• Title/Summary/Keyword: Communications media

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Global Media Environments and Glocalism Contents as Alternatives for Cultural Diversity (글로벌미디어 환경과 글로컬리즘 콘텐츠 : 방송의 문화적 다원성과 다양성 확보방안)

  • Kim, Eung-Sook
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.480-490
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    • 2007
  • Changes in political and economic environments require a new concept of 'culture' and a paradigm shift in cultural policies. Especially, broadcasting is needed to construct a productive infra-structure in order to play its role as culture industry in multi-channel environments caused by the progress of digital technology. In addition, Korea-USA FTA Agreement and a subsequently expected open policy of broadcasting market raise issues of a flow of foreign capital and a compatibility of cultural diversities and cultural identities. From this perspective, this study attempts to suggest alternatives for cultural diversity of program contents in new global media environments. More specifically, these alternatives examine the meaning and achievements of co-production of broadcasting programs as an active and direct method to preserve cultural identities and universalities of cultural contents at the same time. Details of this study are as follows: thorough review of internation co-production and program format industries and their possibilities to overcome cultural harriers and to provide local alternatives.

IEEE13941/Linux based Media Streaming for Digital Home Services (디지털 홈 서비스를 위한 리눅스 환경의 IEEE1394 기반 미디어 스트리밍)

  • Lee Sung Yong;Lee Jae Gil;Choi Chang Yeol
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.10B
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    • pp.857-865
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    • 2004
  • Recently the interest in digital home services and its related technology has increased rapidly. Multimedia data transmission between digital devices that are connected to home network is essential function. This paper presents the design and implementation of multimedia streaming system based on IEEE1394 in Linux environment. The key features of proposed system are as follows. First, it can transmit and receive not only DV format data but also MPEG2-TS format data through IEEE1394 bus. Second, it uses device drivers that handling IEEE1394 and IEC61883 protocol transparently to reduce the complexity of communication program. Third, it applied capacity adaptation technique considering various specifications of PCs to get smooth streaming for HD data. These characteristics are tested on testbed of IEEE1394 based home network. The proposed media streaming technique can be used as a home media sever in Linux environment.

A Parallel Processing System for Visual Media Applications (시각매체를 위한 병렬처리 시스템)

  • Lee, Hyung;Pakr, Jong-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.1A
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    • pp.80-88
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    • 2002
  • Visual media(image, graphic, and video) processing poses challenge from several perpectives, specifically from the point of view of real-time implementation and scalability. There have been several approaches to obtain speedups to meet the computing demands in multimedia processing ranging from media processors to special purpose implementations. A variety of parallel processing strategies are adopted in these implementations in order to achieve the required speedups. We have investigated a parallel processing system for improving the processing speed o f visual media related applications. The parallel processing system we proposed is similar to a pipelined memory stystem(MAMS). The multi-access memory system is made up of m memory modules and a memory controller to perform parallel memory access with a variety of combinations of 1${\times}$pq, pq${\times}$1, and p${\times}$q subarray, which improves both cost and complexity of control. Facial recognition, Phong shading, and automatic segmentation of moving object in image sequences are some that have been applied to the parallel processing system and resulted in faithful processing speed. This paper describes the parallel processing systems for the speedup and its utilization to three time-consuming applications.

Ultra-low-latency services in 5G systems: A perspective from 3GPP standards

  • Jun, Sunmi;Kang, Yoohwa;Kim, Jaeho;Kim, Changki
    • ETRI Journal
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    • v.42 no.5
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    • pp.721-733
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    • 2020
  • Recently, there is an increasing demand for ultra-low-latency (ULL) services such as factory automation, autonomous driving, and telesurgery that must meet an end-to-end latency of less than 10 ms. Fifth-generation (5G) New Radio guarantees 0.5 ms one-way latency, so the feasibility of ULL services is higher than in previous mobile communications. However, this feasibility ensures performance at the radio access network level and requires an innovative 5G network architecture for end-to-end ULL across the entire 5G system. Hence, we survey in detailed two the 3rd Generation Partnership Party (3GPP) standardization activities to ensure low latency at network level. 3GPP standardizes mobile edge computing (MEC), a low-latency solution at the edge network, in Release 15/16 and is standardizing time-sensitive communication in Release 16/17 for interworking 5G systems and IEEE 802.1 time-sensitive networking (TSN), a next-generation industry technology for ensuring low/deterministic latency. We developed a 5G system based on 3GPP Release 15 to support MEC with a potential sub-10 ms end-to-end latency in the edge network. In the near future, to provide ULL services in the external network of a 5G system, we suggest a 5G-IEEE TSN interworking system based on 3GPP Release 16/17 that meets an end-to-end latency of 2 ms.

Relay Transmission Protocol for Mobility Support in WiMedia Distributed MAC Systems (WiMedia Distributed MAC 통신 시스템에서 이동성 지원을 위한 릴레이 통신 프로토콜)

  • Hur, Kyeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.526-534
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    • 2014
  • In this paper, for the WiMedia Distributed Medium Access Control (D-MAC) protocol based on UWB. performance degradation due to the Distributed Reservation Protocol (DRP) conflict problem caused by devices' mobility is analyzed. And a DRP relay protocol and a DRP conflict resolution (CR) are proposed to overcome the performance degradation at DRP conflicts. In order to give the loser device at DRP conflicts a chance to maintain resources, the proposed DRP relay protocol executed at each device helps the loser device reserve an indirect link maintaining the required resources via a relay node. Simulation results considering the mobile environment have indicated that the DRP relay combined with the CR prevent the throughput decrease even though mobility of devices increases.

Strategies on Domestic/International Governmental Advertising and Media Technology Concerning Health Campaigns (헬스 캠페인 관련 국내외 정부 광고 및 미디어 테크놀로지 활용 전략)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.290-305
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    • 2019
  • As laws regarding the execution of governmental and public corporate advertising have been enforced since 2018, the need for the increase in effectiveness and public benefits of governmental advertising has been suggested. This research focuses on the government's health campaigns regarding well-being, hygiene, and safety and thus conducts an in-depth research into strategies and the future course of policies. First, it analyzes domestic/international governmental advertising in the realm of health campaigns and specifically studies governmental advertising that employs media technologies in health communications. Furthermore, through in-depth interview with 10 health campaign experts, the study explores possible plans of utilizing the ever-developing field of digital technology. The results of this research show that it is imperative to target and strategize according to the purposes of health campaigns. It is also important to set the appropriate parameters of the campaigns according to the given budget while securing the quantity and quality of creativity. Also, it will be crucial to utilize media technology to the fullest extent and strategize around it. Therefore, this research suggests theoretical as well as practical strategic plans to increase the effectiveness and efficiency of governmental advertising in the realm of well-being, hygiene, and safety in health campaigns.

A Research on the Regulations and Perception of Interactive Game in Data Broadcasting: Special Emphasis on the TV-Betting Game (데이터방송 인터랙티브 게임 규제 및 이용자 인식에 관한 연구: 승부게임을 중심으로)

  • Byun, Dong-Hyun;Jung, Moon-Ryul;Bae, Hong-Seob
    • Korean journal of communication and information
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    • v.35
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    • pp.250-291
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    • 2006
  • This study examines the regulatory issues and introduction problems of TV-betting data broadcasts in Korea by in-depth interview with a panel group. TV-betting data broadcast services of card games and horse racing games are widely in use in Europe and other parts of the world. In order to carry out the study, a demo program of TV-betting data broadcast in the OCAP(OpenCableTM Application Platform Specification) system environment, which is the data broadcasting standard for digital cable broadcasts in Korea was exposed to the panel group and then they were interviewed after watching and using the program. The results could be summarized as below. First of all, while TV-betting data broadcasts have many elements of entertainment, the respondents thought that it would be difficult to introduce TV-betting in data broadcasts as in overseas countries largely due to social factors. In addition, in order to introduce TV-betting data broadcasts, they suggested that excessive speculativeness must be suppressed through a series of regulatory system devices, such as by guaranteeing credibility of the media based on safe security systems for transactions, scheduling programs with effective time constraints to prevent the games from running too frequently, limiting the betting values, and by prohibiting access to games through set-top boxes of other data broadcast subscribers. The general consensus was that TV-betting could be considered for gradual introduction within the governmental laws and regulations that would minimize its ill effects. Therefore, the government should formulate long-term regulations and policies for data broadcasts. Once the groundwork is laid for safe introduction of TV-betting on data broadcasts within the boundary of laws and regulations, interactive TV games are expected to be introduced in Korea not only for added functionality of entertainment but also for far-ranging development of data broadcast and new media industries.

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The Relationship among Media use, Political cynicism, Voting Behavior in 2012 General Elections (2012 국회의원 총선에서 나타난 미디어 이용, 정치 냉소주의, 투표 참여 간의 관계에 관한 연구)

  • Kwon, Hyok-Nam
    • Korean journal of communication and information
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    • v.60
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    • pp.28-51
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    • 2012
  • This study explored the influence of media use on the audiences' intention to vote as well as their political cynicism in 2012 General elections. I offered three research questions: Research Question 1: What is the impact of media use on the political cynicism? Research Question 2: What are the impact of political intersest, political knowledge, media malaise, political efficacy on the political cynicism? Research Question 3: What is the impact of political cynicism on vote behavior? This study analysed survey data. Based on the results of hierarchial regression analysis and path analysis(AMOS), Internet news use was found to have a significant impact on the political cynicism. But the use of newspaper, TV news were not related to political cynicism. The political efficacy decreased political cynicism effectively, The findings from this study indicate that the relationship between media use and political cynicism is contingent on many factors and that cynicism has a negligible impact on citizen participation. This study also found that persons higher in efficacy were less cynical than low in efficacy. This suggest that cynicism is not always bad thing, that it may in fact be an indication of "an interested and critical citizenry". In conclusion this study showed that we need more in-depth analyses on the relationships among attention to media use, political cynicism and voting behavior to activate political participation.

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An Adaptive Motion Vector Resolution Coding Scheme of Inter Prediction Mode in H.264/AVC (H.264/AVC에서 화면간 예측 모드의 적응적 움직임 벡터 해상도 부호화 방법)

  • Lee, Juock;Moon, Joo-Hee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.93-95
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    • 2010
  • 기존의 비디오 부호화 표준에서는 참조영상을 보간하여 해상도를 증가시킨 후, 고정된 움직임 벡터 해상도로 영상 전체를 부호화 한다. 참조 영상의 해상도를 증가시킨 만큼 움직임 보상에 의하여 예측에러가 줄어들지만, 움직임 벡터 해상도가 증가한 만큼 움직임 벡터의 부호화 비트량이 증가한다. 고정된 해상도의 움직임 벡터로 부호화하는 경우, 영상의 지역적인 움직임 특성이 다른 경우 부호화 효율이 떨어질 수 있다. 따라서 본 논문에서는 기존의 비디오 부호화 표준들이 영상의 지역적인 특성을 고려하지 않고 고정된 해상도의 움직임 벡터를 사용하여 부호화하는 문제점을 극복하기 위하여 슬라이스 단위로 1/4 화소 해상도 또는 1/8 화소 해상도 또는 움직임 벡터 단위로 적응적으로 화소 해상도를 결정하는 것 중에서 최적의 슬라이스 움직임 벡터 해상도를 결정하여 부호화하는 방법을 제안한다. 제안한 방법을 사용하여 부호화하면 움직임 벡터의 부호화 비트의 낭비를 막고, 예측 에러도 줄어들어 부호화 효율을 높일 수 있다. 제안하는 방법을 사용하여 부호화 하는 경우 H.264/AVC와 비교하여 평균 1.97%의 BD-RATE을 감소한다.

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Application-Centric, Energy-Efficient Network Architecture ACTION, Based on Virtual Optical Slice Core and Deterministic Optical Access Network

  • Ashizawa, Kunitaka;Okamoto, Satoru;Yamanaka, Naoaki;Oki, Eiji;Fumagalli, Andrea;Veeraraghavan, Malathi
    • Journal of the Optical Society of Korea
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    • v.19 no.4
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    • pp.340-345
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    • 2015
  • The Internet traffic is forecasted to grow at a compound annual rate of 21 % from 2013 to 2018, according to surveys carried out by Cisco [1]. Network resources are significantly over-provisioned in today's networks, and it is quite common to see link utilization in the 30-40% range [2]. Additionally, the multi-media services have widely divergent bandwidth and Quality of Experience (QoE) requirements. Unfortunately, the huge transmission capacity will increase the power consumption of network equipment [3]. Applications Coordinated with Transport, Internet Protocol and Optical Networks (ACTION) [4] has been proposed to realize a multi-QoE, application-centric, and highly energy-efficient network that leverages flexible elastic optical network technologies [5-7]. This paper provides key network technologies for realizing the ACTION, which are a virtual optical slice core network and a Time Division Multiplexing (TDM)-based deterministic active optical access network.