• Title/Summary/Keyword: Digital Media System

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Monitoring System to Measure the Waste Volume of Landfill Facility using 3D Laser Scanner (3D 레이저 스캐너를 이용한 매립장의 체적 계측을 위한 모니터링시스템)

  • Cho, Sung-Youn;Lee, Young-Dae;Ryu, Seung-Ki
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.135-140
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    • 2013
  • In this paper, we discussed about the volume monitoring system of a landfill facility. We proposed the waste volume calculation method using the point cloud of the surface of three dimensional object by measurement of the point cloud by the three dimensional scanner, which is based upon the robot technique. This computes not only the quantity of waste volume for continuos monitoring but also it helps not only to predict the evaluation factor of the usable age of a landfill. facility. Furthermore, the measuring system of waste volume was applied to the landfill facility in Ansung city.

Study of User Generated Rules on Online game - focused on League of Legends - (온라인 게임에 나타난 사용자 생성 규칙 연구 - <리그 오브 레전드>를 중심으로 -)

  • Lyou, Chul-Gyun;Park, Miri
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.35-44
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    • 2015
  • The purpose of this study is to analyze user-generated rules in online games and to define the way of players' identities are developed. This study focuses on the online game League of Legends, which originated from use map system. Based on rule theory, this study analyzes the characteristics of user-generated rules. As the result, this study proves that the main rule of online game is not the rules made by developers, but the emergent rules made by players. Through rule-detection and rule-selection process, user-generated rules change the game system. Therefore, the result of this study expects to show meaningful roles of players in game system.

A Suggestion for the Convergent Type of the Cultural Content Production System Using Holography and Augmented Reality (홀로그래피와 증강현실을 활용한 융합형 문화콘텐츠 제작시스템 제안)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.4
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    • pp.177-184
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    • 2012
  • A hologram projects a 3 dimensional video as same as a real subject and it is made by principles of holography. Many researches about holographic technology have been developed. Studies for visualization of 3D videos, holographic storages, and optical media have proceeded mostly in engineering. It is hard to find any researches about the convergent system from the viewpoint of interactive elements and motion graphic design such as this paper's concept. Most studies of augmented reality have been developed in the domain of technology and education but the field of content production. AR has been convergent with various fields and media, so it is time to make an active progress in the study of convergent content development. The goal of this study is to develop cultural contents and create new values through the convergence of holography and AR. The purpose of this paper is to propose the way of developing the convergent type of cultural contents and construct the production system by the new approach to users using the convergence technology of holography and augmented reality.

Character Floating Hologram using Detection of User's Height and Motion by Depth Image (깊이 영상으로 사용자 키 검출 및 동작감지를 사용한 캐릭터 플로팅 홀로그램)

  • Oh, KyooJin;Han, DaeHyun;Kwon, SoonKak
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.4
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    • pp.33-40
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    • 2018
  • With the development of computer and video technology, a lot of contents are being produced as digital media methods to provide are being diversified and the intrest in digital media increases. Such contents are actively researched using human motion and user's information through camera or controller. Contents using user's information can be exposed to various people in public places and used as an advertisement. This paper proposes the character floating hologram system that is implemented using detection of user's height and motion. The purposed system detects user's height and motion from depth images and creates corresponding character from the detected data. Then it is represented using a floating hologram device. This system can be used for marketing, advertising and exhibition events using user information.

A study on the hardware development for handshake recognition using electric potential signal form human body (인체전자기장 신호를 응용하여 손동작 인식을 위한 하드웨어 구현에 대한 연구)

  • Cheon, Woo Young;Lee, Suk Hyun;Kim, Young Chul
    • Smart Media Journal
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    • v.5 no.3
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    • pp.49-53
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    • 2016
  • Related researches are progressing that method of non-contact method using the electromagnetic field on the human body by detecting the motion recognition signal is the limitations of time and space, so less than the existing systems. In this paper, we designed the circuit system that can implement the hardware that can detect the electric field signal of the human body non-contact method to increase the recognition rate to screen this digital waveform. The PCB design Used to automatically increase of composition of the circuit and the linkage of the comparator digital waveform with circuit simulation of the system. At same time for evaluate the characteristics of the whole circuit system.

Implementation of efficient multi-view system through function distribution in digital multi-channel broadcasting service

  • Kwon, Myung-Kyu
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.6
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    • pp.17-24
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    • 2017
  • In recent digital broadcasting, up to 250 channels are multiplexed and transmitted. The channel transmission is made in the form of MPEG-2 Transport Stream (TS) and transmits one channel (Video, Audio). In order to check if many broadcast channels are transmitted normally, in multi-channel multi-view system, ability of real-time monitoring is required. In order to monitor efficient multi-channel, a distributed system in which functions and load are distributed should be implemented. In the past, we used an inefficient system that gave all of the functionality to a piece of hardware, which limited the channel acceptance and required a lot of resources. In this paper, we implemented a distributed multi-view system which can reduce resources and monitor them economically through efficient function and load balancing. It is able to implement efficient system by taking charge of decoding, resizing and encoding function in specific server and viewer function in separate server. Through this system, the system was stabilized, the investment cost was reduced by 19.7%, and the wall monitor area was reduced by 52.6%. Experimental results show that efficient real-time channel monitoring for multi-channel digital broadcasting is possible.

Digital Epidemiology: Use of Digital Data Collected for Non-epidemiological Purposes in Epidemiological Studies

  • Park, Hyeoun-Ae;Jung, Hyesil;On, Jeongah;Park, Seul Ki;Kang, Hannah
    • Healthcare Informatics Research
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    • v.24 no.4
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    • pp.253-262
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    • 2018
  • Objectives: We reviewed digital epidemiological studies to characterize how researchers are using digital data by topic domain, study purpose, data source, and analytic method. Methods: We reviewed research articles published within the last decade that used digital data to answer epidemiological research questions. Data were abstracted from these articles using a data collection tool that we developed. Finally, we summarized the characteristics of the digital epidemiological studies. Results: We identified six main topic domains: infectious diseases (58.7%), non-communicable diseases (29.4%), mental health and substance use (8.3%), general population behavior (4.6%), environmental, dietary, and lifestyle (4.6%), and vital status (0.9%). We identified four categories for the study purpose: description (22.9%), exploration (34.9%), explanation (27.5%), and prediction and control (14.7%). We identified eight categories for the data sources: web search query (52.3%), social media posts (31.2%), web portal posts (11.9%), webpage access logs (7.3%), images (7.3%), mobile phone network data (1.8%), global positioning system data (1.8%), and others (2.8%). Of these, 50.5% used correlation analyses, 41.3% regression analyses, 25.6% machine learning, and 19.3% descriptive analyses. Conclusions: Digital data collected for non-epidemiological purposes are being used to study health phenomena in a variety of topic domains. Digital epidemiology requires access to large datasets and advanced analytics. Ensuring open access is clearly at odds with the desire to have as little personal data as possible in these large datasets to protect privacy. Establishment of data cooperatives with restricted access may be a solution to this dilemma.

A Collaborative Design System in Architecture: defining the process and testing its system environment (建築 協業設計 시스템 구축을 위한 프로세스와 環境 試險에 관한 연구)

  • Kim, U.;Kang, M.H.;Choi, J.W.;Kim, S.A.
    • Korean Journal of Computational Design and Engineering
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    • v.7 no.1
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    • pp.57-65
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    • 2002
  • The purpose of this research is to develop a collaborative architectural design system. Design collaboration requires an extensive use of communication methods as well as the participation of various experts from different domains. Such facts address several issues when the Internet and digital media are able to create a completely new work environment. The building design process was studied, and possible modes of design collaboration were defined. A prototype system is being developed in accordance with the defined collaboration model. The system integrates a set of communication tools and web-based design media. Such media include a synchronous multi-user web CAD tool, a schematic 3D design tool, and a electronic whiteboard. A project database was designed in order to coordinate the project-wide communication which elaborates technologies such as web-based data access. In order to find out the effectiveness of the system, a usability test was performed both in quantitative and qualitative manner. The research will contribute to the development of world-wide design and construction collaboration through the Internet, which is becoming a mainstream building process model.

Haptic Media Broadcasting (촉각방송)

  • Cha, Jong-Eun;Kim, Yeong-Mi;Seo, Yong-Won;Ryu, Je-Ha
    • Broadcasting and Media Magazine
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    • v.11 no.4
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    • pp.118-131
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    • 2006
  • With rapid development in ultra fast communication and digital multimedia, the realistic broadcasting technology, that can stimulate five human senses beyond the conventional audio-visual service is emerging as a new generation broadcasting technology. In this paper, we introduce a haptic broadcasting system and related core system and component techniques by which we can 'touch and feel' objects in an audio-visual scene. The system is composed of haptic media acquisition and creation, contents authoring, in the haptic broadcasting, the haptic media can be 3-D geometry, dynamic properties, haptic surface properties, movement, tactile information to enable active touch and manipulation and passive movement following and tactile effects. In the proposed system, active haptic exploration and manipulation of a 3-D mesh, active haptic exploration of depth video, passive kinesthetic interaction, and passive tactile interaction can be provided as potential haptic interaction scenarios and a home shopping, a movie with tactile effects, and conducting education scenarios are produced to show the feasibility of the proposed system.

Novel flexible reflective color media with electronic inks

  • Koch, Tim;Yeo, Jong-Souk;Zhou, Zhang-Lin;Liu, Qin;Mabeck, Jeff;Combs, Gregg;Korthuis, Vincent;Hoffman, Randy;Benson, Brad;Henze, Dick
    • Journal of Information Display
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    • v.12 no.1
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    • pp.5-10
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    • 2011
  • A novel architecture and proprietary electronic inks were developed to provide disruptive digital-media solutions based on an electrokinetic technology platform. The flexible reflective electronic media (eMedia) was fabricated by imprinting three-dimensional microscale structures with a roll-to-roll manufacturing platform. The HP technologies enable the required attributes for eMedia, such as low power, transparency, print-quality color, continuous levels of gray, and lowcost scalability. Pixelation was also demonstrated by integrating with the prototype oxide thin-film transistor backplane, and the system architecture was further developed by stacking primary-colorant layers for color reflective-display application. The innovations described in this paper are currently being developed further for the eSkins, eSignage, and ePaper applications.