• Title/Summary/Keyword: 뉴-미디어

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The Influence of Diffusion of New Media Platform in Production and Distribution of Contents Industry (뉴미디어 플랫폼 확산이 콘텐츠 창작 및 유통시장에 미치는 영향 분석)

  • Suh, Byung-Moon;Park, Woo-Ram
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.1
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    • pp.43-55
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    • 2009
  • We consider a Direct Input Output Manufacturing System(DIOMS) which has a number of machine centers placed along a built-in Automated Storage/Retrieval System(AS/RS). The Storage/Retrieval (S/R) machine handles parts placed on pallets for the operational aspect of DIOMS and determines the optimal operating policy by combining computer simulation and genetic algorithm. The operational problem includes: input sequencing control, dispatching rule of the SIR machine, machine center-based part type selection rule, and storage assignment policy. For each operating policy, several different policies are considered based on the known research results. In this paper, using the computer simulation and genetic algorithm we suggest a method which gives the optimal configuration of operating policies within reasonable computation time.

A Study on the change of design by computer introduction - Change from plane space to Cyber Space - (컴퓨터 도입에 의한 디자인 변화 연구 - 평면에서 가상공간으로 변화 -)

  • 오양순
    • Archives of design research
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    • v.11 no.2
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    • pp.83-92
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    • 1998
  • If the Industrial Revolution had been the first industrial revolution. our 21st century will witness a second industrial Revolution. Namely. we will attest to a revolution whereby we will be freed from brain work by automation systems. computers and artificial intelligence. The technological revolution of the Information society has also resulted in various changes in the area of design. Designers almost depend on the newest computers of advanced functions to drastically reduce the production time. maximize the effects. save the cost and differentiate the design products for a stronger competitiveness. Accordingly. the media of design expression are changing. In short. the design works which had been done on the plane are now being expressed on the three-dimensional cyber space. Thus, this study alms to review the effects. positive and negative. of such a trend on the design.

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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
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    • v.22 no.3
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    • pp.70-80
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    • 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.

A Study on typographic design Expression Technology in Game Contents (게임 콘텐츠에서 문자디자인에 관한 연구)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.199-203
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    • 2006
  • Typography's original meaning was printing by a plate or a printing type. Nowadays, Typography covers graphic design that composes types visually. Typography has an important mean because of two functions-linguistic and image building functions. Typography helps conveying information and making images. As new media appears, audio-visual factors take an important role. Therefore Typography's image building function be more important than linguistic function. This thesis will handle the relationship between typography and game contents. How typography is described through game contents and how typography's meaning are explained in game contents are topics. And typography's functions and factors on On-line game will be discussed.

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Design of the Digital Waveform Filter Using the Memory in the RDS Encoder (RDS 부호화기에서 메모리를 이용한 디지틀 파형 여파기의 설계)

  • 송형규;김한종;홍대식;강창언
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.18 no.5
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    • pp.611-618
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    • 1993
  • A common requirement in digital communication systems is the generation of prescribed shape. The purpose of this paper is implement an efficient digital waveform filter by using the look-up table in the RDS(Radio Data System) encoder. And it has been shown that transmitted data can be recovered without an error. In order to implement an efficient waveform filter, the control algorithm is designed. For the purpose of composing an IC, the digital waveform filter is implemented by using the discrete elements. Moreover in this paper it has been proved that the proposed digital waveform filter can be applied to the RDS encoder.

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The research of new Multimedia design developmenton Internet(Focus on the layout) (인터넷에서의 뉴멀티미디어 디자인 개발에 관한 연구 -레이아웃을 중심으로-)

  • 류성현;신계옥;이은주;이현주;배경선
    • Archives of design research
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    • v.20
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    • pp.111-120
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    • 1997
  • Recently, rapidly increasing internet Websites are providing us with the new kinds of multimedia informations without borders acting as the center for exchanging informations. Such new media informations through the internet passes informations via light on the monitor and provides the various informations, with the differentiation from the traditional printing media, it can be searched with electronic commands in limited space. In the process of adapting the new technologies, new media has successfully responded to the fast change and the development of its needs by experiencing the trials and errors, steadily establishing the stable position with its new information transferring and exchanging methods. The representative hompage of websites of information transformations means the first page containing no lower directories and consist of titles, icons, symbols and addresses and can design them in consideration of graphical process, planning, contents and others. Such hompages are very important since the graphical images shows its visual expressions deciding the total meanings of the hompages. In this research, we have analyzed the visual factors of frequencies, ratio of areas, distributions, alignment methodologies on layouts of hompages consisting titles, icons, contents and symbols, etc. from randomly picked samples of 161 hompages of websites in the internets of various areas. Generally, the homepages are designed with graphical expressions in personal way and the feedbacks and responses of such may differs, but we think, this can be used as reference materials for the analysis of new media in objective way. Also, it can be used as the base informations for arrangement and planning of designs with the characteristics of graphics and Graphic User Interfaces in the background which are implemented over internet.

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A Case Study on Real-time Live Video Streaming Content (실시간 방송 영상 콘텐츠 사례 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.251-257
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    • 2021
  • With the development of new media, great changes are taking place in the way people get information. The change is the use of video content that can deliver content in a more three-dimensional way than words or photos. After 2016, the number of live video streaming content providers and users has increased. In this paper the write takes the 1 personal live video streaming content as the research object. And the write takes live video streaming content on YouTube live or Douyu TV as a research example. In this paper, the writer analyzes the digital information content in the live video streaming case. And the writer expounds the necessity of these visual information and the characteristics of real-time live video streaming content. Especially since 2020, because of the influence of the COVID-19, the live video streaming industry has begun to combine with the traditional industry. It is expected that the integration of digital cutting-edge technology and live video streaming will not only provide diversity in the content, but also create more social value for the video content consumption culture. Therefore, The writer thinks it is necessary to conduct in-depth research on the social responsibility of real-time live content in the future.

Health Promotion Through Healthy People 2010 ("2010년대 건강한 시민" 정책을 통한 미국의 건강증진 방향)

  • Cho, Jung H.
    • Proceedings of The Korean Society of Health Promotion Conference
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    • 2004.10a
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    • pp.17-58
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    • 2004
  • 뉴저지주 보건교육/건강 증진정책을 논하기전에 건강증진과 보건 교육사의 뜻을 먼저 기술하기로 한다. 건강증진이란 일상 사회생활과 행동과학의 응용에서 시작하며 교육의 효율적 작전 및 기술, 질병 역학 조사, 개인 및 가족단위 건강 위해 행위 절감, 사회연관 구축망 조성, 그리고 적게는 이웃, 더 나아가 조직체계 및 지역 사회의 네트웍 실시등을 실시한다. 보건교육 및 건강증진 전문가란 ' 전국 보건교육 인증 위원회(NCHEC) ' 에서 채택된 다음 7개 활동 영역에서 개인적, 그룹, 각주단위, 그리고 범 국가적 조직에서 종사하는자로 한다. 개인 및 지역사회 보건 교육 필요성 분석- 계회, 실행, 효율성 평가, 사업 진행 조정, 자문, 컴뮤니케이션 등의 활동범위를 들 수 있다. 공인 보건 교육사(CHES)란 대학 및 대학원에서 보건 교육학 소정의 필수 과목을 이수하고 학.석사 소지자로서 ' 전국 보건 교육 인증 위원회 ' 에서 그 자격을 인정 받고 공인 자격 시험에 합격한자로 한다. 합격자는 자기 성명뒤에 CHES란 칭호를 부치며 매 5년마다 75단위이상 인정된 전문 직업 보수 교육을 받아야 한다. 보건 교육사 고용 분야는 연방, 주, 지방 정부의 보건 교육사(10-15%) 및 건강 증진 전문가로 종사하며; 이들은 지역 사회 조직화, 프로그람 기획, 공공사업 마켓팅, 메디아, 컴뮤니케이션 자질을 갓추어야 하며; 상해 예방, 학교 보건, 지역 사회 영양 실태 향상, 그 외 모든 건강 증진과 질병 예방에 일익을 담당 하여; 의사, 간호사, 약사, 영양사,환경 위생사드의 전문분야종사자들괴 한팀이 되어 지역 사회 보건 사업에 기여한다. 쥬저지 보건 교육사들은 주법령 8조 '||'&'||' 보건행정 표준 시행령 ' 에 따라 포괄적 보건교육/건강증진 프로그램을 개발하여 총체적으로 조절 관장한다. 특희 ' 미국 학술원 의료 연구원 ' 에서 제정한 ' 10대 필수 공중 보건 사업 ' 에 기준을 두고; 1) 개인 및 지역사회 필수 보건 여건 분석 평가, 2) 보건 교육 이론에 따른 사업 계획 설정, 3) 교육 전략과 보건문제 발굴에 따라 일반 대중 대상 보건 교육 실행 (프로그람 기획, 연수 교육, 미디어 캠페인, 공중보건 향상책 옹호), 4) 사업 진행 과정 정리, 그 결과에 대한 영향력과 결과 평가, 5) 프로그램진행, 인사 및 예산관리 참여, 6) 근무향상을 위한 보수교육 프로그램 개발, 7) 보건 의료 업무 종사자 상호 협조성 향상 훈련, 8) 지역 사회자원 밭굴, 9) 적절한 고객 의뢰 체제 시행, 10) 위기 관리 컴뮤니케이션 체제 개발실시, 11) 일반 대중에게 공중 보건 향상 고취, 12) 각종 협력 지원금 신청서 작성 제출, 13) 문화/인종적으로 적절한 시청각 교재 발굴, 15) 질적 및 양적 보건교육/건겅증진책 연구 실시, 16) 비 보험 가담자, 저 보험자, 빈곤자, 이민자 색출 선도, 17) 관활 구역내 상재하는 각 건강증진 프로그램 밝혀 내서 불필요한 중복 회피등이다. 그 외에도 보건 교육사들은 사회 복지 단체인 미국 암 협회, 미국 심장 협회,미국 폐장 협회 등 각종 사회 복지 비영리단체 와 자선 사업 단체들과 긴밀희 협조하거나 그 단체 임직원으로서 건강 증진 사업에 종사한다. 병원 및 의료기관에선 임직원 보수 교육, 환자의 질병 예방및 건강증진 교육, 그리고 의료 사업장내 건장 증진업무에 종사한다. 건강 유지 의료 기관(HMO)에선 예방주사, 정기검진 촉진등을 통한 입원일수 절감, 응급실 사용도 절감등으로 의료비 감축, 삶의질 향상상에 종사한다. 사업장 보건 교육사는 스트레스 관리, 금연 및 흡연 중단선도, 체중 절감, 종업원 건강증진 생활화참여 유치, 컴뮤니케이션 개발, 마켓팅, 질병 예방등에 그 전문 직업적 노하우를 사업체 건강 증진 프로그램 개발에 접목한다. 뉴저지 2010년대 건강 증진책은 5대 목표 설정하여 현재 시행하고 있다. 특이한점은 2001년 9.11사태 이후 연방정부와 주정부의 상당한 예산 지원을 그랜트 지원금 형식으로 받아 연방, 주정부, 지방 정부, 의료 기관등에서 일사 불란하게 생물/화학/방사성 테러에 대비하는데 보건 교육사들은 시민 인지도 향상과 위기관리 컴뮤니케이션 영역에서 활약한다. 총체적인 보건 교육/건강 증진책은 다음 천년간 뉴저지 건강증진 백서와 미연방 정부 건강증진 2010에 준하여 설립한 뉴저지 건강 증진 2010 에 의한다. 그 모델을 보면; 1) 생활 습관 향상으로 위해 행위 절제; 적절한 영양 섭취 와 과체중화 차단 불필요한 투약 절제와 그 관리 흡연 탐익 절감, 금연, 흡연관련 신체/정신적 피해 관리/치료 습관성 약물 중독 조기발견 예방 낙상 예방 폭력, 의도적/비의도적 상해 예방 2) 심장질환, 암, 뇌졸중, 당뇨, 폐염, 인프루엔자등 주사망원인 질병 조기 발견 예방 책 마련; 독감.폐렴 예방 주사 실시 3) 보건 교육 대상과 표적 설정 특히 보건사업 참여 동반자 발굴하여 그 동참과 책임분담 책려; 주. 지방 정부기관, 의료 종사자, 의료 보험 업자, 대학 등 교육 기관, 연구 기관, 교육자, 지방 보건소, 지역 사회 비 영리단체, 종교 단체 및 교역자 등의 참여 촉구., 지역 사회 비 영리단체, 종교 단체 및 교역자 등의 참여 촉구.

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New Media Content Platform using 6 - DOF Industrial Robot and 3D Game Engine (6축 산업용 로봇 팔과 3D 게임 엔진을 결합한 뉴 미디어 콘텐츠 운용 플랫폼)

  • Park, Beomyeong;Lee, Jimin;Park, Kyungsik;Lee, Sangyup;Lee, Eunkyu;Park, Jaeheung
    • The Journal of Korea Robotics Society
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    • v.12 no.3
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    • pp.306-312
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    • 2017
  • Recently, development of robot technology has been actively investigated that industrial robots are used in various other fields. However, the interface of the industrial robot is limited to the planned and manipulated path according to the target point and reaching time of the robot arm. Thus, it is not easy to create or change the various paths of the robot arm in other applications, and it is not easy to control the robot so that the robot arm passes the specific point precisely at the desired time during the course of the path. In order to overcome these limitations, this paper proposes a new-media content management platform that can manipulate 6 DOF industrial robot arm using 3D game engine. In this platform, the user can directly generate the motion of the robot arm in the UI based on the 3D game engine, and can drive the robot in real time with the generated motion. The proposed platform was verified using 3D game engine Unity3D and KUKA KR-120 robot.

A Video-Quality Control Scheme using ANFIS Architecture in a DASH Environment (DASH 환경에서 ANFIS 구조를 이용한 비디오 품질 조절 기법)

  • Son, Ye-Seul;Kim, Hyun-Jun;Kim, Joon-Tae
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.104-114
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    • 2018
  • Recently, as HTTP-based video streaming traffic continues to increase, Dynamic Adaptive Streaming over HTTP(DASH), which is one of the HTTP-based adaptive streaming(HAS) technologies, is receiving attention. Accordingly, many video quality control techniques have been proposed to provide a high quality of experience(QoE) to clients in a DASH environment. In this paper, we propose a new quality control method using ANFIS(Adaptive Network based Fuzzy Inference System) which is one of the neuro-fuzzy system structure. By using ANFIS, the proposed scheme can find fuzzy parameters that selects the appropriate segment bitrate for clients. Also, considering the characteristic of VBR video, the next segment download time can be more accurately predicted using the actual size of the segment. And, by using this, it adjusts video quality appropriately in the time-varying network. In the simulation using NS-3, we show that the proposed scheme shows higher average segment bitrate and lower number of bitrate-switching than the existing methods and provides improved QoE to the clients.