• Title/Summary/Keyword: Convergence media

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The Effects of Writing Using Media on the Promotion of Creative Convergence Capacity (미디어를 활용한 글쓰기가 창의융합 역량 증진에 미치는 효과)

  • Bang, Sul-Yeong;Je, Nam-Joo
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.353-362
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    • 2020
  • This was a single group pretest-protest pre-experimental study designed to find out whether writing using media enhances creative convergence capacity. Data were collected from 30 C university students in C city, from March 1st to July 15th, 2020. Analysis was done using IBM SPSS 25.0 for frequency, percentage, average, standard deviation, and paired t-test. Creative problem solving ability was enhanced by an average of 0,63 points (p<.001), critical thinking tendency by 1.06 points (p<.001), self-leadership by 0,53 points (p<.001), and self-control by an average of 0.51 points, so was statistically significant (p=.001). Writing using media had the effect of improving creativity and integration capabilities. The results of this study are expected to be used as basic data for the development of educational programs for creativity and integration enhancement at university-level. Also, follow-up studies on the effectiveness of writing education by utilizing web media as text and tools simultaneously and customized university-level writing education utilizing media are required.

A Study on Information Literacy in Social Media Age: Focusing on Redefinition, Contents and Media of Information Literacy (소셜미디어 시대의 정보리터러시에 관한 소고 - 재정의, 교육내용, 교육방법을 중심으로 -)

  • Oh, Eui-Kyung
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.3
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    • pp.385-406
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    • 2013
  • This study redefines information literacy (IL) and recommends its contents and media (platforms). Redefinition of IL was based on concepts such as 'Information Literacy 2.0', 'Social Context', 'Metaliteracy', 'Transliteracy', 'Social Media Literacy' and related researches. 'Social Relationship', 'Media Convergence', 'Critical and Evaluative Insight on Information' was extracted by major contents of new IL. To determine program methods, mass media's 'ubiquity' was applied to the study. Some social statistics reports proved that ubiquity of social media is quite high. Finally, proposed empirical study of IL using social media by follow-up study.

The Implementation of DSP-Based Real-Time Video Transmission System using In-Vehicle Multimedia Network (차량 내 멀티미디어 네트워크를 이용한 DSP 기반 실시간 영상 전송 시스템의 구현)

  • Jeon, Young-Joon;Kim, Jin-II
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.1
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    • pp.62-69
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    • 2013
  • This paper proposes real-time video transmission system by the car-mounted cameras based on MOST Network. Existing vehicles transmit videos by connecting the car-mounted cameras in the form of analog. However, the increase in the number of car-mounted cameras leads to development of the network to connect the cameras. In this paper, DSP is applied to process MPEG 2 encoding/decoding for real-time video transmission in a short period of time. MediaLB is employed to transfer data stream between DSP and MOST network controller. During this procedure, DSP cannot transport data stream directly from MediaLB. Therefore, FPGA is used to deliver data stream transmitting MediaLB to DSP. MediaLB is designed to streamline hardware/software application development for MOST Network and to support all MOST Network data transportation methods. As seen in this paper, the test results verify that real-time video transmission using proposed system operates in a normal matter.

A Study on the Recognition of Diversity on Digital Media Services (디지털미디어서비스에 관한 시청자의 다양성 인식 실증)

  • Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.11
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    • pp.237-244
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    • 2018
  • This paper deals with the viewer's recognition of diversity on digital media services. For this reason, the researcher focused on the IPTV user, how the perception of the diversity of the digital media service affected the user's satisfaction. The results are as follows. First, digital media service user recognized that supply side diversity of media channel and VOD affect recognition of accessibility (easy of use) and perceived playfulness. Second user recognized that variety of performers and actors affect recognition of accessibility and perceived playfulness. Moreover, it was found that recognition of accessibility, actor's diversity, perceived playfulness affect use's recognition for media player's contribution of diversity, and media satisfaction. As in this paper, the researcher expects that this kind of methodology for confirming of user's recognition of diversity will contribute to preparing a future media policy.

A Case Study on the Media Art of Incheon Airport (인천공항 미디어 아트 사례 연구)

  • Yu, Sung-ho;Lim, Seong-taek
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.141-147
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    • 2019
  • Recently, with the development of new technology, media arts in public places have been installed in various forms. Especially, the installation of media arts at the airport is increasing, and it is time to study this. Therefore, this study investigated cases of media art at Incheon International Airport and suggested improvement direction. As a result of analyzing the case of media art in Incheon Airport is follows. First, the airport media art in the future should develop an interactive work that more audience can participate and provide pleasant experience. Second, the contents of the airport media art should be produced not only in various kinds but also as contents representative of the country. Third, it should be produced as a content that can convey the characteristics and images of the country in a storytelling format rather than a short and simple media art collection.

The Media Pole Design Applying the Playfulness of Scribbling (낙서의 유희성을 반영한 '미디어 폴' 디자인)

  • Kim, Hee Eun;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.5
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    • pp.103-115
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    • 2015
  • This study sheds light on the entertaining aspects of Media Pole that is located in Gangnam U-Street and proposes design that considers the aspects of the form, experience, contents and communication of scribbling. Functioning as public digital media, Media Pole provides various convenient services related to the area. According to the research on user's behavior upon Media Pole, photo related services, which can be categorized as entertainment, were found to be the most frequently used services among various services. Taking user's behaviors into consideration, this study highlights the entertaining aspects of Media Pole and suggests design that applies the playfulness of scribbling. The playful characteristics of scribbling were applied to the Media Pole's user interface, interaction, application and interlocking functions. As a result, users are expected to increase as Media Pole becomes more playful than before. Since scribbling is an act of intrinsic human's desire, it will attract users to participate more voluntarily. It can be applied not only to Media Pole, but to any public digital media devices.

Rich Media Framework based on MPEG-4 LASeR PMSI Technique (MPEG-4 LASeR PMSI 기술에 기반한 리치미디어 프레임워크 설계 및 구현)

  • Lee, In-Jae;Song, Seung-Won;Lee, Han-Kyu;Cha, Ji-Hun
    • Journal of Broadcast Engineering
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    • v.15 no.2
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    • pp.248-264
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    • 2010
  • In this paper, we presents an efficient rich media framework based on MPEG-4 LASeR PMSI. Rich media provides distinctive features such as dynamic updates and object-based interactivity over the conventional AV centric media service. It rapidly gains its popularity as the convergent multimedia services between broadcasting and telecommunication. MPEG-4 LASeR is an international standard which provides specifications for such rich media services. Recently MPEG added an extension to LASeR called PMSI. It provides an efficient technique to present SI on a scene by referencing specific portions of SI from PI. The presented rich media application is using PMSI of MPEG-4 LASeR standard to provide users a widget-like rich media application. This application utilizes MPEG-4 LASeR with PMSI technique as PI, and this PI references SI to present information that resides in SI on a scene. In this paper, we provide descriptions of technical ingredients used to build the presented application. The framework is presented followed by the implementation result. Possible impacts and applicable services are described in the conclusion.

A Study on the Development Policy of Contents Industry in the Convergence Era: Focusing on the Evaluation of Status and Importance (융합시대 국내 콘텐츠 산업의 진흥정책 방향성 연구: 현황 및 중요도 평가를 중심으로)

  • Chung, Yoon-Kyung;Kim, Mi-Sun
    • Korean journal of communication and information
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    • v.57
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    • pp.227-249
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    • 2012
  • In the media convergence era, contents industry is raising core area in the government level. This study explores directions of development policy of national contents industry. So this study performs depth interview with 10 experts and investigates delphi research with 30 experts who are specialists in digital convergence area. Following the depth interview, there are three categories in the convergence contents - technical area, human resource area, and political area. The result shows that there is discordance between importance and present status each area. This finding suggests that there is political delay in the convergence media industry. In conclusion, it is necessary to look over the current limits and inspect defects. This study implicates further directions of national contents industry.

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Implementation of Smart Door-Lock System based on Aduino & Raspberry Pi (아두이노와 라즈베리 파이 기반의 스마트 도어록 시스템 구현)

  • Kim, Changjoon;Moon, Sunye;Kim, Sujeong;Park, Sooyang;Han, Jinju;Lee, Hoyoung;Yoon, Youngha;Jeong, Dongwon
    • Annual Conference of KIPS
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    • 2017.04a
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    • pp.1157-1159
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    • 2017
  • 이 논문은 보안성과 성능이 향상된 새로운 스마트 도어록 시스템을 제안한다. 기존의 1세대 도어록은 보안성이 취약하다는 단점을 지닌다. 이를 해결하기 위해 NFC 기반 시스템이 제안되었으나 취약한 보안 문제를 완벽히 해결하지 못한다. 이 논문에서는 아두이노, 라즈베리 파이 및 다양한 센서를 이용한 스마트 도어록 시스템을 제안한다. 제안 시스템 구현을 위해 초음파센서, 라즈베리 파이 카메라, 부저, 서보모터를 이용한다. 또한 3D프린팅을 이용하여 제작한 프로토타입을 보인다.

Removing Out - Of - Distribution Samples on Classification Task

  • Dang, Thanh-Vu;Vo, Hoang-Trong;Yu, Gwang-Hyun;Lee, Ju-Hwan;Nguyen, Huy-Toan;Kim, Jin-Young
    • Smart Media Journal
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    • v.9 no.3
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    • pp.80-89
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    • 2020
  • Out - of - distribution (OOD) samples are frequently encountered when deploying a classification model in plenty of real-world machine learning-based applications. Those samples are normally sampling far away from the training distribution, but many classifiers still assign them high reliability to belong to one of the training categories. In this study, we address the problem of removing OOD examples by estimating marginal density estimation using variational autoencoder (VAE). We also investigate other proper methods, such as temperature scaling, Gaussian discrimination analysis, and label smoothing. We use Chonnam National University (CNU) weeds dataset as the in - distribution dataset and CIFAR-10, CalTeach as the OOD datasets. Quantitative results show that the proposed framework can reject the OOD test samples with a suitable threshold.