• Title/Summary/Keyword: Live Coding

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Aesthetic Implications of the Algorithm Applied to New Media Art Works : A Focus on Live Coding (뉴미디어 예술 작품에 적용된 알고리즘의 미학적 함의 : 라이브 코딩을 중심으로)

  • Oh, Junho
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.119-130
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    • 2013
  • This paper researches the algorithm, whose materiality and expressiveness can be obtained through live coding. Live coding is an improvised genre of music that generates sounds while writing code in real time and projecting it onto a screen. Previous studies of live coding have focused on the development environment to support live coding performance effectively. However, this study examines the aesthetic attitude immanent in the realization of the algorithm through analyzing mostly used languages such as ChucK, Impromtu, and the visualization of live code and cases of "aa-cell" and "slub" performance. The aesthetic attitudes of live coding performance can be divided into algebraic and geometric attitudes. Algebraic attitudes underline the temporal development of concepts; geometric attitudes highlight the materialization of the spatial structure of concepts through image schemas. Such a difference echoes the tension between conception and materiality, which appears in both conceptual and concrete poetry. The linguistic question of whether conception or materiality is more greatly emphasized defines the expressiveness of the algorithm.

SonicStream: A Network Coding Based Live P2P Media Streaming System With Rich User Experiences

  • Chen, Xiaogang;Ren, Ning;Zhang, Xiaochen;Wang, Xin;Zhao, Jin
    • Journal of Communications and Networks
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    • v.10 no.4
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    • pp.430-436
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    • 2008
  • Recent studies have convinced that network coding can improve the performance of live media streaming in terms of startup delay, resilience to peer dynamics, as well as reduced bandwidth cost on dedicated streaming servers. However, there still exist some strategy drawbacks and neglected problems which need to be further researched. In addition to the commonly used evaluation parameters of the network and user experiences mentioned above, we focus on additional key factors, playback lag and switch lag, which have not been fully explored in previous work. In this paper, we present SonicStream, a novel and fully implemented live peer to peer (P2P) media streaming system with consideration of rich user experiences, including startup delay, playback continuity, playback lag, switch lag, etc. In pursuit of a further enhanced user experience, we revise traditional peer selection/data scheduling methods. Through a series of experimental evaluations and a cautious comparison with the latest similar work $R^2$, the superior performance of SonicStream has been preliminarily verified.

A Study Transform Coding of Medical Image Using Adaptive Quantization Method (적응 양자화를 위한 의료 영상 정보의 변환 부호화에 관한 연구)

  • 한영오;박장춘
    • Journal of Biomedical Engineering Research
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    • v.10 no.3
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    • pp.243-252
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    • 1989
  • In this study, medical images, which are X-ray image and CT image, are compressed by the adam live coding technique. The medical images may be treated as special ones, because they are different from general images in many respects. The statistical characteristics that medical images only have in transform domain are analyzed, and then the improved quantization method is proposed for medical images. For chest X-ray image and CT head image, the better results are obtained by the improved adaptive coding technique.

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Experiences of Family Resources in Resilience Development Process for Low-Income Families Participating in Asset Building Program (자산형성프로그램을 이용한 저소득가정의 탄력성 형성 과정에서의 가정자원 관련 경험)

  • Kim, Mi Young
    • Human Ecology Research
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    • v.55 no.3
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    • pp.321-336
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    • 2017
  • This study examines the effect of family resources on low-income families by exploring their holistic experience of poverty to the formation of resilience. A grounded theory approach is utilized to structure process from their experience of poverty as well as the use of social welfare services to the formation of resilience. This study targets 17 families involved in the pilot project for the beneficiaries of an asset building program in Seoul. In accordance with open coding and a paradigm model by the result of axial coding, 86 concepts, 23 sub-category, and nine categories are produced. These categories are classified into the causal condition (a tough life due to poverty), contextual condition (being the recipient of an asset building program), intervening conditions (interpersonal resources and effects of accumulated time or experience), central phenomenon (a will to live and overcome poverty), actions/interactions (active behavior and change of attitude), and consequences (change of asset levels and increased efficacy in their lives). The integrating categories identify the core category as 'the process of making a resilient life out of the power to live' and a final process model is organized. The results suggest crucial implications to develop comprehensive policies to address poverty issues for low-income families with a strength-based approach.

Protective immunity induced by recombinant outer membrane protein H of pasteurella multocida (A:3) of fowl cholera in mice (파스튜렐라(A : 3) 균주의 재조합 외막단백질 H에 의한 가금 콜레라 감염 생쥐의 면역성 검정)

  • Kim, Younghwan;Yang, Joo-Sung;Kwon, Moosik
    • Korean Journal of Veterinary Research
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    • v.46 no.2
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    • pp.127-133
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    • 2006
  • Pasteurella multocida is a terrible veterinary pathogen that causes widespread infections in husbandry. To induce homologous and/or heterologous immunity against the infections, outer membrane protein Hs (OmpH) in the envelope of different strains of P. multocida are thought to be attractive vaccine candidates. Previously we cloned and characterized a gene for OmpH from pathogenic P. multocida (A : 3) (In Press, Korean J. Microbiol. Biotechnol. 2005, 33, December). The gene is composed of 1,047 nucleotides (nt) coding 348 amino acids (aa) with signal peptide of 20 aa. The truncated ompH, a gene without nt coding for the signal peptide, was generated using pRSET A to name "pRSET A/OmpH-F2". This truncated ompH was well expressed in Escherichia coli BL21 (DE3). Truncated OmpH was purified for induction of immunity against live pathogen of fowl cholera (P. multocida A : 3) in mice. Some $50{\mu}g$ of the purified polypeptide was intraperitoneally injected into mice two times with 10 day interval. Lethal dose ($25{\mu}l$) of live P. multocida A : 3 was determined by directly injecting the pathogen into wild mice (n = 25). To demonstrate the vaccine candidate of the truncated OmpH, the live pathogen ($25{\mu}l$) was challenged with the OmpH-immunized mouse group as well as positive & negative controls (n = 80). The results show that the truncated OmpH can be used for an effective vaccine production to prevent fowl cholera caused by pathogenic P. multocida (A : 3).

The Correlation between Block-coding Software Education and the Resilience of Elementary School Students (블록코딩 SW 교육과 초등학생의 회복탄력성의 관계)

  • Lee, Jaeho;Cha, Geunmin
    • Journal of Creative Information Culture
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    • v.6 no.1
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    • pp.31-40
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    • 2020
  • The purpose of this study is to statistically analyze the correlation between block-coding software education and the resilience of elementary school students in order to research the significance of software education. In this study, 61 fourth grade students at an elementary school in Incheon were pre-tested for resilience. A block-coding education program from a nonprofit organization called code.org was used at the learner's level. 15 periods of classes and post-test were conducted to analyze the improvement of resilience. This study finds that control and positivity out of the three parts of resilience(control, positivity, sociality) of the students who took the block-coding classes improved statistically significantly as well as the overall score did too. This suggests that software education can foster not only students' computational thinking skills, but also their resilience, the power to live their lives positively and flexibly.

Analysis on Effects of AI Thinking Skills Coding Program on Software Development Tendency to Primary Students in Rural Areas (AI 사고력 코딩 프로그램이 농어촌 초등학생의 SW성향에 미치는 영향 분석)

  • Lee, Jaeho;Lee, Seonghoon;Jeong, Hongwon
    • Journal of Creative Information Culture
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    • v.7 no.1
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    • pp.1-9
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    • 2021
  • Subjects for the study are educationally alienated class living in poor educational environment. Those students often live outside the reach of software education which is one of key capabilities of Fourth Industrial Revolution. The gap between student in rural and urban areas is becoming more distinct and schoolchildren in rural areas are further limited to access software development education under COVID-19 where face-to-face classes are more rarely conducted. To overcome the issue, AI based thinking skills coding educational program was developed and tested on children in 6 primary schools in south and north of Gyunggi-do, South Korea. Questionnaire were conducted before and after classes to research on students'awareness on AI thinking skills coding. At the end of the study, subjects showed statistically significant increase in confidence, interest, and attitude, and showed positive overall feedback on software development tendency after the program is conducted.

Terrestrial 4K UHD Live Broadcasting of Sports (지상파 4K UHD 스포츠 라이브 중계방송)

  • Cho, Injoon;Hahm, Sangjin;Kim, Sansung;Kim, Byungsun;Kim, Sanghoon;Jeon, Sungho
    • Journal of Broadcast Engineering
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    • v.20 no.1
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    • pp.26-39
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    • 2015
  • UHD (Ultra High Definition) has been developed and standardized over the past few years and considered as a key of the next generation broadcasting. Since major sporting events that attract many viewers have been good opportunities for applying and promoting new broadcasting technology, KBS (Korean Broadcasting System) has carried out live 4K terrestrial broadcasting of three big sports events in 2014, the KBL (Korean Basketball League) finals, the 2014 FIFA World Cup, and the 2014 Incheon Asian Games. Especially, 4K UHD live coverage of the KBL finals was the world's first live 4K terrestrial broadcasting, and people could enjoy the World Cup and the Asian Games with UHDTV at home. In this paper, the overall live production and data transmission of the sporting events is described, including on-location live production, live HEVC (High Efficiency Video Coding) encoding, SFN (Single Frequency Network) transmission, as well as experimental IP transmission of uncompressed 4K video via KREONET, a national R&D network run by KISTI (Korea Institute of Science and Technology Information).

Transmission Rate Decision of Live Video Based on Coding Information (부호화 정보에 기반한 라이브 비디오의 전송률 결정)

  • Lee Myeong-jin
    • Journal of Korea Multimedia Society
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    • v.8 no.9
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    • pp.1216-1226
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    • 2005
  • In this paper, a preventive transmission rate decision algorithm, called PTRD, is proposed for the transmission of live video over networks with dynamic bandwidth allocation capability. Frame analyzer predicts the bit-rates of future frames before encoding by analyzing the source information such as spatial variances and the degree of scene changes. By using the predicted bit-rates, transmission rate bounds are derived from the constraints of encoder and decoder buffers. To resolve the problem of renegotiation cost increment due to frequent renegotiations, the PTRD algorithm is presented to decide transmission rates considering the elapsed time after the recent renegotiation and the perceived video quality. From the simulation results, compared to the normalized LMS based method, PTRD is shown to achieve high channel utilization with low renegotiation cost and no delay violation.

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Bandwidth-Efficient Live Virtual Reality Streaming Scheme for Reducing View Adaptation Delay

  • Lee, Jongmin;Lee, Joohyung;Lim, Jeongyeon;Kim, Maro
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.1
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    • pp.291-304
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    • 2019
  • This paper proposes a dynamic-tiling-based bandwidth-efficient (DTBE) virtual reality (VR) streaming scheme. We consider 360-degree VR contents with multiple view points such as the front, back, upper, and bottom sides. At a given time, the focus of a client is always bound to a certain view among multiple view points. By utilizing this perspective, under our proposed scheme, tiles with high encoding rates are selectively assigned to the focused view where multiple view points consist of multiple tiles with different encoding rates. The other tiles with low encoding rates are assigned to the remaining view points. Furthermore, for reducing view adaptation delay, we design a novel rapid view adaptation mechanism that selectively delivers an I-frame during view point updates by using frame indexing. We implement the proposed scheme on a commercial VR test bed where we adopt the MPEG media transport (MMT) standard with high-efficiency video coding (HEVC) tile modes. The measurement-based experiments show that the proposed scheme achieves an average data usage reduction of almost 65.2% as well as average view adaptation delay reduction of almost 57.7%.