• Title/Summary/Keyword: multimedia industry

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Design and Implementation of a CAN Data Analysis Test Bench based on Raspberry Pi

  • Pant, Sudarshan;Lee, Sangdon
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.239-244
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    • 2019
  • With the development of Cyber-Physical Systems(CPS), several technologies such as automation control, automotive and intelligent house systems have been developed. To enable communication among various components of such systems, several wired and wireless communication protocols are used. The Controller Area Network(CAN) is one of such wired communication protocols that is popularly used for communication in automobiles and other machinery in the industry. In this paper, we designed and implemented a response time analysis system for CAN communication. The reliable data transfer among various electronic components in a significant time is crucial for the smooth operation of an electric vehicle. Therefore, this system is designed to conveniently analyze the response time of various electronic components of a CAN enabled system. The priority for transmission of the messages in the CAN bus is determined by the message identifier. As the number of nodes increases the transmission of low priority messages is delayed due to the existence of higher priority messages on the bus. We used Raspberry Pi3 and PiCAN2 board to simulate the data transfer for studying the comparative delay in low priority nodes.

Study on the Market Competitive Structure among Mobile Multimedia Services - Based on the Consumer Choice Model - (소비자 선택확률 모형을 애용한 신규 이동 멀티미디어 서비스군 시장경쟁구조 분석)

  • Jeon, Hyo-Ri;Shin, Yong-Hee;Choi, Mun-Kee
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.10B
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    • pp.900-908
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    • 2006
  • This paper studied on the future market competitive structure among mobile multimedia services that offer a variety of multimedia services and contents through wireless networks. In the past, forecasting methods based on market data would be used popularly in telecommunications industry. However, methods must focus on not market data but customer preferences. In this reason, paper use to forecast the market competitive structure and offer firm strategies and policies using a customer choice probability model.

A Multimedia Tutorial system for Learning the French Language

  • Jho, Gook-Hyung;Jang, Jae-Hyuk;Sim, Gab-Sig
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.1
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    • pp.191-198
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    • 2016
  • This paper aims to present how to design and implement a multimedia tutorial system for the self-learning French language using Director with additional tools. To implement a multimedia tutorial system we need to design several steps. First, we should choose the level of the users and design tutorial. Second, we should prepare all materials such as sounds, graphics, text and video. Finally, we should implement the selected elements and control the educational software. Due to the nature of the paper, it must emphasize French basic conversation to make environment that be used in each scene and the scene of the context dialog. In view of the fact that the fitness of each content utilization field of multimedia authoring tool is high, it is possible as part of the system sizing process of the manufacturing process, to impart its meaning. This learning-contents are composed of 10 units each situation, and we anticipate there are the several effects of this system on basic French students. This system helps lecturer get French students interested in lessons, and enables learner to learn French of the role of iterative practice by linking image and sound. Also this system helps learners to prepare and review French studying after a lesson and allows leaners to maximize their efficiency. The future of this work is to implement this system on the app.

A Web-based 3D Virtual Reality Pavilion of Korean Traditional Music (웹 기반의 가상현실 3D 국악 박물관 제작)

  • Choi, Ji Ae;Shim, Jae Sun;Kim, Yoon Sang
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.4 no.1
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    • pp.65-68
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    • 2008
  • In this paper, a web-based 3D virtual reality (VR) pavillion of Korean Traditional Music was implemented. The VR pavillion is used for the virtual demonstration and experience of Korean Traditional Music, which provides the information as well as multimedia experience on eight instruments to users through internet. It provides eight web-pages and one an audio-visual classroom on the instruments.

Reliability Paradigm-Changes in Industry 4.0 (4차 산업혁명 시대에서의 신뢰성 패러다임의 변화)

  • Jeong, Hai Sung
    • Journal of Applied Reliability
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    • v.17 no.4
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    • pp.289-295
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    • 2017
  • Purpose: This paper will focus on the reliability technological innovation following the emergence of industry 4.0 featured by convergence, connection and complexity. In the course of the process, the concept and application of 3R (Robustness, Redundancy, Resilience) are considered along with reliability in industry 4.0. Methods: Reliability paradigm-changes are presented to meet the purpose of keeping the desired function in Industry 4.0. And the introduction of resilience, a concept compromising reliability is to be suggested. Results: The necessity of the 3R (Robustness, Redundancy, Resilience) introduction is emphasized according to reliability paradigm-changes. Conclusion: Reliability, robustness, redundancy and resilience are not mutually exclusive. Ultimately, acquiring the resilience requires robustness, redundancy and fittable maintenance procedures.

A Study on the Necessity and Construction Plan of the Internet of Things Platform for Smart Agriculture (스마트 농업 확산을 위한 IoT기반 개방형 플랫폼의 필요성 및 구축 방안 연구)

  • Lee, Joonyoung;Kim, ShinHo;Lee, SaeBom;Choi, HyeonJin;Jung, JaiJin
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1313-1324
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    • 2014
  • Korea has high quality level of ICT Technologies, however it still have a long way to go before invigoration of ICT in agriculture industry. The government of Korea supply to agriculture ICT systems, however these are the enclosed type and insufficient the level of connectivity, compatibility, and integrity between ICT systems. Farmers can not share crop information and one system can not use with others in combination. Recently, IoT(Internet of Things) become popular to emphasize the vision of a global internet and ICT industry. The IoT is a critical technology that leads future internet generation. We believe that IoT will change status of agriculture industry and appearance of various agriculture business model. Using IoT technology is provided a platform of opportunities to optimize work processes and efficient use of energy, time and labour in farm. It can automatically control temperature, humidity, sunshine system and so on for optimal growth conditions at greenhouse and plant factory. Growth setting can even be controlled and monitored crop condition and disease by a smartphone app or PC. It is possible to improve quality of farming and farm product. We suggest that construction of IoT platform through open API in agriculture industry.

A case study on the promotional animation of the mobile game 'Honour Of Kings' (모바일 게임 <왕자영요>의 홍보 애니메이션 사례연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.293-299
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    • 2021
  • With the development of OSMU mode in the game industry, the most popular 3D mobile game 'Honour Of Kings' in China, in addition to the entertainment effects of the game itself, has paid more attention to the production of promotional animation video contents in recent years. The huge animation market is generating abundant game revenue for 'Honour Of Kings'. This paper selected the most popular game promotional animations 'MU BIAO' and 'Bu Ye Chang'an' through a survey of 30 CG promotional animation in the official story station of 'Honour of Kings'. Important elements such as rich stories and the special effects of the gorgeous scenes, etc are summarized. Through the research of this paper, grasped the importance of promotional animation content in the game industry, and can expect the common growth of the game industry and the animation industry, which is one of the ways to create high profits in the game market.

The Revitalization Strategy of Digital Signage Industry (국내 디지털 사이니지 산업 활성화 방안)

  • Kim, Ji-Yeon;Kim, Jong-Wook;Kim, Jea-Bum
    • Journal of Information Technology Applications and Management
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    • v.19 no.4
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    • pp.185-196
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    • 2012
  • Domestic digital signage industry has been growing in line with the Internet and intelligent devices like smart phones. However, policies for digital signage need to be supplemented because existing policies are only focused on regulations for outdoor advertisements. Moreover, while digital technologies have been developed, there are few contents technologies to support the digital technologies. In this context, this research aims to identify the problems in relation to the domestic digital signage industry and seek for measures to solve the problems. Various case studies and literature review were conducted to identify problems in terms of policy, technology and service, and measures for revitalizing the digital signage industry were suggested. The research is expected to help digital signage to serve as new convergence media available for customization targeting and user participation.

The outlook and challenges of teaching and learning material industry (유아교육 관련 교재교구 산업의 과제와 전망)

  • Kim, Kyu-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.1
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    • pp.81-85
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    • 2014
  • This paper investigates the challenges and outlook of textbook teaching and learning material industry. 1. The challenges of teaching and learning material industry. First, classification criteria are needed. Second, Evaluation Standard are needed. Third, quality control is needed. Fourth, ready-made products are insufficient. Fifth, economic policy for teaching and learning material industry is required. Sixth, manage system for teaching and learning material is necessary. Seventh, distribution system for teaching and learning material should be reformed. 2. The outlook of teaching and learning material industry. First, accreditation system will be introduced. Second, teaching and learning material industry will develop continually. Third, eco-friendly and sustainable system will be built. Fourth, multimedia industry will be extended. Fifth, managing system to enhance usage rate will be settled.

SNS Utilization of Youth and Use as a Learning Tool (청소년의 SNS 이용실태 및 학습도구로써의 활용방안)

  • kang, Hyun-joo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.93-101
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    • 2020
  • Korea, as a leader of Internet and game sector in IT industry, has been playing an important role in increasing its industrial development. This country has won the first place in wireless broadband usage and contributed to Internet game industry development. This means that Korean use smartphones most. It is juveniles that use Internet and smartphones most among Korean who use teenage., the number of the teenagers who overuse smartphones or Internet has surpassed 200,000. The number of the adolescents who spend more time using smartphone and Internet is about 180,000 and the number of the teens who are over-dependent to smartphone having trouble living their lives is over 22,000. The SNS usage rate of the contents that teens are most likely to use has accounted for over 80 percent. Among teens, SNS is being considered as a major means that builds relationship due to smartphone technology and the prevalence of smartphones. However, the use of SNS among youths has two sides; one is positive, the other negative. Not only does SNS have a positive function that it keeps relationship but it also has a negative function that it can lead to smartphone addiction.