• Title/Summary/Keyword: on-line media

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A Study on the improvement of reverberation characteristics using tapped and nested-allpass delay line (Tapped and nested-allpass delay line을 이용한 잔향특성 개선에 관한 연구)

  • Yoon, Jae-Yeun;Park, Jun-Sun;Jin, Yong-Ok
    • Journal of Broadcast Engineering
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    • v.12 no.1 s.34
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    • pp.28-40
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    • 2007
  • In this paper, we proposes an idea for improved sound characteristic which decreasing a problem in previous reverberation algorism structure. To later reflection sound, proposed new reverberation structure, using a lopped and nested all-pass delay line, and it is designed to improve an natural concert hall sound. In addition, In order to have best imaginary sound effect, we extracted the factors by controlling each delay line's delay time, and we realized a proposed new algorithm by using general-purpose DSP. Through several experimental cases, we observed better effect on improvement of linear flatten and reverberation density and decreasing about colorlessness and non-linear sound at previous proposed model about impulse input.

Measurement of the indoor power line channel characteristic (옥내 전력선 통신 채널 특성 측정)

  • Heo, Yun-Seok
    • The Journal of Information Technology
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    • v.7 no.3
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    • pp.1-10
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    • 2004
  • Considerable efforts has been recently devoted to the determination of accurate channel models for the Power Line environment, both for the indoor and outdoor cases. The common denominator and limitation of the known and previously published models is the particular type of approach followed. In this paper is concerned with a power line channel modeling for the more fast and efficiently power line communication experiment. A capacitor load channel simulator is a essential equipment in the power line modem development for indoor network. We accomplished a channel modelling by the frequency response method about the total 224 capacitor load cases. On the basis of this measurement modeling it is here revealed that the PLC is a more deterministic media that commonly believed.

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Design and Implementation of Wireless Network based On-line Realtime Game Contents (무선 네트워크 기반의 온라인 실시간 게임 콘텐츠 설계 및 구현)

  • Kim, Yu-Doo;Moon, Il-Young;Cho, Sung-Joon
    • Journal of Advanced Navigation Technology
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    • v.11 no.2
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    • pp.217-222
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    • 2007
  • Recently PC games are trending toward online. But, mobile games are not using network actively. Because there are two problems that low speed of mobile network and low specification of mobile device in wireless internet environment. But, solving problems by these started HSDPA services and increased performance of devices. In this paper, we implement mobile on-line real time game for develop mobile network in wireless internet environment.

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Multimodal Approach for Summarizing and Indexing News Video

  • Kim, Jae-Gon;Chang, Hyun-Sung;Kim, Young-Tae;Kang, Kyeong-Ok;Kim, Mun-Churl;Kim, Jin-Woong;Kim, Hyung-Myung
    • ETRI Journal
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    • v.24 no.1
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    • pp.1-11
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    • 2002
  • A video summary abstracts the gist from an entire video and also enables efficient access to the desired content. In this paper, we propose a novel method for summarizing news video based on multimodal analysis of the content. The proposed method exploits the closed caption data to locate semantically meaningful highlights in a news video and speech signals in an audio stream to align the closed caption data with the video in a time-line. Then, the detected highlights are described using MPEG-7 Summarization Description Scheme, which allows efficient browsing of the content through such functionalities as multi-level abstracts and navigation guidance. Multimodal search and retrieval are also within the proposed framework. By indexing synchronized closed caption data, the video clips are searchable by inputting a text query. Intensive experiments with prototypical systems are presented to demonstrate the validity and reliability of the proposed method in real applications.

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Understanding factors affecting users' social media continuance (소셜 미디어의 지속적 이용의도에 미치는 영향변수에 관한 연구)

  • Lee, Jae-Rock
    • Journal of the Korea Convergence Society
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    • v.11 no.7
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    • pp.145-150
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    • 2020
  • It needs to explain the relationship between influencers and consequences to use continuity of social media. To address this question, we have developed an framework and made hypotheses to explicate and analyze influencers(social presence, perceived privacy risk, perceived enjoyment, commitment, and community identification) to the attitude and continuity of social media. To test empirically, data collected from on and line survey and resolved by structural equation model. We found that social presence, perceived enjoyment and commitment influence to the attitude and continuity of social media. Finally, the theoretical and practical implications of theses results are discussed also research limitation and future research directions.

An Empirical Investigation into How to Use Visual Storytelling for Increasing Facebook User Engagement

  • Kim, Yu-Jin
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.23-38
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    • 2017
  • In order to identify effective approaches for creating more viral Facebook posts, this research conducted an empirical content analysis of leading Korean brands' Facebook fan-pages (Samsung Mobile, SK Telecom, Kia Motors, and POSCO). Their distinctive visual storytelling and communication patterns were investigated as effective user engagement triggers. Through analysis of the research results, it was statistically proved that the different industrial attributes of the four brands, which are primarily characterized by their product (or service) types, affect their Facebook posting patterns by showing different engaging rates (measured by like, comment, and share metrics). In addition, the user engagement rates of the posts were influenced by their visual storytelling factors (i.e. ad objective, value scale, and visual media types). In line with these statistical findings, the distinctive visual storytelling strategies of the four brands were identified. Moreover, competitive and uncompetitive visual storytelling tactics were suggested according to the ad objectives and visual media types on Facebook.

The Impact of Characteristics of Communication Media and Instruction Behavior on Collaborative Interaction and Project Performance (커뮤니케이션매체 특성과 교수행위 특성이 협력적 상호작용과 프로젝트 성과에 미치는 영향)

  • Ko, Yun-Jung;Chung, Kyung-Soo;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.18 no.4
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    • pp.83-103
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    • 2008
  • In the new web based learning environment which has recently emerged, a variety of new learning objectives and teaching methods suited to this learning environment have been adopted. Recently, web based project-based learning methods have received a great deal of attention from those wishing to improve learning performance. The objective of this study is to identify the impact of characteristics of communication media and instruction behavior on collaborative interaction and project performance through web based group projects. The characteristics of communication media were divided into richness, flexibility, and ease of use, and the characteristics of instruction behavior were divided into support and expression, which are independent variables. Collaborative interaction as a mediate variable, was divided into information sharing and negotiation. Project performance was the dependent variable. To verify the proposed research model empirically, an experiment was conducted in which learners participated in on-line and off-line courses with group projects. The group project was conducted virtual product development(VPD), and designed a web-site about the VPD. At the end of the project, a survey was conducted. Of the 270 students, 239 responded. The students were assigned to groups of 3 or 4 members, and represented different genders and levels of computer competence. The reliability, validity, and correlation of research variables were analyzed using SPSS 14.0, and the measurement model and the structural goodness-of-fit of the research model were verified through SEM analysis using Lisrel 8.54. We found important results as follows; First, richness and ease of use has positive impacts on each of sharing information and negotiation. This suggests that richness and ease of use are useful in sharing information which is related to the task and agreeing in opinions among group members. However, flexibility has not positive impacts on sharing information and negotiation. This implies that there is no great difference in performance of PC and information literacy of user. Second, support and expression of instructor have positive impacts on sharing information and negotiation. This indicates that instructors play an important role in encouraging learners to participate in the project and communicating with them, sharing information related to the project, making a resonable decision and finally leading them to improve a project performance. Third, collaborative interaction has a positive impact on project performance. This result shows that if the ability to share information and negotiate among students was improved then a project performance would be improved as well. Recently, in the state of revitalized web based learning, it is opportune that web-based group project is practically conducted, and the impact of characteristics of communication media and characteristics of instruction behavior on sharing information, negotiating among group members and improving a project performance is verified. On the basis of these results, we propose that forms of learning, such as web based project, could be one of solution which is to enforce interaction among learners, and ultimately improve learning performance. Moreover web-based group project is able to make up for a weakness which makes it difficult to make interpersonal relations or friendship among learners in computer mediated communication or web based learning.

A Study on Synchronization of Video and Virtual Reality Data for On-line Education (온라인 교육을 위한 동영상과 가상현실 데이터의 동기화에 관한 연구)

  • Sun Bok-Keun;Han Kwang-Rok
    • Journal of Korea Multimedia Society
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    • v.8 no.3
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    • pp.389-397
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    • 2005
  • In this paper, we study the synchronization method of animated simulations and VRs for on-line virtual reality education system. To build the data of animated simulations and synchronization modules of VRML content, the media-synchronizing technology, HTML + TIME and scripts are used. The VRML control module ismade into Java applet using the Java EAI provided for the web and the interface for VRML contents. To control the animation of VRML contents, the node information is extracted, and an animation production template capable of controlling animation in inter-connection with VRML content is made. With evaluation of the animation control performance, processing speed, synchronization performance between media in the system built, more improved results are obtained. We would like to suggest a education system with easy system construction and various multi-medium applicability by realizing HTML + TIME media synchronization and VRML web 3D virtual reality creation techniques, and animated images and 3D animation controls according to time using Java through this study.

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A study on the effects of the SNS use focused on the social relationships on the self-expression in SNS, off-line activity, and the life satisfaction (사회적 관계 중심의 SNS 이용에 따른 SNS에서 자기표현과 오프라인 모임 참여 및 삶의 만족도 분석)

  • Lee, Youngwon
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.301-312
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    • 2020
  • This study explores the patterns of the self-expression in terms of sharing the diverse pictures according to SNS use focused on the social relationships, and the effects of the diverse online activities on the off-line activity. The study results show that the more SNS use focused on the social relationships, the more sharing the diverse pictures in SNS as a tool of the self-expression. It also shows that the more SNS use focused on the social relationships and the more sharing the pictures with friends, the more active in off-line activity. Both of online and off-line network activities have the statistically significant positive effects on the life satisfaction, which implies that the more active in online and off-line network activities, the higher the life satisfaction.

Fringe Styling Research According to the Hair line

  • Jin Hyun, Park;Hyerroon, Jang
    • International Journal of Advanced Culture Technology
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    • v.10 no.4
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    • pp.403-411
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    • 2022
  • Appearance management is evolving as a means of self-expression or as a way of expressing one's individuality. In particular, hairstyle is the most important part of a person's appearance and accounts for 70% of the appearance. Improving people's appearance by changing their hairstyle gives them confidence. Among them, the fringe hair style plays an important role in determining the first impression and reflects the trend. Fringe is shorter and simpler than general hair treatment, but even these small treatments have the effect of changing the impression, so women are trying to transform into a fringe hair style. A previous study was conducted on four lines classified: round, heart, square, and triangular. In this study, we added them to define 5 hairlines and created them by combining each hairline. that have been produced 5 fringe hair styles that suit the shape of the face. It is expected that the results of this study will be used as educational materials for hair line and fringe hair styles in the field, contributing to the beauty industry.