• Title/Summary/Keyword: Digital media service

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A Study on the Cognitive Differences and Issue Factors of Terrestrial Broadcasters on Transmission System Determinants of Digital Radio Broadcasting (디지털 지상파 라디오 방송의 전송방식 결정요인에 관한 지상파 방송사의 인식차이와 쟁점 요인에 관한 연구)

  • Chae, Su-Hyun;Lee, Yeong-Ju
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.122-139
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    • 2015
  • Though the digital transition of terrestrial TV has been completed, the transmission system for terrestrial radio has not been determined and terrestrial radio still keeps its analog transmission. This study, under coorientation model, aims to explore the cognitive difference in recognizing important factors to be considered in deciding the digital radio transmission system between the employees of terrestrial broadcasters and then crucial issues related to the factors are driven. It has been found that the most big cognitive difference among the employees of three major terrestrial broadcasters lies in selecting frequency band for digital radio transmission. But there was little difference of opinion on simultaneous production-transmission, efficiency of frequency usage, broadcast quality and standards of service. The most disputable point in transition to digital radio broadcasting is selecting the frequency band for digital radio between the frequency bands used for FM radio broadcast (88-108MHz), terrestrial DMB (VHF Ch7~13) and FM radio adjacent broadcast band (76~88MHz: VHF Ch5~6). So, the question concludes into the selection issue between DAB+, HD-Radio, and DRM+. To improve the quality of radio broadcasting service and enhance the satisfaction of listeners, it is desirable to allow to operate both production system and transmission station, to enhance high transmission efficiency with minimum transmission facility, and to permit new entrance of broadcasters.

MPEG-21 Terminal (MPEG-21 터미널)

  • 손유미;박성준;김문철;김종남;박근수
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.410-426
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    • 2003
  • MPEG-21 defines a digital item as an atomic unit lot creation, delivery and consumption in order to provide an integrated multimedia framework in networked environments. It is expected that MPEG-21 standardization makes it Possible for users to universally access user's preferred contents in their own way they want. In order to achieve this goal, MPEG-21 has standardized the specifications for the Digital Item Declaration (DID). Digital Identification (DII), Rights Expression Language (REL), Right Data Dictionary (RDD) and Digital Item Adaptation (DIA), and is standardizing the specifications for the Digital Item Processing (DIP), Persistent Association Technology (PAT) and Intellectual Property Management and Protection (IPMP) tot transparent and secured usage of multimedia. In this paper, we design an MPEG-21 terminal architecture based one the MPEG-21 standard with DID, DIA and DIP, and implement with the MPEG-21 terminal. We make a video summarization service scenario in order to validate ow proposed MPEG-21 terminal for the feasibility to of DID, DIA and DIP. Then we present a series of experimental results that digital items are processed as a specific form after adaptation fit for the characteristics of MPEG-21 terminal and are consumed with interoperability based on a PC and a PDA platform. It is believed that this paper has n important significance in the sense that we, for the first time, implement an MPEG-21 terminal which allows for a video summarization service application in an interoperable way for digital item adaptation and processing nth experimental results.

A Study on Ways to Increase the Effectiveness of Virtual Models as Influencers for the MZ Generation: Focusing on Medical Institutions (MZ세대에게 가상모델 인플루언서의 효과를 높일 수 있는 방안 연구:의료기관을 중심으로)

  • Heejung Lee;Myounga An
    • Journal of Service Research and Studies
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    • v.13 no.1
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    • pp.26-47
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    • 2023
  • In the age of digital media transformation, the rapid rise of social media has changed the paradigm of traditional marketing techniques by leveraging the influence of influencers. However, the influence of influencers cannot be freed from ethical issues that arise as individuals, so virtual influencers are emerging as a countermeasure. This study is a study on how to increase the influencer effect of virtual models with a focus on the MZ generation in medical service. This study investigated whether respondents in their 40s or younger were aware of 'Rosy', a virtual influencer, and then conducted a survey on those who recognized 'Rosy'. As a result of this study, first, both cognitive and emotional motivation had a positive influence on fanship and attractiveness for virtual influencer. In addition, it was found that there was a difference in follow motive according to gender. Second, in order to lead to the intention of visiting hospitals, which is the medical service industry, only the cognitive motives with useful and reliable information and useful information for the virtual influencer were found to be significant in intention to visit.

Interactive Usage of Social Media for Contents Provider : Focusing on Twitter Activities of the TV Series (콘텐츠 공급자의 양방향적인 소셜 미디어 활동 연구 사례: TV 드라마 <한니발>의 트위터 활동을 중심으로)

  • Nam, Myoung Hee;You, Eun-Soon
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.565-573
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    • 2015
  • The development of social media in the 2000s led the unspecified individuals to band together for common interests. Social networking services served as a far-reaching tool for sharing different thoughts and interpretation of the pop culture and helped people build up close relations driven by their common interests for certain works of the pop culture. This Study introduces the TV Series as a case that displays specific patterns of communication between its producer and viewers. Producer Bryan Fuller of the Series as well as key production staffs were quite active on social networking sites with the understanding of what the audience desired and the willingness to sympathize with them, which were eagerly welcomed by the dedicated audience whose number, though, was not big. For the Hannibal production team, SNS was a means for them to just be consumers who appreciate the work instead of solely being the content provider. Their approach is quite different from unilateral marketing approaches employed in the past. Through this case, the Study aims to suggest that social networking sites serve as a powerful medium connecting producers and viewers or as an information hub, and that how interactive contents shall be delivered in the new media environment to be effective.

A Study on Loudness Standards for Digital Broadcast Programs (디지털 방송 음량기준 정책 연구)

  • Kim, Heejung;Yang, Yoo S.
    • Journal of Broadcast Engineering
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    • v.22 no.5
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    • pp.652-664
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    • 2017
  • The practice of producing and transmitting TV programs with uneven loudness can harm audiences' welfare in the digital environment where audiences are entitled to be offered quality broadcasting service. The purpose of this paper is to investigate issues concerning the digital loudness policy institutionalized in Korea since May 2016, and to offer policy suggestions. This paper reviews previous studies on audience welfare in digital broadcasting, focusing on the close link between loudness policy and audience welfare. In order to explore the state of international policy, this paper examines loudness standards developed by international standardization organizations including ITU, ATSC, and EBU, along with loudness regulations in the US, the UK, Canada, Australia, Japan, and Korea, respectively. Based on the analysis, this paper suggests recommendations for policy makers and broadcasters. First, policies on mandating regular monitoring and establishing penality system should be established for broadcasters not to violate loudness standards. Second, broadcasters are recommended to collect audience feedback, to be equipped with loudness measuring devices, to offer personnel training programs, and to check the compliance of loudness standards when they outsource TV programs.

A Study on the Production-Consumption Behavior of Digital Game: Based on Semiotic Analysis of the Labortainment Game (디지털 게임의 '생산적 소비' 행위에 관한 연구 : 레이버테인먼트 게임의 기호학적 분석을 중심으로)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.79-87
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    • 2010
  • Through the development of digital technology digital game is becoming a fusion of work and play. The aim of this article is to define the concept of labortainment game that playing the game as a consumer is connected with work to create new value-added economic production and to ascertain the characteristics of labortainment game through a semiotic approach. Digital Game has evolved into a more advanced from which accumulated game data is used as something of value in itself for facilitating collaboration as well as entertainment value of games. Labortainment game fills game developer's hidden desire through using the game data produced by the collective amusements for external service.

A Study on the Compression Efficiency of a Digital Hologram Video using Domain Transforms and H.265/HEVC (도메인 변환 및 H.265/HEVC를 이용한 디지털 홀로그램 비디오의 압축효율에 대한 연구)

  • Jang, Su-Jin;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.21 no.4
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    • pp.592-608
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    • 2016
  • Recently, many researches on digital holograms, which retain almost perfect 3 dimensional image information, have been performed actively that it seems for them to be serviced soon. Accordingly, this paper proposes a data compression technique for a digital hologram video for this service. It uses H.265/HEVC, the most recent international 2 dimensional video compression standard, for which we consider various domain transform methods to increase the correlation among the pixels in a digital hologram. Also we consider the various parameters on H.265/HEVC. The purpose of this paper is to find empirically the optimal condition for the domain transform method, the size of transform unit, and the H.265/HEVC parameters. The proposed method satisfying the optimal parameter set found is compared to the existing methods to prove that ours shows better performance.

User-Oriented Digital Maps for Supporting Decision Making (의사결정 지원을 위한 사용자 중심의 수치지도)

  • Lee, Dong-Cheon;Lee, Young-Wook;Park, Ki-Surk
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.27 no.2
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    • pp.235-247
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    • 2009
  • Map is information media for human life. Recently, innovative map making technology has been developed and most updated various data are provided to map users. In consequence, use of maps is rapidly increasing in various applications. One of the examples is car navigation map because navigation maps provide reliable and necessary information with convenient way. Therefore, maps are to be changed to user-oriented from map making-oriented design. The main goal of spatial data infrastructure is to allow various users to access the real world information easily for decision making. However, most of the digital maps are focused on map making aspect such as providing up-to-date data, acquisition of accurate data with state-of-the-art technology, and addition of layers (For example, ortho-images and DEMs). If map data processing tools are to be provided with the digital maps, users could utilize maps for decision making without professional software or knowledge. Therefore, objective of this paper is to propose scheme of the digital map data processing service with application examples.

A Study on the Implementation of Digital Twin Architecture and Detailed Technology for Agriculture and Livestock Industry (농·축산 산업을 위한 디지털 트윈 아키텍처 및 세부 기술 구현에 관한 연구)

  • Jeong, Deuk-Young;Kim, Se-Han;Lee, In-Bok;Yeo, Uk-Hyeon;Lee, Sang-Yeon;Kim, Jun-Gyu;Park, Se-Jun
    • Journal of Broadcast Engineering
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    • v.26 no.4
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    • pp.398-408
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    • 2021
  • Since COVID-19, the world's food shortage population has more than doubled from 130 million to 270 million. In addition, as various issues related to the food industry such as climate change arise, the importance of agriculture and livestock is increasing. In particular, it is still difficult to utilize data generated in these field. Therefore, the objective of this study was to explain the limitations of using data based on fragmentary analysis and the necessity of Digital Twin. The additional objective was to propose an architecture and necessary technologies of a Digital Twin platform suitable for agricultural and livestock. It also proposed a Digital Twin-based service that could be used in the near future, such as labor reduction, productivity improvement, personalized consumption, transportation, and distribution by incorporating intelligent information convergence technology into facility horticulture and livestock farming.

A Study on the Effect of Digital Literacy in the Elderly on Critical Thinking Disposition: Focused on the Moderating Effect of Need for Cognition (노인의 디지털 리터러시가 정보의 비판적 수용에 미치는 영향: 인지욕구의 조절효과를 중심으로)

  • Jang, Hye-Yoon
    • Journal of Industrial Convergence
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    • v.20 no.6
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    • pp.17-25
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    • 2022
  • As social problems related to the digital divide are increasing, the elderly are facing various problems as an information alienated group. In particular, there is a need to strengthen the ability to critically understand and accept information. In this study, using the 2020 media panel survey, the effects of digital literacy in the elderly on critical thinking disposition of information were analyzed, focusing on the moderating effect of need for cognition. As a results of the analysis, it was confirmed that the operational and the information skill had a positive effect on the critical thinking disposition of information. Also, as a result of analyzing the moderating effect of NFC(Need for Cognition), it was found that NFC strengthens the influence of operational skill and reduces the influence of information skill. This suggests that the digital literacy education for the elderly needs to change from strengthening accessibility to improving information judgment.