• Title/Summary/Keyword: multimedia industry

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Application of the Correlation Technique to Electromagnetic Ultrasonic Nondestructive Evaluation: Theoretical Study and Computer Simulation

  • Zhao, Xin;Wang, Jin-Peng;Tao, Xue-Heng
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1628-1635
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    • 2006
  • A new frequency-modulated m-sequence correlation technique was described. It has. been seen that the frequency modulation scheme leads to higher signal-to-noise ratio than direct sequencing and less hardware effort than PSK modulation scheme. The operating frequency of the correlation system was deduced. The optimal frequency for the frequency-modulated m-sequence correlation system should be 1.35 times of the center frequency of the transducer. The application of this correlation technique to electromagnetic ultrasonic system was computer-simulated.

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A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1657-1668
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    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

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An Approach for Enhancing Aviation Service Satisfaction based on Collaborative Filtering

  • Kim, Mi-Yeon
    • Journal of Multimedia Information System
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    • v.5 no.1
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    • pp.21-26
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    • 2018
  • Recently, data analysis technology through artificial intelligence is attracting major attention in various industrial fields. In addition, with the increase in personal income, nowadays, the importance of heterogeneous leisure life is becoming more prominent. However, there is a problem that the tourism industry is not out of the traditional service framework. For the ultimate development of the tourism industry, it is time to provide more scientific and systematic tourism services. In this paper, various data analysis techniques in the field of computer science are applied to the field of tourism to realize next generation tourism services. To this end, the scope of this study is limited to the aviation service, and a natural ecosystem of the aviation industry for future-oriented services of aviation tourism that can improve the efficiency of aviation service gradually is established. The proposed method effectively solves the problems of traditional aviation services through data analysis techniques with artificial intelligence techniques in computer science. We expect that it will enhance the customized satisfaction of customers through personalized service and foster loyal customers in aviation companies through the method proposed.

The Contents Planning Using Memory Industry (기억산업을 활용한 콘텐츠 기획 - 문화적 기억을 통한 복고영화 기획을 중심으로 -)

  • Noh, Chang hyun
    • Journal of Korea Multimedia Society
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    • v.21 no.4
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    • pp.527-534
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    • 2018
  • As the speed and extent of the expansion of the retro culture continue to expand, interest in industrial values related to it as well as a cultural phenomenon is also increasing. Under these circumstances it is meaningful that the planning of movies using cultural memory can increase the possibility of continuous development of retro contents. In this article, I will look at the possibilities of retro film using cultural memory and the memory industry. The purpose of this research is to find creative and sustainable content production methods.

Magic Mirror Fashion Coordination System using Kinect (키넥트를 이용한 매직미러 패션코디네이션 시스템)

  • Kim, Cheeyong;Kim, Mi-Ri;Kim, Jong-Chan
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1374-1381
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    • 2014
  • Digital technology With the popularization of computers and IT technology development is causing a dramatic change across the human life. Increase of profit in fashion industry has a significant impact on the overall industry. It has been studied to develop consumer oriented higher value-added fashion products of including clothes using digital technology abroad. In this paper, we propose a system that when user stand in front of display, user can show body captured depth camera look the coordination of a variety of costume and fashion concept through a magic mirror. Using the system, we will satisfy the convenience of user and be used as a way appropriate to clothing shopping in the shortest time. The system will develop personalized fashion content industry enhanced interaction.

The Relationship of Taxonomy of Social Capital and Firm's Performance in the Game Industry (게임산업의 사회적 자본유형과 경영성과의 관계)

  • Seo, Tae-Geon;Chung, Dong-Seop
    • Journal of Korea Multimedia Society
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    • v.17 no.10
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    • pp.1253-1262
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    • 2014
  • Social capital is a sociological concept, which refers to connections within and between social networks. Social capital explains the importance of using social connections and social relations in achieving goals. Social capital such connections and relations, is critical along with environmental dynamism and organizational characteristics in achieving goals for firm's performance. This paper draw the taxonomy of social capital and then analyzed the relationship of firm's performance, environmental dynamism and organizational characteristics such as innovative culture. The empirical results using 134 game corporations in Korea showed that the configuration between taxonomy of social capital was significantly related to organizational structure and innovative culture. And second, the taxonomy of social capital is significantly related to firm's performance.

Analysis of Immersive Game Contents Based on Storytelling: Focusing on VR Games (스토리텔링 기반 실감형 게임콘텐츠의 몰입감 분석: VR게임을 중심으로)

  • Song, Seungyeol;Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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    • pp.844-851
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    • 2022
  • This study intends to propose an evaluation tool for analyzing the sense of immersion of realistic VR game contents in the metabus game industry, which is rapidly increasing recently. This paper presents an analysis tool to measure the degree of immersion after selecting three types VR games for research, and analyzing the immersion way method of the game. The research method analyzes how the user and the sense of immersion formed in the storytelling in the game can have an effect. Based on the results, we present an sense of immersion analysis and measurement method for evaluating the usability of VR game contents, which is a key element in the metaverse era. Furthermore, it expands the immersion element that appears in storytelling to the game industry and seeks a new direction of development through connection with the VR game industry.

Horizontal Integration between Cyber Physical System Based on Industry 4.0 and Manufacture Execution Systems through Middleware Building (인더스트리4.0 기반 사이버물리시스템과 생산관리시스템간의 미들웨어 구축을 통한 수평적 통합)

  • Kim, Dae-Geun;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.17 no.12
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    • pp.1484-1493
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    • 2014
  • Recently, Industry 4.0 (next generation industrial revolution) designed by Germany to retain initiative in manufacturing business is actively studied. Goal of Industry 4.0 is 'Smart factory' which manages progress of production, supply logistics and services. To achieve the goal, we can construct value creation and new business model by integrating organically with production management systems which is existing and cyber-physical systems, Internet of Things, Services Internet and sensor, etc. However, if integration with production management systems does not work effectively by adding and developing new technologies, It does not have performance. Hence, in this research, we will analysis Industry 4.0 which is possible for small quantity batch production and one of the light and flexible manufacturing systems, and based on this, we will suggest methodology to horizontally integrate with production management systems.

A study of Multimedia Data Quality Evaluation Metrics of the Game (게임의 멀티미디어 데이터 품질평가지표 연구)

  • Yoon, Seon-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.9
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    • pp.63-70
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    • 2013
  • The multimedia data of game affects the immersion of the game depending on its quality. It is difficult to design the evaluation criteria of artistic quality of the data. But, in a technical point of view, it is possible to evaluate its quality. Thus, the design of evaluation standard can ensure the reliability and objectivity of quality. However, multimedia data quality evaluation metrics had not yet been designed. Therefore, in this study, we extracted quality evaluation elements of Game Multimedia Data, and verified the reliability of the elements. And we defined detailed evaluation items of each element, developed Multimedia Data Quality Evaluation Metrics. We expect that the results of this study will serve as a guide in the development of high-quality games, have a positive impact on the growth of the game industry.

Design and Development of e-Learning Multimedia Resource Management System for e-Learning Contents (이러닝 콘텐츠 개발을 위한 멀티미디어 자원관리시스템의 설계 및 개발)

  • Son, Kyung-A
    • The Journal of Korean Association of Computer Education
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    • v.10 no.4
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    • pp.73-82
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    • 2007
  • The purpose of the study was to develope e-Learning multimedia resource management system to support developing of e-Learning contents. This system is to create and manage multimedia resources like video, audio, and image more easily. We analyzed and redesigned media asset management system that would be used in broadcast, press, and industry. This system has SCORM metadata and is consisted of Windows 2003 server and RDBMS. The survey was conducted to investigate usability and satisfaction for the developed system.

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