• 제목/요약/키워드: multimedia industry

검색결과 511건 처리시간 0.03초

CST-트리를 채택한 Mint 시스템을 이용한 멀티미디어 콘텐츠 검색 개선 (CST-Tree with improved Mint system multimedia content using the refine)

  • 정명진;조성제
    • 디지털산업정보학회논문지
    • /
    • 제9권3호
    • /
    • pp.145-153
    • /
    • 2013
  • Multimedia contents' searching methods in existing mobile computer environment tend to be brought with many over heads when attempting to search data in large bulks. The MINT system has been studied to resolve such problem. However, MINT system delivers many over heads by searching multimedia contents through applying B-Tree. The suggested method is said to be CST-MCR searching system based on CST-Tree. The specific characteristic of this method is improved MINT system by applying CST-Tree's index. The result of capacity evaluation came out with improved capacity of 4.27% from MINT system and CST-MCR methods in average. Conclusively, it has been proven that the suggested method is superior.

초·중등학교 교육용 멀티미디어 컨텐츠의 활용과 표준 개발 환경 (Development of Standard Multimedia Studio for Primary and Secondary Educational Contents)

  • 안미리;황대준
    • 교육녹색환경연구
    • /
    • 제2권1호
    • /
    • pp.1-15
    • /
    • 2002
  • New media is an emerging industry sector. It sits at the nexus of what has become a main vehicle of the Knowledge Based Economy. the crossroads where the use of interactive multimedia technology meets the traditional uses of media. The current Education information Act provided school with PC, multimedia labs and connection to internet. Having such a facility in schools encourage teachers and students to use computers more often. Teachers demand for more educational multimedia contents than they can find in the market. Although there are many good contents, teachers find them unfit or inflexible for their curriculum. The purpose of this study is to identify the elements of standard multimedia studio facilities to develop multimedia contents in primary and secondary schools. The result of this study will provide guidelines for schools to facilitate their multimedia studio for teaching and learning activities, and developing contents for effective use of their facilities.

  • PDF

Multimedia : Technology Push vs. Customer Pull

  • 정종덕;윤종훈
    • 한국정보시스템학회:학술대회논문집
    • /
    • 한국정보시스템학회 1996년도 추계학술발표회 발표논문집
    • /
    • pp.110-123
    • /
    • 1996
  • Misunderstanding of multimedia in the computer industry, the confusion of consumers, and the lack of understanding of technology in the human context provide an impetus for examining and speculating on the future of multimedia. "What can a multimedia technology do ?" is not a sufficient question for consumers until we add "for whom." Both how the relevant technology is likely to develop and how human choices would be made are examined with a focus on historical trend in media technology adoption.

  • PDF

Multimedia : Technology Push vs. Customer Pull

  • 정종덕;윤종훈
    • 한국산업정보학회:학술대회논문집
    • /
    • 한국산업정보학회 1996년도 추계 학술 발표회 발표논문집
    • /
    • pp.110-123
    • /
    • 1996
  • Misunderstanding of multimedia in the computer industry , the confusion of consumers, and the lack of understanding of technology in the human context provide an impetus for examining and speculating on the future of multimedia. "What can a multimedia technology do?" is not a sufficient question for consumers until we add " for whom" . Both how the relevant technology is likely to develop and how human choices would be made are examined with a focus on historical trend in media technology adoption.

디지털트윈 기반의 인더스트리 메타버스 : 사례분석을 통한 프레임워크의 정립 (Establishing the Framework of Industry Metaverse based on Digital Twin through Case Studies)

  • 양경란;윤성철;박수경;이봉규
    • 한국멀티미디어학회논문지
    • /
    • 제25권8호
    • /
    • pp.1122-1135
    • /
    • 2022
  • With the development of digital technology and the influence of the global pandemic, the metaverse, a three-dimensional virtual world, is receiving attention in society, economy and overall industry, and the manufacturing industry is also accepting it as a major strategic agenda for digital transformation. Therefore, in this study, the concept of the industry metaverse from the perspective of the manufacturing industry was defined, and the types of the industry metaverse were classified into four types by reflecting the characteristics of the manufacturing industry based on the general metaverse scenario presented in previous studies. These are Virtual behavior simulation, Augmented operation of business objects and Virtual experience simulation, Augmented decision of business subjects. In addition, through case analysis of solutions used in the manufacturing industry, it was confirmed that the central technology of the Industry Metaverse is the digital twin, and that it is being implemented by convergence with major digital technologies such as virtual reality, augmented reality, digital human, and AI. This study will be able to provide guidelines for future research on the metaverse from the perspective of the manufacturing industry and establishment of a digital transformation strategy for the industry.

MPEG-4 국제 표준기술이 멀티미디어 산업에 미치는 영향 (The Effects of MPEG-4 International Standard on Multimedia Industry)

  • 신재섭;김연배;서양석
    • 대한전자공학회:학술대회논문집
    • /
    • 대한전자공학회 1999년도 추계종합학술대회 논문집
    • /
    • pp.564-568
    • /
    • 1999
  • In this paper, we will show the brief technical specification of HPEG-4 International Standard that is reached at the final stage and the movement of multimedia industry according to it. As a result of MPEG-4 standardization activities, we would like to give you our opinion on the use of the MPEG-4 technologies for the coming information society in near future.

  • PDF

Exploration of Chinese-Korean Cooperative Multimedia Design Education

  • Jiang, Zheng-Qing;Lee, Dong-Hun
    • International Journal of Contents
    • /
    • 제5권4호
    • /
    • pp.69-74
    • /
    • 2009
  • This paper has done a study of Chinese-Korean cooperative multimedia design education. Sino-Korean school of multimedia was set up by Shanghai University of Engineering Science (SUES) and Korea Dongseo University in October 2002. We have created "3.5+0.5 Teaching Model". In this model, Chinese and Korea professors take courses together. Firstly, paper points our the Chinese government policy background of Chinese-Foreign Cooperation in running schools and the development of Chinese-Korean cooperative multimedia design education in SUES. Secondly, by analyzing the multimedia design industry to understand the Chinese multi-media design education. Thirdly, paper made in-depth studies for "3.5+0.5 Teaching Model" so as to draw the experience of successes and problems. Through analysis of "Questionnaires for students' learning and living conditions in Dongseo University in 2009" by spss 16.0, paper made a research of mode of "A semester studying in Korea". Finally, paper points out the development direction of Chinese-Korean cooperative multimedia design.

3D게임 애니메이션 제작 파이프라인 및 적용 사례 제안 (3D game animation production pipeline and application instance proposal)

  • 한동훈;유석호;이동열;최태준;이흥우
    • 한국콘텐츠학회:학술대회논문집
    • /
    • 한국콘텐츠학회 2007년도 추계 종합학술대회 논문집
    • /
    • pp.644-646
    • /
    • 2007
  • 온라인게임 산업은 많은 성장과 발전을 이루어 왔다. 게임업체들의 고통 중의 하나로 온라인의 특성에 따라 짧아지는 게임제작 파이프라인과, 빠른 제작 스케줄에 적합하며 쉽게 게임 제작 시 응용 적용이 가능한 다양한 3D게임캐릭터 애니메이션의 형태별, 동작별, 종류별로 분류된 애니메이션 모델 기준연구를 필요로 하고 있다. 본 연구에서는 실 사례 중심으로 게임에 이용된 디지털 기반 게임 캐릭터의 요소별 모델 분류 설정을 연구 분석하여 3D게임캐릭터 애니메이션 제작에 필요한 기초자료를 도출 한 후 디지털 모션캡처시스템을 활용하여 실시간으로 다양한 캐릭터 애니메이션의 실사 움직임 제어연구를 진행하여 게임산업 및 디지털 콘텐츠 산업에 효율성이 높고 짧은 시간에 적용 가능한 캐릭터애니메이션 제작 과정 및 제작 파이프라인 도출해보고자 한다.

  • PDF

SRR과 DRR을 이용한 멀티미디어 문서 그룹화 (Grouping of Multimedia Documents using SRR and DRR)

  • 이종득;김양범;정택원
    • 한국컴퓨터산업학회논문지
    • /
    • 제2권4호
    • /
    • pp.435-442
    • /
    • 2001
  • 최근에 인터넷상에서 정보이용이 급증함에 따라 멀티미디어 정보를 효율적으로 관리하고 검색하기 위한 여러 가지 방법들이 제안되고 있다. 따라서 본 논문에서는 SRR(Semantic Reference Relation)과 DRR(Direct Reference Relation)을 이용한 새로운 그룹화 방법을 제안한다. 제안된 방법은 MDI(Multimedia Document Informations)를 멀티미디어 객체 클러스터로 간주하여 그룹화 한다. 제안된 방법의 성능을 알아보기 위하여 1000개의 멀티미디어 문서데이터를 테스트하며, 그 결과 제안된 방법의 성능이 보다 효율적임을 보인다.

  • PDF

모바일 기기내의 비디오 코덱에서 DCT 계수와 움직임 벡터의 암호화를 이용한 저작권 보호 (Copyright Protection using Encryption of DCT Coefficients and Motion Vector in Video Codec of Mobile Device)

  • 권구락;김영로
    • 디지털산업정보학회논문지
    • /
    • 제4권1호
    • /
    • pp.41-46
    • /
    • 2008
  • With widespread use of the Internet and improvements in streaming media and compression technology, digital music, video, and image can be distributed instantaneously across the Internet to end-users. However, most conventional Digital Right Management are often not secure and fast enough to process the vast amount of data generated by the multimedia applications to meet the real-time constraints. In this paper, we propose the copyright protection using encryption of DCT coefficients and motion vector in MPEG-4 video codec of mobile device. This paper presents a new Digital Rights Management that modifies the Motion Vector of Macroblock for mobile device. Experimental results indicate that the proposed DRM can not only achieve very low cost of the encryption but also enable separable authentication to individual mobile devices such as Portable Multimedia Player and Personal Digital Assistants. The performance of the proposed methods have low complexity and low increase of bit rate in overhead.