• Title/Summary/Keyword: on-line media

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Terrestrial DTV Broadcasting Program Protection System based on Program Protection Information (방송프로그램 보호신호에 기반한 지상파 방송프로그램 보호 시스템)

  • Choo, Hyon-Gon;Lee, Joo-Young;Nam, Je-Ho
    • Journal of Broadcast Engineering
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    • v.15 no.2
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    • pp.192-204
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    • 2010
  • As illegal distribution of the terrestial DTV broadcast program occurs very frequently in on-line, the needs to protect broadcast program have increased. In this paper, a new approach to implement a system for terrestial DTV broadcast program protection based on program protection information(PPI) is proposed. In our approach, the broadcast program is recorded with encryption according to redistribution condition of the PPI and packaged into a file with key information and PPI together. And we also define a set of domain protocol for supporting user fair-use of broadcast program. In the proposed system, copy control can also be provided by process of home domain management. Implementation results show that our system can protect broadcast programs with efficiency and can support conditional distribution within home domain in order to satisfy user fair-use.

Low-Complexity Handheld 3-D Scanner Using a Laser Pointer (단일 레이저 포인터를 이용한 저복잡도 휴대형 3D 스캐너)

  • Lee, Kyungme;Lee, Yeonkyung;Park, Doyoung;Yoo, Hoon
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.64 no.3
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    • pp.458-464
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    • 2015
  • This paper proposes a portable 3-D scanning technique using a laser pointer. 3-D scanning is a process that acquires surface information from an 3-D object. There have been many studies on 3-D scanning. The methods of 3-D scanning are summarized into some methods based on multiple cameras, line lasers, and light pattern recognition. However, those methods has major disadvantages of their high cost and big size for portable appliances such as smartphones and digital cameras. In this paper, a 3-D scanning system using a low-cost and small-sized laser pointer are introduced to solve the problems. To do so, we propose a 3-D localization technique for a laser point. The proposed method consists of two main parts; one is a fast recognition of input images to obtain 2-D information of a point laser and the other is calibration based on the least-squares technique to calculate the 3-D information overall. To verified our method, we carry out experiments. It is proved that the proposed method provides 3-D surface information although the system is constructed by extremely low-cost parts such a chip laser pointer, compared to existing methods. Also, the method can be implemented in small-size; thus, it is enough to use in mobile devices such as smartphones.

Effect of implant surface microtopography by hydroxyapatite grit-blasting on adhesion, proliferation, and differentiation of osteoblast-like cell line, MG-63

  • Park, Sung-Jae;Bae, Sang-Bum;Kim, Su-Kyoung;Eom, Tae-Gwan;Song, Seung-Il
    • Journal of the Korean Association of Oral and Maxillofacial Surgeons
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    • v.37 no.3
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    • pp.214-224
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    • 2011
  • Objective: This study examined the potential of the in vitro osteogenesis of microtopographically modified surfaces, RBM (resorbable blasting media) surfaces, which generate hydroxyapatite grit-blasting. Methods: RBM surfaces were modified hydroxyapatite grit-blasting to produce microtopographically modified surfaces and the surface morphology, roughness or elements were examined. To investigate the potential of the in vitro osteogenesis, the osteoblastic cell adhesion, proliferation, and differentiation were examined using the human osteoblast-like cell line, MG-63 cells. Osteoblastic cell proliferation was examined as a function of time. In addition, osteoblastic cell differentiation was verified using four different methods of an ALP activity assay, a mineralization assay using alizarin red-s staining, and gene expression of osteoblastic differentiation marker using RT-PCR or ELISA. Results: Osteoblastic cell adhesion, proliferation and ALP activity was elevated on the RBM surfaces compared to the machined group. The cells exhibited a high level of gene expression of the osteoblastic differentiation makers (osteonectin, type I collagen, Runx-2, osterix). imilar data was represented in the ELISA produced similar results in that the RBM surface increased the level of osteocalcin, osteopontin, TGF-beta1 and PGE2 secretion, which was known to stimulate the osteogenesis. Moreover, alizarin red-s staining revealed significantly more mineralized nodules on the RBM surfaces than the machined discs. Conclusion: RBM surfaces modified with hydroxyapatite grit-blasting stimulate the in vitro osteogenesis of MG-63 cells and may accelerate bone formation and increase bone-implant contact.

Effects of Green Self-Expressive Motive and Fit on Intent to Purchase Bundle Product with Green Premium

  • CHOI, Nak-Hwan;VU, Thanh-Hang;NGUYEN, Quynh-Mai
    • Journal of Distribution Science
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    • v.17 no.9
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    • pp.57-66
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    • 2019
  • Purpose - This study aimed at investigating the process of inducing the effect of green self-expressive motive and the fit between green premium and product on consumer's intent to purchase the bundle product with the green premium. Research design, data, and methodology - The questionnaire for on-line survey built at Google Forms was spread out via popular social media sites. 243 responses from the on-line survey were used for testing the hypotheses. Structural equation model of Amos 21.0 was used to verify hypotheses. Results and Conclusions - Green self-expressive motive positively influenced on not only the perceived value for green premium but also attitude toward the bundle. However, the fit between green premium and product had positive impact only on the perceived value for green premium. The perceived value was proved to positively influence on the attitude toward the bundle, which in turn increased the purchase intention, even with the positive effects of the product attitude as covariate on the intention. Therefore, marketers should choose target customers who have high level of green self-expressive motive and feel the fit, and pay attention to the green premium to help the customers perceive more values for the green premium. They should develop green premium product for conducting marketing effectively.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Study of User Generated Rules on Online game - focused on League of Legends - (온라인 게임에 나타난 사용자 생성 규칙 연구 - <리그 오브 레전드>를 중심으로 -)

  • Lyou, Chul-Gyun;Park, Miri
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.35-44
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    • 2015
  • The purpose of this study is to analyze user-generated rules in online games and to define the way of players' identities are developed. This study focuses on the online game League of Legends, which originated from use map system. Based on rule theory, this study analyzes the characteristics of user-generated rules. As the result, this study proves that the main rule of online game is not the rules made by developers, but the emergent rules made by players. Through rule-detection and rule-selection process, user-generated rules change the game system. Therefore, the result of this study expects to show meaningful roles of players in game system.

Replacement Condition Detection of Railway Point Machines Using Data Cube and SVM (데이터 큐브 모델과 SVM을 이용한 철도 선로전환기의 교체시기 탐지)

  • Choi, Yongju;Oh, Jeeyoung;Park, Daihee;Chung, Yongwha;Kim, Hee-Young
    • Smart Media Journal
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    • v.6 no.2
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    • pp.33-41
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    • 2017
  • Railway point machines act as actuators that provide different routes to trains by driving switchblades from the current position to the opposite one. Since point failure caused by the aging effect can significantly affect railway operations with potentially disastrous consequences, replacement detection of point machine at an appropriate time is critical. In this paper, we propose a replacement condition detection method of point machine in railway condition monitoring systems using electrical current signals, after analyzing and relabeling domestic in-field replacement data by means of OLAP(On-Line Analytical Processing) operations in the multidimensional data cube into "does-not-need-to-be replaced" and "needs-to-be-replaced" data. The system enables extracting suitable feature vectors from the incoming electrical current signals by DWT(Discrete Wavelet Transform) with reduced feature dimensions using PCA(Principal Components Analysis), and employs SVM(Support Vector Machine) for the real-time replacement detection of point machine. Experimental results with in-field replacement data including points anomalies show that the system could detect the replacement conditions of railway point machines with accuracy exceeding 98%.

Development of overhead distribution line diagnosis system program (가공 배전선로 진단시스템 프로그램 개발)

  • Dong Hyun Chung;Deok Jin Lee
    • Smart Media Journal
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    • v.12 no.5
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    • pp.81-87
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    • 2023
  • In this paper, accidents in high-voltage overhead distribution lines, which provide stable power supply in the power system, cause inconvenience in life and disruption of production of companies. 22.9 [kV] high-voltage overhead power distribution lines aim to improve reliability and stability, such as damage caused by rain, snow, wind, etc., or electric shock prevention. Therefore, in order to prevent wire disconnection accidents due to deterioration of electrical conductivity or tensile strength due to corrosion of overhead distribution lines, it is necessary to prevent unexpected accidents in the future through regular inspection and repair. In order to diagnose deterioration due to corrosion of distribution lines, a diagnostic system (measuring instrument) is installed on the wires to monitor the condition of the wires. The manager on the ground receives the measured data through ZigBee wireless communication, controls the diagnosis system through the diagnosis system program, and grasps the condition of the overhead distribution line through the measured data and photographed photos, and predicts the life of the wire along with the visual inspection method. developed a program.

Effect of solid grain media on the mycelial growth of Pleurotus ostreatus and its biofunctional activity (곡물배지가 느타리버섯의 균사배양과 생리활성에 미치는 영향)

  • Ryu, Hyun-Soon;Shon, Mi-Yae;Cho, Yong-Un;Gal, Sang-Wan;Lee, Sang-Won
    • Journal of Mushroom
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    • v.2 no.1
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    • pp.10-14
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    • 2004
  • Effect of solid grain media on the mycelial growth of Pleurotus ostreatus and its biofunctional activities were investigated using seven kinds of grains. Foxtail millet and barley were good for growth of hypha of P. ostreatus. However, growth of the mycelium was very slow in the solid grain media containing wheat, corn and brown rice. Mycelial growth of P. ostreatus according to water content of solid grain media was good at 25% to 30%. Mycelial growth of P. ostreatus according to heating-time and temperature of solid grain media was good for 30 min at $121^{\circ}C$. Anticancer activities against lung cancer cell line of the myceial extracts from P. ostreatus grown on several grain media were strong in the corn, defatted soybean, brown rice, barly and black bean in order. Fibrinolytic activities of the myelial extracts were strong in order defatted soybean, wheat, foxtail millet, barley, brown rice and black bean. The mycelial extracts were showed good antibacterial activities against Pseudomonas aeroginosa and Staphylococcus aureus.

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Reusable Multi-story 3D Animation (재구성이 가능한 멀티스토리 3D 애니메이션)

  • Kim, Sungrae;Kim, Ho Sung;Tak, Ji-young;Park, Ji-en;Lim, Sun-hyuk;Kim, Soosanna;Lee, Kyu-seon;Lee, Ji-hyun
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.238-242
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    • 2007
  • The existent UCC sites display only finalized contents by publisher. It dose not provide any platform for resources of UCC that public users could reorganize. This paper has developed a platform to be able to produce reusable content using the scenes of the contents and produced a 3D animation with multiple story. It is necessary for user to search the provided contents for easy reorganization of the contents. The scene is classified by the description and information of the scene for handy search. It is obscure for a movie clip to be represent with only one word. Therefore, the proposed platform provides the search technique with a overlapping choice for the specific categories that include most of elements for the scene. Then the user can choose a specific range of the selected movie clip, make a new story with reorganizing the order, and put a caption or BGM on the movie clip. The complete movie clip has the search preferences as a category, new clips, and top favorites. With the Multi-Story line concept, we made a 3D animation about episodes of thermal dolls in the Doll World. This attempt will come to the new marketing way for a field of the visual media like as Music Video, Drama, Feature Film, Commercial Film.

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