• Title/Summary/Keyword: Media Play

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Real-time Orchestra Method using MIDI Files (MIDI파일을 이용한 실시간 합주 기법)

  • Lee, Ji-Hye;Kim, Svetlana;Yoon, Yong-Ik
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.91-97
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    • 2010
  • Recently, Internet users have an interest about Social Media Service in Web2.0 environment. We suggest the orchestra service as social media service to meet user satisfactions in changed web environment. We accept a concept of the MMMD (Multiple Media Multiple Devices). In other words, Internet users listen to the music not only one device but multiple devices. Each one of multiple devices can play a sound source under earmark instruments for providing users with actual feeling like an orchestra. To meet the purpose, we define 3 steps. First, we separate the sound source based on instrument information. Second, we exact the suitable sound source for play orchestra. In final step, the sound source transmits to each suitable playing device. We named the 3 step for AET process. Beside we suggest synchronization method using rest point in the MIDI file for control sound sources. Using the AET process and synchronization method we provide the orchestra service for meet user's satisfactions to users.

The Impact of Young Children's Media Use on Peer Interactions and the Mediating Effects of Language Development (유아의 미디어 이용이 또래상호작용에 미치는 영향에서 언어발달의 매개효과)

  • Cho, Yoonju
    • Korean Journal of Child Studies
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    • v.37 no.5
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    • pp.53-64
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    • 2016
  • Objective: This study explored the mediating effects of language development on the influences of young children's media use on positive and negative peer interactions. Methods: The data came from the 2013 Panel Study on Korean Children (N = 1,215) and were analyzed to assess the mediating effects of media use on positive and negative peer interactions, using SEM with the bootstrapping method by means of SPSS 21.0 and AMOS 20.0. Results and Conclusion: The results show that increased media use affects positive and negative peer interactions through language development. This indicates that, while media use does not directly affect positive and negative peer interactions, it appears to increase the difficulty of developing language ability; as the language development worsens, undesirable peer interactions may develop. Thus, language development seems to play an important mediating role between media use and peer interactions. Theoretical and practical implications are discussed.

Digital Outdoor Advertising Tecoration for the Metaverse Smart City

  • Yoo, Seung-Chul;Piscarac, Diana;Kang, Seungmi
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.196-203
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    • 2022
  • Developing smart cities increasingly relies on metaverse technology. This has become much more apparent in the post-COVID-19 pandemic urban environment. The demand for fast processing of huge amounts of data and the convergence of various media types is essential for keeping city residents well-informed and safe. This paper builds on recent research on metaverse, smart cities, and digital outdoor advertising media. It proposes that "space culture media", which collectively functions by using physical or virtual spatial information, will play a key role in the smart city, functioning as an augmented city. Specifically, this paper deals with significant issues related to the smart city changes created by tecoration, a metaverse urban media space facilitated and enhanced through digital outdoor advertising.

A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.

Time-based Restructuring of Mobile Roleplaying Games (모바일 역할수행 게임의 시간 기반 재구조화)

  • Lee, Jin
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.39-50
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    • 2017
  • This paper explores the concept of mobile gaming platforms and changes in game play through mobile parameters, focusing on the role of role-playing mobile games through mobile parameters. As a move, the Player combines the mobile media with the game platform. The daily time of the mobile mid-dividualization is reconstructed with the principle of superposition, which affects play experience on the mobile gaming platform. The character of a mobile role-playing game plays a non-integrated play where the player is staying, rather than an avatar character, and exhibits a non-dwelling character as a residential space. Automatic battle also regenerates unused combat forces in the form of explicit integration. The experience of combat in overlapping hours serves as a visual spectacle, and the player inhabits the fighter jets.

The Influence of Gamers' Characteristics on the Emergent Party Play: Based on Organizational Citizenship Behavior Theory (게이머 특성이 창발적 파티 플레이에 미치는 영향 - 조직시민행동 이론을 중심으로 -)

  • Ahn, Ji Hoon;Choi, Chris Seoyun
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.7-16
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    • 2014
  • This empirical study is to investigate the influence of MMORPG player's social as well as individual characteristics on the emergent party play. First, we have tested our research model by surveying 231 active players of Lineage 2. The results demonstrate that both the personal values, such as self-efficacy and job satisfaction, and also the organizational values, such as task interdependence and trust, have significant influences on the organizational citizenship behaviors among the party players. This study suggests both theoretical and practical implications on how to encourage gamers' altruistic concern and organizational adaptation in MMORPG.

A Study of Media Player Program Development using Direct-Show (Direct Show를 사용한 동영상 플레이어 개발 연구)

  • Kim, Min-Gi;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.291-294
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    • 2010
  • Various forms in order to play the video decoder and Demux specific needs. Depending on need, many developers to develop a filter, but KMP existing GOM player or players do not have the Open API, created difficulties in the use of filters and used for video playback issues are the selection of Codec. In this paper, written by the filter, easy to play and develop the library and search for Seek function designed to screen and screen capture, full screen, your screen, zooming DLL files for user convenience, such as building to the development. This study multimedia S/W technology and information and communication will contribute to the development.

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A Precise Audio/Video Synchronization Scheme Based on RTP Packet for Multimedia Communication (멀티미디어 통신을 위한 RTP 패킷 기반의 정밀한 오디오/비디오 동기화 기법)

  • Seo, Kwang-Deok;Chi, Won-Sup;Jung, Soon-Heung
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.653-663
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    • 2009
  • Synchronization between media is an important aspect in the design of multimedia communication-system. This paper proposes a precise media synchronization mechanism for video and audio transport over IP networks. To support synchronization between video and audio bitstreams transported over IP networks, RTP/RTCP protocol suite is usually employed. To provide a precise mechanism for media synchronization between video and audio, we suggest an efficient media synchronization algorithm based on NPT (Normal Play Time) which can be derivable from the timestamp information in the header part of RTP packet generated for the transport of video and audio. In the proposed method, we do not need to send and process any RTCP SR (sender report) packet which is required for conventional media synchronization scheme, and accordingly could reduce the number of required UDP ports and the amount of control traffic injected into the network.

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An Analysis on the News Frame of Game by Korean Media (한국 언론의 게임 보도 프레임 분석)

  • Seo, Seong-Eun;Yeon, Joon-Myeong
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.89-102
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    • 2017
  • This study aims at examining our social recognition on and the topographic map of a game through the discourse analysis on games shown from the Korean media coverage. Media don't reflect the reality as a mirror but represent it in certain manner. If so, how Korean media organize and represent the meaning of a game? This study analyzed the game discourse from 479 articles on games by 5 daily newspapers including Chosun, Joongang, Dong-A, Kyunghyang and the Hankyoreh during 4 years' Park Geun-hye administration. Research findings show that as a single issue frames of game addiction, addiction damages and AR games including $Pok\acute{e}mon$ Go counted for much reaching up to nearly half but discourse on the play culture as an essence of a game occupied only 3.8%.

An Analysis of Effective Factors in Public Awareness Campaigns through Facebook: Focus on Fine Dust Issues

  • Nguyen, Thanh-Mai;Jo, Sam-sup
    • International Journal of Contents
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    • v.17 no.4
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    • pp.35-45
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    • 2021
  • In this study, we analyzed the factors that affect public awareness campaigns on social media platforms and developed an integrated model for measuring the persuasiveness of environmental social media campaigns. A survey questionnaire was created and distributed on Facebook with the goal of reaching individuals in their 20s and 40s in Vietnam, and 395 valid replies were gathered. The findings showed that the STOPS was reconfirmed as a suitable theoretical framework for analyzing the public's behaviour intention to conduct information related to the issue of fine dust, especially on social media. Furthermore, it also showed that social media efficacy has a moderating effect on the relationship between public's situational recognition and informational behaviour intention. This suggested that through social media platforms, personal characteristics play a vital part in developing effective environmental campaigns. Implications for both theory and practice were discussed.