• Title/Summary/Keyword: Use of Communication Media

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Development of real-time reactive emotion image contents player system to induce the user's emotion (사용자의 감성을 유도하는 실시간 반응형 감성 이미지 콘텐츠 플레이어 시스템 개발)

  • Lee, Haena;Kim, Dong Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.1
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    • pp.155-161
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    • 2014
  • This study presents the real-time emotion image contents player to induce the user's emotion efficiently. The emotion image contents player was designed to efficiently induce by giving a change in the color, brightness, saturation of image contents corresponded to the user's emotion. In the emotion recognition module, physiological signal of pulse, skin temperature, skin resistance which based on autonomic nervous system were used. The emotion recognition part used physiological signal of pulse, skin temperature, skin resistance based on autonomic nervous system. The image as emotional contents was used with the 9 kinds emotion area classified in international affective picture system(IAPS). As experimental results, the use's emotion that match the image's emotion with the emotion image contents player was derived 10% more accurately. The emotion contents player is expected to increase emotional feeling between users's emotion and contents emotion duo to the real-time emotion reflection.

3-D Wavelet Compression with Lifting Scheme for Rendering Concentric Mosaic Image (동심원 모자이크 영상 표현을 위한 Lifting을 이용한 3차원 웨이브렛 압축)

  • Jang Sun-Bong;Jee Inn-Ho
    • Journal of Broadcast Engineering
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    • v.11 no.2 s.31
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    • pp.164-173
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    • 2006
  • The data structure of the concentric mosaic can be regarded as a video sequence with a slowly panning camera. We take a concentric mosaic with match or alignment of video sequences. Also the concentric mosaic required for huge memory. Thus, compressing is essential in order to use the concentric mosaic. Therefore we need the algorithm that compressed data structure was maintained and the scene was decoded. In this paper, we used 3D lifting transform to compress concentric mosaic. Lifting transform has a merit of wavelet transform and reduces computation quantities and memory. Because each frame has high correlation, the complexity which a scene is detected form 3D transformed bitstream is increased. Thus, in order to have higher performance and decrease the complexity of detecting of a scene we executed 3D lifting and then transformed data set was sequently compressed with each frame unit. Each frame has a flexible bit rate. Also, we proposed the algorithm that compressed data structure was maintained and the scene was decoded by using property of lifting structure.

A Study on the Willingness to Pay of Decision Factor for Mobile IPTV (모바일 IPTV 서비스에 대한 지불의사 결정 요인 연구)

  • Kim, Dong-Woo;Yoo, Jae-Young;Joung, Won-Ko
    • Journal of Broadcast Engineering
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    • v.19 no.3
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    • pp.385-395
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    • 2014
  • This study analyzes empirically main factors of willingness-to-pay for mobile IPTV emphasized as a key service in mobile environment. By structure equation analysis, the results shows that service diversity has influence on usefulness and service quality influences both usefulness and ease-to-use. Secondly, usability has positive impact on attitude and satisfaction. Thirdly, attitude and satisfaction influence willingness-to-pay. These result mean that quality assurance(ex, QoS) and improvement of usability are essential for revenue improvement revenue in mobile IPTV. And also this study can give empirical implications for service portfolio, pricing and bundling strategy as a leading study for mobile IPTV.

Preference Analysis for Location Based Services on Smartphone Environment Using Analytic Hierarchy Process (AHP 기법을 이용한 스마트폰 환경에서 위치기반 서비스에 대한 선호도 분석)

  • Nam, Soo-Tai;Jin, Chan-Yong;Kim, Do-Goan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1337-1342
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    • 2014
  • Increasingly important user based service on the smart media era, and increasing awareness about the user experience. In this study, by considering these realities, what impact location based constructs on smartphone environment, continuous intention to use you want to identification. Thus, this study conducted of preference the influencing factors for location based constructs. First steps, based constructs known empirical studies were categorized information, entertainment, safe&emergency, navigation&tracking and advertising& commerce. Second Steps, the categorized factors were analyzed preference relationship between constructs using AHP(analytic hierarchy process) technique. Questionnaire survey was conducted to those who employees S Telecom in Busan city and Gyeongnam province during 2000. 4. 15 and 2014. 4. 30. The result of the analysis might be summarized that the navigation(0.133) has the highest preference ran in the constructs. Based on these findings, several theoretical and practical implications were suggested and discussed.

Performance Evaluation of Caching in PON-based 5G Fronthaul (PON기반 5G 프론트홀의 캐싱 성능 평가)

  • Jung, Bokrae
    • Journal of Convergence for Information Technology
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    • v.10 no.1
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    • pp.22-27
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    • 2020
  • With the deployment of 5G infrastructure, content delivery network (CDN) will be a key role to provide explosive growing services for the independent media and YouTube which contain high-speed mobile contents. Without a local cache, the mobile backhaul and fronthaul should endure huge burden of bandwidth request for users as the increase number of direct accesses from contents providers. To deal with this issue, this paper fist presents both fronthaul solutions for CDN that use dark fibers and a passive optical network (PON). On top of that, we propose the aggregated content request specialized for PON caching and evaluate and compare its performance to legacy schemes through the simulation. The proposed PON caching scheme can reduce average access time of up to 0.5 seconds, 1/n received request packets, and save 60% of backhaul bandwidth compared to the no caching scheme. This work can be a useful reference for service providers and will be extended to further improve the hit ratio of cache in the future.

A Comparative Study on Acceptance of Social Network Games between Korean and Chinese Users (소셜 네트워크 게임의 사용자 수용에 대한 한·중 비교연구)

  • Lee, Sang Hoon;Cheng, Zhichao;Kwon, Young-Jik;Hwang, Hyun-Seok;Kim, Su-Yeon
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.5
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    • pp.39-50
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    • 2014
  • Today people use a smartphone as a tool for enjoying personal hobbies or entertaining contents as well as communication media. Most of the traditional game-specific platforms have transferred to smartphones equipped with social network games that integrate games with human relationships. As average life span of most games has been shortened gradually, game companies should be ready to develop new games to meet user needs. In this study we investigate the acceptance of social games, enjoyable by users and their friends linked in social networks. Since user behavior of social games may show cultural differences by country, we perform a comparative study on acceptance of social games between Korean and Chinese users. The structural relationships among factors affecting social game adoption have been analyzed focusing on differences between Korean and Chinese. We analyze similarities and differences of adoption mechanism in two countries and present some practical implications for related industry.

Culture-Driven City Brand Communications via the Strategic Visuals

  • Kim, Seo Young;Hands, David
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.89-109
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    • 2018
  • This paper aims to offer a conceptual framework in the context of culture-driven city branding through strategic design from a cross-disciplinary approach. The key findings identified the followings: Firstly, the phenomenon of culture-driven city brand creation and the use of design value of primary attractions. Secondly, the impact of the design contents of new media in supporting city brand creation. Lastly, the importance of image/text relationships through applying coding theory to enhance city brand communications.

Youtube Influencer's Startup Strategy Using Lean Startup Technique (린스타트업 기법을 활용한 유튜브 인플루언서의 창업전략)

  • Park, Jeong Sun;Park, Sang Hyeok;Kim, Young Lag
    • The Journal of Information Systems
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    • v.31 no.1
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    • pp.147-173
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    • 2022
  • Purpose As the use of social network services has become common, it has become possible to freely communicate and establish relationships with other people anytime, anywhere for communication and information sharing. Influencers who have a strong influence on consumers' perceptions and attitudes through their own opinions and stories have appeared on various social media channels such as YouTube. Recently, companies utilize influencers with a large number of followers to check interactions with customers to understand customer attitudes and opinions about products in real time. Start-ups with insufficient resources need to quickly examine customer responses to reduce the probability of failure after product planning. The Lean process of creating an MVP and quickly confirming and learning the market response should be repeated over and over again. Findings In this paper, we try to suggest that the YouTube platform can play a sufficient role as a customer experiment space through examples. The case company is a company that has successfully commercialized products by continuously interacting with customers through the YouTube platform for the first four months of its founding. This paper is expected to be helpful in the experimental process for prospective founders and early founders to examine customer responses to reduce the probability of market failure before commercialization. Design/methodology/approach This paper analyzed the YouTube channel data of case companies based on the netnography methodology and presented the contents of the lean process management carried out in the experimental stage and the post-production stage through interview research.

A Study for the Development of IPTV-based Learning Scenarios : Focused on Self-Regulated Learning Strategies (IPTV기반 학습 시나리오 개발 연구 - 자기조절학습전략 중심으로 -)

  • Choi, Hyung-Shin;Kim, Ji-Sim;Kim, Jeong-Hwa;Yang, Myung-Og
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.571-588
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    • 2010
  • IPTV, a convergence service of broadcasting and communication, draws an attention as an educational media that provides various advantages including top quality of screen, easy access, and protection from harmful contents. In addition, a successful IPTV learning requires learners' active participations. Yet, the research on educational applications of IPTV is at the early stage focusing on teachers and developers' perspectives. Therefore, the present study conducted a survey on learners' current IPTV usage and intentions to use. Reflecting the results of the survey, we developed learner-centered IPTV learning scenarios based on self-regulated learning strategies and suggested its implementations.

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A Standardizing research of Internet adverse effects catalog from Societal phenomenological pointview (사회현상학 관점에서의 인터넷역기능 분류체계 표준화 연구)

  • Kwon, Jung-In;Lee, Seong-Chul;Ahn, Seong-Jin
    • The Journal of Korean Association of Computer Education
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    • v.14 no.6
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    • pp.1-10
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    • 2011
  • Since IT technology grow rapidly, our ethic of consciousness has become big issue with adverse effect. Many scholar has discussed and tired to solve this problem, but it is still helpless to fix. Therefor in this paper, author will not suggest the solution, but will present model list of adverse effects and cases to prevent accidents. The model list of adverse effects, what author will present is about media addiction, harmful content, cyber-violence, right infringement, cyber terror and decision obstacle. This model list is made by primary and secondary survey. This model will show adverse effect of present day, but also will show future adverse effects that can be prevent. Through out this paper, this model list could use for education plan.

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