• Title/Summary/Keyword: 디지털화 전환

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Interference Analysis for Deployment of the Efficient Village Broadcasting Radio System (마을방송 시스템의 효율적 구축을 위한 간섭분석)

  • Kang, Young-Heung
    • Journal of Advanced Navigation Technology
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    • v.21 no.4
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    • pp.359-364
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    • 2017
  • Since the existing analog village broadcasting system has some technical problems in applying and degradations in performance due to its old equipments, it had been required recently to be changed to a wireless digital system and to develop the standardization. However, it is important to analyze the interference between villages in deploying the efficient digital wireless village broadcasting system. In this paper, simulations for co-channel and adjacent channel interference have been carried out considering digital private mobile radio(dPMR) and digital mobile radio(DMR) systems as a representative mobile radio. These results for frequency reuse and channel separation drawn from the separation distance between villages in co-channel interference and the frequency offset in adjacent interference can be helpful to establish a standard and the testing service in the near future.

A Study on Utilizing SNS to Vitalize Smart Learning (스마트러닝 활성화를 위한 SNS활용 방안 연구)

  • Kang, Jung-Hwa
    • Journal of Digital Convergence
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    • v.9 no.5
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    • pp.265-274
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    • 2011
  • Smart-Learning has been increasing with the growth of smartphone usage. Looking at previous research, this study established the concept of smart learning, current understanding of smart learning and the requirements for smart learning. Subsequently, It was established a concept of SNS, reviewing future education, self-directed learning by using social network, and suggests policies of vitalizing smart-learning by using SNS. In order to use SNS in smart learning, first it is proposed the need for smart learning laws and institutions, particularly with young people considering their emotions in order to expand what is proposed. secondly, the need for SNS usage to be socially and culturally relevant. third and finally, the need for strengthening information security with co-operation from the government.

Implementation of Personalized EPG Service based on Tru2Way (Tru2Way기반의 사용자 맞춤형 EPG 서비스 구현)

  • Park, Doo-Jin;Lee, Jae-Dong
    • Journal of Korea Society of Industrial Information Systems
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    • v.21 no.1
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    • pp.51-59
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    • 2016
  • The progression of broadcasting technology changed the previous analogue broadcasting system into digital, which in result allowed several broadcasting programs to be transmitted as one stream by multiplexing. This multi channel environment interferes with audience to choose the program they want. EPG acts as supporter in this multi channel environment. The existing EPG system is limited in providing searching function with title, genre, date and Wish-list in multi-media environment. Thus, this thesis proposes new type EPG using PSIP information modification to respond with the change of broadcasting market. This type of EPG can be applied to several kinds of broadcasting systems.

미디어콘텐츠 활용역량과 신 정보화 도구 활용역량이 경제활동 지속 의도에 미치는 영향

  • Kim, Sang-Jin;Ha, Gyu-Su
    • 한국벤처창업학회:학술대회논문집
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    • 2021.04a
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    • pp.125-130
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    • 2021
  • 코로나19 팬데믹은 삶의 많은 부분을 변화시켰다. 국가 간 통제 및 사회적 거리두기로 인한 직접적인 만남이 제한되고, 우리 생활의 많은 영역이 비대면으로 전환되었다. 이런 상황에서 의사소통 및 사회적, 경제적 교류를 위한 대안으로 레거시 미디어콘텐츠의 퇴조와 함께 소셜미디어 등의 뉴미디어 콘텐츠를 활용한 경제활동이 이루어지고 있다. 미디어콘텐츠를 기반한 경제 생태계는 복잡해지고 있으며, 플랫폼 간 경쟁 또한 매우 치열해지는 상황이다. 급속하게 변하고 있는 디지털 환경의 사회 구조는 경제 전반에 큰 영향을 주고 있으며, 경제활동을 지속하려는 개인과 정책지원을 하는 국가에도 중요한 현안이 되어 있다. 고령화 사회로의 빠른 진입으로 인적 자본의 활용 문제가 대두되고, 코로나19로 인한 경제불황이 대면 경제활동을 크게 위축시키면서 고용 감소와 불안정성이 대두되었다. 그에 따라 비대면 산업이 활성화되고, 플랫폼 산업 등 미디어콘텐츠 기반의 새로운 경제활동이 주목받고 일상화되었다. 또한 미디어콘텐츠 기반 비즈니스에 실효성 있는 인적 자본 활용이 국가의 주요 정책이 되었다. 따라서 본 연구는 미디어콘텐츠 활용과 신 정보화 도구를 활용한 디지털 역량이 경제활동 지속 의도에 어떤 영향을 미치는지에 대하여 실증적으로 분석하고 검증하여 실무적 시사점을 제시하고자 한다.

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An Exploring Methods to Ensure Access to Islands through Urban Air Mobility(UAM) (도심항공교통(UAM)을 활용한 섬 접근 용이성 확보방안 고찰)

  • Woong-Kyu Lee
    • Journal of Digital Convergence
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    • v.22 no.3
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    • pp.9-14
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    • 2024
  • This study is a study to secure accessibility in isolated, neglected and underdeveloped island areas. Theoretically explored ways to utilize UAM(Urban Air Mobility), which has recently attracted attention. This is a study for the important accessibility that is connected to the basic life of island residents. In particular, sufficient preparation time is needed, such as the selection of topics necessary for the change of the transportation service system for access to the island area, the public debate process, and the trial service period. Therefore, the secondary purpose of this study is to provide relevant basic data.

A Study on the Idea of Materiality of New Media Art through Rethinking Kinetic Art (키네틱아트의 재조명을 통한 뉴미디어아트의 물질성에 대한 고찰)

  • Song, Min Jeong
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.263-270
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    • 2015
  • The development of technology has always been influencing the worldview of the time, and this has been embodied through artistic media and contents throughout history. This paper begins with an overview on how the notion of movement in art has developed with the juxtaposition of materiality and immateriality or the conversion between the two by rethinking Kinetic Art which was popularized in the mid-twentieth century in America and Europe. Then, this is compared with New Media Art which employs advanced digital media techniques to generate virtual images. New Media Art requires some kinds of physical mechanisms and space for the embodiment of virtual images to some extent. The coexistence of material and immaterial aspects of New Media art is investigated through the contextualization with certain aspects of Kinetic Art.

Robust Intelligent Digital Redesign of Nonlinear System with Parametric Uncertainties (불확실성을 갖는 비선형 시스템의 강인한 지능형 디지털 재설계)

  • Sung, Hwa-Chang;Joo, Young-Hoon;Park, Jin-Bae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.2
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    • pp.138-143
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    • 2006
  • This paper presents intelligent digital redesign method for hybrid state space fuzzy-model-based controllers. For effectiveness and stabilization of continuous-time uncertain nonlinear systems under discrete-time controller, Takagi-Sugeno(TS) fuzzy model is used to represent the complex system. And global approach design problems viewed as a convex optimization problem that we minimize the error of the norm bounds between nonlinearly interpolated linear operators to be matched. Also, by using the bilinear and inverse bilinear approximation method, we analyzed nonlinear system's uncertain parts more precisely. When a sampling period is sufficiently small, the conversion of a continuous-time structured uncertain nonlinear system to an equivalent discrete-time system have proper reason. Sufficiently conditions for the global state-matching of the digitally controlled system are formulated in terms of linear matrix inequalities (LMIs). Finally, a TS fuzzy model for the chaotic Lorentz system is used as an . example to guarantee the stability and effectiveness of the proposed method.

Analytical Framework for the Impact of Technical Change on Business Model Innovation (기술 변화의 영향을 고려한 비즈니스모델 혁신 분석 틀)

  • Lim, Hong-Tak;Han, Jeong-Won
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.2
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    • pp.139-148
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    • 2019
  • The paper proposes an analytical framework for the impact of technical change on business model innovation. Based upon the examination of the relationship between the mission of business and technology, it introduces classification of technology-based business models such as problem-solving model, production model and network model, respectively employing intensive technology, interlinked technology and mediating technology as a key technology. The discussion of various cases of business model innovation shows that the impact of digital technology is first translated into the value generation in terms of efficiency or effectiveness. These new values then enable a new business model which is based on a different key technology through business model shift, expansion, unbundling, or platform. Quite often those business model changes involves system-wide innovation. The framework for the analysis of the impact of technical change on business model innovation is presented with directions for future research.

A Study of Production Technology of Digital Contents upon the Platform Integration : Focusing on Cross - Platform Game (플랫폼 통합에 따른 디지털콘텐츠 제작기술 경향연구 : 크로스 플랫폼게임(Cross-Platform Game) 사례를 중심으로)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.14
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    • pp.151-164
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    • 2008
  • Cross platform game has brought about the expansion of game market, which results in technology innovation overcoming the limit of game consumption. The new model integrates both off and online game services. Gamers can now enjoy game service regardless of age, time, and space. If the technology evolution model of digital contents like cross-platform game engine can provide contents for several platform at the same time, the interactive service can be utilized into maximum level. It is also necessary to allocate, switch data as well as to innovate the transmission technology of data according to each platform. Providing the same contents for several platform as many as possible can be the most suitable strategy to enhance the efficiency and profits. However if the interactive service can be accomplished completely, the development of data switching technology and distribution should be made. To be a leader in the next digital contents market, one should develop the network engine technology which can embody the optimization of consumption in the interactive network service.

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Design of User Interface for Providing Hierarchical coded Video Services (계층 부호화된 비디오 서비스를 위한 사용자 인터페이스 설계)

  • Song, Seul-Ki;Hong, Sun-Young;Kim, Dae-Kil(Chris);Paik, Jong-Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.06a
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    • pp.129-130
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    • 2014
  • 최근 높은 품질의 비디오 서비스에 대한 사용자 요구 증가로 UHD(Ultra High-Definition) 서비스가 등장하였고 여러 방송사에서 UHD 서비스를 제공하기 위해 노력하고 있다. 하지만 아날로그에서 디지털로의 전환이 이루어진지 얼마 지나지 않았고 사용자 대부분은 HD(High-Definition)급 수상기를 가지고 있기 때문에 현재로서는 HD 서비스와 UHD 서비스가 공존해야 하는 상황에 있다. 이를 위해 스케일러블 영상 기술과 차세대 멀티미디어 다중화 전송 표준인 MMT(MPEG Media Transport)가 대두되었다. 사용자 인터페이스로 정의된 MMT CI(Composition Information)를 이용해 계층 부호화 비디오 서비스하려고 하지만 계층 간의 의존성이 높기 때문에 구현상에 어려움이 있다. 이러한 문제점을 해결하기위한 방법으로 본 논문에서는 사용자가 계층 부호화된 비디오 서비스를 제공 받을 수 있는 독립적인 사용자 인터페이스 설계 기법을 제안한다.

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