• Title/Summary/Keyword: multimedia industry

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The Technology of Connected Car (커넥티드 카의 기술)

  • Shim, Hyun-Bo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.3
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    • pp.590-598
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    • 2016
  • It comes into the spotlight as the new Blue Ocean in which the connected car industry in which the car and mobile communication technology is convergence. All sorts of infortainments services connecting with the portable electronic device(Smart phone, tablet PC, and MP3 player) and car are rapidly grown. The Connected car emphasizes the vehicle connectivity with the concept that the car has communication with the around on a real time basis and it provides the safety and expedience to the operator and using the thing of Internet (IoT) in the car and supports the application, presently, the entertainment service including the real-time Navigation, parking assistant function, not only the remote vehicle control and management service but also Email, multimedia streaming service, SNS and with the platform. Intelligent vehicle network is studied as the kind according to MANET(Mobile Ad Hoc Network) for the safety operation of the cars of the road and improving the efficiency of the driving.

A Study on Image Restoration in Gaussian Noise Environment (가우시안 잡음환경하에서 영상복원에 관한 연구)

  • Seo, Hyun-Soo;Kim, Nam-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.205-208
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    • 2007
  • Due to the development and wide use of digital multimedia broadcasting (DMB) and Wireless Broadband Internet (WiBro), the digital contents industry using images has been progressed. Therefore, the image processing has been applied in a variety of fields and in order to transmit and conserve accurate information, the degradation phenomenon for images should be removed. As a representative cause of the degradation phenonenon, noise has become known and Gaussian noise occurs in the process of transmission. Diverse researches for Gaussian noise removal have been implemented and a great number of algorithms have been proposed until now. In this paper, for mage restoration an algorithm using the adaptive threshold value is proposed in Gaussian noise environment and the threshold value is established by using the histogram of edge image. And from simulation results, the noise removal performance of the proposed method is proven using mean square error (MSE) and peak signal to noise ratio (PSNR).

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IPTV QoE improvement on FTTH internet (FTTH 광인터넷에서 IPTV 체감품질 개선)

  • Kwon, Jeong-Gook;You, Jae-Hoon;Kim, Bong-Tae;Park, Chun-Kwan;Lee, Sang-Ho
    • Journal of KIISE:Information Networking
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    • v.34 no.6
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    • pp.525-532
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    • 2007
  • Recently, broadband access networks have been competitively deployed all over the world with the development of various multimedia services for such a network. ETRI(Electronics and Telecommunications Research Institute) built the FTTH(Fiber-to-the-Home) service center to develop a next-generation equipment and a high-quality service/platform as well as to promote domestic industry in the field of optical communication. The FTTH service center has a variety of test equipments such as FTTH standard testbed for a BMT(Bench Mark Test), a network operation center, and IPTV service equipments. Also, ETRI deployed a new type of commercial optical access networks cooperating with ISP(Internet service provider). In this paper, we analyzed the quality degradation appeared in QoE(Quality of Experience), when IP data broadcasted from the FTTH service center is transmitted to subscribers through the commercial optical access network. Moreover, we proposed a noble solution to address this problem.

21 Century Video Image Fashion Communication - Focusing on Prada Fashion Animation - (21세기 영상 패션 커뮤니케이션 - 프라다 패션 애니메이션을 중심으로 -)

  • Jang, Ra-Yoon;Yang, Sook-Hi
    • The Research Journal of the Costume Culture
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    • v.18 no.6
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    • pp.1318-1330
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    • 2010
  • The 21st century is the age when a sensational image has more explanatory power and can deliver a more powerful message than a message consisting of logical thinking. Powerful visual images create a big impact on many people throughout the world, overcoming linguistic barriers and even replacing language as a means of communication. In the fashion field, the concept and power of visual images within the new multimedia of the 21st century are becoming increasingly important. In recent years, other than the above methods, videos, movies and animation features have been produced directly to enhance visual effects and attempts are increasing to use these new tools as communication methods. This study focuses on animation contents that have been used in the fashion industry to overcome prejudice of luxury international brands that feature images that emphasize value, quality and heritage. The purpose of this study is to focus on the specific character of fashion animation in order to overview the concept of 21st video fashion communication and to show how the collection concept that includes color and detail places an emphasis on visual images. Analysis of previous research, theoretical research through literature and case study on Prada fashion animation led to the following conclusion. The common features of two different Prada fashion animation show that both animation have the following features in common : realism, dramatic impact and convergence for expression methods, and creativeness, hybrid and a happy ending for contents. Beginning with this study, I believe that various angles of interest and concern about communication in the fashion world, which is a social and cultural phenomenon that changes rapidly, can be will be looked at and learned from.

A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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An Exploratory Study of QR Code Utilization for Retailers' Multichannel Strategy (소매업체의 멀티채널 전략을 위한 QR코드 활용의 탐색적 연구)

  • Yoon, Namhee;Kim, Eun Young
    • Fashion & Textile Research Journal
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    • v.16 no.5
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    • pp.730-744
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    • 2014
  • With advances in QR code, mobile is becoming one of important channels in the fashion retail industries. This study attempts to understand the importance of QR code utilization in creating multi-channel business model. Study objectives are to classify types of multi-channel retailing by QR code utilization and to explore the role of QR code technology in strategic marketing elements for types of multichannel retailer. As an exploratory approach, a total of 78 news articles regarding QR code issues were reviewed and analyzed by focusing on 48retailers seleted in this study. The results found seven dimensions of QR code marketing strategies: abundant product information, additional information contents, transaction accessibility, connectedness to channels, location based service, loyalty program and multimedia advertising. Based a combination of channels and level of mobile apps' activation, multichannel retailers utilizing QR code technology were classified into four types; bricks-click-active mobile model, bricks-click-inactive mobile model, bricks-click model, and click-active mobile model. There were differences of using QR code marketing strategies among multichannel models. According to results, for bricks-and-mortar retailers, QR code was critical to integrate shopping experience with merchandise or sales promotions across channels. In addition, for non-store retailers, the QR code utilization was successful in expanding mobile channels, which can promote retail sales by a two-way interaction with customers via the mobile apps.

Apparel Pattern CAD Education Based on Blended Learning for I-Generation (I-세대의 어패럴캐드 교육을 위한 블렌디드 러닝 활용 제안)

  • Choi, Young Lim
    • Fashion & Textile Research Journal
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    • v.18 no.6
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    • pp.766-775
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    • 2016
  • In the era of globalization and unlimited competition, Korean universities need a breakthrough in their education system according to the changing education landscape, such as lower graduation requirements to cultivate more multi-talented convergence leaders. While each student has different learning capabilities, which results in different performance and achievements in the same class, the uniform education that most universities are currently offering fails to accommodate such differences. Blended learning, synergically combining offline and online classes, enlarges learning space and enriches learning experiences through diversified tools and materials, including multimedia. Recently, universities are increasingly adopting video contents and on-offline convergence learning strategy. Thus, this study suggests a teaching method based on blended learning to more effectively teach existing pattern CAD and virtual CAD in the Apparel Pattern CAD class. To this end, this researcher developed a teaching-learning method and curriculum according to the blended learning phase and video-based contents. The curriculum consisted of 2D CAD (SuperAlpha: Plus) and 3D CAD (CLO) software learning for 15 weeks. Then, it was loaded to the Learning Management System (LMS) and operated for 15 weeks both online and offline. The performance analysis of LMS usage found that class materials, among online postings, were viewed the most. The discussion menu most accurately depicted students' participation, and students who did not participate in discussions were estimated to check postings less than participating students. A survey on the blended learning found that students prefer digital or more digitized classes, while preferring face to face for Q&As.

The Design of a Multimedia Data Management and Monitoring System for Digital Rights Protection using License Agent (라이선스 에이전트를 이용한 디지털 저작권 보호를 위한 멀티미디어 데이터 관리 및 감시 시스템의 설계)

  • Park, Jae-Pyo;Lee, Kwang-Hyung;Kim, Won;Jeon, Moon-Seok
    • Journal of the Korea Computer Industry Society
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    • v.5 no.2
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    • pp.281-292
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    • 2004
  • As the logistic environment of digital contents is rapidly changing, the protection of the digital rights for digital content has been recognized as one of critical Issues. Digital Right Management(DRM) has taken much interest Internet Service Provider(ISP), authors and publishers of digital content as an interested approach to create a trusted environment for access and use of digital resources. This paper propose an interested digital rights protection scheme using license agent to address problems facing contemporary DRM approached : static digital rights management, and limited application to on-line environment. We introduce a dynamic mission control technology to realize dynamic digital rights management. And we incorporate license agent to on- and off-line monitoring and tracking. The proposed system prevent illegal access and use by using PKI security method, real time action monitoring for user, data security for itself.

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A Study on Multimedia Database Transmission Algorithm (멀티미디어 데이터베이스 전송 알고리즘에 관한 연구)

  • 최진탁
    • Journal of the Korea Computer Industry Society
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    • v.3 no.7
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    • pp.921-926
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    • 2002
  • B+-Tree is the most popular indexing method in DBMS to manage large size data in more efficiency. However the existing B+-Tree has shortcomings in there is overhead on DISK/IO when the first time of constructing DB or of making Index, and it lessens the concurrency if there are frequent delete operations so that the index structure also should be changed frequently. To solve these problems almost DBMS is using batch construction method and lazy deletion method. But to apply B+-Tree, which is using batch construction method and lazy deletion method, into DBMS the technique for controlling and recovering concurrency is necessary, but its researching is still unsatisfactory so that there is a problem on applying it into actual systems. On this paper I suggest the technique for controlling and recovering concurrency how to implement the batch construction method and the lazy deletion method in actual DBMS. Through the suggested technique there is no cascade rollback by using Pending list, it enhances the concurrency by enabling insertion and deletion for base table on every reconstruction, and it shortens transaction response time for user by using system queue which makes the batch constructing operation is processed not in user's transaction level but in system transaction level.

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Interactive emotion-based color image retrieval (대화형 감성기반 칼라영상 검색)

  • Eum Kyoung-Bae;Park Joong-Soo
    • Journal of the Korea Computer Industry Society
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    • v.7 no.1
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    • pp.17-22
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    • 2006
  • Variable contents are extracted and used to improve the correctness of the retrieval in the content-based in age retrieval. This way use the physical feature for the retrieval. In this way of retrieval, the user has to know the basic physical features and spatial relationship of target images that he wants to retrieve. There are some restriction to reflect the user's intend. We need the retrieval system that reflect the user's intend. In this paper, we propose an emotion-based retrieval system. It is different from past emotion based image retrieval in point of view that it uses relevance feedback to estimate the users intend and it is easily combined with past content-based image retrieval system. The features and similarity measures are adopted from MPEG-7 color descriptors which are proper retrieval of large multimedia databases. We use wallpaper images for the experiment. The result shows that the system get successful result.

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