• Title/Summary/Keyword: 디지털 미디어 시스템

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Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.67-73
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    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.

A Study on the effectiveness of computers and mobile devices on learning foreign languages

  • Chi-Woon Joo
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.5
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    • pp.189-196
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    • 2023
  • This study aims to show that "Computer-assisted language learning (CALL)" and "Mobile-based language learning (MALL)" actually influence education, deviating from the traditional "drill and practice" method in foreign language education and learning due to the development of information and communication technology (IT). Specifically, for first-year college students who have relatively poor English skills and do not feel enough motivation for English learning, I will produce educational video content using multimedia authoring tools and upload it to the e-learning system. Video content is configured to be accessed and utilized through various media such as computers, smartphones, tablets, laptops, etc. Ultimately, an exploration of educational value behind the utilization of IT devices in English language Teaching(ELT) and the Second Language Acquisition (SLA) theory behind effective instructional use of such technology are presented. That is to say, the effectiveness of language learning using information and communication technology (IT) is introduced. The article closes by suggesting how to use computers and mobile media for 'Flipped Learning'.

ICT Convergence Healthcare Services Status and Future Strategies (ICT융합 헬스케어 서비스 현황 및 발전전략)

  • Lee, Tae-Gyu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.10
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    • pp.865-878
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    • 2017
  • To realize the healthy life of human, mental, physical, and environmental factors must be managed continuously and stably. In order to manage human health, the 21st century healthcare field is essential ongoing interactions and convergence with ICT technologies. Such demands have created a convergence of technologies (fusion technology) in combination with the heterogeneous technologies. And, with the convergence of medical technology and ICT technologies, the development of personalized therapy environments is created. Advances in ICT-converged healthcare services are progressing due to the development of diverse wearable devices. Such ICT fusion system is exponentially increasing the complexity of the ICT convergence healthcare system and is resulting in various technical, institutional, environmental, and cultural issues. This study explores the status of developments in ICT healthcare technologies from the past to date, identifies major technology and policy issues to address these challenges. Finally it will recommend healthcare policies and a future road-map.

A Study on the Utilization of Photo Contents based Electronic Cultural Atlas (전자문화지도 기반 사진 콘텐츠 활용에 관한 연구)

  • Lee, Dong-Yul;Kang, Ji-Hoon;Moon, Sang-Ho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.2
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    • pp.315-323
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    • 2015
  • As a form of convergence studies, many studies on electronic cultural atlas have been performed. In this paper, our objective is to design an electronic cultural atlas for utilizing photo contents based on display and sharing effect. This is one of the ways to effectively use various photo contents. Through electronic cultural atlas, photo contents are recognized as an object that contains a lot of information. To do this, we design an electronic cultural atlas for utilizing photo contents, and investigate the utilization differences through comparison with existing systems. In detail, we examine the limits of the traditional photo exhibition method, and research on usability of users when an electronic cultural atlas was used to exhibit and share the photos contents efficiently.

Suggestions of Bus Station Service in Gangnam - Using HCI methods - (서울시 강남역 광역버스 정류장 서비스 개선 제안 - HCI방법론을 중심으로 -)

  • Kim, Sora;Kang, Ji Yeon;Han, Hae Jung;Kim, Sora
    • Design Convergence Study
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    • v.13 no.5
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    • pp.131-145
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    • 2014
  • Considering the number of population commuting from Gyeonggi to Seoul, the development of the bus system is relatively slow. There are many problems to be solved but it has been overlooked, leaving the users in discomfort. The goal of this research is to improve the current system to satisfy the unmet needs, using HCI methods, which is composed of five steps, including Define, Find, Analyze & Synthesize, Ideation, Develop. In Define, we recruited the interviewees using the extreme user method to find their needs. In Find, we proceeded 'be the customer', shadowing for background research and in-depth interview. In Analyze & Synthesis, we analyzed the customer needs and clustered to similar needs to draw useful ideas. After that we suggested sophisticated ideas based on design principles from previous stage and visualized in user scenarios and mock-ups. Overall, the research suggests with text message service, informative light service and mobile application to improve the existing bus station.

A Study on the User Experience of Gamification Elements in Mobile Commerce in Korea (국내 모바일 커머스 게임화 요소의 사용자 경험 연구)

  • So Young Lee;Seung In Kim
    • Industry Promotion Research
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    • v.9 no.3
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    • pp.155-161
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    • 2024
  • This study investigates user experiences of reward-based mini-games, gamified elements within the domestic mobile commerce sector. Recently, gamification marketing strategies have been actively employed in mobile commerce services to attract customers, increase dwell time, and enhance revisit rates. Conducting research on user experiences of gamified elements, we quantified evaluations of how users perceive these elements within mobile commerce. Using enjoyment, immersion, rewards, value, and utility as criteria, we designed a questionnaire and conducted surveys, followed by 1:1 in-depth interviews with users aged 20 to 40. The experimental results highlight the need for strategies to increase user satisfaction in terms of enjoyment and immersion, as well as the necessity to enhance user experiences related to predictable reward systems and product exploration to facilitate product purchases. It is hoped that this study will provide insights for companies seeking to incorporate gamified elements into their marketing strategies and improve user experiences.

Timing Agency in Digital Comics : Focused on Multimedia Comics (전자만화의 타이밍 에이전시 : 멀티미디어와 혼합된 만화를 중심으로)

  • Yoh, Mi-Ju
    • Cartoon and Animation Studies
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    • s.27
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    • pp.79-97
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    • 2012
  • Comic book readers have respectively different reading speed and this means that time in comics is translated by readers' view. The authors arrange panels and gutters to control time, but time recognition in comics depends on the readers and generally it is the readers' role. On the contrary, the phenomenon having occurred by infinite canvas varied the authority of timing. Infinite canvas can give the comic book authors more authority of controlling timing than the readers by intervening in readers' relative time as an agents and transforming their fictive time into absolute time. Following to the concept of "Agency" in games, agency is the power which satisfies the players by reemergence of their intentions. Since some of digital comics absorbed the properties of other media such as animation and sound, we can see that the reader's timing agency is shifted to the author's timing agency. The purpose of this study is to analyse this phenomenon and to remind that agency motivated by the balance between material constraints and formal constraints becomes a condition of readability of digital comics but excessive timing constraints given to the readers causes a decrease of the readers' timing agency. This also can be a considerable matter when we produce digital comics.

Intelligent Architectural Design Module for Process Automation of Hanok Constructions (한옥 건축공정 자동화를 위한 지능형 설계모듈의 구현)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.9
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    • pp.1156-1164
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    • 2012
  • Hanok is a cultural heritage containing our ancestor's life style intact and breathing alive with us until now. As Hanok has been concerned as a echo-friendly architecture, a new methodology for efficient construction without damaging the traditional construction process comes into request. The goal of this research is development of a architectural design tool based on the BIM(Building Information Modeling) for satisfying these demands. It will be usable to support whole process of the traditional building from digital design to production and construction. Firstly, we take a consideration of the traditional architecture reflecting the spirit of the age and suggest efficient design method for architectural components. Each components is pre-fabricated as a template representing similar components. All pre-fabricated components are designed by object-oriented concepts so, many variations for a component can be derived from the pre-fabricated component. Our method is helpful for reducing design errors because that it considers combining rule between connecting components in the template design. Moreover it is plugged in the commercial architectural CAD, so it can supports digital design not only traditional architecture but also fusion style mixed with modern architecture.

AT-DMB Reception Method with Eigen-space Beamforming Algorithm (고유 공간 빔형성 알고리즘을 이용한 AT-DMB 수신 방법)

  • Lee, Jae-Hong;Choi, Seung-Won
    • Journal of Broadcast Engineering
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    • v.15 no.1
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    • pp.122-132
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    • 2010
  • AT-DMB system has been developed to increase data rate up to double of conventional T-DMB in the same bandwidth while maintaining backward compatibility. The AT-DMB system adopted hierarchical modulation which adds BPSK or QPSK signal as enhancement layer to existing DQPSK signal. The enhancement layer signal should be small enough to maintain backward compatibility and to minimize the coverage loss of conventional T-DMB service coverage. But this causes the enhancement layer signal of AT-DMB susceptible to fading effect in transmission channel. A turbo code which has improved error correction capability than convolutional code, is applied to the enhancement layer signal of the AT-DMB system for compensating channel distortion. However there is a need for other solutions for better reception of AT-DMB signal in receiver side without increasing transmitting power. In this paper, we propose adaptive array antenna system with Eigen-space beamforming algorithm which benefits beamforming gain along with diversity gain. We analyzed the reception performances of AT-DMB system in indoor and mobile environments when this new smart antenna system and algorithm is introduced. The computer simulation results are presented along with analysis comments.

Design of T-DMB Automatic Emergency Alert Service Standard: Part 2 Service Model, Transport Channel, and Service Signaling (지상파 DMB 자동재난경보방송표준 설계: 제2부 서비스 모델, 전송 채널, 서비스 시그널링)

  • Choi, Seong-Jong;Kwon, Dae-Bok;Kim, Jae-Yeon;Oh, Keon-Sik;Chang, Tae-Uk;Hahm, Young-Kwon
    • Journal of Broadcast Engineering
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    • v.12 no.6
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    • pp.630-640
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    • 2007
  • This paper presents the design of service model, transport channel, and service signaling for the Terrestrial DMB Automatic Emergency Alert Service (AEAS) Standard. The paper begins with the analysis of technical backgrounds related to the design topics. Next, the raper presents the design of service model for the AEAS. Since, unlike the regular T-DMB services, the AEAS is event-driven and common to all services, some problems have been identified to design a service model conforming to the T-DMB standard. So, the paper proposes a new concept, called the common service, and the AEAS is modeled using the common service. Next, in order to decide the transport channel for the alert information, the paper proposes to divide the alert information into the message which contains code/text-based essential information, and the supplemental multimedia information. Then, the paper tries to find the most efficient transport channels. Emergency Warning Service (EWS) which uses FIG 5/2 is selected for the delivery of the message. The paper proposes no constraints on delivery of supplemental information except that it shall use the MSC. Finally, it proposes the service signaling for the common service and transport channel. Due to the problems of conventional signaling using the MCI, it proposes a new signaling method. The paper will contribute as a guideline to the development for emergency alert service standards fur other broadcasting media.