• Title/Summary/Keyword: visual-audio

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Performance Management Technique of Remote VR Service for Multiple Users in Container-Based Cloud Environments Sharing GPU (GPU를 공유하는 컨테이너 기반 클라우드 환경에서 다수의 사용자를 위한 원격 VR 서비스의 성능 관리 기법)

  • Kang, Jihun
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.1
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    • pp.9-22
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    • 2022
  • Virtual Reality(VR) technology is an interface technology that is actively used in various audio-visual-based applications by showing users a virtual world composed of computer graphics. Since VR-based applications are graphic processing-based applications, expensive computing devices equipped with Graphics Processing Unit(GPU) are essential for graphic processing. This incurs a cost burden on VR application users for maintaining and managing computing devices, and as one of the solutions to this, a method of operating services in cloud environments is being used. This paper proposes a performance management technique to address the problem of performance interference between containers owing to GPU resource competition in container-based high-performance cloud environments in which multiple containers share a single GPU. The proposed technique reduces performance deviation due to performance interference, helping provide uniform performance-based remote VR services for users. In addition, this paper verifies the efficiency of the proposed technique through experiments.

The effectiveness of structured educational programs for hemodialysis patients in Korea: an integrated literature review (국내 혈액투석 환자를 위한 구조화된 교육프로그램의 효과에 관한 통합적 문헌고찰)

  • Young Ran Chae;Jeong-Joo Choi;Min Sub Kim
    • Journal of Korean Biological Nursing Science
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    • v.25 no.3
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    • pp.143-159
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    • 2023
  • Purpose: The purpose of this study was to provide evidence for future research by analyzing the contents, delivery methods, and educational effects of educational programs for hemodialysis patients. Methods: A literature review was conducted in the following order: problem identification, literature search and data collection, data evaluation, data analysis, and data presentation. In total, 936 documents were retrieved from the search, and 24 documents were finally included in this study. Results: The contents of the educational programs were comprehensive hemodialysis-related knowledge education in seven studies, exercise-related education in 10 studies, diet-related education in four studies, drug-related education in one study, and complex education in two studies. The delivery methods were pamphlets in six studies, audio-visual materials in four studies, direct guidance by researchers in six studies, and multiple methods in seven studies. The effects of the educational program were divided into physical indicators, emotional indicators, and knowledge and performance related to hemodialysis. Sixteen out of 20 articles using physical indicators showed significant outcomes, and 10 out of 12 articles using emotional indicators derived positive results. Hemodialysis-related knowledge and performance were measured in eight and 10 studies, respectively, and meaningful results were found in six studies for knowledge and seven studies for performance. Conclusion: Future research will require the development of a systematic and standardized educational program with comprehensive content that can be provided to all hemodialysis patients, as well as a highly accessible education delivery method to enhance the effectiveness of education.

A Study on the Improvment of Safety and Health Education for Korea Post Workers (공영우편업 종사자 대상 안전보건교육의 실효성 제고에 관한 연구)

  • Hyungoo Lee;Taekeun Oh
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.849-854
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    • 2023
  • The Korea Post is providing postal, savings, and insurance services to the public. Although it has been automated due to the development of the industry, the risk of industrial accidents is high. Safety and health education should be effectively conducted to reduce industrial accidents. In this study, a survey was conducted for postal service workers. As a result, there was a tendency to prefer instructors with technical experience and professional qualifications, and increasing direct participation training through on-site inspection and audio-visual training and hands-on training were found to be helpful. analyzed. Based on this, an efficient safety and health education plan was presented to improve safety and health awareness, and it can be used as a basic data

An Analysis of User Experience of Metaverse Fashion Shows Based on Grounded Theory - Focusing on Schmitt's Experiential Marketing - (메타버스 패션쇼 이용자 경험 평가에 관한 근거 이론 연구 - 번 슈미트의 체험 마케팅을 중심으로 -)

  • Min-Ji Lee;Jung-Min Lee;Eunjung Shin
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.578-592
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    • 2023
  • This study identified and evaluated by deriving and categorizing concepts related to the user experience of metaverse fashion shows using grounded theory, which is a qualitative research method. Based on experiential marketing theory, in-depth interviews were conducted for 14 days with 14 males and females in their 20s and 30s. The research results and contents are as follows: The causal condition was the purpose of using metaverse fashion shows, and the action/interaction strategy caused by such a case was found to be establishing a system for metaverse fashion shows and promoting a positive brand image. The results included content evaluation of satisfaction, normal, or dissatisfaction. The contextual condition was a change in the form of consumption that emphasized experience, while the interventional condition was psychological distance. Based on this, the core category was defined as "consumption patterns that emphasized the purpose of use and experience affects the metaverse fashion shows and psychological distance appeared as a user experience evaluation through the establishment of a system of metaverse fashion shows and the promotion of a positive brand image". User types were classified as active or passive. Active users have the autonomy to select content according to their individual preferences, and accordingly, their experience preference tends to change. In contrast, passive users' preference for the technical quality of content is relatively low, but they have a high concentration of content diversity and audio-visual interest elements.

Place Recognition Using Ensemble Learning of Mobile Multimodal Sensory Information (모바일 멀티모달 센서 정보의 앙상블 학습을 이용한 장소 인식)

  • Lee, Chung-Yeon;Lee, Beom-Jin;On, Kyoung-Woon;Ha, Jung-Woo;Kim, Hong-Il;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.21 no.1
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    • pp.64-69
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    • 2015
  • Place awareness is an essential for location-based services that are widely provided to smartphone users. However, traditional GPS-based methods are only valid outdoors where the GPS signal is strong and also require symbolic place information of the physical location. In this paper, environmental sounds and images are used to recognize important aspects of each place. The proposed method extracts feature vectors from visual, auditory and location data recorded by a smartphone with built-in camera, microphone and GPS sensors modules. The heterogeneous feature vectors were then learned by an ensemble learning method that learns each group of feature vectors for each classifier respectively and votes to produce the highest weighted result. The proposed method is evaluated for place recognition using a data group of 3000 samples in six places and the experimental results show a remarkably improved recognition accuracy when using all kinds of sensory data comparing to results using data from a single sensor or audio-visual integrated data only.

Development of the Real-Time Multiplex Channel Media Player to Heighten the Dramatic Effect of an Advertisement (광고 효과 증대를 위한 실시간 다중 채널 미디어 재생기의 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.50-55
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    • 2011
  • This paper describes methodology which enables user in order to play multiplex channel media at realtime to augment a various advertisement effect efficiently. This method implemented from the computer environment where DirectX SDK, DirectShow and MS Visual Studio 2008 etc. are established. This media player have or hide the menu interface for reads the media. The experimental data which are used in the media player is mostly video. We added the area where has the function of Banner Ticker and GIF Animation in the media player in order augmenting an advertisement effect. All medias come to separate with video and audio by Splitter. Then that respectively execute Decoder and Render. Also the media player are possible video mixing using an alpha channel. This paper used VMR-9 of DirectShow for this. The player which sees to use multiplex channel, to remake the various medias simultaneously. Therefore, this player which sees advertisement effect of the form which is various positively in the users, has the advantage which is the possibility to recognize. This paper use tried the media player using experimental data and compare the existing media player and the media player which proposes from functional differences for an advertisement effect.

Research on the Creative Style of DreamWorks' Animated Film Script (드림웍스 애니메이션 영화 시나리오의 창작 스타일에 관한 연구)

  • Yan, Liu
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.97-106
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    • 2020
  • The mainstream of cinema animated film in today's world is the animated film produced by film companies such as Disney, DreamWorks, and 20th Century Fox. These animated films are influenced by Hollywood blockbusters, high cost, and big-budget, which have brought a gorgeous and splendid audio-visual feast to the global audience. DreamWorks Studios founded in 1994 has become noted in just over ten years. It has produced many high-quality animated works which are well-known all over the world. This achievement is no doubt inseparable from its superior external animation industry environment, and benefited from the American animation industry which commercially operated for almost 100 years. However, in addition to these external environmental factors, DreamWorks' achievements have also come from the extraordinary and superior creation of the animated film scripts, strong narrative script ensures the logic and appeal of animated films. This article takes Kung Fu Panda series, Shrek series, The Prince of Egypt, The Croods, Chicken Run, Megamind and other representative films produced by DreamWorks as key analysis object, using Jean Baudrillard's simulation and imaging theory, Syd Field's screenwriting skills, and Hegel's aesthetic point of view, explores the Creative Style of DreamWorks' Animated Film Script which contains the following four aspects. The script is exaggerated and novel, and the subject matter is rich and targeted. The script creation is very imaginative and can fully express the visual beauty. The structure of the story is well controlled, the space comes from reality but full of imagination. The characters have distinctive personality and the dialogue is moderated but forceful.

Spontaneous Speech Emotion Recognition Based On Spectrogram With Convolutional Neural Network (CNN 기반 스펙트로그램을 이용한 자유발화 음성감정인식)

  • Guiyoung Son;Soonil Kwon
    • The Transactions of the Korea Information Processing Society
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    • v.13 no.6
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    • pp.284-290
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    • 2024
  • Speech emotion recognition (SER) is a technique that is used to analyze the speaker's voice patterns, including vibration, intensity, and tone, to determine their emotional state. There has been an increase in interest in artificial intelligence (AI) techniques, which are now widely used in medicine, education, industry, and the military. Nevertheless, existing researchers have attained impressive results by utilizing acted-out speech from skilled actors in a controlled environment for various scenarios. In particular, there is a mismatch between acted and spontaneous speech since acted speech includes more explicit emotional expressions than spontaneous speech. For this reason, spontaneous speech-emotion recognition remains a challenging task. This paper aims to conduct emotion recognition and improve performance using spontaneous speech data. To this end, we implement deep learning-based speech emotion recognition using the VGG (Visual Geometry Group) after converting 1-dimensional audio signals into a 2-dimensional spectrogram image. The experimental evaluations are performed on the Korean spontaneous emotional speech database from AI-Hub, consisting of 7 emotions, i.e., joy, love, anger, fear, sadness, surprise, and neutral. As a result, we achieved an average accuracy of 83.5% and 73.0% for adults and young people using a time-frequency 2-dimension spectrogram, respectively. In conclusion, our findings demonstrated that the suggested framework outperformed current state-of-the-art techniques for spontaneous speech and showed a promising performance despite the difficulty in quantifying spontaneous speech emotional expression.

A Study on the Change of AIDS Knowledge and Sexual Behavior among Middle and High School Students through AIDS Prevention Education (중고등학생의 에이즈 예방교육(豫防敎育)을 통한 에이즈 지식(知識)과 성의식(性意識) 변화(變化)에 관(關)한 연구(硏究))

  • Kwon, Kwan-Woo;Lee, Kyoung-Mu;Kim, Joung-Soon
    • Journal of the Korean Society of School Health
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    • v.12 no.1
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    • pp.109-129
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    • 1999
  • AIDS is worldwide problem. It has threatens societies and is potentially a big problem among youth. UNAIDS has warned that collective global responses are necessary; with half of the newly infected being children and young people in 1998, educating youth below age 24 is essential. Because of both their unexpected, strong sexual activities and an easjer tendency to change their behavior than adults, UNAIDS emphasizes the importance of prevention education for youth. In Korea, 4 cases of HIV infection have officially been reported among high school students. Considering the potential seriousness of HIV infection among youth, the Korean AntiAIDS Federation (KAAF) began an education programme for Korean youth (middle & high school pupils) as one intervention method in 1993. The purpose of this study is to evaluate the impact of the education programs performed and to develop a better programme. The intervention method used in this study was mainly a lecture in a big or small auditorium or through broadcasting systems using audio-visual teaching aids. The period of this survey was from Nov. 10 to Dec. 26. in 1998. The subjects surveyed were 792 pupils who were sampled from 12 different middle and high schools in Seoul by a two-stage cluster sampling. Self-recording the structured questionnaire was used for data collection. Data were analyzed by using a paired t-test to compare the knowledge difference before and after the interrention method. A chi-square test to compare the consciousness difference between pre-post-education results was used, and an ANOVA was ased to compare the knowledge difference among the selected groups. Major results of this study are summarized as follows: (1) AIDS knowledge significantly changed after AIDS prevention education. (2) The direct lecture in a big or small auditorium is more effective than an indirect lecture through a broadcasting system or through audio-visual teaching aids. (3) Those who had not seen obscene materials (e.g. pornography films, magazines etc.) acguired much more knowledge than others after AIDS prevention education. (4) Those who had no girlfriend/or boyfriend acquired much more knowledge than the others after AIDS prevention education. (5) As to the attitudes toward chastity, more girls than boys and students who had not seen obscene materials rather than those who already had were liable to support the state ment: "all should remain chase" and their consciousness on "being chaste" changed much more than that of others after intervention. (6) As to the individual evaluation of lectures, 23.1% shows "very good", 44.1% "good", 26.9% "normar" '-' thus, the positive evaluation was to 94.2%. The negative response was 5.8%. (7) As to the desire for AIDS education sponsored by KAAF in the future, more than 90.5% showed a positive reaction. (8) As to the educators in future education methods, pupils wanted lecturers from outside their schood. (9) Students from vocational high schools have seen obscene materials much more than other groups and the percentage of those who had a girlfriend/or boyfriend was higher than that of the others as wello. (10) 90% of those who watched obscene materials responded that they experienced these materials while at middle school and 100% before reaching the second grade of high school. (11) The number of boys who have experienced obscene materials is twice as many as that of girls. (12) The percentage of boys who have a girlfriend is much higher than the percentage of girls who have a boyfriend. (13) Among those who have friends of the opposite sex, 11.1% say that they hare had sexual contact and 20.8% hare experienced kissing and caressing.

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Development of Overhead Projector Films, CD-ROM, and Bio-Cosmos Home Page as Teaching Resources for High School Biology (고교 생물의 오버헤드 프로젝터용 필름 제작 및 전달 매체로서의 CD-ROM과 홈페이지의 설계)

  • Song, Bang-Ho;Sin, Youn-Uk;Choi, Mie-Sook;Park, Chang-Bo;Ahn, Na-Young;Kang, Jae-Seuk;Kim, Jeung-Hyun;Seo, Hae-Ae;Kwon, Duck-Kee;Sohn, Jong-Kyung;Chung, Hwa-Sook;Yang, Hong-Jun;Park, Sung-Ho
    • Journal of The Korean Association For Science Education
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    • v.19 no.3
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    • pp.428-440
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    • 1999
  • The colorful overhead projector films, named as Bio-cosmos II, including photographs, pictures, concept maps, and diagrams, were developed and manufactured as audio-visual teaching aids and teaching resources for students' biology learning in high school, and the CD-ROM and web sites for their application to the school were also constructed. The content of the films was organized based upon the analysis of seven different biology textbooks approved by the Ministry of Education. The films were designated based on various instructional strategies and manufactured using multimedia with various educational softwares. The CD-ROM was composed of the scenes as logo, initial main, chapters list, contents, and quit. Initial main scene indicated various chapters according to the texts of biology areas in General Science, Biology I, and II. Each chapters linked with the scenes for detailed concept maps, the downstream real subjects, and contents. The subject screens were composed of various types of summarized diagrams including lesson contents, figures, pictures, photographs, and their explanation, experimental procedures and results, tables for summarized contents, and additional animation with video captures, explanations, glossary, etc. Most files were manufactured in software Adobe Photoshop by scanning the pictures, figures and photographs, and then the explanation, modification, storing with PICT or PSD files, and transformation with JPG files, were processed in the aspect of high quality in terms of instructional strategies and graphic skills on gracefulness, clearness, colorfulness, brightness, and distinctness. A 14 films for biology areas in General Science, 80 for Biology I, and 142 for Biology II were manufactured and loaded to the CD-ROM and web site, and the files had been attempted to opened with an internet home-page of http://gic.kyungpook.ac.kr/biocosmos.

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