• Title/Summary/Keyword: 상호작용 미디어

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Type of Political Influences of UCC (UCC의 정치적 영향 유형)

  • Jang, Seong-Ho
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.294-300
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    • 2010
  • With the development of media technology, UCC actively working through the medium of the Net, the Internet space, which can influence politics instead of TV is drawing attention as the new leading media. As the one-sided media influence of TV is dwindling in the times of the Internet, the hegemony of the media is rapidly changing into UCC marked by two-way interaction. Especially, UCC has the characteristic that it has changed the people performing a role as the receptor of the media into the agent of enormous political influence as well as the freshness specific to its contents. This study was intended to investigate the types of diverse political influences of UCC in political practice as well as daily politics with a focus on the fact that it can newly project the world led by the media and their changes and exercise strong power in changing the society. Therefore, it attempted to investigate the political influence and ripple effect that UCC can exert by attempting to analyze what political influence UCC can exercise at diverse political situations including election. As a result, UCC led to four situations such as incentive-exploding type, issue-leading type, dispersion-switching type, direction-obeying type. This can be said to lead to the positive effect at the political field, such as implementing direct democracy through digital technology.

A Study on the Paradigm of Communicative Expressions depending on the Information Type of Web Animations (웹 애니메이션의 정보유형에 따른 커뮤니케이션 표현 패러다임에 관한 연구)

  • Na, In-Sun
    • Cartoon and Animation Studies
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    • s.15
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    • pp.1-12
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    • 2009
  • As the technology realizing digital multimedia has been developing remarkably based on Internet environment, today we can gain various information we need quickly and easily without regard to time or place by using world wide web. The recent spread of digital animation as a way of communication on Internet has been forming a new communication paradigm according to the development of age. Besides, digital animations embodied on web are a kind of communication medium which is expressed through interactions using different digital multimedia tools and put the concepts of time and space together. This is a form which can cope with various forms of information, and it occupies a high rate on web and is used often. Web animations offer various forms of communication, such as interface structure design for information transfer, characters, typography, and other graphic elements, which make users feel maximized real dynamics. This paper analyzes and evaluates the categories according to the characteristics, information and usage types of digital animations used on web, examines more efficient communication expressions based on them, and pays attention to the Internet environment that will develop and change in the future. With regard to it, this research aims at suggesting a useful theory so that diverse digital animations on web based on Internet environment would develop into a new communication paradigm responding to the change of time.

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Clustering-based Hierarchical Scene Structure Construction for Movie Videos (영화 비디오를 위한 클러스터링 기반의 계층적 장면 구조 구축)

  • Choi, Ick-Won;Byun, Hye-Ran
    • Journal of KIISE:Software and Applications
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    • v.27 no.5
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    • pp.529-542
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    • 2000
  • Recent years, the use of multimedia information is rapidly increasing, and the video media is the most rising one than any others, and this field Integrates all the media into a single data stream. Though the availability of digital video is raised largely, it is very difficult for users to make the effective video access, due to its length and unstructured video format. Thus, the minimal interaction of users and the explicit definition of video structure is a key requirement in the lately developing image and video management systems. This paper defines the terms and hierarchical video structure, and presents the system, which construct the clustering-based video hierarchy, which facilitate users by browsing the summary and do a random access to the video content. Instead of using a single feature and domain-specific thresholds, we use multiple features that have complementary relationship for each other and clustering-based methods that use normalization so as to interact with users minimally. The stage of shot boundary detection extracts multiple features, performs the adaptive filtering process for each features to enhance the performance by eliminating the false factors, and does k-means clustering with two classes. The shot list of a result after the proposed procedure is represented as the video hierarchy by the intelligent unsupervised clustering technique. We experimented the static and the dynamic movie videos that represent characteristics of various video types. In the result of shot boundary detection, we had almost more than 95% good performance, and had also rood result in the video hierarchy.

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The Study on the Education System of Digital Film design in New Media Environment - Focusing on Graduate Courses in film and Digital Media - (뉴미디어 환경에서의 디지털 영상디자인 교육시스템 연구 - 영상ㆍ디지털미디어 대학원교육을 중심으로-)

  • 정봉금;김종덕
    • Archives of design research
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    • v.17 no.2
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    • pp.451-462
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    • 2004
  • The range of graphic design has expanded very widely as the digital era emerged, and many new areas of film design, including film, DVD, interactive TV, mobile and DMB, began to require the work of designers. This could be considered as an application as well as a case of digital film design as it has more developed new media environment as basis. The change in the expression techniques of film language is inevitable since major consumers of new media are the younger generation. The method of creating and distributing visual communication work is not standing still anymore. It has been diversified through dynamic movements and changes resulting from interaction. The major objective of this study is to find out and suggest the directions that film and digital media graduate school education of future by researching and analyzing how the nature of design, as an academic subject that keeps on changing and developing, is evolving in the new media environment. For this purpose, the methods of appropriate education system in higher design education, which are derived from case studies and previous studies on education system, are evaluated by examining the consumers. This study aims at finding the most effective training method in film and digital media design, and by integrating current design education with digital film design education establish a better fit education system that complies with the demands of today's society. It will suggest how an educational institute should see ahead of the time and provide what the society will demand in the future.

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P2P Streaming Method for QoS-sensitive Multimedia Multicast Applications (QoS에 민감한 멀티미디어 멀티캐스트 응용을 위한 P2P 스트리밍 기법)

  • Park, Seung-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.68-78
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    • 2010
  • As the IP multicast function is very slowly deployed in Internet due to its scalability problem and inter-domain interoperability problem, interest in the P2P(Peer-to-Peer) streaming technologies for the realtime multimedia multicast applications such as IPTV is highly growing. This paper proposes a P2P streaming method for the QoS-sensitive multimedia multicast applications such as highly-interactive personal IPTV and video conferences. The proposed P2P streaming method allows an application to construct a reliable streaming tree in which a proper number of backup peers are placed according to its reliability requirement. The reliable streaming tree reduces the reconnection delay, occurred in the case of a normal and/or abnormal peer leave, so as to minimize the loss of streaming data. In the proposed P2P streaming method, the join delay of a peer called startup delay is also substantially reduced because the bandwidth and end-to-end delay information of every peer kept in a distributed way allows the target peer for a joining peer to be able to be quickly determined. Moreover, the proposed method's peer admission control mechanism based on the bandwidth and end-to-end delay enables the delay-bounded streaming services to be provided for its corresponding applications.

Investigation into a Prototyping Tool for Interactive Product Design: Development, Application and Feasibility Study of MIDAS (Media Interaction Design Authoring System) (인터랙티브 제품 디자인을 위한 프로토타이핑 도구: MIDAS의 활용 사례 및 유용성 연구)

  • Yim, Ji-Dong;Nam, Tek-Jin
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.213-222
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    • 2006
  • This paper presents MIDAS (Media Interaction Design Authoring System), an authoring toolkit for designers and artists to develop working prototypes in new interaction design projects. Field research were conducted to identify the requirements and a case study of designing new interactive products was carried out to examine the feasibility of the new tool. MIDAS provides easier ways of integrating hardware and software, to manage a wide range of electric input and output elements and to employ 3D Augmented Reality technology within conventional multimedia authoring tools, such as Director and Flash, which are popularly used by designers. MIDAS was used in case study projects of design education as well as by voluntary designers for evaluation. From the result of case studies, it was found that many design projects were successfully accomplished using MIDAS. Designers who participated in the projects reported that MIDAS not only helped them to concentrate more on ideation but also was very easy to use as they implemented the physical interface concepts without advanced engineering skills. It is expected that MIDAS can also support prototyping in interactive media an, tangible user interface development and related human computer interaction fields.

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A Comparative Study of Text analysis and Network embedding Methods for Effective Fake News Detection (효과적인 가짜 뉴스 탐지를 위한 텍스트 분석과 네트워크 임베딩 방법의 비교 연구)

  • Park, Sung Soo;Lee, Kun Chang
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.137-143
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    • 2019
  • Fake news is a form of misinformation that has the advantage of rapid spreading of information on media platforms that users interact with, such as social media. There has been a lot of social problems due to the recent increase in fake news. In this paper, we propose a method to detect such false news. Previous research on fake news detection mainly focused on text analysis. This research focuses on a network where social media news spreads, generates qualities with DeepWalk, a network embedding method, and classifies fake news using logistic regression analysis. We conducted an experiment on fake news detection using 211 news on the Internet and 1.2 million news diffusion network data. The results show that the accuracy of false network detection using network embedding is 10.6% higher than that of text analysis. In addition, fake news detection, which combines text analysis and network embedding, does not show an increase in accuracy over network embedding. The results of this study can be effectively applied to the detection of fake news that organizations spread online.

A Study on a Quantified Structure Simulation Technique for Product Design Based on Augmented Reality (제품 디자인을 위한 증강현실 기반 정량구조 시뮬레이션 기법에 대한 연구)

  • Lee, Woo-Hun
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.85-94
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    • 2005
  • Most of product designers use 3D CAD system as a inevitable design tool nowadays and many new products are developed through a concurrent engineering process. However, it is very difficult for novice designers to get the sense of reality from modeling objects shown in the computer screens. Such a intangibility problem comes from the lack of haptic interactions and contextual information about the real space because designers tend to do 3D modeling works only in a virtual space of 3D CAD system. To address this problem, this research investigate the possibility of a interactive quantified structure simulation for product design using AR(augmented reality) which can register a 3D CAD modeling object on the real space. We built a quantified structure simulation system based on AR and conducted a series of experiments to measure how accurately human perceive and adjust the size of virtual objects under varied experimental conditions in the AR environment. The experiment participants adjusted a virtual cube to a reference real cube within 1.3% relative error(5.3% relative StDev). The results gave the strong evidence that the participants can perceive the size of a virtual object very accurately. Furthermore, we found that it is easier to perceive the size of a virtual object in the condition of presenting plenty of real reference objects than few reference objects, and using LCD panel than HMD. We tried to apply the simulation system to identify preference characteristics for the appearance design of a home-service robot as a case study which explores the potential application of the system. There were significant variances in participants' preferred characteristics about robot appearance and that was supposed to come from the lack of typicality of robot image. Then, several characteristic groups were segmented by duster analysis. On the other hand, it was interesting finding that participants have significantly different preference characteristics between robot with arm and armless robot and there was a very strong correlation between the height of robot and arm length as a human body.

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W3C based Interoperable Multimodal Communicator (W3C 기반 상호연동 가능한 멀티모달 커뮤니케이터)

  • Park, Daemin;Gwon, Daehyeok;Choi, Jinhuyck;Lee, Injae;Choi, Haechul
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.140-152
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    • 2015
  • HCI(Human Computer Interaction) enables the interaction between people and computers by using a human-familiar interface called as Modality. Recently, to provide an optimal interface according to various devices and service environment, an advanced HCI method using multiple modalities is intensively studied. However, the multimodal interface has difficulties that modalities have different data formats and are hard to be cooperated efficiently. To solve this problem, a multimodal communicator is introduced, which is based on EMMA(Extensible Multimodal Annotation Markup language) and MMI(Multimodal Interaction Framework) of W3C(World Wide Web Consortium) standards. This standard based framework consisting of modality component, interaction manager, and presentation component makes multiple modalities interoperable and provides a wide expansion capability for other modalities. Experimental results show that the multimodal communicator is facilitated by using multiple modalities of eye tracking and gesture recognition for a map browsing scenario.

Expansion of Poetry using Interactive Art (인터랙티비티(interactivity)를 이용한 시의 확장 - Golan Levin 의 를 중심으로)

  • Kim, Dong-Jo;Kang, Chang-Koo;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.571-575
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    • 2008
  • Recently, media mix, or mix Policy, the marketing mix, as several different personalities mixed media, as appropriate to maximize the effectiveness of interactive for the increased interest. This is the era of constrained expression of the existing inter-rack area or add to interactivity, the reproduction of the emerging relationship with the user, and extend it by looking for a new alternative, in this thesis is that the elements of these inter activity When applied to the area of the city would be extended. Only the concept of a writer at work that gives meaning to the poem from the perspective of the author's intent at the same time, and enjoy self-representation within the subjective meaning of work and how to seek grant. Therefore, work on the readers and writers are interactivity variety of ways to communication and effect relationship sincerity rise causes. This thesis at the interactivity are three ways to take advantage of the present work in the area of the author and sentimental self-image gain. First, the type of sentimental survey based on the rack at the interactivity to expand the city's area of representation, and second, through user existing types of active interaction in a variety of subjective interpretations allow us to escape, and Third, the interaction between the author and user way through the city to establish new forms of expression.

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