• Title/Summary/Keyword: Multimedia Design

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A House Design Method of Normative Modules adopting Hanok and Traditional Building Framing Skills

  • Park, Soo-Hoon
    • Journal of Korea Multimedia Society
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    • v.21 no.3
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    • pp.423-431
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    • 2018
  • In this paper, we try to verify a normative module based house design procedure consisted of several sequential steps. The first step is to suggest formalization of designing so that we could clarify each phase and operation we are adopting in our design process. The second step is the clearing up the conceptual schema of traditional skills that we adopt and utilize from traditional Hanok framing techniques. The third step is to formulate adequate modular kits for the assembly of house design solutions for the schematic, conceptual and preliminary phases of designing. The fourth step is to implementing our ideas and methods to a proper computational platform such as Unity3D. The final step is to verify our symbolic descriptions of design formalization with the output of our experiments so that we have better understanding of design reasoning characteristics such as in house design.

Design and Implementation of Object Storage Engine for Large Multimedia Objects (대용량 멀티미디어 객체를 위한 객체저장엔진의 설계 및 구현)

  • Jin, Ki-Sung;Chang, Jae-Woo
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.4
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    • pp.376-388
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    • 2002
  • Recently, although there are strong requirements to manage multimedia data, there are a few researches on efficient storage and retrieval of multimedia data. In this paper, we design an object storage engine which can store and retrieve various multimedia objects efficiently. For this, we design an object manager for storing a variety of multimedia data and an inverted file manager for indexing unformatted text objects. In addition, we implement the objects storage engine which can support concurrency control and recovery schemes of DBMS by integrating the object manager and the inverted file manager with the SHORE low-level storage system. Finally, we develope a TIROS(Thesis Information Retrieval using Object Storage engine) system in order to verify the usefulness of our object storage engine.

Design and Implementation of the Internetworking Architecture between IPv4 and IPv6 in IMS based Mobile networks (IMS기반 이동패킷망에서의 IPv4/IPv6 연동구조 설계 및 구현)

  • You, Seugn-Kwan;Kim, Young-Han
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.43 no.11 s.353
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    • pp.168-174
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    • 2006
  • In this paper, we propose an architecture for communication between the IPv4-based UA and the IPv6-based UA in IMS based Mobile Networks, and design and implement the IMS protocol Translator for verification of the architecture. For the design of the internetworking between the IPv4 and the IPv6, we analyze the transition mechanisms and investigate the protocol translator. The IMS protocol translator is composed of the IMS-ALG(IP Multimedia Subsystem - Application Level Gateway) and TrGW(Translation Gateway), and the conformance of these components are verified by experiments.

A Novel of Mobile Commerce and Information Notice System for Local Festival Content Activation based on Location Information (위치 정보기반의 지역 축제 콘텐츠 활성화를 위한 모바일 커머스 및 정보 알림 시스템에 관한 연구)

  • Jung, Se Hoon;Park, Sun Min;Sim, Chun Bo
    • Journal of Korea Multimedia Society
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    • v.18 no.6
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    • pp.780-791
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    • 2015
  • Recently, it is being held festival according to regional and seasonally cultural feature in nationwide. Especially, local festivals are being provided festival information services a variety of forms for tourists depending on development of information device. However, systems to provide notification information of local festivals are not persistent but mostly short term service. In this paper, we propose a mobile commerce and information notification system through festival information alerts and festival surrounding information using local based on service. In addition, we implement a festival information notification system that applies to beacon based on bluetooth in order to inform them on diverse festival. Finally, we take into account in terms of design of system using object-oriented design modeling to improve reusability of proposed system.

A Multimedia Tutorial system for Learning the French Language

  • Jho, Gook-Hyung;Jang, Jae-Hyuk;Sim, Gab-Sig
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.1
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    • pp.191-198
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    • 2016
  • This paper aims to present how to design and implement a multimedia tutorial system for the self-learning French language using Director with additional tools. To implement a multimedia tutorial system we need to design several steps. First, we should choose the level of the users and design tutorial. Second, we should prepare all materials such as sounds, graphics, text and video. Finally, we should implement the selected elements and control the educational software. Due to the nature of the paper, it must emphasize French basic conversation to make environment that be used in each scene and the scene of the context dialog. In view of the fact that the fitness of each content utilization field of multimedia authoring tool is high, it is possible as part of the system sizing process of the manufacturing process, to impart its meaning. This learning-contents are composed of 10 units each situation, and we anticipate there are the several effects of this system on basic French students. This system helps lecturer get French students interested in lessons, and enables learner to learn French of the role of iterative practice by linking image and sound. Also this system helps learners to prepare and review French studying after a lesson and allows leaners to maximize their efficiency. The future of this work is to implement this system on the app.

A study in the fusion of dragon image performance of Chinese MingDai and the European middle ages in the method of dragon character design of Chinese MMORPG (중국 명대(明代)와 유럽 중세의 용(龍) 비교를 통한 중국 MMORPG 용(龍) 캐릭터디자인 분석)

  • Yang, Yuan;Lee, Je;Jung, Seuc-Ho;Lee, Dong-Lyeor;Ryu, Seuc-Ho
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.221-226
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    • 2009
  • The character design in Chinese game by the strong impact of the western game. Chinese plays have being the intense feeling to the dragon image in Western. Therefore the dragon which in the game dragon role design is necessary to use the Chinese tradition dragon. First, consider of the cultural and the design and style expression and analysis the existing dragon role in MMORPG. Proposed that the game dragon role using the suggestion which the East and West dragon modelling fuses.

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The Development of Multimedia Nutrition Education Program for Preschoolers (미취학 아동의 영양교육을 위한 멀티미디어 개발에 관한 연구)

  • Oh Yu-Jin;Kim Dong-Sik
    • Korean Journal of Community Nutrition
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    • v.11 no.3
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    • pp.338-345
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    • 2006
  • The purpose of this study was to design an interactive multimedia nutrition education program for preschoolers. Computer technology provides the opportunity to explore new and creative methods of delivering nutrition education to pre-schoolers. If this method is effective, more preschoolers can be reached with accurate and consistent nutrition education with less time and teaching staff. This program is a computer-based multimedia nutrition education program for pre-schoolers based on the Dick and Carey (Dick & Carey 2001) model of instructional design which includes analysis, design, development, and evaluation. The overall instructional goal was based on the needs of the target population. The needs assessment was a self-administered survey distributed to 1,426 parents of preschoolers, focusing on the need for preschoolers' nutrition education. The results of the survey indicated that parents wanted their children to learn reasons for eating nutritious food. Therefore, a program titled 'Nutrition Exploration' was developed with the instructional goal of teaching preschoolers the 5 Food Groups. To achieve this goal, the preschoolers were engaged in a game. They could earn colored jewels by completing the game in five sessions. The story line was that people living in a peaceful kingdom become sick after they lose the jewels. The learner takes an adventurous journey through five different countries to retrieve the jewels. These countries are 'Giwoon nahrah' (foods containing carbohydrates, such as rice and potatoes), 'Sangsang nahrah' (foods that are rich in vitamins and minerals, such as vegetables and fruits), 'Sooksook nahrah' (calcium-con-taming products such as milk), 'Teunteun nahrah' (protein-containing foods such as meat and fish) , and 'Gakeum nahrah' (products with high sugar and fat content, such as instant foods and soda). The learner who obtains five jewels in five different countries can save the kingdom. For the program to be effective and efficient, the multimedia had to be easy for the preschooler to enter, use, and exit. The verbal instructions enhanced child autonomy, and the program was developmentally appropriate so that the young child could easily manipulate the software. This research provides the basis for the continued development of computer-based nutrition education materials.

A Design Scheme for Multimedia Contents Considering Memory Constraints in IoT Devices (IoT 장치에서 메모리 용량 제한을 고려한 멀티미디어 콘텐츠 설계 기법)

  • Son, Kyung A
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.11
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    • pp.1463-1469
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    • 2020
  • Multimedia information, including video and voice, is highly utilized in that it is easily understood by people. For this reason, applications have been studied which store multimedia information in IoT devices and transmit information in conjunction with smartphones. The problem is that the size of information can be larger than the capacity of IoT devices due to video and image. In this paper, the multimedia content design technique, which takes into account the limitations of storage capacity, was studied when there is a limit of storage capacity. Considering that the video has a higher understanding of information than text, while the capacity is larger, the solution between information comprehension and capacity is sought. The size of static and dynamic media is a variable and the harm is solved in accordance with the linear planning method. Case studies have shown that the design techniques of this paper are useful.

MediaCloud: A New Paradigm of Multimedia Computing

  • Hui, Wen;Lin, Chuang;Yang, Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.4
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    • pp.1153-1170
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    • 2012
  • Multimedia computing has attracted considerable attention with the rapid growth in the development and application of multimedia technology. Current studies have attempted to support the increasing resource consumption and computational overhead caused by multimedia computing. In this paper, we propose $MediaCloud$, a new multimedia computing paradigm that integrates the concept of cloud computing in handling multimedia applications and services effectively and efficiently. $MediaCloud$ faces the following key challenges: heterogeneity, scalability, and multimedia Quality of Service (QoS) provisioning. To address the challenges above, first, a layered architecture of $MediaCloud$, which can provide scalable multimedia services, is presented. Then, $MediaCloud$ technologies by which users can access multimedia services from different terminals anytime and anywhere with QoS provisioning are introduced. Finally, $MediaCloud$ implementation and applications are presented, and media retrieval and delivery are adopted as case studies to demonstrate the feasibility of the proposed $MediaCloud$ design.

A Study on the Possibility of Bending Control UI in Flexible display -Focused on the Metaphor Application in the Portable Multimedia Device - (플렉서블 디스플레이의 구부림을 활용한 인터페이스 가능성에 관한 연구 -휴대형 멀티미디어 기기에서의 메타포 응용을 중심으로-)

  • Lee, Se-Young;Kim, Hyoung-Keun;Jujng, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.571-576
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    • 2006
  • 본 연구는 플렉서블 디스플레이의 제품 적용 시 다루어져야 할 인터페이스 디자인 관점에서의 접근으로서의 목적을 가진다. 유연성을 중심으로 플렉서블 디스플레이의 기술과 서비스를 살펴보고, 인간과 도구의 인터랙션 관점에서 플렉서블 디스플레이의 구부림 조작의 가능성을 살펴본다. 또한 이러한 조작 방식의 사례 연구로서, 휴대형 멀티미디어 기기에서의 디스플레이의 구부림을 이용한 조작 방식의 적용 시 사용자는 어떠한 경험지식을 활용하여 조작하는가를 실험을 통해 알아본다. 실험의 결과로부터 물리적 조작과 화면정보구조에 대한 개념을 정리하고 그에 따른 플렉서블 디스플레이의 구부림 조작을 활용한 인터페이스 사례를 제안한다.

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