• Title/Summary/Keyword: MediaPlayer

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A Study of Multiple Video Players as Media Art -Focusing on (다중 동영상 플레이어를 이용한 미디어아트로써의 확장성 연구 -작품 <희로애락(喜怒哀樂)>을 중심으로)

  • Na, Jung-Jo;Lee, Jee-Hee;Song, Pil-Jae;Lee, Myung-Hak;Fan, Bai;Kim, Kyu-Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.115-120
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    • 2008
  • It provides technical analyze and conceptual idea by oneself through Media Art One's feeling expresses multiple video players by using 3 dimensional graphic techniques Multiple video players work in interlocking. Spectators join in clicking mouse on the screen and the working of multiplevideo players realize with computer software. It has a chance, which spectators get a sensitive stimulation. Each player express human's facial expression - happiness, anger, sadness, excitement. Players are able to accelerateaccording to computer system. It seems that artistic messages send through cooperation and connection of multiple players.

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A Study on the he Application of FIFA Online3 Characters' Personalities regarding positions based on HEXACO (HEXACO를 기반으로 한 FIFA Online3 캐릭터의 포지션별 성격 적용 방안 연구)

  • Kim, Mi-Sun;Park, Jun-Hyung;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.139-150
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    • 2016
  • The purpose of this paper is to study the internal side of game character for realistic characters, applying the HEXACO theory. To achieve this, we analyzed FIFA Online3 character's HEXACO based on the chaTacter features in game. The character does not have the all of the attributes of the present player. Therefore we reference the actual external evaluation keyword of players and analyzed HEXACO of actual players. The HEXACO of the character was complemented, comparing with the player's HEXACO. In order to apply to the game the character's HEXACO was simplified and divided by each position. Finally, we suggested a method of applying the character's HEXACO.

E-pub player for K-POP (한류를 위한 In-Apps 방식의 e-pub player 개발)

  • Kim, SeeWoo;Kang, JiAe;Kim, YuJeong;Ban, SoJung;Lim, Yunam;Jung, JiYung;Kang, HyeLin;Yun, InHee;Chun, SunHwa
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.07a
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    • pp.287-288
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    • 2012
  • 본 논문에서는 소비자 스스로 검색하는 콘텐츠를 분석하여 그 중 인지도가 높은 콘텐츠를 제휴하여 서비스 를 제공한다. 인지도 높은 동영상 콘텐츠에 전자책을 제작하여 새로운 콘텐츠로 재제작 유료 서비스 추진 하고 인지도 높은 전자책 콘텐츠를 동영상과 함께 새로운 콘텐츠로 제작하여 유료 서비스 추진한다. 그리고 콘텐츠 보유 개인, 기업 및 단체와 제휴를 통한 서비스 추진할 수 있고 나아가 번역기를 통한 다국어서비스로 글로벌 콘텐츠 서비스 추진한다.

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Implementation of Integrated Player System based on Free-Viewpoint Video Service according to User Selection (사용자 선택에 따른 자유 시점 비디오 서비스 기반의 통합 플레이어 시스템 구현)

  • Yang, Ji-hee;Song, Min-ki;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.265-274
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    • 2020
  • Free-viewpoint video service is a technology that allows users to watch at any angle, location and distance through interaction. In this paper, the free-viewpoint video services are defined in four viewing modes: Inward view, outward view, 3D object view and first person view. And we developed and implemented a new integrated program that plays all the suggested views. In the contents of girl band performances and basketball games, multi-view cameras suitable for each viewing mode are installed to acquire media, and data stored on the server is streamed over the network, making it available for viewing. Users can freely choose four viewing modes, space location, angle and so on, and the media data such as images and sounds are provided to them by rendering appropriately for the selected the viewpoint. Our system is expected to be a scalable free-viewpoint video service player as well as provide users with immersion and presence by combining various viewing modes.

Development of real-time reactive emotion image contents player system to induce the user's emotion (사용자의 감성을 유도하는 실시간 반응형 감성 이미지 콘텐츠 플레이어 시스템 개발)

  • Lee, Haena;Kim, Dong Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.1
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    • pp.155-161
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    • 2014
  • This study presents the real-time emotion image contents player to induce the user's emotion efficiently. The emotion image contents player was designed to efficiently induce by giving a change in the color, brightness, saturation of image contents corresponded to the user's emotion. In the emotion recognition module, physiological signal of pulse, skin temperature, skin resistance which based on autonomic nervous system were used. The emotion recognition part used physiological signal of pulse, skin temperature, skin resistance based on autonomic nervous system. The image as emotional contents was used with the 9 kinds emotion area classified in international affective picture system(IAPS). As experimental results, the use's emotion that match the image's emotion with the emotion image contents player was derived 10% more accurately. The emotion contents player is expected to increase emotional feeling between users's emotion and contents emotion duo to the real-time emotion reflection.

Analyzing the Relationship between Market Concentration and Performance in Global Pay TV Markets for the Media Industry Regulation and Policy (해외유료방송의 시장집중과 시장성과 간의 관계분석을 통한 미디어산업 규제 및 정책 방향)

  • Lee, Chi-Hyung;Lee, Bong-Gyou
    • Journal of Internet Computing and Services
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    • v.12 no.4
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    • pp.51-59
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    • 2011
  • The purpose of this study is to provide relevant directions of media industry regulation and policy by analyzing the relationship between market concentration and performance in global pay TV markets. The market concentration has long been regulated in the media industry under the belief that it harms market efficiency and cultural diversity. As the global media market is undergoing significant chance accelerated by the advance of technology, it is necessary to examine the feasibility of this long myth. The data are collected from global 17 pay TV markets and analyzed to see whether the highly concentrated markets by a single player result in higher price and slower service penetration. The result indicates that the price is not escalated and the penetration is not limited even in the markets where a dominant player takes high market share. It implies that more diverse factors other than the market concentration affect the market performance and that maintaining strict regulation of the market concentration is likely to have negative effect on technology innovation.

A Study of Real-Time Video Streaming Data Service on the Linux Server (리눅스 서버를 이용한 동영상 데이터 실시간 스트리밍 서비스 연구)

  • Jang, Seung-Ju;Heo, Won-Yeong;Yoo, Hyun-Min;Lee, Chang-Hoon;Shin, Woo-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.4
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    • pp.893-901
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    • 2013
  • This paper suggests a method of developing live media streaming service through Linux server system on android system environment. The android application constructed in the experiment is able to record media while sending it to Linux server. Generated real time media data is send to linux server through Multipart Request class of Apache Tomcat server constructed on Linux system. Also in this research, by utilizing Android video player and media player class, development of android application structures was accomplished, which has methods of; playing live media stream data on video server, or playing live media stream data while saving stream data in cache. The structure and function of suggested system and application is confirmed by series of experiments.

Analysis of Players' Eye-Movement Patterns by Playing Experience in FPS Game (FPS게임 플레이경험에 따른 플레이어의 시선경로 패턴 분석)

  • Choi, GyuHyeok;Kim, Mijin
    • Smart Media Journal
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    • v.5 no.2
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    • pp.33-41
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    • 2016
  • FPS Games are usually centered on a combat game play where the player plays through a first-person perspective as the in-game character, in order to strike the opponent in accordance with each level's objective. In such type of game play, the decision making that leads the player to take certain actions is carried out based on the player's visual cognitive information, and information collected both directly/indirectly via previous game play experiences. Particularly in the case of a FPS game where the mutual interaction between the player and each game level is the key, an analysis of a FPS game player's visual cognitive information can provide intelligence which can help design or adjust structures of a game level. For this thesis, a sample group has been collected and divided into a novice group and an expert group based on their level of experience with FPS games. Then, using eye-tracking equipments, the point of gaze of players in each group were recorded whilst they were playing levels of a well-known FPS title. The point of gaze in the moment the player starts to take actions -right before/after the start of a combat- was recorded in 500 play videos, and as a result each group's intrinsic pattern of gaze could be identified. Through these results, the author plans to develop a methodology that can enhance the difficulty setting and the playability of FPS game levels.

Development of Media Platform for the Multi-Device Converged Services (이종 단말 환경에서의 미디어 서비스 플랫폼 개발)

  • Jeong, Ki-Tae;Kang, Min-Jeong;Lee, Seung-Tak;Jong, Sang-Gug;Kim, Chung-Il
    • 한국정보통신설비학회:학술대회논문집
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    • 2007.08a
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    • pp.173-175
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    • 2007
  • So far, almost all IP media services are targeted to the specific devices, for example, IPTV services are mainly for TV, and social community services are mainly for PC etc.. This paper describes newly developed media service platform in which the high quality video services can be provided not only to the TV or PC but also to the PMP(Portable Media Player) and even to the mobile phone. The major technical issues of the service platform are synchronization of contents among the different devices and high quality TV grade video display in PMP device. We confirmed successful operation of multi-device converged services in the developed media platform. We also have a trial service plan in Gwangju city at the end of this year.

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Soccer Player Tracking Using Blob Assignation (이미지 블롭 할당을 이용한 축구 선수 추적)

  • Park, Kyuhyoung;Changsoo Je;Yongdeuk Seo
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.616-618
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    • 2003
  • In this paper particle filter is used as an underlying algorithm to track multiple objects, which are soccer players. Multi-object tracking becomes difficult when two or more players get close to and overlap each other because particles of the filters tend to move to a region of higher posterior probability. To resolve this problem, a blob assignation algorithm which identifies the separated image blobs after occlusion, based on the predicted states according to the dynamic model is suggested. This method performed well on the sequences under general camera work.

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