• Title/Summary/Keyword: Broadcasting technology

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The Prediction of Mastery-Approach Goal Orientation, Task Value, and Self-Regulated Learning Strategy on Academic Satisfaction and Achievement of Cyber Engineering University Students (사이버대학교 공학계열 학생들의 숙달접근목표지향성, 과제가치, 자기조절학습전략의 학업만족도와 학업성취도 예측력 규명)

  • Joo, Young-Ju;Chung, Ae-Kyung;Seol, Hyun-Nam;Yi, Sang-Hoi
    • 전자공학회논문지 IE
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    • v.49 no.2
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    • pp.65-74
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    • 2012
  • The purpose of this study is to verify the prediction of mastery-approach goal orientation, task value, and self-regulated learning strategy on academic satisfaction and achievement of cyber engineering university students. For this study, 219 engineering students of H cyber university who enrolled in the spring semester of 2011 was chosen and completed web surveys. A hypothetical model proposed included mastery-approach goal orientation, task value, and self-regulated learning strategy as predictors, and academic satisfaction and achievement as criteria variables. The results of this study through multiple regression analysis indicated that task value(${\beta}$=.401) and self-regulated learning strategy(${\beta}$=.401) predicted significantly on academic satisfaction. In addition, self-regulated learning strategy(${\beta}$=.301) and mastery-approach goal orientation(${\beta}$=.196) predicted significantly on academic achievement. The result of this study suggested that mastery-approach goal orientation, task value, and self-regulated learning strategy should be considered for improving academic satisfaction and achievement in cyber engineering education.

A Study on the Current Status and Improvement of Advertising on the Copyright Infringement Websites (저작권 침해 웹사이트 내 광고 현황과 개선방안에 관한 연구)

  • Hwang, Jang-Sun;Kim, Woon-Han;Ji, Won-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.83-90
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    • 2020
  • Recently, a growing number of copyright infringement websites have illegally copied and posted works such as broadcasting, movies and music, and posted advertisements to make profits. The research is aimed at finding solutions by analyzing the current status of advertisements on copyright infringement websites. The results of this study are as follows. First of all, there are many advertisements harmful to teenagers, such as casinos, betting, games, adult products, and adult meeting, which is necessary to deal with. Secondly, there were many unethical advertisements on copyright infringement websites, but there were also many advertisements from famous companies. Advertisements from large companies and famous brands are also being executed continuously, which can create trust in illegal sites. Therefore, the government, advertisers, citizens, and academia should participate in a campaign to root out the use of illegal websites because it is impossible to eradicate them by crackdown alone. In this paper, we pointed out the practical problems of advertising execution, the main source of revenue for copyright infringement websites, and presented a comprehensive solution.

SAR analysis with variety of the antenna structures on PCS handset (PCS 전화기의 안테나 구조에 따른 SAR 분석)

  • Kim, Hyoun-Kyoung;Park, Ju-Deok;Kim, Jin-Seok;Kim, Nam
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.37 no.11
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    • pp.8-16
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    • 2000
  • In this paper, on calculating SARs on human head using computer simulation, SARs caused by PCS handsets are calculated and compared, and the design parameters that affect SAR values are analyzed. Is and 10 g peak averaged SARs are calculated as the type of antenna, the location of antenna, and the type of handset are changed and SAR distributions as depth of human head are shown. Among the antennas on flip type handsets, side mounted PIFA has the lowest SARs 1g and 10g peak averaged SARs are 0.686W/kg and 0.353W/kg. The SARs caused by monopole antenna on folder type handset are 1.133W/kg and 0.709W/kg. and are about 30% lower than monopole 1.759W/kg and 0.978W/kg, respectively. SAR distributions as depth of human head of side mounted PIFA and monopole antenna on folder-type handset are more slowly changed than those of top mounted PIFA and monopole antenna on flip-type handset.

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Underwater Sound Characteristics of Gray Whale(Eschrichtius robustus) (귀신고래(Gray whale, Eschrichtius robustus)의 수중명음 특성)

  • Shin, Hyeong-Il;Lee, Young-Hoon;Seo, Du-Ok;Lee, Dae-Jae;Hwang, Doo-Jin;Kim, Zang-Geun;Lee, Yoo-Won
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.40 no.3
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    • pp.189-195
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    • 2004
  • The underwater sound of California gary whale was analyzed to discuss obtained results from the previous data to compare the underwater sound between Korean gray whale and California gray whale. The frequency of low frequency rumble which occupy about 50% of the underwater sound changed to max. 654Hz and the average of its lasted time was 570msec. The range of frequency variation was coincided as compared with the previous data. The range of frequency variation for the bubble type sounds and knocks was 24${\sim}$1029Hz, respectively. The average of lasted time was 1100msec and 1364msec, respectively. The range of frequency variation and lasted time of bubble type sounds was higher than the previous result while the sound of knocks was coincided. The range of frequency variation for the sound of bong, pluses and chirps was 34${\sim}$213Hz, 75${\sim}$360Hz and 120${\sim}$200Hz, respectively and the average of lasted time was 84msec, 873msec and 80msec, respectively.

Investigating The Structural Relationships Among Perceived isolation, Organizational Support, Satisfaction and Consistency in Cyber University (사이버대학에서 인지된 고립감, 조직의 지원, 만족도, 학습지속의향간 구조적 관계 규명)

  • Joo, YoungJu;Chung, AeKyung;Yoo, NaYeon;Yi, SangHoi
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.10
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    • pp.240-250
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    • 2012
  • For this study, 373 students of H cyber university were chosen to conduct a survey in the spring semester of 2011. The result of this study through structural equation modeling analysis was as follows: First, organizational support significantly affected perceived isolation. Second, organizational support and perceived isolation significantly affected satisfaction. Third, perceived isolation and satisfaction significantly affected learning persistence, while organizational support didn't. In addition, satisfaction was verified as a mediating variable between organizational support, satisfaction, and learning persistence, and satisfaction was verified as a mediating variable between perceived isolation, organizational support and learning persistence. These results imply that perceived isolation and organizational support should be considered for the design and development strategies of instructional courses in order to enhance satisfaction and learning persistence of students in cyber educational environment.

Multimedia Network Teaching System based on SMIL (SMIL을 기반으로 한 멀티미디어 네트워크 교육시스템)

  • Yu, Lei;Cao, Ke-Rang;Bang, Jin-Suk;Cho, Tae-Beom;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.524-527
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    • 2008
  • Recently, digital and the Internet are widespread out of the world, and multimedia processing technology and the development of information and communication technology in education using the Internet as the demand is rapidly increasing. Also, we tan easily use informations with less restrictions of time and space. however, several kinds of audio, media to integrate multimedia data, such as the proliferation of demands for representation. Therefore, in 1998, W3C presented an international standard, SMIL in order to solve multimedia object representation and synchronization problems. By using SMIL, various multimedia elements can be integrated as a multimedia document with proper view in a spate and time. Using this SMIL document, we can create new internet radio broadcasting service that delivers not noly audio data but also various text, image and video. In this paper, with the system, teachers can easily create multimedia courseware and living broadcast their torture on network, students can receive audio-video information of the teacher, screen displays of the teachers computer. Moreover students can communicate with teacher simultaneously by text editor windows. Students can also order courseware after class.

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Design of 3D Video Delivery Format for HTTP Adaptive Streaming Service (3D 비디오의 HTTP 적응적 스트리밍을 위한 전송규격 설계)

  • Lee, Jang-Won;Kim, Kyu-Heon
    • Journal of Broadcast Engineering
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    • v.17 no.4
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    • pp.584-595
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    • 2012
  • Recently, 3D stereoscopic video and HTTP adaptive streaming technologies have received a lot of attention from relevant industrial fields and markets in terms of multimedia contents and delivery services, respectively. It is expected that promising and marketable service models can be created by means of these noticeable two technologies. However, current standard specifications do not provide a method for organized connection between those two technologies. 3D stereoscopic video services are weighted in broadcasting and storage services that are only available under environments in which the network bandwidth is guaranteed or free. Also, HTTP adaptive streaming technologies only provide plain 3D service methods that are dependent on particular Codec. Therefore, this paper proposes 3D video delivery format for HTTP adaptive streaming service which enables stable and seamless display for various stereoscopic video sequences over internet networks. The proposed technology is designed on the basis of Stereoscopic Video Application Format which is a service-oriented standard specification for storing stereoscopic video sequences. Also, this delivery format is directly applicable over DASH that is the representative standard technology for HTTP adaptive streaming services. The delivery format proposed in this paper has been submitted to MPEG and it has been accepted as a working draft, thus it expected to pave the way for practical industrialization in relevant fields from now on.

Realization of a Web-based Distribution System for the Monitoring of Business Press Releases and News Gathering Robots (기업 보도자료 모니터링을 위한 웹기반 배포시스템 및 기사 수집로봇 구현)

  • Shin, Myeong-Sook;Oh, Jung-Jin;Lee, Joon
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.12
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    • pp.103-111
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    • 2013
  • At present, a variety of Korean news stories have been about important online content and its importance in the press is becoming higher. Diverse news from businesses are provided to the public as press releases through newspapers or broadcasting media. For such news to become information for a press release, enterprises visit reporters, use e-mails, faxes, or couriers to deliver the information. However, such methods have problems with time, human resources, expenses, and file damage. Also, with these methods it is bothersome for enterprises to check what has been released and for the press to make frequent contact with enterprises for interviews and for content to be released. Therefore, this study aimed to realize a distribution system which enterprises can use to distribute data to be released to the press and to easily check what is to be released while the press can ask for interview requests in a simple way, as well as a news gathering robot that can collects news on the enterprises involved from articles online or in portal sites.

Subjective Video Quality Evaluation and User Satisfaction according to Screen Size and Content Type : Comparison of UHD and UWV (화면크기와 콘텐츠유형에 따른 주관적 영상품질 평가와 이용자 만족도: UHD와 UWV 비교 분석)

  • Cho, EunSun;Lee, Jin-Myong;Rha, Jong-Youn;Park, Sunny;Koo, Hye-Gyoung;Cho, YongJu;Seo, Jung-Il
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.283-292
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    • 2018
  • UHD (Ultra High Definition) broadcasting technology, and UWV (Ultra Wide Vision) which is the high quality panoramic video of wide view angle based on UHD, were commercialized in Korea for the first time in the world, and those are representative realistic video technologies that maximize the user's sense of presence. By comparing the user's subjective reaction of UHD and UWV, the purpose of this study is to systematically establish the user's subjective video quality evaluation. For this purpose, a large screen projection experiment is designed by setting the screen size (4k x 2k, 8k x 2k) and content types (sports, landscape, concert) as variables to measure the user's subjective video quality evaluation and satisfaction. As a result of the study, the users' evaluation of UWV was higher than UHD in all items of subjective video quality, and satisfaction. Moreover, the results showed the significant differences depending on the video contents. Based on the results of the research, the study proposed the points necessary for the development and commercialization of UWV panoramic technology, and suggestions for the future research.

Vizrt Engine-Based Virtual Reality Graphics Algorithm A Study on the Basic Practical Training Method (Vizrt 엔진 기반 가상현실 그래픽 알고리즘과 기초 실습 교육 방식의 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.197-202
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    • 2019
  • In the era of the fourth revolution, interest in content production using proven engines in the broadcasting sector, such as Vizrt, is growing. The new visual effects required in the 5G era are critical to content production training. Vizrt has a good production time utility and affordability for broadcast and media content. In this paper, we are going to use this to present a practical case of the theorem and application of the basic training course in the production of virtual content, and to present the basic training direction. In the introduction, the graphic algorithm analyzed and studied the characteristics and environmental factors of the Vizrt engine. In this paper, the production process was studied separately, and the work carried out through engine implementation was presented. The VS Studio Foundation was provided as a practical production case at each stage. The Vizrt engine operator process is important in graphic approach and application, and through the results of the lecture, the method of understanding and implementing algorithms for virtual reality perspective suitable for basic learning was studied. Based on practice, the research method of main theory was to create Vizrt contents specialized in 5G contents work in each sector and to implement graphic production in new areas from contents image. Through this study, we came to the conclusion of the basic training method through virtual reality content work based on Vizrt by practicing content creation according to the subject. It also proposes the effect of creating Vizrt content and the direction of building Vizrt basic training courses.