• Title/Summary/Keyword: Multimedia Principle

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Implementation of An Interactive Web-based Virtual Laboratory For Digital Logic Circuits (상호작용적인 웹기반 디지털 논리회로 가상실험실의 구현)

  • Kim, Dong-Sik;Seo, Ho-Joon;Seo, Sam-Jun
    • Proceedings of the KIEE Conference
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    • 2002.07d
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    • pp.2622-2624
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    • 2002
  • This paper presents a virtual laboratory system which can be creating efficiencies in the learning process. The proposed virtual laboratory system for digital logic circuits provides interactive learning environment under which the multimedia capabilities of world-wide web can be enhanced. The virtual laboratory system is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. The virtual laboratory system is composed of four important components: principle classroom simulation classroom, virtual experiment classroom and management system. The database connectivity is made by PHP and the virtual laboratory environment is set up slightly differently for each learner. Learning efficiencies as well as faculty productivity are increased in this innovative teaching and learning environment.

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Implementation of A Web-based Virtual Laboratory for Electrical Circuits (웹기반 전기회로 가상 실험실 구현)

  • Kim, Dong-Sik;Choi, Kwan-Sun;Lee, Sun-Heum;Seo, Ho-Joon
    • Proceedings of the KIEE Conference
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    • 2001.07d
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    • pp.2487-2489
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    • 2001
  • This paper presents a virtual laboratory system which can be creating efficiencies in the learning process. The proposed virtual laboratory system for electrical circuits provides interactive learning environment under which the multimedia capabilities of world-wide web can be enhanced. The virtual laboratory system is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. The virtual laboratory system is composed of four important components : Principle classroom, Simulation classroom, Virtual experiment classroom and Management system. Learning efficiencies as well as faculty productivity are increased in this innovative teaching and learning environment.

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Judgement of Violation of the Protection Duty of Internet Service Provider (인터넷 서비스 제공자의 보호조치 의무 위반의 판단)

  • Kang, Juyoung;Kim, Hyunji;Lee, Hwansoo
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.7
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    • pp.17-26
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    • 2016
  • Information spill was occurred several times in the country due to the negligence of the large internet service providers including SK Communications, Auction, KT. In order to judge the Internet Service Provider(ISP)'s liability in individual data spill caused by hacking, the violation of existing legislation or general principle of law's good faith principle has to be examined. However, based on current ISP's good faith principle, there is no objective standard for judging liability. Such uncertain range of protection action duty based on good faith principle generates complaint toward companies, therefore presentation of objective judgement range index on how to determine this range is needed. However due to the legal characteristic of above-mentioned law, it is not possible to fix the range of protection action duty and regulate it on law. In order to resolve this, rather than concerning simply on legal system level, fusion approach method is needed. Thus, this research will discuss the measure for objective standard for predicting ISP's range of protection action duty through fusion view dividing in technical, legal and administrative aspects.

Design and Implementation of Game for Learning Game Production Principles: Centering on Scratch Language (게임 제작 원리 학습을 위한 게임의 설계 및 구현 : 스크래치 언어를 중심으로)

  • Lee, Hong-Sub;Jeong, Hyung-Won;Kim, Young-Kyo
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.403-410
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    • 2016
  • Computer game is a result of integration of various academic areas, and the production of computer game requires knowledge and experience from various areas. This study demonstrates a game production process using Scratch. The intent was to experience the game development process and the production principle through actually building the core functions of a game using Scratch. As such, the computer game production principle was understood and it was made possible to learn more easily and more enjoyably the functions of multimedia and programming necessary for the production process. As the result, the learning of game production principles using Scratch was found to enhance the interest of the learner, and help with the understanding of game structure and learning software/programming language.

Location Strategy of Sports Oulets to Maximize the Market Share (시장 점유율을 최대로 할 수 있는 스포츠용품점 위치 결정 전략)

  • Lee, Sang-Un;Lee, Young-Sook;Choi, Seong-Beom;Han, Tae-Yong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.93-101
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    • 2013
  • This paper suggests optimal location algorithm of new firm $A(F_A)^{\prime}s$ p(p$B(F_B)$ already operating q outlets of sports in the market. This algorithm selects top q nodes among $V=V{\backslash}F_B$ nodes that covers maximum nodes based on the shortest distance. Then, q nodes choose next node that has a maximum cover with inclusion-exclusion principle. At the time of same number of cardinality in q sets to pre-defined q, we select the maximum cover node set. This algorithm called by competitive algorithm. The competitive algorithm simply decides the optimal location of the outlets p=1,2,3,4 for q=5. Also, we show that the market share of competitive algorithm can be maximize.

Automatic Color Transformation of Character Using Color Transformation Matrix in 2D Animation (2D 애니메이션에서 색 변환행렬을 이용한 캐릭터의 자동 색 변환)

  • Jung, Hyun-Sun;Moon, Yong-Ho;Kim, Jae-Ho
    • Journal of Korea Multimedia Society
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    • v.10 no.10
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    • pp.1240-1250
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    • 2007
  • We introduce technique for color transformation of characters between scenes in 2D animation. As colors are perceived differently owing to light source, so character colors like clothes, skin and so on are colored differently owing to atmosphere of each scene. This paper is made an attempt to solve mathematically color assignment of characters which has been worked by hand so far. We can find a matrix for color transformation of characters by appling principle of color stimulus to our algorithm. In scenes of existing 2D animation, basic colors and colors under light source of characters are used for the matrix. And matrixes are obtained for each scenes of 2D animation. If we are known basic colors of some characters, you can derive character colors under other light source environments using the matrix. Therefore, this paper describes automatic color transformation of characters between animation scenes.

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Supporting Service Continuity in OFDMA Systems (OFDMA 시스템에서 서비스 연속성 지원 방안)

  • Lee, Jong-Chan;Park, Sang-Joon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.2
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    • pp.850-857
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    • 2013
  • The objective of this paper is to provide service continuity based on an efficient subchannel allocation in OFDMA systems. The resource management for handover are necessary to maintain the QoS requirements of different multimedia applications because the service continuity may be defected by some delay and information loss. Therefore we propose two subchannel management schemes applied to OFDMA systems. Firstly, a superposition allocation of interference subchannels is achieved by modifying a frequency reuse scheme, using co-subchannel interference principle. Secondly for handover applications, we suggest a novel subchannel reservation scheme to adjust the number of allocated channels, depending on the different characteristics and diverse quality of mobile multimedia applications. Simulation results show that the total throughput for the proposed method is increased up to 20% at average and peak arrivals and the handover failure rate is decreased to about 25%, as compared to the conventional method.

Gesture Interface for Controlling Intelligent Humanoid Robot (지능형 로봇 제어를 위한 제스처 인터페이스)

  • Bae Ki Tae;Kim Man Jin;Lee Chil Woo;Oh Jae Yong
    • Journal of Korea Multimedia Society
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    • v.8 no.10
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    • pp.1337-1346
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    • 2005
  • In this paper, we describe an algorithm which can automatically recognize human gesture for Human-Robot interaction. In early works, many systems for recognizing human gestures work under many restricted conditions. To eliminate these restrictions, we have proposed the method that can represent 3D and 2D gesture information simultaneously, APM. This method is less sensitive to noise or appearance characteristic. First, the feature vectors are extracted using APM. The next step is constructing a gesture space by analyzing the statistical information of training images with PCA. And then, input images are compared to the model and individually symbolized to one portion of the model space. In the last step, the symbolized images are recognized with HMM as one of model gestures. The experimental results indicate that the proposed algorithm is efficient on gesture recognition, and it is very convenient to apply to humanoid robot or intelligent interface systems.

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A Tracking of Head Movement for Stereophonic 3-D Sound (스테레오 입체음향을 위한 머리 움직임 추정)

  • Kim Hyun-Tae;Lee Kwang-Eui;Park Jang-Sik
    • Journal of Korea Multimedia Society
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    • v.8 no.11
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    • pp.1421-1431
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    • 2005
  • There are two methods in 3-D sound reproduction: a surround system, like 3.1 channel method and a binaural system using 2-channel method. The binaural system utilizes the sound localization principle of a human using two ears. Generally, a crosstalk between each channel of 2-channel loudspeaker system should be canceled to produce a natural 3-D sound. To solve this problem, it is necessary to trace a head movement. In this paper, we propose a new algorithm to correctly trace the head movement of a listener. The Proposed algorithm is based on the detection of face and eye. The face detection uses the intensity of an image and the position of eyes is detected by a mathematical morphology. When the head of the listener moves, length of borderline between face area and eyes may change. We use this information to the tracking of head movement. A computer simulation results show That head movement is effectively estimated within +10 margin of error using the proposed algorithm.

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A Nested Network Mobility Support Scheme in a Proxy MIPv6 Domain (Proxy MIPv6 도메인에서 중첩 네트워크 이동성 지원 방안)

  • Park, Hee-Dong;Kim, Do-Hyeon
    • Journal of Korea Multimedia Society
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    • v.11 no.10
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    • pp.1385-1391
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    • 2008
  • The network-based IP mobility solution - Proxy MIPv6 provides a mobile node with local mobility support without requiring MIPv6 functionality of the mobile node by using two principle functional entities, LMA (Local Mobility Anchor) and MAG (Mobile Access Gateway) located in a Proxy MIPv6 domain. Yet, in case that a mobile node moves into a mobile network located in the domain, the mobile node can't receive the local mobility support any more because it can't communicate with the MAG. This paper proposes a scheme to support nested network mobility in a Proxy MIPv6 domain by adding MAG functionality to a mobile router in the mobile network and evaluates the performance of the proposed scheme. Performance analysis shows that the proposed scheme can increase the performance of handover delay, signaling costs, and packet loss ratio.

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