• Title/Summary/Keyword: Portable Multimedia Device

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A Portable Skin Elasticity Measuring Device Based on Indentation Method Using Piezoelectric Effect (압전효과를 이용한 압인방식의 휴대용 피부탄력 측정장치)

  • Park, Jun-Young;Kim, Myoung Nam
    • Journal of Korea Multimedia Society
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    • v.25 no.9
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    • pp.1307-1315
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    • 2022
  • In this paper, we proposed and developed a new portable skin elasticity measuring device based on the indentation method using piezoelectric effect. The proposed device is designed to minimize the uncertainty caused by the layer structure of the skin when measuring the elasticity of the skin. And, we developed a piezoelectric-based thin-film pressure sensor that can measure quantitatively and quickly during repeated measurement as a device sensor. To confirm the effectiveness of the proposed measuring device, it was compared with the experimental results of the conventional measuring devices under the same experimental conditions, and statistical correlation analysis was performed between the experimental data of the proposed measuring device and the experimental data of the conventional measuring devices. As a result of the correlation analysis, it was confirmed that the proposed measuring device had a high correlation with the conventional measuring devices. Therefore, it was confirmed that the proposed skin elasticity measuring device was effective.

Consideration of Domestic Portable Game Industry from Portable Game Industry (휴대용 게임 산업의 분석을 통한 국내 휴대용 게임 산업의 고찰)

  • Park, Jung-Hyun;Park, Hong;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.177-180
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    • 2006
  • Currently the portable game industry compares in portable game industry of past, the size of the market becomes larger more, also the function of the game device provides technical of playing. In addition provides the function of the various multimedia contents. The portable game industry simply the size of market until the entertainment market where is not only the game market widened the territory from like this situation and it changed. It examines the purchase condition of the consumers from the portable game industry which will approach and the instance of domestic production game device GP2X conditions of the portable game device it will be able to create a high added value it listens to and the next domestic production portable game device industry advances and the reporter to investigate percentage direction it does.

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Measuring the Degree of Content Immersion in a Non-experimental Environment Using a Portable EEG Device

  • Keum, Nam-Ho;Lee, Taek;Lee, Jung-Been;In, Hoh Peter
    • Journal of Information Processing Systems
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    • v.14 no.4
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    • pp.1049-1061
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    • 2018
  • As mobile devices such as smartphones and tablet PCs become more popular, users are becoming accustomed to consuming a massive amount of multimedia content every day without time or space limitations. From the industry, the need for user satisfaction investigation has consequently emerged. Conventional methods to investigate user satisfaction usually employ user feedback surveys or interviews, which are considered manual, subjective, and inefficient. Therefore, the authors focus on a more objective method of investigating users' brainwaves to measure how much they enjoy their content. Particularly for multimedia content, it is natural that users will be immersed in the played content if they are satisfied with it. In this paper, the authors propose a method of using a portable and dry electroencephalogram (EEG) sensor device to overcome the limitations of the existing conventional methods and to further advance existing EEG-based studies. The proposed method uses a portable EEG sensor device that has a small, dry (i.e., not wet or adhesive), and simple sensor using a single channel, because the authors assume mobile device environments where users consider the features of portability and usability to be important. This paper presents how to measure attention, gauge and compute a score of user's content immersion level after addressing some technical details related to adopting the portable EEG sensor device. Lastly, via an experiment, the authors verified a meaningful correlation between the computed scores and the actual user satisfaction scores.

A File System Architecture for Enriched Metadata in Portable Multimedia Devices (휴대용 멀티미디어 기기에서 메타데이터 활용을 강화한 파일 시스템 구조)

  • Yoon, Hyeon-Ju
    • IEMEK Journal of Embedded Systems and Applications
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    • v.2 no.1
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    • pp.1-8
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    • 2007
  • In this paper, we developed a file system architecture for portable multimedia devices. To enhance user convenience, the information about the stored files should be easily retrieved and organized. We defined NMD (Networked MetaData), which can organize the files in networked fashion by attaching user-defined attributes and relation between files. The NMD is stored in flash memory to utilize its nonvolatile property and low-power consumption, while multimedia files are stored in hard disk, an inexpensive mass storage. The experimental implementation showed that this architecture was able to save about 10% power compared to the hard disk NMD-store.

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Design and Implementation of the DRM Supporting Smart Multimedia Streaming in Ubi-Home (Ubi-Home에서의 지능적 멀티미디어 스트리밍을 지원하는 DRM 설계 및 구현)

  • Park Jong-Hyuk;Lee Sang-Jin;Hong In-Hwa;Ahn Tae-Won;Lee Deok-Gyu
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.3C
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    • pp.293-301
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    • 2006
  • In this paper, we design and implement the UHSNS-DRM(Ubi-Home Smart Multimedia Streaming-Digital Right Management) in Ubi-Home. The proposed system support flexible distribution platform for digital content copyright protection and management in Ubi-Home. This system also can provide multimedia streaming service to authorized users who are using PC, STB, PDA, and Portable Device, etc. Furthermore, we adopt concept of domain authentication and it help to improve the efficiency of license management for all devices in Ubi-Home. We design user's location recognition algorithm in order to provide intelligent services. Of course, this algorithm is applied for the proposed system. Start after striking space key 2 times.

Development of portable game device with uncompressed HD video and high quality sound output (비압축 HD급 영상 및 고음질 음성 출력을 지원하는 휴대용 게임기 구현)

  • Lee, Chung-Hee;Lee, Jong-Hun;Jung, Woo-Young
    • Proceedings of the KIEE Conference
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    • 2006.10c
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    • pp.391-393
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    • 2006
  • In this paper, we develop a portable game device with uncompressed HD video and high quality sound output. Portable game devices support not only game function but also various complex functions recently. It especially supports TV-Out port to play realistic game, connecting a large screen display device. But the video and audio output signals of conventional TV-out port have the low performance and these signals are analog output. So, it is difficult that the users enjoy realistic game with benefit of high resolution digital TV. We propose the game device output with uncompressed digital signal, which has no delay of video/audio signal, also has strong immunity to external noise. Since it supports a high resolution video and high quality sound, users can playa realistic game. First, we implement the HDMI to the game device and we test reliability with the various resolutions video inputs and audio inputs. The proposed method can be applied multimedia devices requiring high performance output function as well as portable devices.

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Object-based Multimedia Contents Storage for Mobile Devices

  • Nam, Young-Jin;Choi, Min-Seok;Nam, In-Gil
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2005.11a
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    • pp.31-34
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    • 2005
  • Mobile devices, such as PDAs, portable multimedia players, are more likely to encompass large storage devices with prevalance of high-quality multimedia contents. This paper proposes an object-based multimedia contents storage architecture that employs the object-based storage device model and the iSCSI protocol. It also provides a multimedia content player that operates directly with the proposed storage architecture. We implement both the proposed storage architecture and the multimedia content player upon the Linux environment. Performance evaluation by playing MP3 multimedia contents reveals that the proposed storage architecture reduces the total power consumption by 9%, compared with an existing networked storage. This enhancement is mainly contributed to the fact that a large portion of the file system is moved into the object-based multimedia contents storage from the mobile device.

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Development of a Bone Conduction Vibrator for Portable Acoustic Device (휴대음성장치용 골도 진동자 개발)

  • Kim, Kwang-Suk;Bang, Ki-Chang;Hwang, Gun-Yong;Hwang, Sang-Moon
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2008.04a
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    • pp.613-617
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    • 2008
  • One of the important parts on multimedia era is acoustic ones. With increased demand of smallest multimedia products such as personal digital assistant (PDA) and mobile phones, it is necessary to develop acoustic devices which have higher performance and smaller size. Acoustic parts with various function for hearing impaired persons. This paper introduces a bone conduction vibrator (BCV) for hearing impaired persons to use portable acoustic device without additional devices. For vibration analysis of the BCV, electromagnetic, mechanical and their coupling effects are considered for the analysis. This paper shows that the development of design and analysis technique by finite element method (FEM) of BCV.

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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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POI searching system using PDA

  • Heo Tae-Wook;Kim Jae-Chul;Kim Kwang-Soo;Park Jong-Hyun
    • Proceedings of the KSRS Conference
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    • 2004.10a
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    • pp.256-259
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    • 2004
  • Recently, Location-based services(LBS) allow consumers to receive services based on their geographic location data. Users want to take services based location information with portable devices. And Point of Interest(POI) information's usage is increasing with mobile device's development and user's interest. And this paper shows that we connect the multimedia POI database(DB), provide the multimedia services through the portable devices and search POI using location and direction information. The multimedia POI is consisted of sound, image, moving image and animation with location information. When we search POI, we find POI in DB using the area zone and direction information.[l]

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