• Title/Summary/Keyword: 콘텐츠의 질

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Development of 360 VR Delivery System based on UWV (UWV 기반 360 VR 전송시스템 개발)

  • Kim, Hyun-Cheol;Seo, Jeongil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.11a
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    • pp.139-140
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    • 2018
  • 본 논문에서는 스포츠 현장이나 문화공연 무대의 현장감을 전달하기 위해 개발된 $12K{\times}2K$ UWV 중계시스템에 추가적인 VR 전송시스템을 구현하여, 기존의 UWV 시스템으로 $12K{\times}2K$ 고화질 영상을 서비스함과 동시에 개인 단말 사용자도 UWV 콘텐츠를 360VR 형태로 소비할 수 있도록 한 UWV 기반 360VR 전송시스템을 제안한다. 제안한 시스템의 스트리밍 플랫폼으로 유튜브를 사용하였으므로, PC 나 휴대폰과 같은 개인형 단말에서 유튜브 플랫폼을 통해 UWV 콘텐츠를 360VR 형태로 소비할 수 있음을 확인할 수 있었다.

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The study of stereoscopic editing process with applying depth information (깊이정보를 활용한 입체 편집 프로세스 연구)

  • Baek, Kwang-Ho;Kim, Min-Seo;Han, Myung-Hee
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.225-233
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    • 2012
  • The 3D stereoscopic image contents have been emerging as the blue chip of the contents market of the next generation since the . However, all the 3D contents created commercially in the country have failed to enter box office. It is because the quality of Korean 3D contents is much lower than that of overseas contents and also current 3D post production process is based on 2D. Considering all these facts, the 3D editing process has connection with the quality of contents. The current 3D editing processes of the production case of are using the way that edits with the system on basis of 2D, followed by checking with 3D display system and modifying, if there are any problems. In order to improve those conditions, I suggest that the 3D editing process contain more objectivity by visualizing the depth data applied in some composition work such as Disparity map, Depth map, and the current 3D editing process. The proposed process has been used in the music drama , comparing with those of the film . The 3D values could be checked among cuts which have been changed a lot since those of , while the 3D value of drew an equal result in general. Since the current process is based on an artist's subjective sense of 3D, it could be changed according to the condition and state of the artist. Furthermore, it is impossible for us to predict the positive range, so it is apprehended that the cubic effect of space might be perverted by showing each different 3D value according to cuts in the same space or a limited space. On the other hand, the objective 3D editing by applying the visualization of depth data can adjust itself to the cubic effect of the same space and the whole content equally, which will enrich the 3D contents. It will even be able to solve some problems such as distortion of cubic effect and visual fatigue, etc.

An Improvement of Interoperability for HD-Class VOD Content Management System Based on H.264 (H.264 기반 HD급 VOD 콘텐츠관리시스템 상호운용성 개선)

  • Min, Byung-Won
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.315-320
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    • 2014
  • Recently, although the requirement of quality of VOD content has been transferred upto the class of HD, conventional management systems characterized by OS dependency are truly limited in quality of video image, stability, and compatibility of network environments. In addition most of the content management systems realize very limited capabilities for the real affairs of content management and distribution services in such an OS dependent environment. In this paper, we propose a new scheme of HD-Class VOD Content Management System to solve these problems. We design and implement the proposed system based on open sources by using H.264 video compression method. The proposed system offers high quality content management method based on opened systems and independent on-line distribution method so that it can be realized as an integrated management scheme for VOD contents. Moreover, our system solves the problems of occasional cutting-down video, small screen, and poor image quality that exist in the conventional wmv-type CMS. According to the result of performance evaluation, our system maintains sufficient performance and tolerence for the case of large scale HD content operations or fabrications. We expect that the proposed integrated DB scheme will especially be effective when the content management applications are changed from Internet Web environments to mobile terminal environments.

Implementation of interactive social content user interface for smart ageing (스마트 에이징을 위한 인터렉티브 소셜 콘텐츠 사용자 인터페이스 구현)

  • Park, Meeree;Susilo, Fanny Febriani;Syeda, Masooma Zehra;Kwon, Yong-Moo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.06a
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    • pp.201-204
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    • 2017
  • 최근의 웹을 기반으로 한 소셜 네트워크 서비스의 발전은 사회관계 형성 서비스를 넘어 광고 마케팅 및 SNS 오픈마켓 등의 상업적 이용으로까지 사용되고 있으며 Facebook Live와 같은 개인방송의 영역까지 확장되고 있다. 인터넷을 통한 온라인상의 사회관계는 노화와 질환으로 외출이 어려운 노년층에게 지역사회 및 친구들과의 의사소통을 가능하게 할 뿐만 아니라 인터넷을 통한 정보 활용으로 생활의 질을 향상시키고, 노후를 즐길 수 있는 방법을 찾는 데 도움을 줄 수 있다고 알려져 있다. 하지만 대부분의 웹서비스는 복잡한 사용자 인터페이스를 제공하고 있으며 익숙하지 않은 기기를 사용하는 것은 노년층에게 쉽지 않기 때문에 노년층은 제한된 콘텐츠만을 제공받게 되어 정보화 사회에서 소외될 가능성이 있다. 이에 본 논문에서는 웹 접근성을 향상시킨 소셜 콘텐츠 서비스 Photo Alive! Demo EasyFace를 소개한다. 또한 노년층이 다루기 어려웠던 키보드와 마우스를 벗어나 새로운 조작 기기들로 웹 서비스를 이용할 수 있도록 구현하였다. MINIX Remote Control, Mirroring, EasyFace Control Application 세 가지의 조작기기 작동 방법을 구현하여 노년층에 맞춤화 된 새로운 사용자 인터페이스를 제안하고자 한다.

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A Scale Development of Service Quality for Festival -Focused on Seoul Fringe Festival- (축제의 서비스 품질에 대한 척도개발 -서울프린지페스티벌을 중심으로-)

  • Kim So-Young;Kim Hye-Sun
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.174-184
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    • 2006
  • This study purposed to contribute to systematic management of service quality of festival by developing scale of service quality. According to the result of this study, scale of service quality in festival was developed, which are composed of 26 measuring items in 8 factors. this study suggests major factors(program quality, experience, interaction as well as tangibles, agreeability, responsiveness, access, reliability related to SERVQUAL). This study has an academic meaning in that it developed a scale of service quality suitable to festival and a practical meaning that it provided foundation of customer satisfaction management.

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A Design and Implementation of Computer-based Test System (컴퓨터기반 시험 시스템 설계 및 구축)

  • Cho Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.5 no.1
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    • pp.1-8
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    • 2005
  • E-learning is the application of e-business technology and services to teaching and learning. It use of new multimedia technologies and Internet to improved the qualify of learning by facilitating access to remote resources and services. In this paper, we show a computer-based test system, which is carefully designed and implemented. The system consists of a contents delivery mechanism, computer-adaptive test algorithm, and review engine. In this papepr, we describe what are points to be considered when design and implementing a computer-based test system. In addition, this paper shows how to control the bias value for computer-adaptive algorithm using real data.

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A proposal of binary sequence generator, Threshold Clock-Controlled LM-128 (클럭 조절 방식의 임계 클럭 조절형 LM-128 이진 수열 발생기 제안)

  • Jo, Jung-bok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.5
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    • pp.1104-1109
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    • 2015
  • Due to the rapid growth in digital contents, it is important for us to design a high speed and secure encryption algorithm which is able to comply with the existing and future needs. This paper proposes an alternative approach for self-decimated LM-128 summation sequence generator, which will generate a higher throughput if compared to the conventional generator. We design and implement a threshold clock-controlled LM-128 and prove that it has a lower clock cycle and hence giving a higher key stream generation speed. The proposed threshold clock-control LM-128 generator consists of 256 bits inner state with 128 bits secret key and initialization vector. The cipher achieves a security level of 128 bits to be adapted to the digital contents security with high definition and high quality.

A Design of Ontology-driven U-Service in U-City (U-City에 있어서 온톨로지 기반 U-서비스 설계)

  • Kwon, Chang-Hee
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.179-184
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    • 2012
  • The ultimate purpose of cities is 'the enhancement of quality of life in city'. In order to achieve this, it is required to optimize the Ontology-driven ubiquitous services included in the U-City and UIS of regions and communities and so on. Almost U-Service's contents are related to spatial or temporal extent. So it is important to design Spatio-temporal event schema for efficient access to U-City. There is a rapid change into an urban society in the shape of Ontology-driven ubiquitous services in which a content on a region or an incident is newly reconstructed through various ideas with the influence of the ubiquitous environment.

A Study on Curriculum Development of New Media Contents Industry (뉴미디어 콘텐츠 산업 분야 교육과정 개발 연구)

  • Jung, Hyang-Jin;Rha, Hyeon-Mi
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.83-89
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    • 2012
  • Even though it is expected the industry on new media contents will be grown constantly, corporate feels that the related specialists, human resources are so lack and it is real that the specialty level on related personnel, skilled works is low. In current situation, it is essential that the active supports will be given to new media contents industry with constant high quality human resource development as a winning point to success. Therefore the curriculum development must be reflected the current field situation in this industry for the human resource to meet the field corporate requirements. The DACUM method is used to develop the curriculum on this study in order to develop the college level human resources who have active adoptability to corporate in new media contents industry.

A case study on the effect of real-time microblogging activities in offline lecture environments (오프라인 강의식 수업에서 실시간 마이크로블로그 활용 학습활동 효과 사례분석)

  • Lim, Keol
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.195-203
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    • 2011
  • In-person lectures have structural issues that active communications in the classroom are limited because of the environments where the instructor usually delivers learning contents in a unilateral manner. Therefore, microcontents activities using real-time microblogging were suggested as complementary measures for the lecture in this study. Fourteen students in K University participated in the learning activity for eight weeks using a microblog during instructions. As a result, it was found that participants' positive learning activities increased by producing and collaborating ideas through real-time microblogging. Based on the results, suggestions were made as follows: strategies for the attention to the class, quality management of microcontents, and the development of blended learning design should be more studied further.