• Title/Summary/Keyword: Interactive 방송

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A Basic Technical Study of Wireless CATV (무선 CATV 방송에 대한 기술적 기초 연구)

  • 이문호;곽옥문;윤영돈
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1995.06a
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    • pp.51-57
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    • 1995
  • 최근, 초고속 정보통신망 사업과 관련하여 VOD 시험 서비스에 많은 나라에서 관심을 불러일으키고 있다. VOD아 같은 대화형 TV 서비스(I-TV, Interactive-TV Service)에 컴퓨터, 통신, 가전업체 그리고 영화제작자들이 함께 참여하고 있다.[1] 본 연구에서는 차세대 멀티미디어 사업인 무선 CATV의 도입에 필요성과 12/18/28[GHz]대역의 무선 CATV의 특성을 제시하였다.

Software Implementation for Interactive Broadcasting for PC-based T-DMB Receivers (PC 기반 지상파 DMB 수신기의 대화형 방송 순신 SW 구현)

  • Park Bum Chul;Kim Yong Han
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2004.11a
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    • pp.85-88
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    • 2004
  • 본 논문에서는 PC 기반 지상파 DMB(Terrestrial Digital Multimedia Broadcasting, T-DMB) 수신기를 위한 대화형 방송 수신 SW 구현에 대해 설명한다. T-DMB 표준에 의하면, MPEG-4 BIFS(Binary Format for Scene)를 옵션으로 사용한 수 있게 되어 있는데, 이를 이용하면, 여러 가지 형태의 대화형 방송 기능을 실현할 수 있다. 본 논문에서는 이러한 BIFS 데이터가 포함된 비트스트림을 수신하여 이를 복호한 후, 화면에 동영상과 함께 디스플레이 하는 대화형 방송 수신 기능을 구현하였다. 또한 이를 활용하여 쉽게 구현할 수 있는, 화면상의 클릭 가능한 객체, 즉 "핫 스팟(hot-spot)"을 이용한 대화형 방송 시나리오와 예제 구현에 대해 설명한다.

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Research for Application of Interactive Data Broadcasting Service in DMB (DMB에서의 양방향 데어터방송 서비스도입에 관한 연구)

  • Kim, Jong-Geun;Choe, Seong-Jin;Lee, Seon-Hui
    • Broadcasting and Media Magazine
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    • v.11 no.4
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    • pp.104-117
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    • 2006
  • In this Paper, we analyze the application of Interactive Data Broadcasting in DMB(Digital Multimedia Broadcasting) in the accordance with convergence of service and technology. With the acceleration of digital convergence in the Ubiquitous period substantial development of digital media technology and convergence of broadcasting and telecommunication industry are being witnessed. Consequently these results gave rise to newly combined-products such as DMB(Digital Multimedia Broadcasting), WCDMA(Wide-band code division multiple access), Wibro(Wireless Broadband Internet), IP-TV (Internet protocol TV) and HSDPA(High speed downlink packet access). The preparatory stage for the implementation of Interactive Data Broadcasting Service will be reached by the end of December, 2006. DMB is the first result of a successful convergence service between Broadcasting and Telecommunication in new media era. Multimedia technology and services are the core elements of DMB. The Data Broadcasting will not only offer various services of interactive information such News, Weather, Broadcasting Program etc, but also be linked with characteristic function of mobile phone such as calling and SMS(Short Message Service) via Return Channel.

Stereoscopic Video Services for Terrestrial DMB (지상파 DMB를 위한 스테레오스코픽 영상 서비스)

  • Kim, Yong-Han
    • Journal of Broadcast Engineering
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    • v.14 no.1
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    • pp.85-88
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    • 2009
  • Recently "DMB Video-Associated Stereoscopic Data Services" standard has been published by TTA. The standard enables DMB broadcasters to provide 3D or stereoscopic interactive data services based on MPEG-4 BIFS (Binary Format for Scenes). The purpose is to entice viewers to utilize DMB interactive data services more often by providing realistic and protrusive image objects overlaid on top of the main video in the background. This paper provides the background, technical analysis, and in-depth considerations for the standard. Also the results of standard verification are provided including the results of interoperability test with the existing terrestrial DMB receivers.

Interactive Virtual Studio & Immersive Viewer Environment (인터렉티브 가상 스튜디오와 몰입형 시청자 환경)

  • 김래현;박문호;고희동;변혜란
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06b
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    • pp.87-93
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    • 1999
  • In this paper, we introduce a novel virtual studio environment where a broadcaster in the virtual set interacts with tele-viewers as if they are sharing the same environment as participants. A tele-viewer participates physically in the virtual studio environment by a dummy-head equipped with video "eyes" and microphone "ears" physically located in the studio. The dummy head as a surrogate of the tole-viewer follows the tele-viewer's head movements and views and hears through the dummy head like a tele-operated robot. By introducing the tele-presence technology in the virtual studio setting, the broadcaster can not only interact with the virtual set elements like the regular virtual studio environment but also share the physical studio with the surrogates of the tele-viewers as participants. The tele-viewer may see the real broadcaster in the virtual set environment and other participants as avatars in place of their respective dummy heads. With an immersive display like HMD, the tele-viewer may look around the studio and interact with other avatars. The new interactive virtual studio with the immersive viewer environment may be applied to immersive tele-conferencing, tele-teaching, and interactive TV program productions.program productions.

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Customer Segmentation for IPTV Based on Competitive Resources under the Competition Environment among Broadcasting Media (방송 매체 간 경쟁 상황에서의 활용 자원에 기반한 IPTV 고객 세분화)

  • Suh, Bo-Mil
    • Journal of Information Technology Applications and Management
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    • v.19 no.2
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    • pp.97-116
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    • 2012
  • Since 2008 when IPTV service entered the broadcasting market, the competition among interactive broadcasting media has been growing more and more fierce. To make a market strategy under the harsh competition, this study tried to make an IPTV customer segmentation based on the characteristics of interactive broadcasting media. From previous literature, this study drew five characteristics of interactive broadcasting media : ease of use, two-way communications, active control, variety of content, and economic efficiency. Two-step clustering based on these characteristics identified four customer segments. There were statistically significant differences in the five characteristics among the customer segments. This study profiled the customer segments and proposed competitive strategies for each customer segment.

Implementation of Self-expression Tool with Interactive Hangeul

  • Lim, Sooyeon
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.43-49
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    • 2018
  • Modern people communicate in a digital space without being limited by physical space and time. On the internet, people's desire for self-expression is getting bigger, and the most common self-expression tool is characters. Characters are visual materials to express human thoughts and desires. This study is a method to positively express the viewer's self in an interactive Hangeul system. The proposed system produces new formative shapes and meanings of Hangeul through the process of deconstructing and reconstructing the characters. Immediate character transformations that are synchronized with the motion of the viewer act as a tool of self-expression by inducing the viewer's active interaction repeatedly. Therefore, the proposed interactive Hangeul is more than enough to be used as a new graphic tool beyond the text to be read, and it is highly likely to develop into cultural contents using it.

A Study on the EPG User Interface Design in Interactive TV (인터랙티브 TV에서 EPG의 사용자 인터페이스 디자인에 관한 연구)

  • 김은신;김종기;김치용
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.558-562
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    • 2004
  • Interactive TV의 주요 특징으로 고품질, 다채널, 다기능, 양방향성, 지능형 등을 들 수 있는데 그 중에서도 다채널화로 시청자들이 원하는 프로그램을 얼마나 쉽게 빨리 찾을 수 있을 것인가가 문제시되고 있다. 이러한 문제점을 해결하기 위해서는 EPG(Electronic Programing Guide) User Interface Design을 함에 있어 레이아웃, 컬러, 텍스트, 아이콘 등의 시각적 요소들과 네비게이션이 잘 구성되어야하고 디지털방송시스템의 기능적인 구조적 특징들이 잘 어울려질 때 진정한 EPG의 사용자 인터페이스 디자인이 탄생한다. 본 연구에서는 현재 방송사들이 사용하고 있는 EPG의 인터페이스 디자인을 분석하고 Interactive TV의 인터페이스 디자인에 관하여 문헌을 통한 연구를 한다. 이를 통해 새로운 EPG 인터페이스 디자인을 들어감에 있어 가이드라인을 제시하고자 한다. 사용자가 좀 더 편리하고 쉽게 사용할 수 있는 디자인을 개발하여 시청자들이 편리하게 사용하여 Interactive TV와의 대화가 원활하게 수행될 수 있도록 하는 것이 본 논문의 궁극적인 목적이다. 향후 본 연구에서 제시한 EPG 사용자 인터페이스 디자인 가이드라인이 EPG를 User Interface Design함에 있어 하나의 좋은 지침서가 될 것이다.

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Interactive Advertisement that Feels and Experiences

  • Kim, Yuji;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.3
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    • pp.13-19
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    • 2019
  • In this paper, we propose and implement VVVV base interactive advertisement. It has now expanded from the traditional marketing methods of television, radio, newspapers and magazines to become a digital marketing era. However, it is still in the form of infusion-type advertising, similar to traditional marketing techniques. For more innovative we put story and design elements into digital technology. Consumers will feel fresh excitement as they experience advertising. Emotional stories and image will also provide an element for customers to talk to each other. The propose advertisement is design to recognize the movement of people in the corridor by using Arduino and ultrasonic sensor installed in the passageway where many people pass. Arduino and VVVV takes people's movements for a values. This values change the advertising image. In this case, we applied the mask in VVVV so that the image to be reproduced and the image of the background role are displayed when the person passes the sensor. By realizing this interactive advertisement, the objective is to increase the buyer's purchasing power by approaching the buyer more effectively than the existing advertisement.

Associative Interactive play Contents for Infant Imagination

  • Jang, Eun-Jung;Lee, Chankyu;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.126-132
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    • 2019
  • Creative thinking appears even before it is expressed in language, and its existence is revealed through emotion, intuition, image and body feeling before logic or linguistics rules work. In this study, Lego is intended to present experimental child interactive content that is applied with a computer vision based on image processing techniques. In the case of infants, the main purpose of this content is the development of hand muscles and the ability to implement imagination. The purpose of the analysis algorithm of the OpenCV library and the image processing using the 'VVVV' that is implemented as a 'Node' in the midst of perceptual changes in image processing technology that are representative of object recognition, and the objective is to use a webcam to film, recognize, derive results that match the analysis and produce interactive content that is completed by the user participating. Research shows what Lego children have made, and children can create things themselves and develop creativity. Furthermore, we expect to be able to infer a diverse and individualistic person's thinking based on more data.