• Title/Summary/Keyword: Audio and Video

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An XMT Authoring System supporting Multiple Presentation Environments (다양한 재생 환경을 지원하는 XMT 저작 시스템)

  • 김희선;임영순
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.3
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    • pp.251-258
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    • 2004
  • The XMT standard is MPEG-4 Scene Description of textual format. It can be utilized to edit the audio/video media for broadcasting and develop the user oriented media contents. This paper proposes XMT authoring system that supports exchange among contents in various presentation environment. The XMT authoring system creates two levels of textual syntax and semantics: XMT-$\alpha$ format and XMT-$\Omega$ format. Because XMT-$\alpha$ and XMT-$\Omega$ have different expression method about an object, the authoring tool offers interface for them. the authoring tool offers interface for them. Also, it defines interior data structure that can support two file formats, and offers the function that transforms XMT-$\alpha$ into BIFS and transforms XMT-$\Omega$ into SMIL or XMT-$\alpha$. It offers interoperability among multimedia data in various environment that is XMT's characteristic.

An Ecological Psychology of Gameplay : Case Study of Smart Phone App Game (게임플레이의 생태학적 심리학 : 스마트폰 앱 게임을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1502-1508
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects App. game based on smart phone. Expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that exploration, action, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

Analyses of Verbal Interaction among Students in Small Group Science Learning Using Smart Devices (스마트 기기를 활용한 소집단 과학 학습에서 학생의 언어적 상호작용 분석)

  • Yun, Jeonghyun;Kang, Sukjin;Ahn, Inyoung;Noh, Taehee
    • Journal of the Korean Chemical Society
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    • v.61 no.3
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    • pp.104-111
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    • 2017
  • In this study, we analyzed verbal interactions in small group science learning using smart devices by the level of prior achievement. Four heterogeneous groups at a coed high school in Seoul participated. Verbal interactions during small group science learning were audio- and video-taped, transcribed, and analyzed. Verbal interactions were analyzed at the levels of a turn and an interaction unit. The results revealed that the frequencies of verbal interactions were high in task category, especially at information explanation, information question, and reflection on standards subcategories. Furthermore, the frequencies of high-level students at direction explanation, reflection on standards and progress subcategories were higher than those of low-level students, and the frequencies of low-level students at direction question and information explanation subcategories were higher than their counterpart. In the analyses of the interaction units, the frequencies in symmetric elaborated interaction were high, especially at cumulative and evaluative subcategories.

The Relationships between Verbal Behaviors and Academic Achievement in Cooperative Learning (협동학습 과정에서의 언어적 행동과 학업 성취도와의 관계)

  • Lim, Hee-Jun;Park, Soo-Youn;Noh, Tae-Hee
    • Journal of The Korean Association For Science Education
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    • v.19 no.3
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    • pp.367-376
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    • 1999
  • When 37 7th-graders learned science in cooperative learning environments, their small-group processes were audio/video taped. The verbal behaviors that appeared in cooperative learning processes were categorized, and the relationships between verbal behaviors and academic achievement were investigated. Students' verbal behaviors were classified into learning behaviors and management behaviors. Learning behaviors were further coded into giving help. reading problem, and asking help. Giving help was the most frequent behavior among the categories. In studying zero-order correlation between verbal behaviors and academic achievement, giving help and reading problem were found to have positive relationships with academic achievement. Giving specific content, which is a subcategory of giving help. showed the closest correlation with academic achievement. In studying partial correlation between verbal behaviors and the improvement of academic achievement, only application subtest score. which demands higher-order thinking, was positively related with some verbal behaviors including giving specific content.

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MPEG-U part 2 based Advanced User Interaction Interface System (MPEG-U part 2 기반 향상된 사용자 상호작용 인터페이스 시스템)

  • Han, Gukhee;Baek, A-Ram;Choi, Haechul
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.54-62
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    • 2012
  • AUI(Advanced User Interaction) interface aims to enhance interaction between various input/output devices and scene descriptions represented by video, audio, and graphic. Recently, MPEG-U part 2 standardization for the AUI interface is under development by MPEG(moving picture experts group). This paper introduces MPEG-U part 2 standard and presents MPEG-U part 2 AUI interface system. The AUI interface system consists of user interface in/output modules and MPEG-U XML generation/interpretation modules. The former and the latter are for UID data handling and XML data processing, respectively. This system MPEG-U standards-based input/output devices and to improve the interaction with the user can be used as a framework. By implementation of the proposed AUI interface system, MPEG-U usage scenario is introduced and it is verified that the AUI interface system conforms to MPEG-U standard.

A New Design of an ATF Block for DVCRs (DVCR용 ATF(Automatic Track Following) 블록의 새로운 설계)

  • Cho, Seong-Il;Kim, Sung-Wook;Ha, In-Joong;Kim, Jeong-Tae;Na, Il-Ju
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.35S no.8
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    • pp.106-112
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    • 1998
  • Recently, the amount of image and audio data has been increasing dramatically for high performance. According to this trend, a high-density magnetic recording system is necessitated and the tracks of magnetic tapes are getting narrower. This, in turn, requires the capstan servo system of the magnetic recording system such as DVCR to control precisely the speed and position of the capstan motor. Especially, in case of play-back, the capstan servo system should be able to position and maintain the head on the desired place of the track. To meet this requirement, digital camcorders use ATF (Automatic Track Following). In this paper, a new ATF block using discrete Fourier transform is proposed. The proposed ATF block was designed and implemented in ALTERA FPGA chips and fully tested in a real DVCR system. It is shown through experiments that the new ATF block is more cost-effective than other existing ATF blocks using digital lowpass filters. In particular, the number of logic gates can be reduced by 20% in average, compared to the existing ATF's.

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A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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Test Case Generation for Conformance Test of DSM-CC U-U (DSM-CC U-U 적합성 시험을 위한 시험열 생성)

  • Kim, Young-Gyu;Lee, Ok-Bin;Kim, Hak-Suh;Kwon, Young-Duk;Lee, Sang-Ho
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.8
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    • pp.2171-2178
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    • 1999
  • In these days, as rapid growth of multimedia industries and development of techniques, and effort to develop DAVIC(Digital Audio-Visual Council) systems which support multimedia services such as VOD(Video onn Demand) and teleshopping is being done. Therefore it will be indispendable to establish a new conformance testing method related DAVIC system with respect to their standard specification. DSM-CC is a core part of DAVIC and adopts DSM-CC U-N for S3 information stream which plays a part in connection establishment and release of session and transmission layer, and DSM-CC U-U for S2 which operates user application of the system. In this paper, we propose a new conformance testing architecture and methodology based on scenario in order to test DSM-CC U-U which doesn't have any message sequences.

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Implementation of T.130 Multimedia Conferencing System over LAN(Local Area Network) (LAN에서 운용되는 T.130 멀티미디어 회의 시스템의 구현)

  • Gang, Myeong-Ho;Kim, Hong-Rae;Seong, Dong-Su;Heo, Mi-Yeong;Ham, Jin-Ho;Seong, Gwang-Su
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.6
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    • pp.1493-1501
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    • 1999
  • For the multimedia conference in various networks, international standard works make progress with H and T series. T.120 series are recommended for multipoint data conference in various networks, but its demerit is not supported with video and audio capabilities. H.32X series are recommended for videoconference in various networks. To solve these problems, the combination of H.32X and T.120 are used. But many difficulties exist for consistent control. To solve these problems, T.130, T.131 and T.132 standardizations are made progress, and these are analyzed and implemented over LAN(Local Area Network). Our system introduced in this paper is currently operated on LAN, but can be operated with mixed networks with addition of underlying network dependent protocols.

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Implementation of Web-based Information System for Full-text Processing (전문 처리를 위한 웹 기반 정보시스템 구현)

  • Kim, Sang-Do;Mun, Byeong-Ju;Ryu, Geun-Ho
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.6
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    • pp.1481-1492
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    • 1999
  • As Internet is popularized by the advent of Web concept having characteristics such as open network, user-friendly, and easy-usage, there are many changes in Information systems providing various information. Web is rapidly transferred traditional Information systems to Web-based Information systems, because it provides not only text information but also multimedia information including image, audio, video, and etc. Also, as information contents were changed from text-based simple abstract information to full-text information, there was appeared various document formats processing Full-text information. But, as they naturally demand large systems memory, long processing time, broader transmission bandwidth, and etc, estimating of these factors is necessary when constructing information systems. This paper focuses on how to design and construct information system processing full-text information and providing function of an integrated document. Primarily, we should review standard document format which is used or developed, and any document format is appropriate to process full-text information in review with viewpoint of information system. Also, practically we should construct information system providing full-text information based on PDF document.

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