential that AUI is more suitable. This is a study on a proposal to actively apply a AUI in the near future based on the context of various scenes occurring to improve IVE.

가상공간 생성을 위한 라이다와 스테레오 카메라 기반 포인트 클라우드 생성 방안 (Point Cloud Generation Method Based on Lidar and Stereo Camera for Creating Virtual Space)

  • 임요한;정인혁;이산성;황성수
    • 한국멀티미디어학회논문지
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    • 제24권11호
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    • pp.1518-1525
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    • 2021
  • Due to the growth of VR industry and rise of digital twin industry, the importance of implementing 3D data same as real space is increasing. However, the fact that it requires expertise personnel and huge amount of time is a problem. In this paper, we propose a system that generates point cloud data with same shape and color as a real space, just by scanning the space. The proposed system integrates 3D geometric information from lidar and color information from stereo camera into one point cloud. Since the number of 3D points generated by lidar is not enough to express a real space with good quality, some of the pixels of 2D image generated by camera are mapped to the correct 3D coordinate to increase the number of points. Additionally, to minimize the capacity, overlapping points are filtered out so that only one point exists in the same 3D coordinates. Finally, 6DoF pose information generated from lidar point cloud is replaced with the one generated from camera image to position the points to a more accurate place. Experimental results show that the proposed system easily and quickly generates point clouds very similar to the scanned space.

TP 계수를 이용한 적응적 실시간 트래픽 할당 스케듈러의 성능 향상에 관한 연구 (A study on the performance improvement of an adaptive, real-time traffic assignment scheduler using the TP coefficient)

  • 박노경;진현준;윤의중
    • 인터넷정보학회논문지
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    • 제11권4호
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    • pp.1-10
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    • 2010
  • 현재 융합 산업과 유비쿼터스 기술이 고도화되면서 U-City, 스마트폰과 같은 다양한 인프라 및 장치에서 고부하를 요구하는 네트워크 컨텐츠를 지원하고 있다. 이에 따라 멀티미디어 데이터와 같은 전통적인 고부하 컨텐츠의 실시간 참조가 급증하여 네트워크 부하에 따른 멀티미디어 재생 품질이 급격히 하락할 것으로 예상된다. 본 논문에서는 서로 다른 재생 성능을 가지는 다양한 클라이언트 매체가 요청하는 스트림 전송량을 시간 중심의 컨텐츠 선호도와 매체 선호도를 통합한 TP(Top Performance) 계수에 따라 MMS(Multimedia Streaming Server)의 가용 트래픽을 차등 할당하여 멀티미디어 재생 품질을 향상시키는 MPP(Media Preference for Presentation) 기반의 트래픽 할당 기법을 개선하였다. 통합된 TP 계수를 실시간 트래픽 할당스케듈러에 적용하고, 시뮬레이션 실험을 통해 멀티미디어 재생 스트림이 서버의 가용 트래픽 이내에서 할당되고 있음을 확인하였다. 그리고 MPP 기반의 실시간 스케듈링 알고리즘을 시간 중심형 영상 컨텐츠와 매체 선호도의 가중치를 이용하여 통합한 TP 계수를 이용하여 개선하였고, 실험을 통해 트래픽을 요청하는 3개의 클라이언트에 대해 3.91%, 4개의 클라이언트에 대해 3.88%의 가용 트래픽 손실률을 줄였다.

휴대용 게임 산업의 분석을 통한 국내 휴대용 게임 산업의 고찰 (Consideration of Domestic Portable Game Industry from Portable Game Industry)

  • 박정현;박홍;박진완
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2006년도 춘계 종합학술대회 논문집
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    • pp.177-180
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    • 2006
  • 현재 휴대용 게임 산업은 과거의 휴대용 게임 산업에 비하여 그 시장의 규모가 더욱 커졌으며, 게임기의 기능도 단순히 게임에만 멈추지 않고 다양한 멀티미디어 콘텐츠를 제공한다. 이런 상황에서 휴대용 게임 산업은 단순히 게임 시장만이 아닌 엔터테인먼트 시장까지 그 영역을 넓혀 시장의 규모를 변화 시켰다. 다가올 휴대용 게임 산업에서 소비자들의 구매 조건을 알아보며 높은 부가 가치를 창출 할 수 있는 휴대용 게임기의 조건들을 국산 게임기 GP2X의 사례를 들어 앞으로 국산 휴대용 게임기 산업이 나아가야 할 방향을 고찰해 보고자 한다.

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