• 제목/요약/키워드: 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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    • 제43권3호
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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-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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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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퀵 타임 VR을 이용한 Multi Media System의 개발 (The Development of Multi Media Tour System Using Quick Time VR)

  • 김상일;최진성;김동현
    • 한국데이타베이스학회:학술대회논문집
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    • 한국데이타베이스학회 1995년도 제4회 멀티미디어 산업기술 학술대회 논문집
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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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초저속 고압축 비디오의 미디어내 동기화를 위한 멀티 스트림 생성 기법 (Multi-stream Generation Method for Intra-media Synchronization of Very Low Bit Rate Video)

  • 강경원;류권열;권기룡;문광석;김문수
    • 융합신호처리학회논문지
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    • 제2권3호
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    • pp.9-15
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    • 2001
  • 초저속 고압축 비디오는 고압축 부호화를 위해 주로 화면간 부호화 방법을 사용한다. 화면간 부호화는 현재 프레임과 이전 프레임간의 데이터 의존성이 높기 때문에 전송시 패킷 손실이 발생할 경우 복원 영상에 심각한 화질 열화를 야기할 수가 있다. 따라서 본 논문에서 초저속 고압축 비디오 데이터에 대한 신뢰성 있는 전송과 미디어내 동기화를 위해 TCP 기반 멀티 스트림 생성 기법을 제안한다. 제안한 방법은 TCP 기반으로 신뢰성 있는 전송이 가능하며, 멀티 스트림을 통해 효율적인 전송과 네트워크 지터에 강하며, 클라이언트가 가진 대역폭을 최대한 활용할 수 있다.

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

  • 김홍직;김상우
    • 한국통신학회논문지
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    • 제24권6A호
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    • pp.775-781
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    • 1999
  • 이 논문에서는 다매체(Multi-Media)를 지원하는 변환 확산 이득을 가지는 직접수열 다중접속 시스템(Variable Processing Gain DS/CMA System)에 대해 생각한다. 서로 다른 전송율과 서로 다른 전송 전력을 가지는 두 가지 유형의 정보원이 같은 채널로 전송된다고 가정한다. 각 유형의 정보원에 대한 상관 수신기에서의 평균 신호 대 잡음비를 확산 부호간의 부분 상관함수들의 함수로 유도하였다. 매체간의 전송율의 차이가 클수록 랜덤 확산부호를 가정에 의한 평균 신호 대 잡음비가 실제값과 큰 차이(최대 1dB 이상)를 나타냄을 확인하였다. 본 연구의 결과는 다매체 직접수열 대역확산 다중접속 시스템 설계에 필요한 분석적인 도구로 이용될 수 있다.

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

  • 이규원;이재열;남지승;홍성훈
    • 한국CDE학회논문집
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    • 제13권2호
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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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    • 제17권1호
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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.

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

  • 장중혁;이현호;이원석
    • 한국정보처리학회논문지
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    • 제4권2호
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    • pp.349-362
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    • 1997
  • 멀티미디어 데이타는 일반적으로 다른 데이타에 비해 크기가 크고 가공된 데이타의 형태로 의미를 지닌다. 또한 데이타 처리에 있어서도 더 복잡한 과정을 거치게 된다. 따라서 멀티미디어 데이타를 표준화된 방법으로 가공하여 데이타 베이스화 한다면 데이타 활용에 있어서 유사한 작업의 반복없이 서로 다른 사용자간에 데이타를 공유하게 되고 기존 데이타를 재활용할 수 있게 되므로 데이타 처리에 있어서 효율성을 높일 수 있다. 본 논문에서는 OLE 표준에 기초하여 일반 사용자가 손쉽게 멀티미디어 데이타를 다를 수 있는 통합 환경을 제안한다. 이를 위하여 OLE 객체 데이타를 하나의 복합 전자 문서로 구성할 수 있는 저작 환경 및 일반 사용자가 멀티미디어 데이타베이스에 접근해서 손쉽게 객체를 검색하고 추출할 수 있는 사각 질의 인터페이스를 설계/구현한다. 또한 다른 사용자 자간의 OEL 객체의 공유 및 기존 재활용도를 증가시키기 위한 데이타베이스 구축에 필요한 객체 분리 방법 및 통합 환경에서의 체계적 객체 관리 방법을 제시한다.

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

  • 정진욱;진교홍;황민태;전영애
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2011년도 추계학술대회
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    • pp.109-113
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    • 2011
  • 지능형 객차 시스템에서 고속의 멀티미디어 데이터를 무선으로 주고받기 위해 UWB 방식의 WiMedia D-MAC을 고려할 수 있다. 그러나 현재 WiMedia에서는 2홉 이상의 통신 방법이 제공되지 않고 있어 UWB의 통신 제한 거리인 10미터를 넘어서는 경우 데이터를 주고받을 수 없다. 본 논문에서는 WiMedia를 기반으로 멀티홉 라우팅이 가능하도록 하기 위한 첫 번째 단계로 중계 디바이스를 선정하기 위한 알고리즘을 개발하였다. 중계 디바이스의 선정을 위해서 이웃 디바이스에 대한 정보를 비콘 프레임을 통해 얻도록 하였으며, 간단한 연산을 통해 일반 디바이스와 중계 디바이스를 결정하도록 하였다. 그리고 두 번째 단계로 모든 디바이스는 중계 디바이스를 통해 2홉까지의 라우팅 테이블을 만들 수 있고 일정 시간이 지나면 망상의 모든 디바이스를 위한 라우팅 테이블을 완성시킬 수 있다.

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

  • Won Kyung-Ah
    • 디자인학연구
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    • 제19권3호
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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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