• Title/Summary/Keyword: Interactive Digital Contents

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A Distributed address allocation scheme based on three-dimensional coordinate for efficient routing in WBAN (WBAN 환경에서 효율적인 라우팅을 위한 3차원 좌표 주소할당 기법의 적용)

  • Lee, Jun-Hyuk
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.663-673
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    • 2014
  • The WBAN technology means a short distance wireless network which provides each device interactive communication by connecting devices inside and outside of body. Standardization on the physical layer, data link layer, network layer and application layer is in progress by IEEE 802.15.6 TG BAN. Wireless body area network is usually configured in energy efficient using sensor and zigbee device due to the power limitation and the characteristics of human body. Wireless sensor network consist of sensor field and sink node. Sensor field are composed a lot of sensor node and sink node collect sensing data. Wireless sensor network has capacity of the self constitution by protocol where placed in large area without fixed position. In this paper, we proposed the efficient addressing scheme for improving the performance of routing algorithm by using ZigBee in WBAN environment. A distributed address allocation scheme used an existing algorithm that has wasted in address space. Therefore proposing x, y and z coordinate axes from divided address space of 16 bit to solve this problems. Each node was reduced not only bitwise but also multi hop using the coordinate axes while routing than Cskip algorithm. I compared the performance between the standard and the proposed mechanism through the numerical analysis. Simulation verified performance about decrease averaging multi hop count that compare proposing algorithm and another. The numerical analysis results show that proposed algorithm reduced the multi hop better than ZigBee distributed address assignment

Character Motion Control by Using Limited Sensors and Animation Data (제한된 모션 센서와 애니메이션 데이터를 이용한 캐릭터 동작 제어)

  • Bae, Tae Sung;Lee, Eun Ji;Kim, Ha Eun;Park, Minji;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.85-92
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    • 2019
  • A 3D virtual character playing a role in a digital story-telling has a unique style in its appearance and motion. Because the style reflects the unique personality of the character, it is very important to preserve the style and keep its consistency. However, when the character's motion is directly controlled by a user's motion who is wearing motion sensors, the unique style can be discarded. We present a novel character motion control method that uses only a small amount of animation data created only for the character to preserve the style of the character motion. Instead of machine learning approaches requiring a large amount of training data, we suggest a search-based method, which directly searches the most similar character pose from the animation data to the current user's pose. To show the usability of our method, we conducted our experiments with a character model and its animation data created by an expert designer for a virtual reality game. To prove that our method preserves well the original motion style of the character, we compared our result with the result obtained by using general human motion capture data. In addition, to show the scalability of our method, we presented experimental results with different numbers of motion sensors.

Mobile Contents Transformation System Research for Personalization Service (개인화 서비스를 위한 모바일 콘텐츠 변환 시스템 연구)

  • Bae, Jong-Hwan;Cho, Young-Hee;Lee, Jung-Jae;Kim, Nam-Jin
    • Journal of Intelligence and Information Systems
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    • v.17 no.2
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    • pp.119-128
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    • 2011
  • The Sensor technology and portable device capability able to collect recent user information and the information about the surrounding environment haven been highly developed. A user can be made use of various contents and the option is also extending with this technology development. In particular, the initial portable device had simply a call function, but now that has evolved into 'the 4th screen' which including movie, television, PC ability. also, in the past, a portable device to provided only the services of a SMS, in recent years, it provided to interactive video service, and it include technology which providing various contents. Also, it is rising as media which leading the consumption of contents, because it can be used anytime, anywhere. However, the contents available for the nature of user's handheld devices are limited. because it is very difficult for making the contents separately according to various device specification. To find a solution to this problem, the study on one contents from several device has been progressing. The contents conversion technology making use of the profile of device out of this study comes to the force and profile study has been progressing for this. Furthermore, Demand for a user is also increased and the study on the technology collecting, analyzing demands has been making active progress. And what is more, Grasping user's demands by making use of this technology and the study on the technology analyzing, providing contents has been making active progress as well. First of all, there is a method making good use of ZigBee, Bluetooth technology about the sensor for gathering user's information. ZigBee uses low-power digital radio for wireless headphone, wireless communication network, and being utilized for smart energy, automatic home system, wireless communication application and wireless sensor application. Bluetooth, as industry standards of PAN(Personal Area Networks), is being made of use of low power wireless device for the technology supporting data transmission such as drawing file, video file among Bluetooth device. With analyzing the collected information making use of this technology, it utilizes personalized service based on network knowledge developed by ETRI to service contents tailor-made for a user. Now that personalized service builds up network knowledge about user's various environments, the technology provides context friendly service constructed dynamically on the basis of this. The contents to service dynamically like this offer the contents that it converses with utilizing device profile to working well. Therefore, this paper suggests the system as follow. It collects the information, for example of user's sensitivity, context and location by using sensor technology, and generates the profile as a means of collected information as sensor. It collects the user's propensity to the information by user's input and event and generates profile in the same way besides the gathered information by sensor. Device transmits a generated profile and the profile about a device specification to proxy server. And proxy server transmits a profile to each profile management server. It analyzes profile in proxy server so that it selects the contents user demand and requests in contents server. Contents server receives a profile of user portable device from device profile server and converses the contents by using this. Original source code of contents convert into XML code using the device profile and XML code convert into source code available in user portable device. Thus, contents conversion process is terminated and user friendly system is completed as the user transmits optimal contents for user portable device.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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A Proposal for Improving Techniques of GTS Utilization Based on WBAN (WBAN 기반의 GTS 채널 이용률 향상기법 제안)

  • Park, Joo-Hee;Jung, Won-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.10
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    • pp.73-81
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    • 2011
  • The WBAN(Wireless Body Area Network) technology is a short distance wireless network which provides each device's interactive communication by connecting devices inside and outside of body located within 3 meters. Standardization on the physical layer, data link layer, network layer and application layer is in progress by IEEE 802.15.6 TG BAN. The The WBAN servides consists of both medical and non-medical applications. The medical application service uses the sensor that transfer the periodic traffic and have different data rates. It uses GTS method to guarantee QoS. In this paper, a new method is proposed, which are suitable design for MAC Protocol. Firstly, MAC frame structure and a primitive based on the WBAN are proposed. Secondly, we proposed the GTS algorithm improved the channel utilization based on the WFQ(Weighted Fair Queuing). The proposed scheduling method is improved channel utilization compared with i-Game(Round Robin scheduling method).

The Method of Hierarchical Emotion Evaluation using Intuitive Categorization (직감적 범주화를 이용한 계층적 감성평가방법)

  • Kim, Don-Han
    • Science of Emotion and Sensibility
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    • v.12 no.1
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    • pp.45-54
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    • 2009
  • Categorization in a vital means for dealing with the multitudes of entities in the world surrounding people. Among others, the perceptual and the evaluative similarities factors strongly affect categorization. The conventional SD-type procedure are insufficient in this regard, since it requires an individual subject to make isolated judgments about each stimulus to identify categorization in terms of a group tendency. It disregards the individual categorization in which the similarities are of great importance. Thus in this study the phased emotional evaluation method is suggested based on the intuitive categorization of stimuli and on the similarity judgement of representative/ non-representative case in each category. To verify the effectiveness of the suggested evaluation method the scanned jewelry images are selected as test stimuli for emotional evaluation experiment. As a result of the evaluation experiment, the conventional SD-type procedure is complemented by the emotional evaluation method in phases of the task of intuitive categorization, the selection of the representative images and the setup of the evaluation score of the representative images to internally supplied anchors of evaluating non-representative images.

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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
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    • v.22 no.1
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    • pp.95-106
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    • 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.

Development of Safety Map Application for Local Residents (지역 주민을 위한 안전지도 애플리케이션 개발)

  • Park, Sung-Dae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.3
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    • pp.299-304
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    • 2019
  • As community revitalization among local residents is currently emphasized, village regeneration projects and village culture activation projects are being promoted in various ways based on the participation of residents. Community mapping is one of the projects in which the residents of the community propose and improve the problems of the community as subjects. This community mapping draws residents's interest in the village through the process in which residents directly map the major issues in the village and makes it possible to draw the voluntary participation of the residents in deciding village plans and policies. In this study, we used community mapping to develop a safety map application for interactive communication of local residents. The developed app enables local residents to directly upload and share information on local issues and problems. In addition, the purpose is to find ways to share and improve safety related issues and problems of the village with relevant administrative agencies using the developed app.

The Effect of consumer characteristics on purchasing Creating Shared Value products : Focusing on social-psychological variables and value congruency in the decision-making of cosmetics purchases (소비자의 특성이 공유가치창출 제품 구매에 미치는 영향 : 화장품 구매의사결정에 미치는 사회심리학적 변인과 가치일치성을 중심으로)

  • Kang, Yoon Ji;Yoo, Gilsang;Park, Sunkyung
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.21-32
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    • 2021
  • This study focuses on the individual characteristics of consumers and creating shared value in relation to recent increasing value consumption. Specifically, it was intended to verify what socio-psychological variables of consumers affect value congruency and product purchase intentions in relation to cosmetics products based on creating shared value activities. In order to verify hypothesis, an online survey was conducted, and the main and mediate effects of the variables were verified through SPSS' Process Macro method. As a result of empirical analysis, the higher the ethical identity, altruism, and consumer effectiveness, the higher the value congruency. Altruism and consumer effectiveness had a positive impact on purchase intentions. We also find that value congruency has a significant mediating effect on the effect of socio-psychological variables on purchase intention. The results of this study provide practical values and implications for companies' need to emphasize consumers' consumption behavior as it can have a significant positive impact on society. It also suggests the importance of finding out what values consumers seek. In other words, this study can provide strategic implications for public relations plans when performing marketing activities by utilizing the values pursued by CSV in companies. Future research will provide strategic implications for promotional measures when marketing is carried out if the consumer's segment is further refined to verify the effectiveness of creating shared value.

Factors Influencing Communicative Action on Donation Behavior: Based on the Extended Situational Theory of Problem Solving (기부행위에 대한 커뮤니케이션 행동의 영향요인 연구: 문제해결 상황이론의 확장을 토대로)

  • Park, Narim;Sung, Dong-Kyoo
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.238-252
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    • 2017
  • In the digital media environment, individuals' information behavior about donation has been more interactive than ever. This study tried to figure out which factors impact communicative actions, based on the situational theory of problem solving(STOPS) in the donation situation for children with a rare incurable disease. This study tried to figure out the instrumental role of communicative action in donation situation. The findings from the survey(N=524) revealed that problem recognition and involvement recognition have a positive influence on a situational motivation, while constraint recognition had a negative influence. A referent criterion and a situational motivation have a positive influence on communicative actions. Also, a perceived moral obligation and a anticipated guilt have additional explanation of situational motivation for children with a rare incurable disease.