• Title/Summary/Keyword: ubiquitous media

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Respiratory Review of 2009: Nontuberculous Mycobacterium (호흡기내과 의사를 위한 Respiratory Review of 2009: 비결핵 항산균)

  • Park, Jae Seuk
    • Tuberculosis and Respiratory Diseases
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    • v.67 no.5
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    • pp.395-401
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    • 2009
  • As the prevalence of tuberculosis declines, the proportion of nontuberculous mycobacterial (NTM) lung disease is increasing in Korea. The combined use of liquid and solid media increases the sensitivity of mycobacterial culture and shortens culture time. Because NTMs are ubiquitous in the environment, NTM lung disease requires strict diagnostic criteria to prevent over-diagnosis of NTM lung disease. Mycobacterium avium complex is the most common pathogen of NTM lung disease in Korea and present in two forms: upper lobe cavitary and nodular bronchiectatic form. Decision of treatment of NTM lung disease depends on the infecting species and overall condition of the patient. Because medical therapy requires the use of multiple drugs over 18 to 24 months, surgery for localized disease may be useful for those species refractory to medical therapy.

A Study about Metadata Mapping of E-Learning Contents on Diverse Digital Device (이기종 단말에서 e-러닝 콘텐트의 메타데이터 맵핑에 관한 연구)

  • Han, Gum-Ju;Moon, Nam-Mee
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.72-76
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    • 2006
  • 정보통신 기술의 발전은 양방향의 참여 문화를 형성하고 있다. e-러닝의 환경도 웹 기반의 환경에서 모바일 환경과 방송과 융합된 네트워크 환경으로 변화되며, e-러닝도 학습자의 직접 참여를 요구하는 교수-학습 교수법을 제공하고 있다. 다양한 네트워크 환경에서 원하는 정보를 생성, 추출하고 다른 사람과 의사소통할 수 있어야 한다. e-러닝의 발전으로 복합적 사고와 고차원적인 인지 사고를 위해 학습자 주도의 개별적자율적 학습, 협력적(collaborative)학습을 제공할 수 있다. 즉, e-러닝의 웹 기반에서 발전하여 무선 네트워크 환경으로의 변화가 학습 환경도 시간적, 공간적으로 자유로울 수 있는 모바일 환경(mobile environment)에서 방송과 통신이 융합되고 나아가 유비쿼터스 환경(ubiquitous environment)으로 전환되고 있다. 본 논문에서는 e-러닝의 콘텐트를 다양한 디지털 기기에 따라 재사용하고 재구성하여 제공할 수 있도록 메타데이터 맵핑 구조에 대해 연구하고자 한다.

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Chirality in Non-Hermitian Photonics

  • Yu, Sunkyu;Piao, Xianji;Park, Namkyoo
    • Current Optics and Photonics
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    • v.3 no.4
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    • pp.275-284
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    • 2019
  • Chirality is ubiquitous in physics and biology from microscopic to macroscopic phenomena, such as fermionic interactions and DNA duplication. In photonics, chirality has traditionally represented differentiated optical responses for right and left circular polarizations. This definition of optical chirality in the polarization domain includes handedness-dependent phase velocities or optical absorption inside chiral media, which enable polarimetry for measuring the material concentration and circular dichroism spectroscopy for sensing biological or chemical enantiomers. Recently, the emerging field of non-Hermitian photonics, which explores exotic phenomena in gain or loss media, has provided a new viewpoint on chirality in photonics that is not restricted to the traditional polarization domain but is extended to other physical quantities such as the orbital angular momentum, propagation direction, and system parameter space. Here, we introduce recent milestones in chiral light-matter interactions in non-Hermitian photonics and show an enhanced degree of design freedom in photonic devices for spin and orbital angular momenta, directionality, and asymmetric modal conversion.

U-Bus Advertisement Business Model and System Implementation based on Wireless Networks (무선망 기반의 U-버스광고 비즈니스 모델 및 시스템 구축 방안)

  • Roh, Su-Sung;Kim, Do-Nyun
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.88-97
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    • 2010
  • Recently the more convenient services are provided to people in the city in line with the change of city paradigm and the recent development of ubiquitous. For example, Information on bus arrivals an effective advertisement the combination of high technology and departures through smart-phones. However, in respect of the mobile advertisement, because of difficulties such as the means of transferring the mass storage data or the burden of communication charges. there need means to improve such difficulties. This study has been conducted aiming to overcome such difficulties. This study suggests the strategic differentiation plan through the analysis of the media characteristics such as real time service information when in traveling, U-Bus business model in the category of mobile advertisement, etc. and also the concrete system establishment plan from the operation center via network to the delivery of the advertisement through vehicle terminals. In respect that this study suggests the implications as a practical business model through the fusion of high technology and diverse media. It has great significance.

The Interactive Factors of Ubiquitous Media Affected on the Intention of Convergence Service Adoption (유비쿼터스 미디어의 수용의도에 영향을 미치는 상호작용성 요인에 관한 연구)

  • Kim, Ju-An
    • International Commerce and Information Review
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    • v.9 no.2
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    • pp.19-40
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    • 2007
  • In recent, T-commerce is widely dispersed as alternative type of commerce. It is forecasted that t-commerce system is used more than e-commerce system. Therefore more and more t-commerce-related industries are also recognizing that t-commerce is a critical business model. It is needed to understand the concept of t-commerce and develop the t-commerce marketing strategy. CEO analyses consumer's behaviors according to the data about buyers and applies the advantage of t-commerce to the communication with customers. This t-commerce system plays an important role in maximizing customer satisfaction and affecting their intention to reuse it. Therefore this paper attempts to identify T-commerce critical success factors and divide between use-intention group and unuse-intention group by taking out a discriminant function by the discriminant analysis. This lays a foundation in developing T-commerce strategy. According to the discriminant function extracted, convenience factor, amusement factor, system quality factor, product perception factor are significant in the sequence of influential degree. However, usefulness factor and speedy connection factor are not significant. In result, the target hitting rate is 77.9% in the first unuse-intention group and it is 95.2% in the second use-intention group. The total discriminant target hitting rate is computed to higher value, 86.55%. The statistic package, SPSS 12.0, is used to survey and analyse data and test the hypothesis. The validity and reliability of variables are verified by both reliability analysis and factor analysis. The discriminant analysis is used to tell the difference between use-intention group and unuse-intention group.

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MPEG Omnidirectional Media Format (OMAF) for 360 Media (360 미디어를 위한 MPEG Omnidirectional Media Format (OMAF) 표준 기술)

  • Oh, Sejin
    • Journal of Broadcast Engineering
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    • v.22 no.5
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    • pp.600-607
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    • 2017
  • Virtual Reality (VR) has lately gained significant attention primarily driven by the recent market availability of consumer devices, such as mobile phone-based Head Mounted Displays (HMDs). Apart from classic gaming use cases, the delivery of $360^{\circ}$ video is considered as another major application and is expected to be ubiquitous in the near future. However, the delivery and decoding of high-resolution $360^{\circ}$ videos in desirable quality is a challenging task due to network limitations and constraints on available end device decoding and processing. In this paper, we focus on aspects of $360^{\circ}$ video streaming and provide an overview and discussion of possible solutions as well as considerations for future VR video streaming applications. This paper mainly focuses on the status of the standardization activities, Omnidirectional MediA Format (OMAF), to support interoperable $360^{\circ}$ video streaming services. More concretely, MPEG's ongoing work for OMA aims at harmonization of VR video platforms and applications. The paper also discusses the integration in MPEG Dynamic Adaptive Streaming over HTTP (MPEG-DASH), which is considered as $360^{\circ}$ video streaming services with OMAF content. In context of the general OMAF service architecture.

An arbitration approach to resolve conflict to quality requirements in the level of the media service for multi-party collaboration environments (다자간 협업 환경을 위한 미디어 서비스 수준에서의 품질 요구사항 갈등 중재방법)

  • Han, Sang-Woo;Kim, Jong-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.601-606
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    • 2008
  • When sharing real-time media in the ubiquitous computing environments, due to heterogeneous performance of devices, conflict to users' media service requirements might be occurred. To address the problems, there are extensive researches about media streaming QoS control schemes in the aspects of network or application. However, their deployment has met with difficulty because of critical reasons such as high development cost and system complexity. In this paper, in the level of media services, we propose a negotiation approach to offer improved quality of media services. The proposed approach Constructs video distribution group between producer and consumer services, which target to globally minimize the concession of users' quality requirements Consequently, users can be provided video services in the level of conformation to the users' expectation.

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Research on the Participation Types and Strategies for Facilitating Learning based on the Analyses of Social Media Contents (소셜 미디어 콘텐츠 분석에 따른 참여유형 및 학습촉진방안 탐구)

  • Lim, Keol
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.495-509
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    • 2011
  • According to the rapid technological development such as ubiquitous environments, there has been growing interest in learning with social media as known as social learning. This study was conducted to analyze various participation types of social media contents aiming to explore strategies for facilitating learning. Specifically, the research model was established by two aspects in using social media contents. First was classified by writings and readings in contents, which consists of prosumers, producers, consumers, and non-participants. Second criterion was categorized by instruction-related and instruction-nonrelated, which is learning contents, learning management, emotional expression, and social activities. In order to acquire empirical data, a set of fourteen undergraduate students participated in this research for eight weeks using a microblog. Based on the analyses on the data through learning activities, three learning strategies were suggested to facilitate social media based learning: analysis on learners, role of the instructor, and instructional model design.

QoS-aware Fast Wakeup and Connection Mechanism on Broadcasting Convergence Network (방송통신 융합망에서 QoS 향상을 위한 Fast Wakeup and Connection 기술)

  • Kim, Moon
    • Journal of Advanced Navigation Technology
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    • v.21 no.4
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    • pp.402-412
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    • 2017
  • The convergence of broadcasting and telecommunication technologies is a key issue of the ubiquitous networks. So this paper offers the convergence of integrated telecommunication networks and broadcasting system, Advanced Terrestrial Digital Multimedia Broadcasting (AT-DMB), and the interconnection of them via the Media Independent Information Server/Service (MIIS). Then, this paper proposes the fast wakeup and connection mechanism with concepts for improving QoS and energy efficiency simultaneously. In the proposed convergence network, our mechanism places the key on the minimization of both the incoming service delay destined to a turned-off interface by using the broadcasting network and the additional energy consumption. This paper further evaluates the performance of proposed mechanism through the numerical and experimental analysis and has confirmed the decrease of both service delay and energy consumption.

A Study on Characteristics of Organistic Perceptual in Fluid Space (유동 공간의 유기체적 지가 특성 연구)

  • Park, Ju-Seong;Lee, Chan
    • Korean Institute of Interior Design Journal
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    • v.20 no.3
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    • pp.143-151
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    • 2011
  • With today's new media environment throughout Ubiquitous information innovation, live and dynamic fluid space is being created by integrating organic integration between electronic space and physical space and transplanting intelligence to materials. In other words, perception occurs in fluid space itself in a new media environment so has complicatedly organic relationship with environment and humans. In addition, emotion, time and movement have actively attempted to enter the space so designs appealing to humans' emotions are made through stimulation of synaesthetic sensory organs. This can be understood in the same context that media is eventually expansion of human body. Fluid space has characteristics of a live organism with factors such as sensor, perception and behavior so it needs to interpret perceptual system relationally and synthetically through an organic study method. This study looks into characteristics of organic perceptual system in terms of the meaning that fluid space with movements have as the sensory-perceptive subject and accordingly makes the world more sufficient as the third space, prepares a possibility to get out of limited five senses, and will develop fluid space as the organic environment making stimulation by itself.