• Title/Summary/Keyword: Multi-Media

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Multi-antenna diversity gain in terrestrial broadcasting receivers on vehicles: A coverage probability perspective

  • Ahn, Sungjun;Lee, Jae-young;Lim, Bo-Mi;Kwon, Hae-Chan;Hur, Namho;Park, Sung-Ik
    • ETRI Journal
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    • v.43 no.3
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    • pp.400-413
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    • 2021
  • This paper theoretically and empirically explores the reliability gain that can be obtained by installing multiple antennas in on-vehicle broadcasting receivers. Analytical derivations reveal that maximal-ratio-combining-based diversity allows a multi-antenna receiver (MR) to achieve significantly better coverage probability than a single-antenna receiver (SR). In particular, the notable MR gains for low-power reception and high-throughput services are highlighted. We also discuss various aspects of mobile MRs, including geometric coverage, volume of the users served, and impact of receiver velocity. To examine the feasibility of MRs in the real world, extensive field experiments were conducted, particularly with on-air ATSC 3.0 broadcast transmissions. Relying on the celebrated erroneous second ratio criterion, MRs with two and four antennas were verified to achieve notable reliability gains over SRs in practice. Furthermore, our results also prove that layered-division multiplexing can cope better with receiver mobility than traditional time-division multiplexing when multiple services are intended in the same radio frequency channel.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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The Development of Multi Media Tour System Using Quick Time VR (퀵 타임 VR을 이용한 Multi Media System의 개발)

  • 김상일;최진성;김동현
    • Proceedings of the Korea Database Society Conference
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    • 1995.12a
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    • pp.191-196
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    • 1995
  • PC에서 가상 현실을 구현하고 사용자가 원하는 대로 장면을 이동시키고, Movie 화면을 돌려보면서 원하는 물체를 누르면 필요한 정보와 멀티미디어 효과를 얻도록 오쏘링 할 수 있다면 PC에서의 멀티미디어는 한단계 진보 할 수 있을 것이다. 그것이 바로 QuickTime V.R인 것이다.

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Multi-stream Generation Method for Intra-media Synchronization of Very Low Bit Rate Video (초저속 고압축 비디오의 미디어내 동기화를 위한 멀티 스트림 생성 기법)

  • 강경원;류권열;권기룡;문광석;김문수
    • Journal of the Institute of Convergence Signal Processing
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    • v.2 no.3
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    • pp.9-15
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    • 2001
  • Very low bit rate video coding uses the inter-picture video coding method for high compression. The inter-picture video coding is coded based on the information of the previous frames so any packet loss can lead to reduce the image quality on the transmission. In this paper, we proposed the multi-stream generation method for inter-media synchronization of very low bit rate video based on TCP for reliable transmission. The proposed approach performs a reliable transmission via a TCP based protocol. This method incorporates multi-streams in order to enhance the robustness of delivery and can withstand against network jitter. Moreover, the client bandwidths are fully utilized in a highly efficient way.

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Analysis of Multi-Media DS/CDMA System (다매체 직접수열 대역확산 다중접속 시스템에 관한 연구)

  • 김홍직;김상우
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.6A
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    • pp.775-781
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    • 1999
  • A multi-media variable processing gain DS/CDMA system are considered. Two types of information sources with different rates and transmitting powers are assumed to be stransmitted simultaneously in the same channel. Average signal-to-noise ratios at the correlation receiver outputs for each type of information sources are analytically derived as funtions of partial cross-correlations between spreading code sequences. As the difference of information rates between information sources increase, the difference between signal-to-noise ratio regarding random spreading code and that regarding pseudo random spreading code increases (maximum 1.3dB). The result can provide a analytical tools for use in multi-media DS/CDMA system design.

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Authoring Personal Virtual Studio Using Tangible Augmented Reality (탠저블 증강현실을 활용한 개인용 가상스튜디오 저작)

  • Rhee, Gue-Won;Lee, Jae-Yeol;Nam, Ji-Seung;Hong, Sung-Hoon
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.2
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    • pp.77-88
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    • 2008
  • Nowadays personal users create a variety of multi-media contents and share them with others through various devices over the Internet since the concept of user created content (UCC) has been widely accepted as a new paradigm in today's multi-media market, which has broken the boundary of contents providers and consumers. This paradigm shift has also introduced a new business model that makes it possible for them to create their own multi-media contents for commercial purpose. This paper proposes a tangible virtual studio using augmented reality to author multi-media contents easily and intuitively for personal broadcasting and personal content generation. It provides a set of tangible interfaces and devices such as visual markers, cameras, movable and rotatable arms carrying cameras, and miniaturized set. They can offer an easy-to-use interface in an immersive environment and an easy switching mechanism between tangible environment and virtual environment. This paper also discusses how to remove inconsistency between real objects and virtual objects during the AR-enabled visualization with a context-adaptable tracking method. The context-adaptable tracking method not only adjusts the locations of invisible markers by interpolating the locations of existing reference markers, but also removes a jumping effect of movable virtual objects when their references are changed from one marker to another.

FakedBits- Detecting Fake Information on Social Platforms using Multi-Modal Features

  • Dilip Kumar, Sharma;Bhuvanesh, Singh;Saurabh, Agarwal;Hyunsung, Kim;Raj, Sharma
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.1
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    • pp.51-73
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    • 2023
  • Social media play a significant role in communicating information across the globe, connecting with loved ones, getting the news, communicating ideas, etc. However, a group of people uses social media to spread fake information, which has a bad impact on society. Therefore, minimizing fake news and its detection are the two primary challenges that need to be addressed. This paper presents a multi-modal deep learning technique to address the above challenges. The proposed modal can use and process visual and textual features. Therefore, it has the ability to detect fake information from visual and textual data. We used EfficientNetB0 and a sentence transformer, respectively, for detecting counterfeit images and for textural learning. Feature embedding is performed at individual channels, whilst fusion is done at the last classification layer. The late fusion is applied intentionally to mitigate the noisy data that are generated by multi-modalities. Extensive experiments are conducted, and performance is evaluated against state-of-the-art methods. Three real-world benchmark datasets, such as MediaEval (Twitter), Weibo, and Fakeddit, are used for experimentation. Result reveals that the proposed modal outperformed the state-of-the-art methods and achieved an accuracy of 86.48%, 82.50%, and 88.80%, respectively, for MediaEval (Twitter), Weibo, and Fakeddit datasets.

A Desing and Implementation of an Integrated Environment for Sharing and Reusing OLE Objects (OLE 객체의 공유와 재활용을 위한 통합 환경 설계 및 구현)

  • Jang, Jung-Hyeok;Lee, Hyeon-Ho;Lee, Won-Seok
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.2
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    • pp.349-362
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    • 1997
  • In order to make a meaningful multi-media object,it is usually necessary to apply a number of non-trival operations.If multi-media data can be encapsulated in a standaridized form and stored in a database,it is poss-ible to share and reuse multi-media data among users without repeating the same or similar operations. Based on the OLE component object model,this paper proposes the integrated computing enviroment for naive user to share and reuse of Ole objects.Various types of multi- media objects that are created by their appropriate OLE application programs can be aggreagated to form a multi-media document.In addition,the OLE objects can also be stored in database by a controlled manner.TheOLE object in a database can be retrieved by a visual query interface and reused to make a new document.This paper describes the common Platform to integrate various ment of OLE appfication programs,the separation process of an OLE object form a document,and the overall management of OLE object in a database.

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Relaying Device Decision Algorithm for Multi-hop Routing in WiMedia (WiMedia에서 멀티홉 라우팅을 위한 중계 디바이스 선정 알고리즘)

  • Jung, Jin-Uk;Jin, Kyo-Hong;Hwang, Min-Tae;Jeon, Young-Ae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.109-113
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    • 2011
  • In intelligent subway systems, UWB-based WiMedia D-MAC Protocol can be considered to send and receive multimedia data which requires high data rate. However, network devices which do not exist within 10 meters, the limited communication rage, can not communicate with each other because WiMedia does not support multi-hop communications. In this paper, we developed the algorithm to select a relaying device for multi-hop routing on WiMedia networks. In the first step, each device acquires information of neighbors through beacon and decides whether it is a normal or relaying device using the acquired information. In the next step, all devices can create the 2-hop routing table using the information received via relaying devices and the whole routing table for all devices on networks, eventually.

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The Prism Effect-based Creativity-Thinking Process: With 'Multi-Sensory,' 'Multi-Dimensional,' and 'Storytelling' Devices

  • Won Kyung-Ah
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.5-18
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    • 2006
  • Digital information society shows a variety of contents of cross-categorial digital media in their inner or outer forms and concepts of the artistic aspects. In order to cope with such a complicated, unexpected trend in digital media and its industry, a new approach in the design process needs to be developed and adjusted with the new equipment of the creativity-thinking process of 'the Multi-Sensory Device (MSD),' 'the Multi-Dimensional Device (MDD),' and 'the Storytelling Device (SD)' in the Prism Effect-based Creativity-Thinking Process (PECTP). The PECTP is in principle designed to practically work with the four distinct techniques: 1) Physical Activity, 2) Linguistic Activity, 3) Visual Activity, and 4) Complex Activity. Consequently, this thesis notes that the nature of the cross-categorial design contents is necessarily non-directional since the creativity power inside the Prism Effect results in openness and diversity.

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