• Title/Summary/Keyword: Multi-media

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Power Relationship of Gaze in the Modern Society through the Super-panopticon as Multi-networks Supervision (다망감시로써의 슈퍼 파놉티콘을 통한 현대사회의 시선의 권력관계)

  • Koo, Yoon-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.102-109
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    • 2009
  • What Michel Foucault has interpreted about Jeremy Bentham' Panopticon in the point of power relationship of ones's gaze is put in comparison with the characteristics shown in the modern media and mutual meanings are interpreted in the respect of a power relationship of modern gaze. Modern people communicating through media are placed in certain type of power relationship. This study analyzed the difference of it in the respect of the power of gaze in Panopticon and the consumption of information. Panopticon assumes single-network supervision, that is, one-way gaze. However, in modern media, interactive communication is possible based upon the development of information telecommunication technology. Therefore, this study aims to compare and study modern single-network supervision and multi-networks supervision based on information telecommunication technology. The development of various media such as internet, mobile phone and smart card has changed the single-network supervision system structured since modern times into the multi-network supervision system. 'Gaze-power' presented in the relationship to media enables us to discuss the problem of mutual receptiveness, the presence of various powers according to information structure and consumption power. In particular, the form provided by modern media has the complexity of mutual communication in the relationship of multi-networks, rather not assuming only one-way nature of single-network. Therefore, the approach of communication issue provided by modern media in the respect of multi-networks relationship was done by the power relationship of gaze in the respect of information communication. Gaze determines the power of watching. In addition, the visualization format aims at the power.

Possibility for Extending an Interaction by Multi-User on MediaFacade Environments (미디어파사드 환경에서 다중 관람자에 의한 인터랙션 확장가능성)

  • Jang, Seung-Eun;Kim, Sang-Wook
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.48-56
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    • 2012
  • The interaction using digital media has been widely utilized in modern art. In particular, network based digital media enables two-way and real-time communication regardless of time and place. Network is possible to connect to effective and meaningful communication of extended relationship. This study proposes novel human-MediaFacade interaction method through a mechanism on interworking between 3D mapping technology and social media, smart devices. This study has an important meaning which can be set multi-user interaction. And a study of creating 'Facade' which interaction has high artistic value.

Web-based Real-time 3D Video Communication System for Reality Teleconferencing

  • Ko, Jung-Hwan;Kim, Dong-Kyu;Hwang, Dong-Chun;Kim, Eun-Soo
    • 한국정보디스플레이학회:학술대회논문집
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    • 2005.07b
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    • pp.1611-1614
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    • 2005
  • In this paper, a new multi-view 3D video communication system for real-time Reality teleconferencing application is proposed by usin gthe IEEE 1394 digital cameras, Intel Xeon server computer system and Microsoft's DirectShow programming library and its performance is analyzed in terms of image-grabbing frame rate and number of views. The captured two-view image data is compressed by extraction of disparity data between them and transmitted to another client system through the communication network, in which multi-view could be synthesized with this received 2-view data using the intermediate view reconstruction technique and displayed on the multi-view 3D display system. From some experimental results, it is found that the proposed system can display 16-view 3D images with a gray of 8bits and a frame rate of 15fps.

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Interference-Limited Dynamic Resource Management for an Integrated Satellite/Terrestrial System

  • Park, Unhee;Kim, Hee Wook;Oh, Dae Sub;Ku, Bon-Jun
    • ETRI Journal
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    • v.36 no.4
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    • pp.519-527
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    • 2014
  • An integrated multi-beam satellite and multi-cell terrestrial system is an attractive means for highly efficient communication due to the fact that the two components (satellite and terrestrial) make the most of each other's resources. In this paper, a terrestrial component reuses a satellite's resources under the control of the satellite's network management system. This allows the resource allocation for the satellite and terrestrial components to be coordinated to optimize spectral efficiency and increase overall system capacity. In such a system, the satellite resources reused in the terrestrial component may bring about severe interference, which is one of the main factors affecting system capacity. Under this consideration, the objective of this paper is to achieve an optimized resource allocation in both components in such a way as to minimize any resulting inter-component interference. The objective of the proposed scheme is to mitigate this inter-component interference by optimizing the total transmission power - the result of which can lead to an increase in capacity. The simulation results in this paper illustrate that the proposed scheme affords a more energy-efficient system to be implemented, compared to a conventional power management scheme, by allocating the bandwidth uniformly regardless of the amount of interference or traffic demand.

Real-time multi-GPU-based 8KVR stitching and streaming on 5G MEC/Cloud environments

  • Lee, HeeKyung;Um, Gi-Mun;Lim, Seong Yong;Seo, Jeongil;Gwak, Moonsung
    • ETRI Journal
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    • v.44 no.1
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    • pp.62-72
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    • 2022
  • In this study, we propose a multi-GPU-based 8KVR stitching system that operates in real time on both local and cloud machine environments. The proposed system first obtains multiple 4 K video inputs, decodes them, and generates a stitched 8KVR video stream in real time. The generated 8KVR video stream can be downloaded and rendered omnidirectionally in player apps on smartphones, tablets, and head-mounted displays. To speed up processing, we adopt group-of-pictures-based distributed decoding/encoding and buffering with the NV12 format, along with multi-GPU-based parallel processing. Furthermore, we develop several algorithms such as equirectangular projection-based color correction, real-time CG overlay, and object motion-based seam estimation and correction, to improve the stitching quality. From experiments in both local and cloud machine environments, we confirm the feasibility of the proposed 8KVR stitching system with stitching speed of up to 83.7 fps for six-channel and 62.7 fps for eight-channel inputs. In addition, in an 8KVR live streaming test on the 5G MEC/cloud, the proposed system achieves stable performances with 8 K@30 fps in both indoor and outdoor environments, even during motion.

The Design of Multi-media SoC Platform Based on Core-A Processor (Core-A 프로세서 기반의 멀티미디어 SoC 플랫폼 설계)

  • Xu, Xuelong;Xu, Jingzhe;Jung, Seungpyo;Park, Jusung
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.6
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    • pp.99-104
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    • 2013
  • Recently smart devices which combine traditional electronic devices and personal computers, such as smart phones and smart TV, have caught people's eyes from all over the world. A multi-media SoC platform which embeds not only a calculating processor but also an operating system could provide an user-customized environment of several types of communication methods to PC or Internet. In this paper, we describe a multi-functioning SoC platform with video, audio and other communicating protocols based on Core-A processor and AMBA buses. To verify the designed multi-media SoC platform, JPEG decoding and ADPCM encoding/decoding algorithms are applied on it and the final decoding results are confirmed by video monitors and audio speakers.

Development of Temperature Control Technology of Root Zone using Multi-line Heating Methods in the Strawberry Hydroponics (다선식 가온방식을 이용한 딸기 수경재배의 배지 온도조절 기술 개발)

  • Kim, Ki-Dong;Ha, Yu-Shin;Lee, Ki-Myung;Park, Dae-Heum;Kwon, Soon-Hong;Choi, Won-Sik;Chung, Sung-Won
    • Journal of Bio-Environment Control
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    • v.19 no.4
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    • pp.189-194
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    • 2010
  • A multi line electric tube consisted of XL pipes contained with 2~4 hot wires and water in it. The specification of one meter length multi-line electric tube was investigated and the proper number in the multi-line electric tube was determined. A multi line electric tube with three hot wires were found to be the most efficient for the media heating control system. Temperature rise of medium in the rice hulls media was faster than that in the perlite media, showed better insulation effect of rice hulls media. Temperature rise of medium with mulching on the top of the bed was faster than without mulching, resulted in the beneficial effect of temperature rise with mulching. The regression model for the rice hulls media with mulching air temperature of $5^{\circ}C$ were a = -0.1458 and b = -0.1088. Using the model, the temperature rise of medium during low temperature season can be predicted for the various media according to the different depths.

An Analysis on the Influence Factors of Learning Effectiveness for Multivision Education Process -Focusing on Distribution Working Course in Vocational High School- (멀티비전교육과정이 학습효과에 미치는 영향에 관한 연구 -전문계 고등학교의 유통실무과정을 중심으로-)

  • Kim, Kyung-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.297-304
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    • 2011
  • This study was to analyze the learning effectiveness of multi-media based class by comparing with traditional classroom method. The "Distribution Working Subject" course that is one of the required courses of Vocational high school was selected and its contents were digitalized on MS Powerpoint for multi-media based class. The thirty students were sampled for each experimental and control groups. The homogeneity and learning achievement of sample groups were tested for experiment. Same teacher took the classes of two groups and delivered same contents of course. Only difference between two groups was the delivery method, one is traditional classroom teaching method and the other was the multi-media based class. The learning achievements and satisfaction of sample were post-tested in order to analyze the learning effectiveness by comparing two teaching methods. The results showed that there was a significant difference between experimental and control group in learning achievement after ANCOVA controlled pre-test as covariance(F=5.08, p<.05). It means that the learning achievement of multi-media based class was higher than that of traditional classroom group. The results also showed that a significant difference in students' satisfaction between two groups (t=5.57, p<.001). This study concluded that using multi-media in class could produce more learning achievements and satisfaction of students than traditional classroom method.

A Study of Multi-scenario in Visual Novel (비주얼 노블 멀티 시나리오 분석)

  • Lee, So-Hee
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.59-68
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    • 2018
  • A visual novel, a type of digital content combining novel and game, was designed as hypermedia which includes various media, for instance, image, sound, and video. The narrative of visual novel contains multimedia elements and highlights multi-scenario structures based on hypertext. Prior to creating visual novel scenario, a writer should thoroughly consider two main points. First of all, the scenario should cover the multimedia features of visual novel. Secondly, the scenario should be structured as a multi-scenario providing with performativity to players for interaction with readers. This study examines the influence of changes in platforms on visual novel scenario adjusted to mobile environment. It would provide an opportunity to understand how storytelling changes and adapts to rapid transformation of digital media contents.

A Digital Media Service System Supporting Multi-DRM in the Cloud (클라우드 환경에서 멀티 DRM을 지원하는 디지털 미디어 서비스 시스템)

  • Cho, Dueckyoun;Hwang, Seogchan;Jeong, Gunho;Lim, Hyeongmin
    • Journal of Korea Multimedia Society
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    • v.19 no.4
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    • pp.765-773
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    • 2016
  • As multimedia content technology developed, there are many cases that service contents are being provided in many different ways in the cloud-based media service system. A DRM is a technology that can enhance the copyright of the digital content by providing right information. It is available on a single platform and has a problem that the additional cost when the platform is changing. In this paper, we propose a media service system based on cloud computing. It can be used on multiple platforms at the same time by applying a number of DRM for digital contents, and allows use of a new authentication for another platform without any additional cost.