• Title/Summary/Keyword: 매체 확장

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Multimedia data processing using object-orient theory (객체지향 이론을 적용한 멀티미디어 데이터 처리)

  • 김홍섭
    • Journal of the Korea Society of Computer and Information
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    • v.5 no.2
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    • pp.1-6
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    • 2000
  • According as the Internet has expanded. technology of multimedia has developed, information has been expressed and provided in many ways, and users have been faced with various forms of data. However, data process probable has many problems from the developer's point of view. The Problem of compatibility caused by the different data structure in the media and multimedia such as sound, image, video and so forth. Even if they have the same structure requires the more task to the developers, makes developer work more. The object oriented theory has recently come to the fore as the effectual solution to this problem. This paper provides how to Proceed multimedia data more effectively by using inheritance and polymorphism, which come from the main concept of object oriented theory, and shows the example of then applied to the development of a game program.

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A Study on Metaphor Characteristics of Social Network Service (소셜 네트워크 서비스의 은유적 특성 연구)

  • Han, Hye-Won;Moon, ARum
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.621-630
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    • 2014
  • The purpose of this study is to extract metaphor characteristics of Social Network Service. Social Network Service is different from existing media only available in one-way communication, each individual expands opinion by sharing daily life and opinion directly and interpreting another user's post. This Study premise that the reason of converting from passive reader to active enunciator is the metaphor characteristics of Social Network Service by 'Source Domain' and 'Target Domain'. In addition, this study examines the meaning of structure user's text production and interpreting based triple mimesis of Paul Ricoeur. This study has significance as arguing with existing study on SNS as metonymic media and suggesting metaphor characteristics and meaning of Social Network Service.

A Design and Analysis of PKCS #11 supporting the KCDSA mechanism (KCDSA 메커니즘을 제공하는 PKCS #11 설계 및 분석)

  • 김명희;김은환;전문석
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.14 no.5
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    • pp.141-151
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    • 2004
  • According to the improvemnent of electronic commerce, the requirements of security devices are becoming increasingly pervasive. The security API must design easily and securely to support a compatibility feature between security devices. It is chosen the PKCS #11 interface by RSA Labs that shows the compatibility and extensibility standards of many application product and implementation, and supported KCDSA mechanism which is a korean digital signature standard. And the PKCS #11 security API defines new key management function which provides more secure key management ability. We suggest the object attributes and templates of KCDSA private and public key object, generate and verify digital signature using KCDSA mechanism. The PKCS #11 supporting KCDSA mechanism is designed, implemented using C-Language, tested a performance, and analyzed the security and compatibiltiy feature.

A study on the Types of the Emotional Stimulation Factors of Digital Cartoons (디지털만화의 감성자극요인에 대한 유형 연구)

  • Kim, Bo Hyun;Hong, Nan Ji
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.271-281
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    • 2014
  • This study aimed to investigate the types that readers enjoying cartoons appreciated cartoons under the premise that cartoons enjoyed over the internet would expand their sensitivity through media such as monitors and mice. The sensitivity of readers enjoying digital cartoons can be stimulated through communication with carton writers or other readers as the interaction of the real-time response to the network. The choice and control are possible with a vertical scroll bar. Accordingly, readers can be absorbed in a work and focus on its story much more. As a result of extracting emotional stimulation factors to verify these assumptions, factors were able to classify the sensitivity that readers enjoying cartoons obtained from digital cartoons into two types, communication and story-focus type, based on the phases that emotional stimuli were strengthened. This study will be significant as a study to identify the relationship between media-technological factors and readers enjoying cartoons in relation to digital cartoons.

Electric Field Strength Measurement and Analysis System for Terrestrial Broadcasting Network (지상파 방송망을 위한 전계강도 측정 및 분석 시스템)

  • Kim, Sang-Hun;Suh, Young-Woo;Park, Geun-Soo;Jeong, Doo-Ho;Kim, Jong-Sup;Jeong, Young-Seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.119-124
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    • 2010
  • 디지털 제작, 압축 기술의 발전, 유무선 인터넷 보급 확산, 다양한 전송 및 서비스 플랫폼의 등장, 전송 기술의 광대역화, 단말 기술의 발전, 라이프스타일 변화와 킬러 서비스 등장으로 미디어 시장은 급속도로 발전하고 있다. 지상파 방송은 아날로그에서 디지털로 전환하고 있으며, 고화질, 다채널, 모바일, 3D 서비스를 제공하거나 제공할 예정에 있다. 현재 디지털 TV는 아날로그 TV와 동시 방송 형태로 제공되고 있지만 2012년말 디지털 TV로 완전한 전환을 앞두고 있으며, 모바일 TV인 DMB는 2005년말 본방송을 시작하여 전국 서비스를 제공하고 방송 커버리지를 확장하고 있다. FM과 AM의 디지털화를 위한 디지털 오디오 방송도 방식 선정을 위한 절차가 진행 중이다. 전파는 송신소에서 단말까지 전송되는 도중 신호레벨 감쇠, 페이딩, 왜곡, 잡음 유입 등을 겪게 된다. 양질의 지상파 방송을 제공하기 위해서는 전파가 수신 가능한 상태 이상의 양호한 상태로 시청자에게 전달되어야 한다. 이를 위해 방송사는 방송 수신 품질을 측정하고 수신이 불량한 지역에 대해서는 송신기 설치, 송신 출력 증강, 중계기 설치 등을 통해 양질의 서비스 제공이 가능한 방송 서비스 영역을 확대한다. 다양한 지상파 방송 매체에서 수신 품질 평가를 위해 가장 많이 측정하는 항목은 전계강도이다. 대부분의 경우 어떤 지역의 전계강도가 해당 매체가 요구하는 기준 레벨 이상이면 해당 지역을 양호 지역으로 평가한다. 본 논문에서는 다양한 지상파 방송 매체에 대한 전계강도를 측정하고 이를 분석할 수 있는 시스템을 제안하고자 한다. 제안 시스템을 이용하면 자동화된 절차에 의해 최단 시간에 다양한 지역에 대한 방송 수신 품질을 측정하고, 그 결과를 분석하여 방송 서비스 영역에 대한 평가를 내릴 수 있으며, 측정결과를 DB로 관리하여 동일 채널에 대한 이전 측정결과와 비교 분석, 다른 채널과 전계강도 비교 분석을 통해 특정 송신기 출력이 감소되거나 특정 안테나 출력에 문제가 발생한 경우에도 이를 쉽게 감지하여 최적의 방송망 구축 및 관리가 가능하다.

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A Case Study on the Digital Media-Connected Liveness of the Dance Performance: Focused on the Chang-jak-san-shil Dance Project (무용공연의 디지털미디어연계 실황중계 사례분석 : 창작산실 무용 지원사업을 중심으로)

  • Lee, Ji-Seol
    • Journal of Industrial Convergence
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    • v.18 no.4
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    • pp.1-8
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    • 2020
  • The case of Dance Chang-jak-san-shil, a dance performance support project linked to digital media, was analyzed from the perspective of liveness. The purpose was to examine the limitations of the liveness and to suggest ways to overcome them. The research case was focused on the factors of the time and space and audience (the sharing of field and acceptance experience) of the creative production room that supports works based on the creativity of dance performances. As a result, active SNS for accessibility of performing arts, expansion of access to art through the use of teaching media of art education through archiving, multi-dimensional access and provision for inducing audience participation and creative appreciation in one-way digital media transmission, provision of copyright protection devices, and audience to enter offline. As a long-term strategy for the future of the performing arts field, I would like to present the need for a change in the communication with the audience and experimental works that combine art and technology.

A Critical Review on the use of Media Platform in Dance: Focused on popularization strategy (무용의 미디어 플랫폼 활용에 대한 비판적 고찰: 대중화 전략을 중심으로)

  • YIM, Sujin
    • Trans-
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    • v.5
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    • pp.29-48
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    • 2018
  • This study examines the popularization strategy of domestic dance field through media platform and examines it based on the interaction of cultural participants. What does popularization of dance ultimately mean? What are the characteristics of media-based popularization strategies? Can all of these attempts be understood as popularization strategy with same attributes? The purpose of this study is to examine the characteristics of broadcasting media, which are used as the main medium of dance popularization strategy, and the online platform that recently attracts attention, and to focus on the communication process of cultural participants related to each media. Through this approach, media based activities turns out to be Mass Culture, controlled by businessman, capital, making it impossible for the creator to communicate directly with the audience, and producing the cultural products planned by the businessman. On the other hand, an online community platform is classified as Popular Culture since it allows creator to communicate and interact with audience without the direct involvement of the businessman and guarantees the rights of creation. Thereby it function as appropriate media platform and expand the discourse on popularization of dance in Korea.

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The Effect of the Playfulness on Outdoor Recreation Decision-making Process of Audiences : Applying Extended Theory of Planned Behavior (리얼리티 프로그램 시청자의 놀이성이 아웃도어레크리에이션 의사결정과정에 미치는 영향)

  • Han, Seung-Hoon;Kim, Jin-OK;Lee, Sang-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.547-560
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    • 2015
  • The outdoor recreation fever that is drastically increasing in Korea could be the result of the interaction between mass media and popular culture as well as increase of leisure time and disposable income. Thus, the purpose of this study is to specify how the exposure of outdoor recreation through mass media influences potential outdoor recreationists. In order to specify this decision-making process, playfulness, which is the intrinsic characteristic of adults' fun and play, was added to the theory of planned behavior, which has high explanation power regarding human behavior. As a result of the study, it turned out that playfulness significantly influences attitude, subjective norm, and perceived behavioral control, and that attitude, subjective norm, and perceived behavioral control also significantly influence behavioral intention. These results specify that playfulness is a factor that has a great effect on outdoor recreation that seeks deviant behavior.

Making Contents of the Science Education for the Element Schoolchildren based on the AR(Augmented Reality) (증강현실 기반의 초등과학교육 콘텐츠 제작)

  • Lee, Jae-In;Choi, Jong-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.514-520
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    • 2011
  • Technological development, a diverse range of media adapting to new technology has been developing. Augmented Reality Technology provides realistic information through the stereoscopic 3D images and it has been riding a wave of learner interest as an educational media which can broaden their learning experience through direct operating activity. The biggest reason why the Augmented Reality has gained such attention is because of its unique way of suggesting learning information that unlike the existing educational media, the Augmented Reality provides additional digitalized information while its users are looking at the actual object. Based on the domestic and foreign cases of development for educational contents using the Augmented Reality Technology, this thesis suggests the utilization of Pop-up books and multi-augmented Digilog Books that are ways to maximize the educational effects of the Augmented Reality. Through the development of smartphone applications that are propagating lately at a rapid rate, users can now use the Augmented Reality educational contents in a way that is easier than ever.

HMIPv6 based Fast Vertical Handover Mechanism using Media Independent Handover Function (매체 무관 핸드오버 기능을 이용한 HMIPv6 기반 고속 수직적 핸드오버 메커니즘)

  • Kim, Pyung-Soo;Lee, Sang-Kyu
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.1B
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    • pp.67-73
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    • 2009
  • This paper proposes a new fast vertical handover mechanism to optimize and enhance the existing fast vertical handover HMIPv6(FV-HMIP) mechanism in heterogeneous wireless access networks. The proposed mechanism ad opts the IEEE 802.21 Media Independent Handover Function(MIHF), and thus is called the "MFV-HMIP". The Media Independent Handover Service (MIIS) in the IEEE 802.21 MIHF is extended by including new L3 inform ation to provide domain prefixes of heterogeneous neighbouring mobility anchor points(MAPs). This can eliminate the heterogeneous neighbouring MAP discovery phase in the existing FV-HMIP. Thus, the proposed MFV-HMIP can reduce the signalling traffic over wireless link and increase the possibility of predictive mode operation. Therefore, the proposed MFV-HMIP mechanism can be superior to the existing FV-HMIP mechanism for wireless resource efficiency, handover latency, and packet loss. Through analytic performance evaluations and computer si mulations, the proposed mechanism can be shown to optimize and enhance the existing mechanism.