• Title/Summary/Keyword: 확대 영상

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Perceptions of Distance University Learners' Satisfaction on Online Lecture Content by Age Group (우수 온라인 강의콘텐츠에 대한 원격대학 학습자의 연령별 인식)

  • Jung, Hyeryung;Woo, Younghee
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.429-437
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    • 2020
  • In this study, we examine the satisfaction and dissatisfaction factors on the perceptions of online lecture content among open and distance university learners, especially focusing on age groups differences. The result of the study shows that clear differences exist between age groups in regards to the factors which insure excellent course in online learning. For example, young adults in their 20s and 30s determined 'useful for practical life, 'screen sensitive to audiovisual', and 'recently created lectures' as the most influential factors for online learning content satisfaction. However, older age groups in their 40s and above apparently showed a high preference for factors such as 'instructor's enthusiasm and attitude', and 'clear and easy-to-understand explanations.' The findings of the study imply that learners' recognition concerning content satisfaction may differ depending on age groups. Moreover, this study suggests that considering the growing importance of online learning in relation to the COVID-19 pandemic, age groups should be considered in developing online course content.

Motion Plane Estimation for Real-Time Hand Motion Recognition (실시간 손동작 인식을 위한 동작 평면 추정)

  • Jeong, Seung-Dae;Jang, Kyung-Ho;Jung, Soon-Ki
    • The KIPS Transactions:PartB
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    • v.16B no.5
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    • pp.347-358
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    • 2009
  • In this thesis, we develop a vision based hand motion recognition system using a camera with two rotational motors. Existing systems were implemented using a range camera or multiple cameras and have a limited working area. In contrast, we use an uncalibrated camera and get more wide working area by pan-tilt motion. Given an image sequence provided by the pan-tilt camera, color and pattern information are integrated into a tracking system in order to find the 2D position and direction of the hand. With these pose information, we estimate 3D motion plane on which the gesture motion trajectory from approximately forms. The 3D trajectory of the moving finger tip is projected into the motion plane, so that the resolving power of the linear gesture patterns is enhanced. We have tested the proposed approach in terms of the accuracy of trace angle and the dimension of the working volume.

Detection of the ecotone Mt.Pukhansan National Park with GIS and remote sensing technologies (GIS 및 원격탐사기법을 이용한 북한산 국립공원 주변부의 추이대 탐지)

  • 박종화;명수정;박영임
    • Spatial Information Research
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    • v.3 no.2
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    • pp.91-102
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    • 1995
  • The purposes of this paper are to find ways to detect ecotone between two eco'||'&'||'not;systems, measure the width and size of ecotone around the Mt. Pukhansan National Park, and investigate environmental impacts, if any, on the forest ecosystem of the park by human activities. Normalized Difference Vegetation Index(NDVI) derived from TM data and the ana'||'&'||'not;lytical capabilities of GIS are used to investigate characteristics of the ecotone, or the impact zone, of the park. Major findings of the study can be summarized as follows: First, it was found that ecotone of the park could be identified from NDVI -distance curves deri"ed by a series of buffering op'||'&'||'not;erations. Second, NDVIs of all three years of the national park are about 14 percent higher than surrounding areas. Third, width of ecotone were found to be closely related to phenology, adjacent land use, environmental degradation, etc. Third, ecotone of the study area was nearly douvled during 1985-1993 period, which might be caused by heavy trampling of visitors. Thus it can be concluded that further studies are needed to find exact causes of the deterioration of plant communities of the ecotone of the park.

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Fast motion estimation and mode decision for variable block sizes motion compensation in H.264 (H.264의 가변 블록 움직임 보상을 위한 고속 움직임 벡터 탐색 및 모드 결정법)

  • 이제윤;최웅일;전병우;석민수
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.40 no.4
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    • pp.275-285
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    • 2003
  • The now video coding standard H.264 employs variable block size motion compensation, multiple references, and quarter-pel motion vector accuracy. These techniques are key features to accomplish higher coding gain, however, at the same time main factors that increase overall computational complexity. Therefore, in order to apply H.264 to many applications, key techniques are requested to improve their speed. For this reason, we propose a fast motion estimation which is suited for variable block size motion communication. In addition, we propose a fast mode decision method to choose the best mode at early stage. Experimental results show the reduction of the number of SAT SATD calculations by a factor of 4.5 and 2.6 times respectively, when we compare the proposed fast motion estimation and the conventional MVFAS $T^{[8-10]}$. Besides, the number of RDcost computations is reduced by about 45%. Therefore, the proposed methods reduces significantly its computational complexity without noticeable coding loss.

A Study on QoS Measurement & Evaluation for MPEG Transmission in Network (통신망에서 MPEG 영상 전송을 위한 QoS 측정 및 평가에 관한 연구)

  • Suh Jae-Chul
    • Journal of Digital Contents Society
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    • v.3 no.1
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    • pp.101-111
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    • 2002
  • Lately development of network around Internet expands range of data traffic to multimedia information, and so for the guarantee of multimedia services end-to-end QoS(Quality of Service) must service because comparing with existing Internet service can not support For satisfying those QoS requirements, network have to guarantee not only network on parameter, such as delay, jitter, throughput but also system resources like CPU utilization, memory usage. Therefore it is urgent to develop QoS based middleware to distribute multimedia data and maximize network utilization in the limited resource environment. And it must be necessary of network to provide end-to-end QoS(Quality of Service) for multimedia applications. Multimedia applications want that QoS which satisfy their own service properties be guaranteed Then, We must analyze those necessary QoS requirements md define QoS parameter which specify as two viewpoint, user's and network's perspective. Therefore network provider supplying network for usual user and university, enterprise must want to find about their own network performance and problem. It is essential for network manager to want to use a tool like this. On the basis of technique about QoS test-bed in the AIM network, We studied on the method of QoS measurement and management about end-to-end connection in the Internet. We measured network status about end-to-end connection and analyze the result of performance.

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Design and Implementation of VDR System for Small and Medium-sized Power Boat (중소형 선박용 항해기록장치 시스템 설계 및 구현)

  • Min, Byoung-Guk;Mo, Chang-Hwan;Kim, Chul-Won;Park, Jong-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.3
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    • pp.341-347
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    • 2015
  • This study aims to design a chief VDR(Voyage Data Recorder) system which is appropriate to small and medium sized vessels and also implement the data about marine communication devices, sensors, etc. to be stored or printed at the navigator when those data are connected to VDR through data communication between marine navigation and VDR which are based on serial communication or internet in order to prove efficiency of the marine navigator. Also, the design of VDR is intended to be small and light in order to expand to apply it to small and medium vessels, which enables to analyze causes of marine accidents precisely through its characteristic functions which are the same as those at "vehicle mounted black-box" (location of the car, image and voice storage) by which the same roles are played on land.

Inversion Analysis of Magnetotelluric Data Acquired in Geothermal Area of Seokmo Island (석모도 지열지대 자기지전류 탐사 자료의 역산 해석)

  • Lee, Seong-Kon;Park, In-Hwa;Chung, Yong-Hyun;Lee, Tae-Jong
    • Journal of the Korean earth science society
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    • v.32 no.6
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    • pp.654-664
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    • 2011
  • A field campaign of magnetotelluric (MT) and audio-frequency MT (AMT) survey was done at 36 measurement points as a complementary for the previous 44 MT measurements completed during the period of 2005-2006. The purpose of additional MT survey is to investigate the possible fracture system in Seokmo Island, which is conceived to be crucial in accumulation and migration of geothermal hot spring in this area. We have done 2D and 3D inversions of overall MT and AMT data distributed on a grid to interpret subsurface of extended area. The inversion results reveal that at least two major faults are imaged in the inversion results, one of which is in NNE-SWW with steep dip, and another is in E-W direction.

A Study on Development of Interactive Contents for Digital Mirror (Digital Mirror를 위한 인터렉티브 콘텐츠 개발에 관한 연구)

  • Lee, Ki-Hoon;Jeong, Ji-Hong;Pan, Young-Hwan;Oh, Sung-Ryong;Park, Jin-Woo;Jo, Hyun-Cheol;Lee, Dong-Wook
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.41-46
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    • 2008
  • 디지털 기술의 발전은 인간 생활에 큰 변화를 가져다주었다. 이와 같은 디지털 기술의 발전으로 변화된 인간 생활 중 가장 큰 변화는 기술의 발전 이전에 사용되던 각종 제품 및 도구들이 디지털 기술의 힘으로 새롭게 재탄생하고 있다는 점이다. 재탄생된 제품 및 도구들은 사람과 제품간의 경계를 무너뜨리고 서로 융합되고 있다. 이러한 제품들 중에서 대표적으로 Digital Mirror를 들 수 있다. 기존 인간 생활에서 사용되던 일반적인 Mirror가 최근 들어 Digital Mirror라는 새로운 형태의 제품으로 연구되어 지고 있다. 이러한 Digital Mirror는 일상생활 속에서 기존 거울을 대체하고 있으며, 인터렉티브 미디어 아트에서도 많이 응용되고 있다. 현재 Digital Mirror는 광고, 인터렉티브 아트 등의 분야에서 다양한 형태의 콘텐츠가 개발되고 있다. 하지만 Digital Mirror를 새로운 제품 산업군으로 확대하여 신사업을 창출하기 위해서는 수많음 사용자들의 욕구를 충족시킬 수 있는 인터렉티브한 콘텐츠 제작을 해야 한다. 본 연구에서는 Digital Mirror의 인터렉티브한 콘텐츠 제작을 목적으로, 기존의 인터렉티브한 콘텐츠 사례를 중점적으로 연구하여 새로운 콘텐츠 아이디어를 도출하였다. 아이디어를 통해 어린이 사용자를 타켓으로 새로운 사용경험을 제공해 줄 수 있는 컨셉을 정하여 인기 애니메이션 캐릭터를 사실적으로 체험할 수 있게 해주는 콘텐츠 제작방향을 설정하여 연구를 진행하였다. 또한 놀이와 참여, 상호작용을 통한 새로운 디지털 놀이 도구라는 개념으로 AR기술을 이용해 캐릭터를 좀더 사실적으로 체험 할 수 있도록 제작하였다. 어린이 사용자가 캐릭터 마커를 착용하고 Digital Mirror앞에 서게 되면 캐릭터 마커에 해당되는 3차원 입체영상 애니메이션 캐릭터가 어린이 사용자의 모습과 합성되어 사실적인 캐릭터 콘텐츠를 체험 할 수 있게 해 주는 콘텐츠이다. 어린이들에게 인기 있는 캐릭터를 3D로 제작하여 캐릭터 소스로 활용하였고 이를 효율적으로 사용할 수 있도록 어플리케이션 저작툴을 개발 완료하여 제작하였다. 그리고 평판 디스플레이를 이용하여 실제 Prototype 제작하였다.

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China Film Market Entry Strategy for Success of Movies: A-Hong Kong Co-production, Focusing on the Experiences and Lessons Learned(1956-1982) (중국 영화시장 진출 성공을 위한 연구: 한-홍 공동제작의 경험과 교훈을 중심으로(1956~1982))

  • Kim, Jin-Young;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.136-145
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    • 2010
  • China shows an evident growth in its visual culture in recent years, fueled by its accumulated wealth and the influx of relatively advanced visual culture from Hong Kong. There have been recent attempts to further the economic ties with Taiwan to form a pan-Chinese film market. Considering most Chinese blockbusters are produced by film makers in Hong Kong, it is safe to claim that Chinese films are the extension of Cantonese films. This text examines the past makings of Korean-Cantonese films and their influence. Based on the findings, it explores the necessary efforts on a civil level and the governmental support, required for Korea to make its way into the pan-Chinese film market as an equal participant. Such foundation would protect Korean film market in the midst of fast-changing media scape and serve as a stepping stone for Korea's advance into the pan-Chinese visual market.

A Comparative study of conspicuous consumption behavior upon instagram and real life (인스타그램과 현실공간에서의 과시소비행동 비교 연구)

  • Lee, Soo-Jin;Kim, Rando
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.205-220
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    • 2020
  • This study investigated whether there was a difference in off-line consumption behavior on and off-line. Online surveys were conducted on 218 people aged 20 to 59 who live in the country actively using Instagram, and the results of analysis through technical statistical analysis, logistic regression analysis, and linear regression analysis are as follows. There are some differences in the consumption items and expenditures of showing consumption behavior on Instagram and showing consumption in real space. In addition, there were different factors influencing the behavior of showing off in Instagram and the factors affecting the showing of consumption in real space. Age, education, and narcissism have an effect on show off behavior in Instagram, whereas age, materialism, and narcissism have been identified as factors influencing in real space. Whether on Instagram or in the real space, the positive emotions felt by consumers after showing off consumption had a statistically significant effect on consumer happiness. This study has significance in that it has empirically verified the difference between Instagram and actual consumption behaviors, and sought the direction of healthy consumption behaviors for consumer happiness.