• Title/Summary/Keyword: various media

Search Result 4,994, Processing Time 0.03 seconds

A Development of Home Entertainment System based on UPnP AV Framework (UPnP AV 프레임워크 기반의 홈 엔터테인먼트 시스템 개발)

  • Kim, Sang-Wook;Lee, Hyun-Ju;Kim, Sang-Ok;Park, Ji-Yun;Bae, Su-Young;Jung, E-Gun
    • Journal of the HCI Society of Korea
    • /
    • v.1 no.2
    • /
    • pp.59-64
    • /
    • 2006
  • This paper describes UPnP AV System which provides various multimedia services in home network composed of diverse multimedia devices. It is difficult to build home network where various multimedia services can be provided because there are a lot of difference devices, platforms, and network technologies. However, UPnP middleware can make up multimedia service environment in that home network. Therefore this paper describes how the multimedia service environment is built with UPnP middleware. We analyze and modify MediaServer, MediaRenderer, and Control Point, which these are the components of UPnP AV archtecture. Additionally we provide some efficient GUI to use different kind of multimedia in any place of home networks. We propose UPnP AV Framework of playback module that consist of MediaServer providing contents, MediaRenderer using contents, and Control Point providing GUI. Especially, MediaRenderer and Control Point are integrated in set-top.

  • PDF

A Comparison of Filtering Characteristics of Various Media considering Particle Size Distribution of Road Runoff (도로면 강우유출수의 입도분포를 고려한 여재특성 비교분석)

  • Koo, Bonjin;Choi, Gyewoon;Choi, Weonsuk;Song, Changsoo
    • Journal of Korean Society of Water and Wastewater
    • /
    • v.27 no.3
    • /
    • pp.299-312
    • /
    • 2013
  • This study investigated the contaminant loading and characteristics of particle size distributions(PSDs) in the rainfall runoff from two different sources, the pavement road and the ancillary parking lot, and then evaluated four different types of filter media(i.e., EPP, EPS, Zeolite, and Perlite) to treat runoff water. The results showed that runoff from the pavement road contains 5.6 and 20 times higher SS and Pb concentrations, respectively, than that from the parking lot. The particles smaller than $100{\mu}m$ occupied 89.8 % of runoff from the pavement road and 81.4 % of that from the parking lot by volume. The effect of the hydraulic loading, at 950 m/day filtering linar velocity and 40 cm head loss, was largest for Zeolite, followed by Perlite, EPS, and EPP. The return period of tested media calculated by the regression equation for head loss indicated that EPP has the longest life time. The average SS removal rate was similar for all media at between 84.9 % and 89 %, while the effect of various filter column heights was different, showing minimal for EPP and maximum for EPS. All filter media tested demonstrated over 95 % of SS treatment efficiency for the particles bigger than $100{\mu}m$, while for the ones smaller than $100{\mu}m$ the efficiency was in order of EPP(82.4%) > Perlite(76.1 %) > EPS(66.2 %) > Zeolite(65.2 %). The results in conclusion implies that EPP is most effective filter media for the highly contaminated fine particles from road runoff.

A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
    • /
    • v.11 no.4
    • /
    • pp.503-511
    • /
    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.

Research on Middle School and High School Teachers′Awareness of Instructional Media on Clothing and Textiles Education (중.고등학교에 재직하고 있는 교사의 의생활 수업매체에 대한 의식 조사)

  • 박일록;이은희
    • Journal of the Korean Home Economics Association
    • /
    • v.39 no.5
    • /
    • pp.75-88
    • /
    • 2001
  • This research aims to obtain basic information on the present situation of the instructional media on clothing and textiles education, in middle and high schools. It also strives to get various information needed in order to improve educational environments and teaching methods. The targets of this survey were 225 teachers who teach home economics at middle and high schools in Taejeon, Choongchungnamdo and Junrabookdo. I made up questions their awareness about the instructional media on clothing and textiles education, the educational circumstances of their schools having to do with new media, and their real educational goal. Methods such 3s frequency, percentage, and Chi-square(${\chi}^2$)(statistical significance of differences between variables) were used to research the differences of awareness on using instructional media, according to teachers'various characters, were checked using the SPSS WIN computer program. The results of this research were as fellows; 1. They thought content on the management and the materials of clothing were the ones that need to be developed, compared to other content having to do with the curriculum on clothing and textile education. 2. The real things tuned out to be the molt useful and effective. So the most frequently used media was the Over Head Projector. Also, the teachers expressed in general that they wished to increase the use of computers in order to teach more efficiently. 3. We knew the teachers had little knowledge on the software developed for clothing and textiles education. The infrastructures for educating the using of clothing and textiles, using computers and the internet, were very poor in most schools. The new curriculum that has been proposed needs a more enlarged investment in order for it to function properly and effectively.

  • PDF

Analyzing Public Opinion with Social Media Data during Election Periods: A Selective Literature Review

  • Kwak, Jin-ah;Cho, Sung Kyum
    • Asian Journal for Public Opinion Research
    • /
    • v.5 no.4
    • /
    • pp.285-301
    • /
    • 2018
  • There have been many studies that applied a data-driven analysis method to social media data, and some have even argued that this method can replace traditional polls. However, some other studies show contradictory results. There seems to be no consensus as to the methodology of data collection and analysis. But as social media-based election research continues and the data collection and analysis methodology keep developing, we need to review the key points of the controversy and to identify ways to go forward. Although some previous studies have reviewed the strengths and weaknesses of the social media-based election studies, they focused on predictive performance and did not adequately address other studies that utilized social media to address other issues related with public opinion during elections, such as public agenda or information diffusion. This paper tries to find out what information we can get by utilizing social media data and what limitations social media data has. Also, we review the various attempts to overcome these limitations. Finally, we suggest how we can best utilize social media data in understanding public opinion during elections.

A Study on Characteristics of Spatial Interaction of Media Art in the Age of New Media (뉴 미디어 시대의 매체예술적 공간 상호작용 특성 연구)

  • Lee, Go-Eun;Lee, Chan
    • Korean Institute of Interior Design Journal
    • /
    • v.22 no.3
    • /
    • pp.70-80
    • /
    • 2013
  • This study aims to discover characteristics of interaction through media artistic space, a field of media investigation, for understanding interaction which represents the age of new media and a view on development of interaction which plays a bigger role in it. To achieve this, a research infrastructure was prepared by having access to expression components of which media are applied in a context of art history on media art. Further, physical interaction, perceptual interaction, and mediational interaction were derived by presenting interaction discussed in the existing various areas from an integrated perspective. Subsequently, in order to understand the contents of interaction and its activity, cases were analyzed through analytic frames consisting of interaction elements of subordinate concepts which each interaction has. For results derived from the research, interaction characteristics of media serve as a leading role in space as they are actively used as a potential tool. Therefore, although interaction has been variously represented, it forms a relationship focused on participants, and in order to build a closer relationship with the participants and further interaction, it will be possibly developed in a manner of thinking.

Interactive media facade based on image processing (영상처리 기반의 인터랙티브 미디어파사드에 관한 연구)

  • Jun, Ha-Ree;Yun, Hyun-Jung
    • Journal of the Korea Computer Graphics Society
    • /
    • v.21 no.3
    • /
    • pp.46-54
    • /
    • 2015
  • Development of digital technology is advancing to levels which influence the formation of city landscapes and spaces. The use of media facade is creating modernized city-spaces with contemporary application of various digital mediums. In this way, media facade functions as media-art in an artistic point of view, while also providing the means for buildings to become landmarks in a city-scape point of view. Going a step further, media facade using interaction is drawing a lot of attention as it enables communication with the city inhabitants instead of one-way contents provision. This paper will research such interactive media facade using transparent display glass currently being used as construction building material and its potential growth.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
    • /
    • v.20 no.9
    • /
    • pp.1574-1583
    • /
    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

Parents, peer, and teachers relations as predictor of adolescent adult media addiction and depression (부모의 양육 방식, 또래 및 교사 관계가 청소년 성인 매체 중독과 우울에 미치는 영향)

  • Kim, Hyo-Jung;Rha, Jong-Youn
    • Human Ecology Research
    • /
    • v.55 no.6
    • /
    • pp.567-580
    • /
    • 2017
  • This study explored the influence of adolescent depression on adult media addiction by examining Bronfenbrenner's ecological perspective. The ecological perspective is a useful framework to identify the link between youths' interacting subjects in the ecological environment. It can also be used to understand adolescent problems and addiction behaviors. The current study examined the influence of parents, peers, and teachers on adult media addiction and depression with a focus on micro-systems that have the greatest influence on adolescents among various environmental systems. We analyzed 568 participants who reported exposure to adult media. SPSS 20.0 was used to conduct a descriptive analysis of the data; AMOS 19.0 was used to conduct a confirmatory factor analysis and structural equation model. The results of study are as follows. First, parental abuse and peer alienation significantly increases depression. Second, peer communication significantly decreases depression. Third, parental monitoring and parental affection significantly decreased adult media addiction. Fourth, parental abuse, peer alienation, and depression significantly increased adult media addiction. This study is meaningful in that it examines the influence of parent, peer, and teacher relationships among adolescents on adult media addiction and depression. This study can be helpful to understand adult media addiction and depression among Korean adolescents.

A Study on the Characteristics of Fashion Design Appeared by Media Art -Focusing on Marshall McLuhan's Media Theory- (미디어아트를 활용한 패션디자인 특성 연구 -마샬 맥루한의 미디어론 분석을 중심으로-)

  • Kim, Hyo Young;Kim, Min ji;Kan, Hosup
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.43 no.4
    • /
    • pp.459-473
    • /
    • 2019
  • This study analyzes a new aesthetic value of fashion design utilizing media art technology based on Marshall McLuhan's media theory, vitalize a creative fashion design by applying media art technology into traditional fashion design and discover the possibility of various formative expressions. The result of the analysis under the three criterion extracted through the examination of other art genre such as dance, music, architecture and painting are as follows. First, new concept clothing was designed in the way of combining science and technology with existing costume designs. Second, applying technology based media art images on clothes has been noticeably effected by changes to clothing surfaces. Third, fashion design using technology based media art stimulates the five senses and creates new communication structures. In conclusion, this study reveals that fashion design utilizing technology based media art, an innovative medium for future fashion development in digital society, has expanded the boundaries of fashion design beyond limits and contributed to diversity in creative fashion design.