• 제목/요약/키워드: multimedia industry

검색결과 511건 처리시간 0.021초

A Study on the Development for 3D Audio Generation Machine

  • Kim Sung-Eun;Kim Myong-Hee;Park Man-Gon
    • 한국멀티미디어학회논문지
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    • 제8권6호
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    • pp.807-813
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    • 2005
  • The production and authoring of digital multimedia contents are most important fields in multimedia technology. Nowadays web-based technology and related multimedia software technology are growing in the IT industry and these technologies are evolving most rapidly in our life. The technology of digital audio and video processing is utilizing rapidly to improve quality of our life, Also we are more interested in high sense and artistic feeling in the music and entertainment areas by use of three dimensional (3D) digital sound technology continuously as well as 3D digital video technology. The service field of digital audio contents is increasing rapidly through the Internet. And the society of Internet users wants the audio contents service with better quality. Recently Internet users are not satisfying the sound quality with 2 channels stereo but seeking the high quality of sound with 5,] channels such as 3D audio of the movie films. But it might be needed proper hardware equipments for the service of 3D sound to satisfy this demand. In this paper, we expand the simple 3D audio generator developed and propose a web-based music bank by the software development of 3D audio generation player in 3D sound environment with two speakers minimizing hardware equipments, Also we believe that this study would contribute greatly to digital 3D sound service of high quality for music and entertainment mania.

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MOST150기반 MEP를 이용한 프리미엄 고속버스용 멀티미디어 스트리밍 시스템 개발 (Development of a Multimedia Streaming System using MEP Based on MOST150 for Premium Express Buses)

  • 이재규;이상엽;조현중
    • 한국통신학회논문지
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    • 제42권5호
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    • pp.1049-1057
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    • 2017
  • 차량용 멀티미디어 시스템은 자동차 산업에 있어서 매우 중요한 요소 중 하나이다. 특히, 프리미엄 고속버스와 같은 고급상용차에서의 멀티미디어 시스템은 더욱 중요하다. 우리는 본 논문에서 MOST150을 기반으로 MEP(MOST Ethernet Packets)을 이용해 프리미엄 고속버스용 멀티미디어 시스템 구조를 제안했고, Prototype을 설계 및 구현했다. 제안한 시스템 구조를 구현하기 위해 멀티미디어 시스템이 운용될 수 있는 I.MX6기반의 Board를 설계했다. 소프트웨어는 Open Source Platform인 Android를 기반으로 프리미엄 고속버스용 멀티미디어 시스템을 설계했다. MOST는 고속의 멀티미디어 네트워크 기술이며, 차량의 멀티미디어시스템 설계에 사용된다. 기본적으로 링 토폴로지(Ring Topology)를 사용하고, 최대 64개의 MOST 장치를 연결할 수 있다. 또한 MOST 네트워크는 광모듈(POF)을 이용해 통신하기 때문에 EMII(Electro-Magnetic Interference) 및 EMC(Electro-Magnetic Compatibility) 요구조건을 충족한다.

3차원 그래픽 산업을 위한 가구 인테리어 시스템 개발 (A Development of Furniture Interiol System for 3D Graphic Industry)

  • 윤용호;김종혁;김병수
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2004년도 춘계학술발표대회논문집
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    • pp.671-674
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    • 2004
  • 본 논문에서는 가구 인테리어를 위해 사전에 제작된 가구의 배치를 인터렉티브하게 시뮬레이션할 수 있도록 3D Visual 시뮬레이터 시스템을 개발하고자 한다. AutoCAD에서 제작된 도면파일(*.dxf)로 가상공간을 구성하고 3D MAX에서 Import된 Object 파일(*.3ds)을 Load하여 사용자가 쉽게 배치할 수 있도록 하는 것에 주안점을 두었다. 구성된 장면에 현실감을 주기 위해 고급 Rendering 기술 구현 또한 목표로 한다. 구축된 공간과 Object에는 텍스쳐 매핑과 Display Edit 기능을 구현하여 최대한 현실적인 시뮬레이터의 기능을 살릴 수 있도록 개발한다.

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A Kind of Digital Intelligent System for the Ink Hue Analysis

  • Lin, Min;Cui, Yuanhui;Wang, Yu Ru
    • 한국멀티미디어학회논문지
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    • 제10권6호
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    • pp.779-785
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    • 2007
  • This paper introduces a kind of new ink hue analysis system (HAS) based on the model-distinguishing technology and briefly casts light on the principle of the analysis. Also, it stresses the hardware structure, the software designing methods and programming procedure of the HAS as well as its interface. And the simulation result of the experiment data was given. The study shows that this kind of system can help to improve the color arrangements and managements of ink. The accuracy has reached ${\pm}0.5%$ compared with high precision density meter.

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Study on Museum Digital Exhibition Mode and Industrialization of Intangible Cultural Heritage

  • Bai, Jian-Song;Boo, Jong-Chul
    • Journal of information and communication convergence engineering
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    • 제9권2호
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    • pp.129-134
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    • 2011
  • Nowadays, most of exhibits are material antiquities while the exhibit of intangible cultural heritage is deficient and the form is less advanced which cannot meet the exhibition needs of digital times. This has resulted in insufficient display of intangible heritage's value which may not facilitate inherit and protection of intangible heritage, no other than protection mechanism of forming healthy industrialization. This article has established digital exhibition mode in museum about intangible cultural heritage by analysis on current museum and using mobile communication and augmented reality techniques. Discuss the mode in the layer integrating creative industry and mobile industry and provide practicable reference project of forming the healthy industrialization mechanism for protecting intangible heritage.

Food Media Content Study for an AI Smart Speaker

  • Kim, Kyoung-Ah
    • Journal of Multimedia Information System
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    • 제6권4호
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    • pp.197-202
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    • 2019
  • Society advances through technology, and technology has changed many lifestyles. The need for food is varying, but the availability of food is constantly changing as trends in production change. Combining the food industry and technology, a robot that delivers food and also cooks it has been developed. The time has come for a combination of food content and technology to advance the restaurant industry. This study discusses the application of a recommended food content media providing system using a curation engine that recommends contents according to individual tastes and preferences for the convenience of those who use food contents, using artificial intelligence speakers. We discuss the technologies required to develop video contents optimized for AI speakers with screens and shapes, combined with inset top boxes.

P2P 기반의 UCC 방송에서 협상을 통한 업로드 트래픽의 개선 (Improvement of Upload Traffic through Negotiation in UCC Broadcasting System)

  • 김지훈
    • 디지털산업정보학회논문지
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    • 제10권3호
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    • pp.171-179
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    • 2014
  • Among the P2P based multimedia streaming architecture, multiple chain architecture has advantage in adapting to dynamically changing network topology simply and rapidly, so this architecture is used for UCC broadcasting system. In UCC broadcasting system, general peer involved in DSLAM becomes UCC server rather than broadcasting system that transfers data from ISP servers. Therefore UCC data generated from UCC server peers is transmitted to peers through DSLAM, and this transmission uses uplink bandwidth of DSLAM. In this paper, I propose an efficient management method of DSLAM uplink bandwidths through negotiating tracker and UCC server peer or head peers of DSLAM. I propose the method that tracker restricts a bitrate of uplink stream of UCC servers when used uplink bandwidth of DSLAM exceeds a certain point of maximum uplink bandwidths. I will show the improved performance of proposed scheme rather than general method with respect to the uplink bandwidth of DSLAM by numerical analysis and simulation.

고전영화복원 사례를 통한 한국형영상복원 소프트웨어 개발 필요성에 관한 연구 (A Study on needs of Software Development for Korean Image Restoration through Cases of Classical Film Restoration)

  • 김치용;한명희;김종찬
    • 한국멀티미디어학회논문지
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    • 제17권12호
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    • pp.1528-1536
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    • 2014
  • Although the process about korea image restoration contents program development and liberalization have cultural and artistic worth, it is not possible to restore technically or cost enormous expense. In the study, it suggest the needs of korea image restoration contents program development through image restoration case. It is revitalize that the study in digital image restoration technical prepare the ground for passing high-qualities cultural legacy by restoring classical film. We think the development of korea image restoration software will strengthen the basis to the new creation industry of high value-added in the global cultural prosperity industry.

A Real Time Multiplayer Network Game System Based on a History Re-Transmission Algorithm

  • Kim, Seong-hoo;Park, Kyoo-seok
    • 한국멀티미디어학회논문지
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    • 제7권6호
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    • pp.814-823
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    • 2004
  • Current video games and game room games are played as a single player mode on the basis of various emulators. With the evolution of data communications and game technology, a new trend in the game industry has made the primary interests of game developers and companies in the game industry be moved toward a multiplayer mode from the traditional single player mode. In this paper, we represent how to implement a network game platform by allowing network modules to be run in conjunction with the current video emulator games. It also suggests a synchronization scheme for real-time game playout and practical mechanism that can support network games to be played with the Peer-to-Peer process using a lobby system.

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The Case Study of Customer Delight Index Contents Model through Cater ing Service Industry

  • Yang, Ya-Yun;Lee, Sung-Pil
    • 한국멀티미디어학회논문지
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    • 제19권8호
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    • pp.1574-1586
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    • 2016
  • The aims of this research is to build Customer Delight index contents model for measuring the influential factors - Customer Delight and identify the relationship among Customer Delight, Customer Satisfaction and Customer Loyalty. Customer Delight hypothesis model was proposed by Catering Service Industry of Starbucks and validate the final questionnaire; 7 point Likert scale was used in the questionnaire, Exploratory Factor Analysis (EFA) and Confirmatory Factor Analysis (CFA) are used to analyze the reliability. And path analysis was used to evaluating the final hypothesis model. The results of this research was that the customer Self-involvement can lead to high awakening level and it also bring positive emotion to the customer. Awakening Level and positive emotion were the key factors for the Customer Delight. Instead of customer expectation, Customer Delight is based on customer awakening level and positive emotion which is different from Customer Satisfaction model. It is clearly to see the discrepancies between Customer Delight and Customer Satisfaction.