• Title/Summary/Keyword: 콘텐츠 활용 분석

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A Framework for Constructing Interactive Tiled Display Applications (인터랙티브 타일드 디스플레이 응용프로그램 개발을 위한 프레임워크)

  • Cho, Yong-Joo;Kim, Seok-Hwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.1
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    • pp.37-44
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    • 2009
  • This paper describes a new tiled display framework called, iTDF (Interactive Tiled Display Framework), that is designed to support rapid construction of the interactive digital 3D contents running on top of the cluster-based tiled display. This framework allows synchronizing the rendering slaves, sharing software's state over the network, the features, such as, launching multiple applications on a cluster-based computers, moving and resizing windows, synchronization of rendering slaves, distributed shared memory, and unified input interface. This paper analyzes the requirements of the framework and describes the design and implementation of the framework. A couple desktop-based applications are ported with the new iTDF and to find out the usefulness and usability of the framework.

Revitalization of Old Time Comics: Case Study on the Remake Policy Managed by KOMACON (만화산업의 발전과 진흥 사례연구: 한국만화영상진흥원의 리메이크 정책을 중심으로)

  • Kwon, Jae-Woong;Park, Seung-Hyun
    • Cartoon and Animation Studies
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    • s.19
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    • pp.199-224
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    • 2010
  • Since the mid 1990s, Korea has recognized the importance of content industry and has carried out several support policies. Especially, the support system for the comic industry has been systematically organized, and organizations for this area have tried to extend the type of support programs and objects as well. One of the remarkable changes made by these support programs is to encourage the remaking of old comics, which mostly are published comics in 1970s and 1980s, into the new format, the webtoon. Some of revitalized old comics are open to public through several portal web sites, and people can reach them easily by free. This research is to consider support programs run by policy organizations that are managed in the regional level. This research mainly deals with the type of support programs for the remade old comics and, at the same time, considers the meanings of this support programs for the Korean comic industry.

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The study of the Korean Traditional Hybrid Character Shape: for Jangseung and Dokkaebi (한국형 전통 하이브리드 캐릭터 형상 연구: 장승과 도깨비를 중심으로)

  • Lee, Chae Ron;Lee, Young-Suk
    • Cartoon and Animation Studies
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    • s.31
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    • pp.1-27
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    • 2013
  • The study looks a shape of hybrid character in animation and suggests extended discussion to develop the Korean creative characters and to repeat traditional culture that can reproduce in mass media. First, this study considers Jangseung and Dokkaebi that appear frequently in the Korean traditional culture, and prepares a way to try to develop the Korean hybrid characters. To do this, I analyze examples of hybrid characters direction in as-found animation characters, and grasp the meaning of it. Hybrid character is classified as a character produced by mix and combination of shape and a character produced by shape exaggeration. And I shed new light on characters and meanings of Jangseung and Dokkaebi remaining as cultural assets. Through this, the study wants to help handling measure about a problem of character that the Korean animation has. Therefore, this study looks characters of description about imaginary creatures expressed in existing animations, and wants to shed new light on the Korean Jangseung and Dokkaebi regarded as from an object of folk religion and custom, to an object that is possible to use in the Korean traditional character development.

High-Capacity Reversible Watermarking through Predicted Error Expansion and Error Estimation Compensation (추정 오차 확장 및 오류 예측 보정을 통한 고용량 가역 워터마킹)

  • Lee, Hae-Yeoun;Kim, Kyung-Su
    • The KIPS Transactions:PartB
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    • v.17B no.4
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    • pp.275-286
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    • 2010
  • Reversible watermarking which can preserve the original quality of the digital contents and protect the copyright has been studied actively. Especially, in medical, military, and art fields, the need for reversible watermarking is increasing. This paper proposes a high-capacity reversible watermarking through predicted error expansion and error estimation compensation. Watermark is embedded by expanding the difference histogram between the original value and the predicted value. Differently from previous methods calculating the difference between adjacent pixels, the presented method calculates the difference between the original value and the predicted value, and that increases the number of the histogram value, where the watermark is embedded. As a result, the high capacity is achieved. The inserted watermark is extracted by restoring the histogram between the original value and the predicted value. To prove the performance, the presented algorithm is compared with other previous methods on various test images. The result supports that the presented algorithm has a perfect reversibility, a high image quality, and a high capacity.

A Study on the Web Based Collaborative Learning Systems (웹기반 협동학습시스템의 활용에 관한 연구)

  • Lee, Dong-Hoon;Lee, Sang-Kon;Lee, Ji-Yeon
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.64-70
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    • 2010
  • The purpose of this study is to understand students' use intentions of Web Based Collaborative Learning (WBCL) system. To meet this purpose, we developed a research model based on the Decomposed TPB. This model contains 5 influencing factors: Explicit social influence(EXSI) and Implicit social influence(IMSI), Perceived Usefulness (PU), Perceived easy of use(PEOU), Perceived Playfulness(PP). Data was collected 254 university students from two different institutions. Also, the analysis is conducted to do the hypothesis testing by using PLS 3.0. The result shows that influence factors except PEOU have a important and significant impact on user Behavior Intention(BI). Using WBCL system and learning tool, team leader(that is referent) and members can be a good interaction. For these same reasons, We found that especialy Explicit social influence(EXSI) and Implicit social influence(IMSI) are special influence factors in reference group.

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Preliminary Study on Global Clipboard System (글로벌 클립보드 시스템에 대한 기초 연구)

  • Hwang, Kitae;Kwon, Heejeong;Lee, Sanghoon;Park, Doyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.5
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    • pp.223-229
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    • 2017
  • This paper proposes the Global Clipboard System and presents a preliminary study on it. The clipboard is a temporary storage used to copy and paste some contents between application programs in Windows Operating System. The proposed Global Clipboard is a contents delivery system that extends the concept of the existing local clipboard to Internet. The Global Clipboard System operates in two steps. An application user can upload selected contents to the Global Clipboard by typing consecutive keys of Ctrl-C and Ctrl-Shift-C easily. And other users can download and utilize the contents from the Global Clipboard by typing Ctrl-Shift-V and Ctrl-V keys consecutively. The proposed Global Clipboard can deal almost data like simple texts, screen capture images, files, and directories. In this paper, we developed a global clipboard server, a Windows application, and an Android application. We have conducted experiments about functions of the Global Clipboard and also compared delay times between 4 applications such as e-mail, Kakao, Google Drive, and the Global Clipboard. The results of the evaluation show that the time delay spending in sending and receiving contents is shortest when the Global Clipboard is used.

Development and Application of Problem Bank of Problem Solving Programming Using Online Judge System in Data Structure Education (자료구조 수업에서 온라인 자동평가용 문제해결 프로그래밍 문제은행 개발 및 적용)

  • Kim, Seong-Sik;Oh, So-Hee;Jeong, Sang-Su
    • The Journal of Korean Association of Computer Education
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    • v.21 no.4
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    • pp.11-20
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    • 2018
  • This study is to propose a problem bank of problem solving programming using Online Judge System as one of the ways to motivate learners and increase for immersion to students who take Data Structure lecture that is the basis of problem solving ability using information science. In order to do this, we developed a question bank for each major topic in the Data Structure, by developing 70 problem solving programming problems suitable for the main topics of the Data Structure. By mounting it on an Online Judge System and applying to actual classes, and by analyzing the motivation for learning and the degree of immersion according to the result after the application of the lesson, we propose a teaching-learning contents and usage for problem solving programming and Data Structure classes at the teacher training university which give motivation for learning and immerse in problem solving programming.

Research of Space Augmented Reality based Convergence Performance - Focused on Images used for Performing Arts - (공간 증강현실 기반의 융합형 퍼포먼스에 관한 연구 - 공연예술에 사용된 이미지 영상을 중심으로 -)

  • Lee, Gyu-Jeong
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.672-688
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    • 2016
  • This paper confirmed the roles of images of performance arts, through an analysis of the performance arts realizing media augmented reality, and proceeded audience studies through t-test for verifying the results. As a result, the images used for the performance arts interacted with the audiences through mixing of media, and led to satisfaction for the performance through strong flow and understanding. For some parts, however, an indiscreet use of images caused audiences, who are still familiar with traditional performance arts, to react exclusively toward the media. Eventually, at this time trying new change, convergence media performance arts with images need to orchestrate performance arts and media, so that multiple audiences can easily understand and enjoy, and make an effort to let the audiences get satisfaction based on various experiences. For this, a producer should dedicate to create strategic performance arts contents that can provide professional new knowledge and information, considering even audiences' recognition, as well as their perceptional and psychological characteristics.

Parallax Distortion Detection and Correction Method for Video Stitching by using LDPM Image Assessment (LDPM 영상 평가를 활용한 동영상 스티칭의 시차 왜곡 검출 및 정정 방법)

  • Rhee, Seongbae;Kang, Jeonho;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.685-697
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    • 2020
  • Immersive media videos, such as panorama and 360-degree videos, must provide a sense of realism as if the user visited the space in the video, so they should be able to represent the reality of the real world. However, in panorama and 360-degree videos, objects appear to overlap or disappear due to parallax between cameras, and such parallax distortion may interfere with immersion of the user's content. Accordingly, although many video stitching algorithms have been proposed to overcome parallax distortion, parallax distortion still occurs due to the low performance of the Object detection module and limitations of the Seam generation method. Therefore, this paper analyzes the limitations of the existing video stitching technology and proposes a method for detecting and correcting parallax distortion of video stitching using the LDPM (Local Differential Pixel Mean) image evaluation method that overcomes the limitations of the video stitching technique.

Extension of Engineering Ethics: Searching for Nanoethics (공학윤리의 확장: 나노윤리의 모색)

  • Choi, Kyung-Hee;Song, Sung-Soo;Rhee, Hyang-Yon
    • Journal of Engineering Education Research
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    • v.14 no.4
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    • pp.39-47
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    • 2011
  • This paper deals with nanoethics as a sort of extension of engineering ethics utilizing various books, articles, and reports concerning historical, social, and ethical aspects of nanotechnology. After a brief examination on the place and development process of nanotechnology, ethical issues on nanotechnology are analysed including safety problem, impact on environment, violating privacy, social inequity, military use, and human enhancement. The basic principles on nanoethics are proposed such as promotion of public understanding, construction of participatory governance, contribution to sustainable development, commitment to precautionary principle, and compliance with research integrity. Lastly, integrated method in nanoethics education is illustrated putting lecture model, investigation model and discussion model together. This paper can provide the contents available for nanoethics education, and make a basis for the sound development of nanotechnology.