• Title/Summary/Keyword: 미디어 컨버전스

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Interactive Storytelling Materialized with Real-Time Edited Videos - A proposal of a volume branch structure - (실시간 편집 영상으로 구현하는 인터랙티브 스토리텔링 - 볼륨 브렌치 구조 제안 -)

  • Kwon, Dong-Hyun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.391-402
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    • 2020
  • In today's era of media convergence, users can watch a drama by choosing a story like a game or enjoy a game directed like a movie. These two media material interactive storytelling, and there have been discussions about them for many years. The purposes of this study are to propose a new branch structure for interactive storytelling and find a new perspective for the method of proceeding with a branch structure. The main research targeted a game that materialized interactive storytelling best. Based on the findings, the study proposed a volume branch structure including a plot border and adjuster concept for interactive storytelling to keep the story narrative and help the users feel interactions freely. This structure can be materialized only with real-time edited videos in the game media and will be possible in the application cases of a physical engine that continues to develop and artificial intelligence that has not been introduced in games actively.

Multi-channel Adaptive SVC Video Streaming with ROI (ROI를 이용한 H.264 SVC 에서의 다중 채널 네트워크 비디오 전송 기법)

  • Lee, Jung-Hwan;Ryu, Eun-Seok;Yoo, Hyuck
    • Journal of Broadcast Engineering
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    • v.13 no.1
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    • pp.34-42
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    • 2008
  • This paper proposes the mechanism which improves the qualify of video on a limited network bandwidth by applying the ROI technique to an H.264 Scalable Extension technique. The network environment assumed in this parer is the next generation network convergence environment in which the mobile device has one or more network interfaces. Therefore, we allocate the priority to video packets as the hierarchy structure of H.264 SVC-encoded video stream and ROI information, and transmit those packets over appropriate network channel for using those multiple network interfaces. This paper shows two experiments first one is extracting and allocating the video stream on an appropriate network channel, second one is unequal packet transmission by allocated priorities (e.g. ROI). Performance evaluations show that this approach delivers an improved decoded video quality when compared with conventional transmission schemes, especially on device which has multiple network interfaces.

Remarks on Visualizations of 3D Virtual Reality (3차원 가상현실 시각화에 관한 고찰)

  • Kimn, Ha-Jine
    • Korea Multimedia Society
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    • v.14 no.4
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    • pp.88-98
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    • 2010
  • It is now the era of ubiquitous which is highly integrated on the convergence technologies with not only ICT bul also BT, CT, NT and ST. Through this convergence technology, the understanding on visualization of 3D virtual reality which make more human's 5 feelings activate beyond the wall of time and space is recently very important. We search the visualization technology of 3D virtual reality and estimate the future development, and give the perspectives. Since the visualization technology of virtual reality is strongly depended on 3D computer graphics representations, 3D image visualization technology being able to get immersion has been possible. The new paradym on computer interactions is implemented by making images augment on the base of the PC and display equipments. The studies is established on the direction of more intensity on humanity. And also, these technologies will be able to achieve actively the implementations for ubiquitous society dueing to get the high-technology on the superhighway networks.

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Analysis of the Danmu Phenomenon on the Chinese Video Platform Bilibili - Focused on Henry Jenkins' Concept of Participatory Culture (중국 동영상 플랫폼 Bilibili의 탄막 현상 분석- 헨리 젠킨스의 참여문화 개념을 중심으로)

  • HUANG SHIYI;Kwon Hochang
    • Trans-
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    • v.15
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    • pp.81-104
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    • 2023
  • This paper analyzes the danmu phenomenon with the concept of participatory culture proposed by Henry Jenkins. Unlike other comments, Danmu is a function that allows users to post anonymously while watching a video, and comments posted at that time are immediately displayed on the screen and can be viewed by other viewers. The service was first launched by Niconico. In this paper, the danmu phenomenon in the Chinese video platform Bilibili is analyzed by focusing on three aspects. First, in terms of creative sharing under collective intelligence, we explore how users create their own creations and share them with other users through danmu. Second, in the collaboration model under public participation, the method and meaning of collective cooperation through users' interaction is dealt with. Third, in terms of financial support of commercial capital, the influence of danmu videos to create commercial profits is analyzed as a case. In addition, the negative aspects and challenges of participatory culture in Bilibili are analyzed. Negative aspects such as participation gap, copyright infringement, excessive use of danmu and problems of anonymity were reviewed, and major challenges to realize the potential of danmu as a participatory culture were suggested. This paper comprehensively analyzes danmu using research methods such as literature review and case studies, and through this, tries to derive insights on how participatory culture and danmu interact and evolve in modern society. Danmu, as a participatory medium, is an important tool that promotes individual and collective creation and interaction, and is pioneering a new boundary between the media industry and its users.

Study on the User Experience Design for Emotional Marketing in an Transmedia Environment (트랜스미디어 환경에서의 감성마케팅을 위한 사용자 경험디자인에 대한 고찰)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.194-201
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    • 2012
  • The expansion of media is in close connection with the expansion of awareness. The invention of characters enabled mankind to cross over time and space. Machines led to the development of body functions and electricity led to the expansion of space and time. Computers are the extension of the human brain and the advent of the internet led to the expansion of relationships. Even at this moment, media is unremittingly progressing like a spread of a mutant virus, and has resulted in fusion and complex phenomena such as convergence and hybrid media. Transmedia is a compound word formed by the word "Trans" which means traverse, transcend, penetrate or change, and the word "Media" and has the meaning "media which transcends media" which embraces all of modern day media. However, unlike other fusion or complex media, it is different in that it is not a combination of technologies but a combination of technology and emotion. Thus, transmedia should be recognized as a form of media that carries a significant meaning from the user experience aspect as it must simultaneously satisfy both "emotional awareness", which appeals to the human emotion, and "conscious awareness" of mankind, which arises out of the digital technology considered to be important in the smart-era society. This study first examines the concept of transmedia, and then examines the role of user experience design which triggers conscious thinking and strategies for emotional marketing. This study aims to be recognized as a matter for consideration with respect to the development stage for the establishment of a steady communication relationship between developers and designers, as well as communication with users.

Adaptation of SVC to Packet Loss and its Performance Analysis (패킷 손실에 대한 스케일러블 비디오(SVC) 적응기법 및 성능분석)

  • Jang, Euy-Doc;Kim, Jae-Gon;Thang, Truong Cong;Kang, Jung-Won
    • Journal of Broadcast Engineering
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    • v.14 no.6
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    • pp.796-806
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    • 2009
  • SVC (Scalable Video Coding) is a new video coding standard to provide convergence media service in heterogeneous environments with different networks and diverse terminals through spatial-temporal-quality combined flexible scalabilities. This paper presents the performance analysis on packet loss in the delivery of SVC over IP networks and an efficient adaptation method to packet loss caused by buffer overflow. In particular, SVC with MGS (Medium Grained Scalability) as well as spatial and temporal scalabilities is addressed in the consideration of packet-based adaptation since finer adaptation is possible with a sufficient numbers of quality layers in MGS. The effect on spatio-temporal quality due to the packet loss of SVC with MGS is evaluated. In order to minimize quality degradation resulted by packet loss, the proposed adaptation of MGS based SVC first sets adaptation unit of AU (Access Unit) or GOP corresponding to allowed delay and then selectively discards packets in order of importance in terms of layer dependency. In the experiment, the effects of packet loss on quantitative qualities are analyzed and the effectiveness of the proposed adaptation to packet loss is shown.

The Role of Archive as cultural memory in the age of Big Data (빅 데이터 시대 문화적 기억 보존소로서의 영상 아카이브의 역할)

  • Cho, Byung-Chul;Yuk, Hyun-Seung
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.1-10
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    • 2014
  • Recently, the value and the status of the digital archives that are built individually in the crossroads of oblivion and memory are due to big data has attracted attention globally is confusing. Video data that contains the cultural memory of the digital archive, such as culture, art, life, society, and social conditions of the time, it is a cultural heritage of national common expressed. Also, it remains a trace of history from the various media just like magazines, books, painting, photography, and film. Digital archive system is one of the best research results of media convergence and it has also a good opportunity to take full advantage of the new opportunities and cultural assets. The collection of infinite information of big data in perspective transient that exist at the same time compatibility of big data, it is trying to dismantle the cultural memory of us. It was asserted that must meet the criteria which can correspond to via the new digital era, will be applied to preserve the traditional media. The current image archive is necessary to accommodate proper two different directions.

A Study on Applying Information Security Requirement for WiBro System (와이브로 시스템의 정보보호 요구분석)

  • Kim, Min-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.8
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    • pp.2801-2808
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    • 2010
  • The technology of WiBro, combining advantages of high speed internet and wireless internet provides the effectiveness and convenience provided by broadband and convergence. WiBro has developed due to supports of the related industries. The advancement of WiBro have created driving force for network advancement. WiBro is a niche market among high speed Internet, wireless LAN, Mobile phone, wireless internet. Through building relationship between market share and the existed telecommunication service, WiBro could improve the convenience of users. The security controls have to be built considering vulnerabilities of WiBro. Based on the study, the architecture of WiBro was suggested through reviewing the vulnerabilities and security controls in the wireless network and wire network. The appropriate security measures to be applied in the environment of WiBro. The outcomes of the study could improve the usage of WiBro.

A Study on Scalable Bluetooth Network for Secure Ubiquitous Environment (안전한 유비쿼터스 환경을 위한 확장성 있는 블루투스 네트워크에 관한 연구)

  • Baek, Jang-Mi;Seo, Dae-Hee
    • Journal of Internet Computing and Services
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    • v.9 no.1
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    • pp.159-170
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    • 2008
  • The ubiquitous network revolution is beginning with the onset of digital convergence, whereby computers, horne appliances, and communications and broadcast media are being unified into digital media with the founding of the information super high speed. This technical advancement is creating a new culture and a new space and accelerating society's transition to the new and unique social paradigm of a 'ubiquitous society'. In particular, studies on ubiquitous communications are well underway. Lately, the focus has been on the Bluetooth technology due to its applicability in various environments. Applying Bluetooth connectivity to new environments such as ubiquitous or sensor networks requires finding new ways of using it. Thus, the scalable Bluetooth piconet scheme with independent slave device is proposed. It follows from work by Sea et al. But extended scatternet is not considered is Kiisc05 paper. Therefore, we propose secure bridge connection scheme for scalable Bluetooth scatternet.

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A Study on the Development of Public Digital Signage Services (공공 디지털 사이니지 서비스 개발 연구)

  • Ahn, SungHee
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.185-196
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    • 2021
  • This study is based on the 'National Pilot Project on Digital Signage in Sejong Special City', one of the pilot projects initiated by the Ministry of Public Administration and Security. This project was an attempt to present the digital signage as a 'public service content platform' integrated with smart technologies. This study suggests that the planning strategy for placing public service contents on digital signage platform should focus on interests of local communities or users rather than high-tech suppliers of digital signage. In consideration of growing needs for smart technology-based public service, this study concentrates on the strategy for developing 'public digital signage services'. In addition, 'digital signage service tools' were designed to easily establish or execute the strategy. The aim of this study is developing the strategy to make digital signage a public cultural service platform as well as a digital advertisement tool. The final goal of this study is to demonstrate public value creation performance of the 'Revitalisation Project of Sejong City's Commercial Districts', which was possible thanks to the proactive involvement of citizens coupled with progressive utilization of interactive media.