• Title/Summary/Keyword: Media Video

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Analysis on Characteristics of Representation of Surrealism on Fantasy Online Game's Character (판타지 온라인 게임의 캐릭터에 관한 초현실주의의 표현 특징 분석)

  • Kim, Kyoung-Nam;Lee, Myoun-Jae
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.3-12
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    • 2005
  • Many works have been published with using surrealism techniques among the representation characteristics of media space of video and art. It has begun to research on these work. But many of these researches have not cover surrealism techniques in game graphic. So, in this paper, we have analyzed representation characteristics of fantasy online game's character using surrealism techniques in surrealism. In result, there are means to express nonexistent image in real world in surrealism by using such as collage of parts of body, animals, and other object, deformation, and distortion. Also, these methods have been used in game characters of online game based on fantasy. We analyzed on characteristics of fantasy game's character in aesthetic point view. It should be profitable for making creative and favorable game characters and making creative game graphic by increasing the possibility of art techniques usage.

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Case Study of Video Work Connecting with Fans : the TV series Making Full Use of Convention (팬과 소통하는 영상작품의 사례 연구 : 컨벤션(convention)을 적극적으로 이용하는 TV 시리즈 <수퍼내추럴(Supernatural)>)

  • Nam, Myoung Hee;You, Eun-Soon
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.145-155
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    • 2015
  • Into the 1990s, there have been changes in perception of pop culture consumers by making a distinction between groups that are active, critical and creative. This study aims to establish a theoretical reasoning for conventions organized and participated voluntarily by fans, which has been especially noticeable in the American subculture for a long time, while investigating how fans and all the parties concerned interact at conventions then to expand the imaginary world. To this end, an analysis has been carried out on the conventions for the particular American TV series of Supernatural. The results show that the reason for this drama series maintaining such enduring vitality as if a living thing is attributable to the special bond of sympathy developed between fans and actors and the following interactions between them. Furthermore, in the aspect of cultural sociology, a piece of work can only be completed through unconstrained interpretation of the work and the resultant recreation by the creator and the receiver, which has been ascertained by this study.

Case Study on Treatment of Pneumothorax in Drama (기흉 질병의 치료 사례 연구)

  • Son, Jung Hwan;Jung, Ga Woon;Jung, Yong Gyu
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.3
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    • pp.77-82
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    • 2015
  • Recently there are a lot of cases of pneumothorax disease among young people. Also, thoracic Surgery is just a disease that often emerges in the background in the medical drama related to a pneumothorax. However, despite being exposed to a lot of diseases in the mass media pneumothorax, actual pneumothorax patient do not know cases that have early signs of tension pneumothorax, the disease occurs even when coming to the emergency room, and Patients are also looking for the hospital of right lung surgery. When early symptoms of pneumothorax helps to prevent the onset of these problems, it has been studied and dose not receive any treatment. In this paper pneumothorax is compared by the various methods of treatment, and pneumothorax is introduced patients with symptoms in many medical dramas. And Other internet sites including google were investigated for various treatment methods through academic papers related to pneumothorax.

Differential Bandwidth Allocation Method using Upstream Bandwidth Wavelength Division of EPON (상향트래픽 파장분할 EPON에서 우선순위 큐를 고려한 차등대역폭 할당방법)

  • Seo, Chang-Jin;Jang, Yong-Suk
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.265-270
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    • 2012
  • The subscriber access network is cause of the bottleneck phenomenon because equipment and infrastructure were not originally designed for busty high-bandwidth traffic between MAN(Metro Area Network) and LAN(Local Area Network). Whether riding on shorter copper drops or optical fiber, Ethernet is emerging as the future broadband protocol of choice, offering plug and play simplicity, and low cost. EPON(Ethernet Passive Optical Network) combines point-to-multipoint optical infrastructure with low-cost high-bandwidth Ethernet. The future broadband access network will be a combination of point-to-point and point-to-multipoint Ethernet, optimized for transporting IP data, as well as time critical voice and video. EPON is being considered as a novel communications infrastructure for next-generation broadband access network for the convergence of low-cost Ethernet equipment and low-cost fiber infrastructure. But, EPON has a problem with duplex multimedia services. It is the insufficiency of bandwidth for upstream. Because all ONUs use a shared transmission media for upstream. In this paper, we addressed the problem of upstream bandwidth in EPONs. We presented a wavelength division EPON supporting QoS in the differentiated services framework.

A Study on the EPL using Instructional Model of SW Major's Programming Class (EPL 기반의 SW전공자를 위한 프로그래밍 수업 모형에 관한 연구)

  • KO, Kwangil
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.891-898
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    • 2018
  • Although programming language is a core education area of software that is becoming increasingly important in the age of the fourth industrial revolution, as it requires logical thinking skills, it is recognized as a difficult subject even for SW major students. This difficulty occasionally causes SW major students to lose interest and confidence in their major during the introductory course of a programming language; making them change their majors, or give up their studies. In this study, we designed an instructional model using Scratch for educating C language which is a typical programming introductory language. To do this, we analyzed the concepts that can be trained by Scratch among the programming concepts supported by C language, and developed the examples of Scratch for exercising the concepts. The instructional model supports the progress model of learning first the programming concepts through Scratch and then expand the learning content into C language. We also conducted an experiment on the SW major freshman students of a local private university to verify the effectiveness of the model.

MPEG-4 Based Multimedia Synchronization Model and Application (MPEG-4 기반의 멀티미디어 동기화 모델과 응용)

  • Sung, Seung-Kyu;Lee, Myeong-Won
    • The KIPS Transactions:PartD
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    • v.11D no.5
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    • pp.1159-1166
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    • 2004
  • This paper describes a multimedia synchronization model based on the MPEG-4(Moving Picture Expert Group) system. It defines and modifies new nodes for representing temporal relationships between media objects in the BIFS(Binary Format for Scene) of MPEG-4 system which Integrates, manages and transfers multimedia objects such as audio, video, image, etc. The relationships are represented by using a multimedia temporal model during the start, play and delay time interval. In addition, we illustrate a multimedia authoring system that includes the Interface used for defining the temporal relationships. Differently from several contentional tools generally appropriate for professional users who can edit the BIFS nodes of themselves, the system provides end-users with the function that can define the temporal relationships of multimedia objects directly in the interface.

BTC-based Image Compression using Pattern (패턴을 이용한 블록 절단 부호화 기반의 영상 압축)

  • Kim, Cheonshik;Oh, Jae-Whan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.77-83
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    • 2015
  • Block Truncation Coding, or BTC, is a type of lossy image compression technique for grayscale images. It divides the original images into blocks and then reduces the number of grey levels in each block to compute the mean and standard deviation. BTC has also been adapted to video compression. Another variation of BTC is Absolute Moment Block Truncation Coding. AMBTC is computationally simpler than BTC. In this paper, we proposed new image compression method based on BTC, which is applied patterns to improve compression rate and image quality. This method make two codebooks to extract 36 and 64 patterns from the highest frequency patterns in BTC. When you are compressing an image, you compare many block patterns to that of codebook and use to compress indexes of identical patterns. We experiment our proposed scheme with 36 patterns and the experimental results showed the compression rate of 1.37 bpp. In this paper, our proposed scheme showed higher compression rate rather than that of BTC. In experiment, we used standard images for the performance evaluation.

A study on the effects of digital content marketing in OTT (Over The Top) service platform: focusing on indirect advertising types (OTT(Over The Top) 서비스 플랫폼에서 디지털 콘텐츠마케팅 효과 연구: 간접광고 유형을 중심으로)

  • Kim, Tae-Yang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.155-164
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    • 2020
  • This study measured the effect of PPL(Product Placement: PPL) in OTT(Over The Top) to search a new advertising revenue model according to the change of viewers' video content consumption patterns. On the first, by two research steps, the experiment was carried out using an eye-tracker and then a survey as the second step was administered asking subjects about their attitude about advertising messages, attitude about brand, and intention to purchase the brands used in the experiments. Specifically, the PPL materials used in the experiments were classified with three parts. This study has the meaning as approaching to the PPL research with new methodology by quantitatively access through the eye tracking of the subjects beyond the conventional qualitative measure that depends only on the memory of them. This research aims to find the possibility of indirect advertising as a new revenue model in the OTT environment.

Research on the Image Projection of Platform Screen X (스크린 X 영상 투영 방식의 특징 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.503-508
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    • 2017
  • Screen X is one of the Premium Large-Format platforms. Screen X projects images and video along the side wall of the theatre that go in synch with the front main screen. It's a different way of immersing the audience. This technique demands film-makers taking the two new "screens" into account when making movies. Screen X is the most obvious feature of viewing content with a range of 270 degrees. Viewers can view the experience of viewing experiences beyond the frame of screen screens by allowing viewers to experience the experience beyond the frame of screen screens, which means screen X can immerse the audiences without 3D glasses. Based on the results of this study, studies of content specifications and how they fit in the screen X are studied, and goals for maximizing the visual effects of the visual effects are studied. Looking forward to future research paper researchers and industry professionals who will benefit from future research papers.

A Study on Registration Correction and Layout for Multi-view Videos Implementation (실감영상 구현을 위한 다면영상 정합보정 및 화면구성에 대한 연구)

  • Moon, Dae Hyuk
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.531-541
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    • 2017
  • Realistic videos using multi-view videos are created so that the contents shown on multi-view displays or screens look realistic. These images have been mostly used for special videos for exhibition, but, recently, systems such as Screen X have given rise to multi-view images as a format for storytelling contents such as movies. This study used HD-level broadcasting digital video camera with three zoom lenses for shooting wide to close-up shots focusing on a person, in the same way as Screen X, and identified and analyzed problems found during multi-view image registration correction. The results of this study suggested, provided the shooting technique and equipment are improved, the multi-view format can be used for conveying stories and information. Future research will need to investigate and supplement relevant techniques that will enable production of high-quality multi-view image contents by using a cinema-grade camera with standard lenses, instead of using broadcasting-grade zoom lenses.