• Title/Summary/Keyword: Multimedia Network

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GPR Exploration of Non-metallic Water Pipes Linked with Network RTK (네트워크 RTK와 연계한 비금속 상수관의 GPR 탐사)

  • Lee, Keun-Wang;Park, Joon-Kyu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.2
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    • pp.296-301
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    • 2021
  • GPR is used for non-destructive investigations, ground investigations, and underground facilities exploration at construction sites. In this study, the applicability to GPR exploration of water pipes linked to Network RTK was presented. Data on the water supply pipes in the study site were acquired using GPR, and the location and depth of buried water pipes could be measured. The accuracy was evaluated from the GNSS observation performance and showed a deviation of -0.16m ~ 0.15m. This satisfied the equipment performance of the public survey work regulation, suggesting that the exploration of water pipes using GPR is possible. Because GPR does not require grounding installation, as in conventional metal pipe detectors, it will increase the efficiency of work for underground facility exploration. Exploration using GPR can acquire the location and depth of metallic and non-metallic underground facilities, so it can be utilized in the construction of a GIS system. If a comparison of the exploration characteristics is carried out, it will be possible to present various uses of underground facility exploration using GPR.

One-to-All and All-to-all Broadcasting Algorithms of Matrix Hypercube (매트릭스 하이퍼큐브의 일-대-다 방송과 다-대-다 방송 알고리즘)

  • Kim, Jongseok;Lee, Heongok
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.8
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    • pp.825-834
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    • 2018
  • Broadcasting is a basic data communication method for interconnection networks. There are two types of broadcasting. One-to-all broadcasting is to transmit a message from one node to all other nodes and all-to-all broadcasting is to transmit a message from all the nodes that have messages to other nodes. And by the using way of the transmission port per unit time, there are two schemes of broadcasting. Single port telecommunication(SLA) is to transmit messages from one node that contains the messages to one adjacent node only and all port telecommunication(MLA) is to transmit messages from one node to all adjacent nodes within a time of unit. Matrix hypercube is that an interconnection network has improved network cost than that of hypercube with the same number of nodes. In this paper, we analyze broadcasting scheme of matirx hypercube. First, we propose one-to-all and all-to-all broadcasting algorithms of matrix hypercube. And we prove that one-to-all broadcasting times are 2n+1 and $2{\lceil}{\frac{n}{2}}{\rceil}+1$ based on the SLA and MLA models, respectively. Also, we show all-to-all broadcasting time using SLA model is $5{\times}2^{\frac{n}{2}}-2$ when n=even, and is $5{\times}2^{\frac{n-1}{2}}+2$ when n=odd.

A Study on 'Verfremdung' effects in visual advertisements with a special reference to the <017-I-Touch series, The Hand Transformed into a Web >, mobile network advertisement (동영상 광고에서 나타나는 '소격화' 효과에 관한 연구 - 광고 <017-I-Touch편 (손이 물갈퀴) >를 중심으로 -관어영시광고중소출현적‘맥생화’효과적연구(關於影視廣告中所出現的‘陌生化’效果的硏究))

  • Jin, Ri-Long;Ahn, Sang-Soo;Kim, Jong-Deok
    • Archives of design research
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    • v.18 no.2 s.60
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    • pp.37-46
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    • 2005
  • Today's advertisement is dominated by visual images, which deliver messages in the most efficient and engaging way. Vivid and live images, through multimedia, attract the viewer to consume the products being advertised. In this course, the effect of 'Verfremdung' or alienation is often detected. This terminology was at first used in a epic play of Bertolt Brecht to signify a specific effect to block the empathy of the audience by reminding them of their position as the audience separate from the play. 'Verfremdung' helps them to have a sense of objectivity and critical attitude toward the performance. Multimedia commercials nowadays exhibit such a quality together with 'viewer participation:' criticism on reality: and 'speed.' In an advertisement for Shinsegi Communications' mobile system titled <017-I-Touch series, the hand transformed into a web>, the copy, 'my blood type is 'i', ' is accompanied by six unrelated fictitious scenes in which the same ocean appears as a common denominator. Because there is no connection between the scenes, free imagination of the viewer has to be involved and thus plays a significant role in making them into a context. This fact dearly exhibit some characteristics of post- modern advertisement. Momentary 'Gap' and 'Difference' between scenes contribute to 'Verfremdung' or alienation' that makes it hard for the consumers to comprehend the content on the spot. Such an uneasy situation, however, keeps the viewers thinking about the advertisement itself. While repeatedly exposed to the alienated images, the viewers come to get involved in the advertisement, trying to make the fragmented images into a coherent context. In addition, the leaps between the scenes produce a sense of 'speed' in a context, which adds more impact to the way of delivering messages using multimedia. With the help of multimedia, 'Verfremdung: which was originally intended to bring about objective and critical altitude of the audience in a play, plays a crucial role in attracting the viewer's attention and conveying a specific message in a moment in contemporary advertisement.

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A Study on the Serialized Event Sharing System for Multiple Telecomputing User Environments (원격.다원 사용자 환경에서의 순차적 이벤트 공유기에 관한 연구)

  • 유영진;오용선
    • Proceedings of the Korea Contents Association Conference
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    • 2003.05a
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    • pp.344-350
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    • 2003
  • In this paper, we propose a novel sharing method ordering the events occurring between users collaborated with the common telecomputing environment. We realize the sharing method with multimedia data to improve the coworking effect using teleprocessing network. This sharing method advances the efficiency of communicating projects such as remote education, tele-conference, and co-authoring of multimedia contents by offering conveniences of presentation, group authoring, common management, and transient event productions of the users. As for the conventional sharing white board system, all the multimedia contents segments should be authored by the exclusive program, and we cannot use any existing contents or program. Moreover we suffer from the problem that ordering error occurs in the teleprocessing operation because we do not have any line-up technology for the input ordering of commands. Therefore we develop a method of retrieving input and output events from the windows system and the message hooking technology which transmits between programs in the operating system In addition, we realize the allocation technology of the processing results for all sharing users of the distributed computing environment without any error. Our sharing technology should contribute to improve the face-to-face coworking efficiency for multimedia contents authoring, common blackboard system in the area of remote educations, and presentation display in visual conference.

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Articulated Human Body Tracking Using Belief Propagation with Disparity Map (신뢰 전파와 디스패리티 맵을 사용한 다관절체 사람 추적)

  • Yoon, Kwang-Jin;Kim, Tae-Yong
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.49 no.3
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    • pp.51-59
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    • 2012
  • This paper suggests an efficient method which tracks articulated human body modeled with markov network using disparity map derived from stereo images. The conventional methods which only use color information to calculate likelihood for energy function tend to fail when background has same colors with objects or appearances of object are changed during the movement. In this paper, we present a method evaluating likelihood with both disparity information and color information to find human body parts. Since the human body part are cylinder projected to rectangles in 2D image plane, we use the properties of distribution of disparity of those rectangles that do not have discontinuous distribution. In addition to that we suggest a conditional-messages-update that is able to reduce unnecessary message update of belief propagation. Since the message update has comprised over 80% of the whole computation in belief propagation, the conditional-message-update yields 9~45% of improvements of computational time. Furthermore, we also propose an another speed up method called three dimensional dynamic models assumed the body motion is continuous. The experiment results show that the proposed method reduces the computational time as well as it increases tracking accuracy.

Audio Quality Enhancement at a Low-bit Rate Perceptual Audio Coding (저비트율로 압축된 오디오의 음질 개선 방법)

  • 서정일;서진수;홍진우;강경옥
    • The Journal of the Acoustical Society of Korea
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    • v.21 no.6
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    • pp.566-575
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    • 2002
  • Low-titrate audio coding enables a number of Internet and mobile multimedia streaming service more efficiently. For the help of next-generation mobile telephone technologies and digital audio/video compression algorithm, we can enjoy the real-time multimedia contents on our mobile devices (cellular phone, PDA notebook, etc). But the limited available bandwidth of mobile communication network prohibits transmitting high-qualify AV contents. In addition, most bandwidth is assigned to transmit video contents. In this paper, we design a novel and simple method for reproducing high frequency components. The spectrum of high frequency components, which are lost by down-sampling, are modeled by the energy rate with low frequency band in Bark scale, and these values are multiplexed with conventional coded bitstream. At the decoder side, the high frequency components are reconstructed by duplicating with low frequency band spectrum at a rate of decoded energy rates. As a result of segmental SNR and MOS test, we convinced that our proposed method enhances the subjective sound quality only 10%∼20% additional bits. In addition, this proposed method can apply all kinds of frequency domain audio compression algorithms, such as MPEG-1/2, AAC, AC-3, and etc.

Examining the Functions of Attributes of Mobile Applications to Build Brand Community

  • Yi, Kyonghwa;Ruddock, Mullykar;Kim, HJ Maria
    • Journal of Fashion Business
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    • v.19 no.6
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    • pp.82-100
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    • 2015
  • Mobile fashion apps present much opportunity for marketers to engage consumers, however not all apps provide enough functions for their targeted audience. This study aims to determine how mobile fashion apps can be used to build brand community with consumer engagement. Qualitative data on fashion mobile apps were collected from the Apple app store and Android market during the spring and summer of 2015. A total of 110 fashion mobile apps were collected;, 50 apps were identified as apparel brands that either manufacture or sell apparel to consumers, which we categorized as "brand" fashion apps, and the remaining 60 were categorized as "non-brand" fashion apps. The result of the study can be summarized as below. The 60 non-brand fashion apps were grouped into 5 app types: shopping, searching, sharing, organizational, and informational. The main functions are for informational use and shopping needs, since at least half (31 apps) are used for either retrieving information or for shopping. However, in contrast, social networking and location were infrequent and not commonly utilized by these apps. The most common type of non-brand fashion apps available were shopping apps;, many shopping apps enable users to shop from several different websites and save their items into one universal shopping cart so that they only check out once. Most of these apps are informational and help consumers make more informed decisions on purchases;, in addition many offer location services to help consumers find these items in store. While these apps perform several functions, they do not link to social media. The 50 brand apps were grouped into 5 brand types: athletic, casual, fast fashion, luxury, and retailer. These apps were also checked for attributes to determine their functionality. The result shows that the main functions of brand fashion apps are for information (82% of the 50 apps) as well as location searching (72% of 50 apps). Conversely, these apps do not offer any photo sharing, and very few have organizational or community functions. Fashion mobile apps and m-marketing elements: To build brand community, mobile apps can be designed to motivate consumer's engagement with brands. The motivations of fashion mobile apps are useful in developing fashion mobile apps. Entertainment motives can be fulfilled with multimedia attributes, functionality motives are satisfied with organizational and location-based features, information motives with informational service, socialization with community and social network, learning and intellectual stimulation from informational attributes, and trend following through photo sharing. The 8 key attributes of mobile apps can correspond to the 4 m-marketing elements (i.e., Informative content, multimedia, interactions, and product promotions) that are further intertwined with m-branding elements. App Attributes and M-Marketing aim to Build Brand Community;, the eight key attributes can impact on 4 m-branding elements, which further contribute to building brand community by affecting consumers' perceptions of brands preference and advocacy, and their likelihood to be loyal.

Impact of Social Networking Service on the Team Cooperation, Quality of Decision Making and Job Performance (SNS의 사용이 팀의 협력과 의사결정의 질 및 업무성과에 미치는 영향)

  • Kim, Yoon-Mi;Chung, Dong-Seop
    • Journal of Korea Multimedia Society
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    • v.17 no.2
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    • pp.180-190
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    • 2014
  • Social network services are increasingly being used in organizational settings to improve relationships among employees and enhance prospects for information exchange and cooperative work. Social Networking Service(SNS) has deeply penetrated organizational job settings, influencing multiple aspects of employee's life. This study is designed to explore the impact of SNS engagement on the job performance mediated as team cooperation and decision making quality effects. Data were collected from 146 employees who use organizational SNS in there company. Factor analysis and structural equation method are employed. Results from a survey accompanied by the substantial impacts of organizational employee's social networking engagement on social learning processes and outcomes. SNS engagement not only directly influences organizational employee's job performance, but also helps their team cooperation and decision making quality from others and adapt to organizational culture, both of which play prominent roles in improving their job performance.

A Design of Service Migration Mechanism in HTML5-based Convergence Service (HTML5 기반 융합 서비스의 서비스이동 메커니즘 설계)

  • Choi, Hun-Hoi;Song, Eun-Ji;Kim, Geun-Hyung;Kim, Hwa-Sook;Cho, Ki-Seong
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.540-551
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    • 2012
  • Recently, the W3C has developed the HTML5 standard which gives the basis for providing various web applications on the web environments. Because of the advent of the smart devices and the broadband wireless network, users can accesse the web applications on the smart devices at anytime and anywhere. In addition, the demand on the multiscreen services, which enables users to use the appropriate device to their situation, has increased, since users have various smart devices. In this paper, we propose the grouping mechanism of web objects on the HTML5 based web platform, the extraction mechanism of the web object information which is used to create the web object on other devices, and the web object creation mechanism based on the received web object information. In addition, we propose the web service migration architecture between devices on the open web platform and implement the grouping, extraction and creation mechanism of the web objects on the test web document and generic web document with Chrome extension. Finally, we implement the delivery mechanism of the web object information between devices using the node.js and the WebSocket technologies.

A New Secure Multicast Protocol in Micro-Mobility Environments using Secure Group Key (마이크로 모빌리티 환경에서 보안 그룹키를 이용한 안전한 멀티캐스트 프로토콜)

  • Kang, Ho-Seok;Shim, Young-Chul
    • The KIPS Transactions:PartC
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    • v.15C no.6
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    • pp.573-586
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    • 2008
  • The improved performance and miniaturization of computer and the improvement of wireless communication technology have enabled the emergence of many high quality services. Among them multicast services are receiving much attention and their usage is increasing due to the increase of Internet multimedia services such as video conference, multimedia stream, internet TV, etc. Security plays an important role in mobile multicast services. In this paper, we proposed a secure multicast protocol for a hierarchical micro-mobility environment. The proposed secure multicast protocol provides security services such as authentication, access control, confidentiality and integrity using mechanisms including symmetric/asymmetric key crypto-algorithms and capabilities. To provide forward/backward secrecy and scalability, we used sub-group keys based on the hierarchical micro-mobility environment. With this security services, it is possible to guard against all kinds of security attacks performed by illegal mobile nodes. Attacks executed by internal nodes can be thwarted except those attacks which delete packet or cause network resources to be wasted. We used simulator to measure the performance of proposed protocol. As a result, the simulation showed that effect of these security mechanisms on the multicast protocol was not too high.