• Title/Summary/Keyword: 디지털TV

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The Design of Package Contents Authoring and Consuming Tools for Open IPTV Service (개방형 IPTV 서비스를 위한 패키지 콘텐츠 저작 및 소비 도구 설계)

  • Lee, Young-Il;Kim, Kwang-Yong;Yoo, Jeong-Ju;Lyu, Won;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.827-830
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    • 2009
  • Feature of current IPTV services is that the IPTV Provider buys the rights of contents from contents author and provides consumers monopolistically with those. In this environment, IPTV is indistinguishable from the way of existing broadcasting services. To shift away from this structure, it is necessary to guarantee the common user's participation and provide the Open IPTV services for customers to be allowed to have be defined for more opportunities to select the contents. However, there are some problems to conduct Open IPTV service due to a variety of rights protection solutions designed by previous digital broadcast providers. Therefore, a new framework is needed to overall Open IPTV environment. This paper provides the design can packaging contents authoring and consuming tool for IPTV application service based on Open IPTV.

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A study on narrative text analysis from the perspective of information processing - focusing on four computational methodologies (정보처리 관점에서의 서사 텍스트 분석에 관한 연구 - 네 가지 전산적 방법론을 중심으로)

  • Kwon, Hochang
    • Trans-
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    • v.13
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    • pp.141-169
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    • 2022
  • Analysis of narrative texts has been regarded as academically and practically important, and has been made from various perspectives and methods. In this paper, the computational narrative analysis methodology from the perspective of information processing was examined. From the point of view of information processing, the creation and acceptance of narrative is a bidirectional coding process mediated by narrative text, and narrative text can be said to be a multi-layered structured code. In this paper, four methodologies that share this point of view - character network analysis, text mining and sentiment analysis, continuity analysis of event composition, and knowledge analysis of narrative agents - were examined together with cases. Through this, the mechanism and possibility of computational methodology in narrative analysis were confirmed. In conclusion, the significance and side effects of computational narrative analysis were examined, and the necessity of designing a human-computer collaboration model based on the consilience of the humanities and science/technology was discussed. Based on this model, it was argued that aesthetically creative, ethically good, politically progressive, and cognitively sophisticated narratives could be made more effectively.

A study on DVB-SI based additional information transmission method of data service linked with movie information TV program (영화정보 프로그램 연동형 데이터서비스의 DVB-SI 기반 부가정보 전송 방법에 관한 연구)

  • Kwangilm KO
    • Convergence Security Journal
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    • v.22 no.2
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    • pp.91-98
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    • 2022
  • Because the movie has the characteristics of a cultural product where experience is important, a promotional strategy is used to convert viewers into movie audiences by providing indirect experiences of movies through professional movie information programs. Considering that the movie information program is a strategic publicity medium that raises the audience's intention to watch a movie, a study on the data service that provides useful additional information to the viewer in conjunction with the movie information program is meaningful. Against this background, this study contains the core research contents in the development of data service linked with movie information program. Specifically, additional information of the movie information program was defined. And to provide the additional information to the data service, the digital broadcasting international standard DVB-SI-based additional information transmission method was devised.

A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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A Study of Development of Transmission Systems for Next-generation Terrestrial 4K UHD & HD Convergence Broadcasting (차세대 지상파 4K UHD & HD 융합방송을 위한 전송 시스템 개발에 관한 연구)

  • Oh, JongGyu;Won, YongJu;Lee, JinSub;Kim, YongHwan;Paik, JongHo;Kim, JoonTae
    • Journal of Broadcast Engineering
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    • v.19 no.6
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    • pp.767-788
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    • 2014
  • The worldwide transition from analog to digital broadcasting has now been completed and the need to study next generation standards for Ultra High Definition TV (UHDTV) broadcasting, and broadcasting & communication convergence systems is rapidly growing. In particular, high resolution mobile broadcasting services are needed to satisfy recent consumers. Therefore, the development of highly efficient convergence broadcasting systems that provide fixed/mobile broadcasting through a single channel is needed. In this paper, a service scenario and requirements for providing 4K UHD & HD convergence broadcasting services through a terrestrial single channel are analyzed by employing the latest transmission and A/V codec technologies. Optimized transmission parameters for 6 MHz & 8 MHz terrestrial bandwidths are drawn, and receiving performances are measured under Additive White Gaussian Noise (AWGN) and time-varying multipath channels. From the results, in a 6 MHz bandwidth, the reliable receiving of HD layer data can be achieved when the receiver velocity is maximum 140 Km/h and is not achieved when the velocity is over 140 Km/h due to the limit of bandwidth. When the bandwidth is extended to 8 MHz, the reliable receiving of both 4K UHD and HD layer data is achieved under a very fast fading multipath channel.

Evaluating the Economic Value of 3D Broadcasting Services based on the Potential Market Demand (3D 방송 서비스의 소비자 수용도에 근거한 경제적 가치평가)

  • Kwon Jung-A;Byun Sang-Kyu;Jahng Jae-Houk
    • Journal of Korea Technology Innovation Society
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    • v.9 no.1
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    • pp.131-148
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    • 2006
  • With the rapid penetration of digital technology In recent years, there are growing expectations that many new services will soon become available. One of the new services is 3Dimension(3D) services, because our concern is concentrated on the quality of information that exceeds the digitalization of information. A stereoscopic technique for generating 3D images is contributed to raise the quality of Information and Communication Technology(ICT) service and is extensively applied to various fields. So 3D services, based on that technique, are expected to create a new market for ICT industry and provide significant benefits to consumers. The purpose of this paper is to analyze the consumer preference and evaluate the economic value of the 3D broadcasting service, so it provides propriety of the 3D technology development for market planners and product developers who need to assess the market potential of a product that is not yet available for actual test marketing. And it is useful for decision-makers in considering the provision of 3D services. In this paper, the gang survey was conducted to understand consumer preference of 3D services. And it attempts to apply the contingent valuation method(CVM) to measuring the willingness to Pay(WTP) for the 3D broadcasting service and analyzing the determinants of the WTP.

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Extension of MPEG-2 TS and MPEG-C Part 3 for Higher Quality Stereoscopic Video Broadcasting Service (고화질 스테레오스코픽 비디오 방송서비스를 위한 MPEG-2 전송스트림과 MPEG-C part 3의 확장 방안)

  • Kang, Jeon-Ho;Lee, Gil-Bok;Kim, Kyu-Heon;Cheong, Won-Sik;Yun, Kug-Jin
    • Journal of Broadcast Engineering
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    • v.16 no.5
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    • pp.750-761
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    • 2011
  • Currently, 3DTV technologies are being developed as the future services of the HD digital broadcast environment. As one of the various research topics to apply 3DTV technologies to the conventional broadcasting network, methods to configure stereoscopic videos are being studied. In this paper, we proposed a method to broadcast high quality stereoscopic videos based on analysis of a method to add a stereoscopic descriptor to the PMT of MPEG-2 transport streams and a method to transmit stereoscopic videos by the expansion of MPEG-C part 3 which are from precedent studies. The proposed technique maintains compatibility with conventional MPEG-2 transport streams by showing only reference video for models that do not support 3D broadcasting. Therefore, the compatibility between conventional broadcasting and stereoscopic videos should make this method useful when activating 3D services in the communications and broadcasting area

Compact Half Bow-tie-type Quasi-Yagi Antenna for Terrestrial DTV Reception (지상파 디지털 방송 수신용 소형 반 보우 타이 형 준-야기 안테나)

  • Lee, Jong-Ig;Yeo, Junho;Park, Jin-Taek
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1908-1914
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    • 2013
  • In this paper, we introduce a design method for a broadband planar quasi-Yagi antenna (QYA) for terrestrial digital television (DTV) reception. The coplanar strip line which feeds the driver dipole is connected to a microstrip line and is terminated by short circuit. By appending a wide strip-type rectangular director at a location close to the driver dipole, broadband impedance matching and gain enhancement in a high frequency region are obtained. The gain characteristics in a low frequency region are improved by adding a reflector formed by a truncated ground plane. To reduce the antenna size, the strip-type dipole and reflector are modified to half bow-tie (V)-shaped elements. The effects of various parameters on the antenna characteristics are examined. An antenna, as a design example for the proposed antenna, is designed for the operation in the frequency band of 470-806 MHz for terrestrial DTV. The optimized antenna is fabricated on an FR4 substrate and the experimental results show that the antenna has a good performance such as a frequency band of 450-848 MHz for a VSWR < 2, gain > 4.1 dBi, and front-to-back ratio > 10.4 dB.

Performance Evaluation of the Iterative Demapping and Decoding based DVB-T2 BICM module (Iterative Demapping and Decoding 기반 차세대 유럽형 디지털 지상파 방송 시스템(DVB-T2)의 BICM 성능 평가)

  • Jeon, Eun-Sung;Seo, Jeong-Wook;Yang, Jang-Hoon;Kim, Dong-Ku
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.2A
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    • pp.172-178
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    • 2011
  • In this paper, the performance of bit interleaved of coded and modulation(BICM) module of the second generation of digital terrestrial television broadcasting system(DVB-T2) is evaluated with the help of computer simulation. The frame error rate performance is studied in AWGN, Rayleigh fading and 15% erasure channels. In addition, iterative receiver is considered that exchanges extrinsic information between the rotated demapper and the LDPC decoder. Through the simulation it is observed that under the flat fading Rayleigh channel, about 1.2dB gain at FER of $10^{-4}$ is introduced when rotated constellation and iterative demapping and decoding are employed. Under the 15% earasure channel, rotated constellation gives performance gain of about 5dB at BER of $10^{-4}$ and when IDD is applied, additional performance gain of about 3dB can be achieved.

The Current Situation of "Using a Smartphone while Doing Something Else" and Related Factors ("보행 시 스마트 폰 사용"의 현상과 관련 요인)

  • Tomomi, MIZUNO;Katsum, TOKUDA;CHO, Hong-joong
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.561-569
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    • 2016
  • Purpose : We will clarify the situation of using a smartphone and what kind of factors are currently related when people use a smartphone while doing something else in order to obtain basic information to educate people to prevent the use of smartphone while doing something else. Methods : We conducted an anonymous self-administered questionnaire survey with 885 people who commuted by train to six companies located in Tokyo, Chiba, and Osaka and 550 university students who commuted by train to five universities located in the same areas. The research period was from April to May of 2014. Results : 33% of the subjects used a feature phone and 73% of the subjects used a smartphone. 38% of them listened to music, using their smartphones or feature phones while walking. Binominal logistic regression analysis was done with dependent variables of using a smartphone while walking and independent variables of age, sex, and educational advertisement. The results showed that people in their 20s used a smartphone while walking 4.93 times more than people in their 30s(p <0.00). No significant difference was found in the relationship between sex and educational advertisement(poster, TV, or magazine) and using a smatphone while doing something else.