• 제목/요약/키워드: 3D방송

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Implementation of Down Converter for Ku-Band Application (Ku 대역용 주파수변환기의 구현)

  • 정동근;김상태;하천수
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.4 no.3
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    • pp.527-536
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    • 2000
  • This paper discusses the design of self-oscillating mixer type low noise down converter using the microwave field effect transistor. The mixer is consists of local oscillator in which high stability dielectric resonator and band pass filter to get rid of spurious oscillation at intermediate frequency stage. The microstrip antenna was integrated in the same substrate which generate 12.3GHz and low noise amplifier was also added after antenna using 3 stage of high electron mobility transistors. The output frequency from the local oscillator was chosen as 11.3GHz for the Ku-band application. The measured phase noise was -804dBc/Hz at 100kHz offset frequency, and the gain was 7~12dB in frequency range from 12.0GHz to 12.7GHz. The noise figure at intermediate frequency stage was 64H. The designed model shows less conversion loss than previous diode type mixer. The proposed mixer can be used in digital satellite broadcasting and communication system and expected to use in next generation low noise block design.

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A Study on SNS Applications in Broadcasting Based on Analysis on KBS' Reaches on Facebook

  • Lee, Jong-su;Pyo, Man-seok;Kwon, Soon-chul;Lee, Seung-hyun
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.27-34
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    • 2017
  • According to the material about the analysis of digital consumers' lifestyle in Korea published at the end of 2016, 100% had experienced a smartphone before, and 91% had joined in digital communications. Among digital contents, 85.5% had experienced music, and 78.6% had used TV contents before. Also, SNS utility rate equaled 83.3%, and the Facebook utility rate of those in the 10's and 20's exceeded 80%. It means that it is necessary to conduct research on SNS utility in broadcasts. Based on the results of operating KBS Facebook accounts, this paper aims to compare the reaches of entertainment, drama, and culture genres and analyze correlation between the reaches and 'like' friends on Facebook and also correlation between the reaches and ratings.To address the goal, among the Facebook mentions operated within a year, 2016, this researcher analyzed 2,526 mentions to publicize entertainment, drama, and culture genres and the results of 834 million reaches and also used the data of original broadcasts' ratings. To analyze the data, this study employed SPSS Ver. 18.0 to perform the independent sample t-test and Pearson's correlation analysis. The conference interval is set as 95%, and p<0.05 is regarded to be statistically significant. According to the results, more reaches are found in entertainment, drama, and culture genres in order, and it is found to have strongly positive correlation with the frequency of 'like's. The reaches and ratings have no correlation, and there is no statistical significance found in it. It is expected that the results of this study can be applied to publicize programs efficiently for broadcasting.

Prioritization of National R&D Investment Using Estimation Results by CGE Model (CGE모형 추정결과를 이용한 국가 R&D 투자 우선순위 설정)

  • Lim, Byung-In;Ahn, Seung-Ku
    • Journal of Technology Innovation
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    • v.19 no.3
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    • pp.57-83
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    • 2011
  • We suggested industry-specific priorities of R&D investment with R&D investment elasticity to GDP calculated from the ripple effect of 28 large-sized industry R&D investment, using a Computable General Equilibrium(CGE) Model. Priority orders apply to only 12 industries, because 16 industries with less than 1% of total investment have been excluded. First, R&D investment elasticity to GDP says that priorities are ordered as Basic metal products, Chemicals, drugs and medicines, Food, beverages and tobacco products, Electronic and electrical equipment, Transportation equipment, Precision instruments, Electrictity, gas, steam and water supply, General machinery and equipment, Communications and broadcasting, Construction, Other services, and Real estate and business services. These priorities show the status quo of Korean industry structures well. The GDP growth rate to 2030 year reference equilibrium, which is an auxiliary index, says a similar priority to results from R&D investment elasticity to GDP. In the end, two criteria of priority order can be functioned as a good index for National Science and Technology Commission deciding what industry to invest and what budget to allocate.

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Development of MPEG-4 IPMP Authoring Tool (MPEG-4 IPMP 저작 도구 개발)

  • Kim Kwangyong;Hong Jinwoo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.75-78
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    • 2003
  • MPEG-4 표준은 저작자가 정지영상, 텍스트, 2D/3D 그래픽스, 오디오, 심지어 임의형의 비디오 등과 같이 다양한 형태의 객체들을 개별적으로 구성하고 이들을 시/공간자적으로 다루기 용이하게 해 준다. 이와 같은 객체 기반 코딩 특성에 의해서 대화형 방송 콘텐츠를 제작하는데 가장 유용한 방식으로 고려할 수 있다. 피러나, 콘텐츠의 제작, 전송, 소비 관전에서 고려해 달 때, 콘텐츠 제작자 또는 저작권자의 보호 및 관리가 필요하게 되었다. 이에 따라 최근에는 OPIMA (Open Platform Initiative for Multimedia Access), SDMI (Secure Digital Music Initiative) and MPEG(Moving Picture Expert Group) OPIMATfMr(Intellectual Property Management & Protection)와 같은 국제 표준 단체들이 콘텐츠 보호 및 관리에 대한 관심을 가지게 되었다. 특히, MPEG의 경우에 MPEG-4 IPMP를 표준화하여 디지털 콘텐츠와 저작권에 대한 보호를 체계적이고 효과적으로 다루는 연구를 가장 활발히 해오고 있다. 이 논문에서 우리는 MPEG-4 콘텐츠 저작자가 MPEG-4 규격에 맞게 보호화 된 객체 기반 방송용 콘텐츠를 쉽고 편리하게 제작학 수 있도록 하기 위한 MPEG씨 콘텐츠 및 저자권 보호를 위한 MPEG-4 IPMP 저작 도구를 제안하고자 한다. 제안한 MPEG-4 콘텐츠 및 저작권 보호 저작 도구는 저작자에게 친근한 사용자 인터페이스를 제공하여 편집 및 수정이 용이한 텍스트 포맷인 IPMP회된 XMT(extensible Mpeg-4 Textual format) 파일을 생성한다. 또한, 콘텐츠 전송 및 저장의 효율성을 위해 이진 포멧인 IPMP화된 MP4 파일을 생성할 수 있다.으로써, 에러 이미지가 가지고 있는 엔트로피에 좀 근접하게 코딩을 할 수 있게 되었다. 이 방법은 실제로 Arithmetic Coder를 이용하는 다른 압축 방법에 그리고 적용할 수 있다. 실험 결과 압축효율은 JPEG-LS보다 약 $5\%$의 압축 성능 개선이 있었으며, CALIC과는 대등한 압축률을 보이며, 부호화/복호화 속도는 CALIC보다 우수한 것으로 나타났다.우 $23.87\%$($18.00\~30.91\%$), 갑폭 $23.99\%$($17.82\~30.48\%$), 체중 $91.51\%$($58.86\~129.14\%$)이였으며 성장율은 사육 온도구간별 차는 없었다.20 km 까지의 지점들(지점 2에서 지점 6)에서 매우 높은 값을 보이며 이는 조석작용으로 해수와 담수가 강제혼합되면서 표층퇴적물이 재부유하기 때문이라고 판단된다. 영양염류는 월별로 다소의 차이는 있으나, 대체적으로 지점 1과 2에서 가장 낮고, 상류로 갈수록 점차 증가하며 지점 7 상류역이 하류역에 비해 높은 농도이다. 월별로는 7월에 규산염, 용존무기태질소 및 암모니아의 농도가 가장 높은 반면에 용존산소포화도는 가장 낮다. 그러나 지점 14 상류역에서는 5월에 측정한 용존무기태질소, 암모니아, 인산염 및 COD 값이 7월보다 다소 높거나 비슷하다. 한편 영양염류와 COD값은 대체적으로 8월에 가장 낮으나 용존산소포화도는 가장 높다.출조건은 $100^{\circ}C$에서 1분간의 고온단시간 추출이 적합하였다. 증가를 나타내었는데, 저장기간에 따른 물성의 변화는 숭어에 비하여 붕장어가 적었다.양식산은 aspartic acid 및 proline이 많았다. 또한 잉어는 천연산이

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Analysis of Government R&D Contribution to the IT Industry (공공부문의 R&D 투자가 IT 산업에 미치는 파급효과 분석)

  • Seo, Hwanjoo;Hong, Pilky
    • Informatization Policy
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    • v.17 no.1
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    • pp.63-77
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    • 2010
  • This paper investigates the impact of the government R&D expenditure on the IT industry in Korea. The analysis of such impact can be used to derive the policy implications for the IT industry. The contribution of government R&D to the IT industry was analyzed based on the input-output table of the year 1990-1995-2000. The results show that the amount of the government R&D expenditure induced the IT industry to book twice greater production than it would have been in the absence of such government R&D expenditure during the period under investigation. It is also shown that job creation was strongly encouraged in the broadcasting equipment, software and computer-related services. During the period under the study, the composition of the workers in the IT hardware industry remained unchanged while the production increased significantly, which confirms the jobless growth in the IT hardware industry. The results of this study suggest that the government R&D should focus on improving the competitiveness of the intermediate good and parts industry.

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Study on the Optimization of DMB Image Contents Production Method (DMB 영상콘텐츠 제작기법의 최적화에 대한 연구)

  • Lim, Pyung-Jong;Kim, Jong-Seo;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
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    • v.9 no.3
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    • pp.399-412
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    • 2008
  • The 21st century has been changed into a knowledge-oriented society, which means our society is more dependent on information and moves toward information. The mixing of broadcasting and co mmunication prevails and it makes possible a new type of broadcasting service. Depending on that, a broadcasting is being changed into a consumer-oriented service to satisfy the demands of consum ers in a new media age. It makes us attain to the personal media age to be possible interactive com munication unlike existing one-way transmission. As a result, new complex media are commercialize d and the instance is DMB. DMB is said 'my own TV' or 'TV in my own hands'. But it has limit t o retransmit existing broadcast programs. So hereafter, DMB broadcasting must be produced with co ntents suited its properties out of retransmitting existing contents. It is necessary to analyze exactly properties and service fields of DMB media to make an establish production direction of contents for DMB. This paper intends to suggest overall optimized image-contents production direction including appropriate program developments, a proper running time, visual expressions such as a camera angle and walking etc... DMB contents suited with its properties will give more familiarities to DMB users. Besides, DMB is expected to be a new culture watching broadcasting.

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Design and Implementation of Scent-Supported Educational Content using Arduino

  • Hye-kyung Kwon;Heesun Kim
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.260-267
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    • 2023
  • Due to the development of science and technology in the 4th Industrial Revolution, a variety of content is being developed and utilized through educational courses linked to digital textbooks. Students use smart devices to engage in realistic virtual learning experiences, interacting with the content in digital textbooks. However, while many realistic contents offer visual and auditory effects like 3D VR, AR, and holograms, olfactory content that evokes actual sensations has not yet been introduced. Therefore, in this paper, we designed and implemented 4D educational content by adding the sense of smell to existing content. This implemented content was tested in classrooms through a curriculum-based evaluation. Classes taught with olfactory-enhanced content showed a higher percentage of correct answers compared to those using traditional audio-visual materials, indicating improved understanding.

Face Detection Using Adaboost and Template Matching of Depth Map based Block Rank Patterns (Adaboost와 깊이 맵 기반의 블록 순위 패턴의 템플릿 매칭을 이용한 얼굴검출)

  • Kim, Young-Gon;Park, Rae-Hong;Mun, Seong-Su
    • Journal of Broadcast Engineering
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    • v.17 no.3
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    • pp.437-446
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    • 2012
  • A face detection algorithms using two-dimensional (2-D) intensity or color images have been studied for decades. Recently, with the development of low-cost range sensor, three-dimensional (3-D) information (i.e., depth image that represents the distance between a camera and objects) can be easily used to reliably extract facial features. Most people have a similar pattern of 3-D facial structure. This paper proposes a face detection method using intensity and depth images. At first, adaboost algorithm using intensity image classifies face and nonface candidate regions. Each candidate region is divided into $5{\times}5$ blocks and depth values are averaged in each block. Then, $5{\times}5$ block rank pattern is constructed by sorting block averages of depth values. Finally, candidate regions are classified as face and nonface regions by matching the constructed depth map based block rank patterns and a template pattern that is generated from training data set. For template matching, the $5{\times}5$ template block rank pattern is prior constructed by averaging block ranks using training data set. The proposed algorithm is tested on real images obtained by Kinect range sensor. Experimental results show that the proposed algorithm effectively eliminates most false positives with true positives well preserved.

Deep learning-based Multi-view Depth Estimation Methodology of Contents' Characteristics (다 시점 영상 콘텐츠 특성에 따른 딥러닝 기반 깊이 추정 방법론)

  • Son, Hosung;Shin, Minjung;Kim, Joonsoo;Yun, Kug-jin;Cheong, Won-sik;Lee, Hyun-woo;Kang, Suk-ju
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.4-7
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    • 2022
  • Recently, multi-view depth estimation methods using deep learning network for the 3D scene reconstruction have gained lots of attention. Multi-view video contents have various characteristics according to their camera composition, environment, and setting. It is important to understand these characteristics and apply the proper depth estimation methods for high-quality 3D reconstruction tasks. The camera setting represents the physical distance which is called baseline, between each camera viewpoint. Our proposed methods focus on deciding the appropriate depth estimation methodologies according to the characteristics of multi-view video contents. Some limitations were found from the empirical results when the existing multi-view depth estimation methods were applied to a divergent or large baseline dataset. Therefore, we verified the necessity of obtaining the proper number of source views and the application of the source view selection algorithm suitable for each dataset's capturing environment. In conclusion, when implementing a deep learning-based depth estimation network for 3D scene reconstruction, the results of this study can be used as a guideline for finding adaptive depth estimation methods.

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A Study on Apparatus of Smart Wearable for Mine Detection (스마트 웨어러블 지뢰탐지 장치 연구)

  • Kim, Chi-Wook;Koo, Kyong-Wan;Cha, Jae-Sang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.263-267
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    • 2015
  • current mine detector can't division the section if it is conducted and it needs too much labor force and time. in addition to, if the user don't move the head of sensor in regular speed or move it too fast, it is hard to detect a mine exactly. according to this, to improve the problem using one direction ultrasonic wave sensing signal, that is made up of human body antenna part, main micro processor unit part, smart glasses part, body equipped LCD monitor part, wireless data transmit part, belt type power supply part, black box type camera, Security Communication headset. the user can equip this at head, body, arm, waist and leg in removable type. so it is able to detect the powder in a 360-degree on(under) the ground whether it is metal or nonmetal and it can express the 2D or 3D film about distance, form and material of the mine. so the battle combats can avoid the mine and move fast. also, through the portable battery and twin self power supply system of the power supply part, combat troops can fight without extra recharge and we can monitoring the battle situation of distant place at the command center server on real-time. and then, it makes able to sharing the information of battle among battle combats one on one. as a result, the purpose of this study is researching a smart wearable mine detector which can establish a smart battle system as if the commander is in the site of the battle.