• Title/Summary/Keyword: Digital media contents

Search Result 1,078, Processing Time 0.034 seconds

A Study on the Visual Experience of Users about Corporate Image and Design Identity from the Perspective of Design Management Strategy - Focus on Design Management Case of KT Communication Service Corporation - (디자인 경영전략 관점에서 디자인 아이덴티티를 통한 기업이미지에 대한 사용자의 시각적 경험 연구 -통신서비스기업 KT의 디자인경영 사례를 중심으로-)

  • Heo, Jin Ju;Ko, Hye Young;Kang, Leehwan
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.5
    • /
    • pp.957-969
    • /
    • 2016
  • The corporate image is one of the key elements improving competitiveness of the business, and is conveyed to the public through a design management strategy and its activities with design identity. Therefore, it is important to enhance the corporate image through systematic design management. Recently, in the field of communication services, as a technical gap between corporations has been narrowed, and the importance of design has been magnified, more and more corporations have adopted the design management. It is, however, not easy to build and convey the corporate image to the public systematically, because not only do the corporations run a communication service, the corporations face various business areas and targets. In this study, we analyzed the relationship between the intended image of the corporate and users' visual experiences based on the surveys on the case of KT, which pioneered design management and has made outstanding design results. According to the result, KT's strategic image concepts have positive effects on users' visual experience in each subarea of its design identity. In conclusion, it is necessary to narrow the gap between users' experiences and images that a corporate intends to convey through continuous research on users' experiences and improvement in a design management system.

Building Korean Head-related Transfer Function Database (한국형 머리전달함수 데이터베이스 구축)

  • Son, Daehyuk;Park, Youngjin;Park, Yoonsik;Jang, Sei-Jin
    • Transactions of the Korean Society for Noise and Vibration Engineering
    • /
    • v.24 no.4
    • /
    • pp.282-288
    • /
    • 2014
  • Three-dimensional multimedia industry such as 3D TV, movie and broadcast has been developed vividly. For generating 3D contents with high quality, virtual auditory display, so called VAD, is being researched to offer more realistic experience to listeners. When people render VAD using headphones or two speakers, head-related transfer function(HRTF) plays a key role. The best solution is measuring all individuals' HRTFs, but it is hard to measure all listeners' HRTFs. To overcome this difficulty, many research groups have tried to construct their own measurement system and to build HRTF databases. However, some of them have not enough subjects or spatial resolution and they are mainly focused on Caucasian. There exists difference between Korean and Caucasian in a view of physical features. In other words, if Koreans hear three-dimensional sound rendered by HRTF database based on Caucasian, performance might be hindered. To verify this possibility and remedy the drawbacks, construction of new HRTF database aimed at Korean is needed. Therefore, our laboratory built HRTF measurement system which can measure HRTF of three-dimensional space with dense spatial resolution. With this system, 55 Korean males and 45 females' HRTFs were measured and Korean HRTF database was built based on these data.

Additive Data Insertion into MP3 Bitstream Using linbits Characteristics (Linbits 특성을 이용하여 MP3 비트스트림에 부가적인 정보를 삽입하는 방법에 관한 연구)

  • 김도형;양승진;정재호
    • The Journal of the Acoustical Society of Korea
    • /
    • v.22 no.7
    • /
    • pp.612-621
    • /
    • 2003
  • As the use of MP3 audio compression increased, the demand for the insertion of additive data about copyright or information on music contents has been groved and the related research has been progressed actively. When an additive data is inserted into MP3 bitstream, it should not to happen any distortion of music quality or the change of file size, due to the modification of MP3 bitstream structure. In our study, to make these conditions satisfied, we inserted some additive data to bitstream by modifying some bits of linbits among the quantized integer coefficients having big values. At this time, we consider the characteristics of linbits and their distributions. As a result of subjective sound quality test through MOS test, we confirmed that the quality of MOS 4.6 can be achieved at the data insertion rate of 60 bytes/sec. Using the proposed method, it is possible to effectively insert an additive data such as copyright information or information about media itself, so that various applications like audio database management can be realized.

An Analysis on the Space Characteristics of SNS Farm Game Based on Smart Phone Platform (스마트폰 플랫폼 기반 SNS 농장경영게임의 공간성격분석)

  • Lee, Young-Soo
    • Journal of Korea Game Society
    • /
    • v.10 no.6
    • /
    • pp.89-96
    • /
    • 2010
  • To identify characteristics of social network farm game based on smart phone platform, this study analyzed how social network play experience connects with the space of farm game. The play experience of social network farm game based on smart phone platform is mainly composed of three modules for cultivating, placing environment, extending space. This study categorized space for external perspective space, internal perspective space, symbolic design space according to space experience theory and researched play experience in these spaces. In farm game players perceive space by fixed point of view, and make their own space a standard unit for reinterpreting and rearranging modules. In this process the space played subjective role not only background to bring co-work play is essential in social network game.

Creating Personality and Behavior of NPC Using Probability Distribution (성격 확률 분포를 이용한 NPC의 성격 및 행동 생성)

  • Min, Kyung-Hyun;Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
    • /
    • v.8 no.4
    • /
    • pp.95-105
    • /
    • 2008
  • In virtual games, Non-Playing Character(NPC)s as game elements tend to frequently communicate with game players. Although the artificial-intelligence (AI) algorithm widely used for games has been greatly developed, basic roles of NPCs have remained on the same. In a life game whose goal is to observe the actions and behaviors of the human-like NPCs, for example, their straightahead actions cause boredom. Actually, NPCs fail to display their various expressions that are characterized by humans. To make NPCs act like humans, several characters with a greater variety of characteristics need to be created. this paper proposes how NPCs both express the wide range of emotions using probability distribution and react based on their different characteristics. To verify the change of NPC actions, personalities were assigned according to the probability distribution and this algorithm was applied to a 3D game to validate the method suggested in this paper.

  • PDF

Design and Development of Interactive Therapy System for Children with Autism (발달장애아동을 위한 상호작용 치료시스템의 디자인 개발)

  • Choi, Min-Young;Lee, Hyun-Jhin;Lee, Jang-Han
    • Science of Emotion and Sensibility
    • /
    • v.13 no.4
    • /
    • pp.777-788
    • /
    • 2010
  • Early diagnosis of autism and intervention of medical treatment are very significant to develop specific social communication skill for children with autistic spectrum disorders (ASDs). But they have difficulties in medical treatment because of lack of a public welfare institution and special medical system. In particular, few children can access such treatment and the existing single-therapist clinics are inefficient with regard to cost and time. Therefore, new methods should be studied for developing various products, services, and systems for autistic children. This study discusses the potential use of an interactive design as assistive technology for such children. We utilize the experience gained in the collaborative design of the interactive therapy system (ITS). The key methods include a collaborative design with rapid interactive prototyping, heuristic evaluation, user-centered process, VR technology, tangible interface, and scenario-based contents. We applied these methods to the ITS and proved the efficiency of interactive design as an assistive technology through clinical experimentation.

  • PDF

A Study on the Actual State of Edunet Utilization by Elementary School Teachers (초등학교 교사의 에듀넷 활용에 관한 실태 연구)

  • Kim, Ha-Na;Song, Ui-Sung;Park, So-Young
    • Journal of The Korean Association of Information Education
    • /
    • v.13 no.3
    • /
    • pp.371-382
    • /
    • 2009
  • The most widely-used typical information service of national education, EDUNET has members of 5.8million. But it has been not used in the fields of elementary school. There are short-comings in its usage by members of the elementary school teaching. We would like to find solutions by using a questionnaire to the teachers of elementary school in the Busan and Gyeongsangnam-do, which resolve the problems of the actual condition. Analytical results show that 93.1 percent of the teachers usually use private education information service and 5.3 percent use EDUNET service. The main reason why teachers discourage the use of EDUNET service is that it provides the inconvenience of searching data(29.4%) and insufficiency of good quality contents(25%). In order to revitalize using EDUNET service, EDUNET has to improve on the perceived cumbersome unhandy of searching tools and help teachers to use EDUNET service by offering information of high quality.

  • PDF

A Design and Implementation of a Wireless Audio Sharing (WASH) System (Wireless Audio Sharing (WASH) 시스템 설계 및 구현)

  • Son, Ji-Yeon;Kim, Myung-Gyu;Yang, Il-Sik;Park, Jun-Seok
    • Journal of KIISE:Information Networking
    • /
    • v.33 no.2
    • /
    • pp.139-148
    • /
    • 2006
  • Recently with the advancement of local wireless communication technologies, digital trends of audio contents and devices are paving the way for new experiences to network-based audio streaming services. In this paper, we present the Wireless Audio Sharing (WASH) technology over Bluetooth and Wireless Local Area Network (WLAN). WASH system provides an audio sharing mechanism over multiple users and also provides stereo audio streaming between Bluetooth-enabled devices and Universal Plug and Play (UPnP) media devices connected to wired/wireless LANs. To achieve these, we extended the Bluetooth audio distribution profile and combined the extended profile with the UPnP AV architecture. With the implementation of this WASH technology, we show some experimental results of the stereo audio streaming in a real environment.

Design and Implementation of the Traffic and Travel Information Service for Terrestrial DMB System (T-DMB에서의 교통여행정보서비스 설계 및 구현)

  • Kwon, Dae-Bok;Chae, Young-Seok
    • Journal of Broadcast Engineering
    • /
    • v.12 no.3
    • /
    • pp.203-213
    • /
    • 2007
  • DMB video/audio service was successfully launched. DMB data service is a matter of primary concern now. The TTI(Traffic and Travel Information) service is considered as a killer application of the data service. Tn this paper, we propose a method for design and implementation of the broadcasting system for TTI service. The proposed TTI service system consists of an authoring tool, the DB module, the Transmission module and Monitoring module. This system satisfies the national TTA standards of the Traffic and Travel Information data services for terrestrial DMB; TPEG(Transport Protocol Experts Group) platform. The system was designed to support real-time automatic transmission for CTT and CTT SUM, and non real-time authoring & automatic transmission for POI and SDI, and was focused on the capability to make high-quality contents efficiently and to send them to the data inserter reliably. The performance of the implemented system was proven through the conformance tests with the various commercial receivers. After the continuous upgrade, the system is being used in commercial service.

Design and Implementation of Platform Providing Adaptive Contents based on IBB Companion Screen Service (IBB 기반 적응적 컴패니언 스크린 컨텐츠 제공 플랫폼 설계 및 구현)

  • Moon, JaeWon;Lim, Tae-Beom;Kum, SeungWoo;Nam, YoonSeok;Lee, Sangwon
    • Journal of Broadcast Engineering
    • /
    • v.22 no.1
    • /
    • pp.95-106
    • /
    • 2017
  • Interest in companion screen services and high-definition television broadcasting services are rising along with the advanced of digital broadcasting communication technology. Not only providing good-quality broadcasting services in the main screen, but also creating added values of companion services in the secondary screen are important. In this paper we suggest a platform and a related authoring tool generating adaptive companion screen services according to user contexts. The Platform providing adaptive companion screen services based on user environment is designed and implemented for real service market. Proposed platform organizes a higher quality content service considering both user contexts and demands of service providers in real time, and the related authoring tool enables a novice user interface designer and service director to make adaptive user interfaces quickly and easily. We developed and simulated this platform in accordance with Korean UHD IBB standard which provides interactive service applications.