• Title/Summary/Keyword: 멀티미디어 환경

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Study on National Protected Health Information for Secondary Use and De-identification (의료정보의 2차 이용을 위한 국내 비식별화 대상 정보에 관한 연구)

  • Kim, Cheoljung;Yeo, Kwangsoo;Lee, Pilwoo;In, Hanjin;Moon, Byeongjoo;Song, Kyoungtaek;Yu, Khigeun;Baek, Jongil;Kim, Soonseok
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.8
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    • pp.15-23
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    • 2016
  • Recently the interest in secondary use of medical information has emerged. But the domestic legislation or guidelines, such as being able to say that already specialize in healthcare information, can be seen a 'national medical privacy guidelines'. However the guidelines have suggested that only a violation of privacy laws in the medical information, it does not defined clearly with respect to protected health information(PHI) for secondary use. In this paper, we learn the HIPAA(Health Insurance Portability and Accountability Act) Privacy Rule of the US legislation which provides a non-identifiable screen instructions for secondary utilization of medical information, domestic guidelines and other country's guidelines. comparing with the HIPAA, national medical privacy guidelines and the domestic studies, we propose a new domestic target non-identifying information suitable for the domestic field and present future research direction.

A Study on Performance Evaluation of Light Shelf according to the Reflectivity of Interior Space (실내 공간의 반사율에 따른 광선반 성능평가 연구)

  • Jeon, Gangmin;Lee, Heangwoo;Kim, Yongseong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.5
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    • pp.461-470
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    • 2015
  • There has been a significant increase in the amount of research on reducing the lighting power consumption of buildings and also an increasing demand for technological development. Light shelf has been recognized as one of the most efficient solutions to this issue and related researches have been conducted, which have mostly focused on factors related to simple light shelves and are not suitable as an appropriate basis for the design of light shelves. Thus this study aims to establish the proper design basis for light shelves by evaluating the performance of shelves per reflection rate in indoor areas. Power consumption rate and indoor illumination intensity distribution of a testbed built based on actual living conditions were calculated for the performance evaluation, of which the results are as following: 1) Reduction of reflection rate of ceiling and walls caused average illumination intensity in summer, winter and median seasons, and evenness per reflection rate of indoor areas was found to be different in summer, winter and median seasons, making it a necessary consideration for designing light shelves. 2) Calculation of power consumption from lighting control showed that a high reflection rate of indoor areas may be suitable for power consumption reduction, and that reflection rates higher than 80% for ceilings and higher than 75% for walls in terms of the efficiency of researches on the indoor reflection rate and its application would be appropriate. This study is meaningful as the research focuses on light shelves based on considering indoor environmental factors. More studies will be required that consider a variety of factors.

The Impact of Virtual Reality on the Extensibility of Exhibition Space and the Usefulness of Outreach Program in the Museum (가상현실(VR)을 통한 박물관 전시공간의 확장 가능성과 아웃리치 프로그램에서의 효용성)

  • Kim, Hyun-a
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.5
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    • pp.83-92
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    • 2017
  • Because the exhibition space in the virtual reality is another kind of reality, which exits in another level, it enables us free from time and physical space, so using the virtual reality will be an effective practice for overcoming cultural divide and managing museums. Especially, virtual reality could transform a fixed physical space into portable contents, so this characteristic would be useful and meaningful when applying the outreach program, which claimed to stand for 'museum out of museum' as following. First, it will give more opportunities of experiencing museums to many people because of freedom of physical space, one of the advantages virtual reality has. Second, people will experience and understand the contents under the context, rather than simply exposing information of artifacts one by one. Third, even people who are far from a museum can experience identical contents at the same time, so this synchronicity will enhance communications among people and the society. Fourth, it will provide rich contents to people by putting a variety of exhibitions into one VR device. Fifth, it will be useful for archiving the exhibition with minimizing the loss of contents. Sixth, VR will convert museum visitors from observers to operators. Finally, VR can expand the target audience of the outreach program and develop a variety of education programs. Because museums is a public organization for overcoming cultural divide and enhancing communication, they should adopt virtual reality, which enables to extend the exhibition space and provide more opportunities of experiencing museums.

UTIS Vitalization Countermeasures Using Traffic Information Use Satisfaction Rate Model (교통정보 이용 만족도 모형을 활용한 UTIS 활성화 대책)

  • Jang, Seok Yong;Jung, Hun Young;Ko, Sang Seon
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.29 no.2D
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    • pp.199-207
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    • 2009
  • We tried to show the course of UTIS vitalization, promoting to introduce as part of the advanced traveler information system through analysis using traffic information gap model of service and structural equation modeling being used by drivers. The summary of the research is as follows. 1. We could find out the service matters needed to improve and what should be prior that make drivers' use increase through establishing the gap model of service. 2. We could establish the structural equation modeling through using traffic information use satisfaction rate, entire traffic information satisfaction rate as the observation variables. You can say it is the fruit of this research that it was confirmed the entire satisfaction rate of traffic information influenced extension, convenience, accuracy, economical efficiency in order. We could also arrange the base to determine the order of services for vitalization of UTIS in the future through grasping the priority of each service functions classified by factors. 3. It is confirmed that many drivers want multimedia function, driving support function and various functions for the personal convenience in situations except driving, which enable the drivers to enjoy leisures and interests rather than economical functions during driving due to the recent social and economic changes.

The Impact of Location-based Mobile Curation Characteristics on Behaviors of Art Gallery Visitors (위치기반 모바일 큐레이션 특성이 미술관 관람객의 관람행태에 미치는 영향)

  • Sangwoo Seo;Taeksoo Shin
    • Information Systems Review
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    • v.22 no.2
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    • pp.167-199
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    • 2020
  • The ICT-based curation as a series of experiences with the mobile exhibition-guide applications or guide programs in art galleries helps visitors fully immersed in the exhibition and allows them to have more informative and convenient guide experience at art galleries. This study aims to verify how the factors of ICT-based curation affects the commitment and satisfaction of visitors at art galleries, figure out whether the visitors' commitment has effects on their satisfaction, and then finally test the impact of their commitment and satisfaction on their revisit intention. In order to validate the cause-and-effect relationships between these factors, the ICT-based curation in this paper is categorized into five factors - gamification, quality of image/video information, quality of sound/text information, contextual offer, and instant connectivity. The main results of the study are as follows. First, only the gamification has significantly positive effects on the commitment of art gallery visitors, while other two factors - the instant connectivity, and the quality of sound/text information - have significantly positive effects on the satisfaction of visitors. Second, the commitment of visitors also has significantly positive effects on their satisfaction. Third, the commitment of the visitors don't have significantly positive relationship with their intention of revisit, but the satisfaction of the visitors have significantly positive relationship with their intention of revisit.

Toward Cinema for All People -Barrier-free Films and Cultural Civil Rights ('더 많은' 모두를 위한 영화 -배리어프리 영상과 문화적 시민권)

  • Lee, Hwa-Jin
    • Journal of Popular Narrative
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    • v.25 no.4
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    • pp.263-288
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    • 2019
  • Barrier-free films enhance accessibility to audiovisual image contents by providing specific information on screen and through sound so that people with vision or hearing loss can receive the same amount of information as those without disabilities and immerse themselves in the audiovisual images. This study pays attention to barrier-free audiovisual contents in relation to the cultural civil rights of people with vision or hearing loss in South Korea. While institutional efforts have been made in the 2010s to improve the access to audiovisual media of people with vision or hearing loss, the goal of enabling people with vision or hearing loss to fully enjoy all audiovisual contents at a level equal to the non-disabled has not yet been realized. Amid the lingering conflict between disabled groups and multiplexes that has lasted years, the global video streaming service Netflix has aggressively threatened the dominance of local multiplexes with the launch of its Korean service. As Netflix, which is subject to U.S. regulations guaranteeing the rights of people with vision or hearing loss, has produced original dramas and movies involving Korean production teams, the cultural civil rights discourse of the disabled has transitioned to the issue of the rights of cultural consumers crossing national borders in the era of globalization. Changes in the media environment raise the issue of civil rights guarantees in which disabled people enjoy the right to simultaneously watch movies and comment on movies by participating in a common discourse, equally with non-disabled people. The "right to be part of the audience for Korean cinema" for Korean deaf people, which has long been neglected, should also be considered as a cultural civil right that crosses the boundaries of language, nation and disabilities. This essay examines the current issues surrounding the right to cultural entertainment of people with vision or hearing loss in South Korea in conjunction with the contemporary trend of rapid changes in the media environment and the global spread of the movement for cultural civil rights of people with disabilities, and suggests the need for visual culture studies to take a serious step toward disability studies.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

Resource Clustering Simulator for Desktop Virtualization Based on Intra Cloud (인트라 클라우드 기반 데스크탑 가상화를 위한 리소스 클러스터링 시뮬레이터)

  • Kim, Hyun-Woo
    • KIPS Transactions on Software and Data Engineering
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    • v.8 no.1
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    • pp.45-50
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    • 2019
  • With the gradual advancement of IT, passive work processes are automated and the overall quality of life has greatly improved. This is made possible by the formation of an organic topology between a wide variety of real-life smart devices. To serve these diverse smart devices, businesses or users are using the cloud. The services in the cloud are divided into Infrastructure as a Service (IaaS), Platform as a Service (PaaS) and Software as a Service (SaaS). SaaS runs on PaaS, and PaaS runs on IaaS. Since IaaS is the basis of all services, an algorithm is required to operate virtualization resources efficiently. Among them, desktop resource virtualization is used for resource high availability of unused state time of existing desktop PC. Clustering of hierarchical structures is important for high availability of these resources. In addition, it is very important to select a suitable algorithm because many clustering algorithms are mainly used depending on the distribution ratio and environment of the desktop PC. If various attempts are made to find an algorithm suitable for desktop resource virtualization in an operating environment, a great deal of power, time, and manpower will be incurred. Therefore, this paper proposes a resource clustering simulator for cluster selection of desktop virtualization. This provides a clustering simulation to properly select clustering algorithms and apply elements in different environments of desktop PCs.

IoT data processing techniques based on machine learning optimized for AIoT environments (AIoT 환경에 최적화된 머신러닝 기반의 IoT 데이터 처리 기법)

  • Jeong, Yoon-Su;Kim, Yong-Tae
    • Journal of Industrial Convergence
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    • v.20 no.3
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    • pp.33-40
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    • 2022
  • Recently, IoT-linked services have been used in various environments, and IoT and artificial intelligence technologies are being fused. However, since technologies that process IoT data stably are not fully supported, research is needed for this. In this paper, we propose a processing technique that can optimize IoT data after generating embedded vectors based on machine learning for IoT data. In the proposed technique, for processing efficiency, embedded vectorization is performed based on QR such as index of IoT data, collection location (binary values of X and Y axis coordinates), group index, type, and type. In addition, data generated by various IoT devices are integrated and managed so that load balancing can be performed in the IoT data collection process to asymmetrically link IoT data. The proposed technique processes IoT data to be orthogonalized based on hash so that IoT data can be asymmetrically grouped. In addition, interference between IoT data may be minimized because it is periodically generated and grouped according to IoT data types and characteristics. Future research plans to compare and evaluate proposed techniques in various environments that provide IoT services.

Development of Slope Information Retrieval and Real-time Warnings System for a Landslide Disaster Reduction from Mobile Environments (모바일 환경에서의 산사태 재해 저감을 위한 사면 정보 검색 및 실시간 경고 시스템 개발)

  • Kim, Sung-Ho;Ji, Young-Hwan;Lee, Seung-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.81-88
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    • 2010
  • This paper describes a development of next generation information remote retrieval and warning system that enables the user to make slope information retrieval remotely for a rockfall and landslide disaster reduction from mobile environments. And this system will be able to warn with a real-time stability condition about the slope which circumference are contiguous in standard user location. Slope information which provides to the user, become the service which upgrades from depth deep information directness will be able to confirm in order from field with applies multimedia style information which is various. In order to retrieve slope information with the wire and wireless internet from the remote place, we used mobile PC carrying is simple. Also this system attached GPS receiver to mobile PC in order to confirm user location as a real-time from the electronic map from field. Specially this system user location divide the safety of the slope which within the area where are fixed in the center are representative with 'safe area', 'collapse area' and 'collapse forecast area' etc. And to indicate with the icon of each other different color simultaneously in the electronic map. With like that reason, this system which sees the user even while moving safety condition about circumferential slope from the electronic map is having the strong point will be able to grasp with a real-time in one eye. Also warning message leads at the case real-time when the collapse will occur in specific slope, to inform to the user. Therefore this system which sees will be able to reduce the disaster which is caused by in landslide a very big strong point and has.