• Title/Summary/Keyword: media and information utilization

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Video Quality for DTV Essential Hidden Area Utilization

  • Han, Chan-Ho
    • Journal of Multimedia Information System
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    • v.4 no.1
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    • pp.19-26
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    • 2017
  • The compression of video for both full HD and UHD requires the inclusion of extra vertical lines to every video frame, named as the DTV essential hidden area (DEHA), for the effective functioning of the MPEG-2/4/H encoder, stream, and decoder. However, while the encoding/decoding process is dependent on the DEHA, the DEHA is conventionally viewed as a redundancy in terms of channel utilization or storage efficiency. This paper proposes a block mode DEHA method to more effectively utilize the DEHA. Partitioning video block images and then evenly filling the representative DEHA macroblocks with the average DC coefficient of the active video macroblock can minimize the amount of DEHA data entering the compressed video stream. Theoretically, this process results in smaller DEHA data entering the video stream. Experimental testing of the proposed block mode DEHA method revealed a slight improvement in the quality of the active video. Outside of this technological improvement to video quality, the attractiveness of the proposed DEHA method is also heightened by the ease that it can be implemented with existing video encoders.

A Study on Media Art using Ilwolobongdo (일월오봉도를 활용한 미디어아트 연구)

  • Kideok Park;Jeanhun Chung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.103-108
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    • 2023
  • This paper conveys the limitations of analog natural history sample information in digital form, giving viewers interest and fun, and presenting the direction of digital diorama utilization of sample exhibitions. In this exhibition, through various media such as 10,000 won bill dramas and newspaper articles, the Sun and Moon and Five Peaks, a picture familiar to the public, was reproduced in media art so that it can be realized in real life. It is a Joseon Dynasty work in which five mountain peaks, a pair of waterfalls, and four pine trees are drawn symmetrically from side to side. In order to express the vividness of nature, the symbols of the sun and moon were created with the effect of light to maximize immersion, and animals such as waves, crane movements, deer, ramie butterflies, and carp were inserted under the mountain peaks to create the vividness of nature and creatures playing in them. The media art folding screen was produced and directed as a screen. In addition, the introduction of the work and information related to the living things in the work were provided through QR codes.

A Study on the Development and Utilization of Web-Based Learning Materials (웹기반 교수·학습자료 개발과 활용에 관한 연구)

  • PARK, Jong-Un;BAE, Jeom-Bu
    • Journal of Fisheries and Marine Sciences Education
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    • v.15 no.2
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    • pp.184-192
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    • 2003
  • When the present Learning System for Computer-Related Subjects Using WBI is implemented on the Web with the above characteristics to help students to study computer subjects without any limitations of time or space, they can easily attain the goals of learning, have computer-utilizing abilities or information capacity, and enhance their capabilities for self-initiative learning. This system enables the learners to carry out 'plan-do-see' for the contents of learning initiatively. The learners can study the practice part of the curriculum using multi-media, such as motion pictures, voices, images, and sound effects, vividly with a sense of actual presence. It helps the students to have an active attitude toward leaning afterward. without meeting the teacher or without any storage media, the leaners can submit their assignments or materials for performance evaluation via the Internet.

EPON Bandwidth Allocation Scheme for Improved Utilization (Bandwidth 이용률을 높이기 위한 EPON 대역 할당 기법)

  • 윤춘희;이성창
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.40 no.10
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    • pp.89-94
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    • 2003
  • Passive Optical Network(PON) architecture is a very simple. However media access protocol is necessary to the PON because the ONUs should share a channel in the upsteam direction. We propose the design of dynamic bandwidth allocation algorithm for improved bandwidth utilization in the broad bandwidth access network that uses Ethernet PON. The object of our study shall be to decrease a unused remainder bandwidth of granted timeslot for a upstream traffic transmission. We propose that OLT notifies ONU of maximum transmission window during discovery and ONU request a amount under maximum transmission window after it checks a frame length. We confirm that the proposed algorithm shown improving performance from bandwidth utilization and queueing delay point of view through the simulation result.

A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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Factors Influencing Social Media Use in Local Government (지방자치단체의 소셜미디어 활용과 영향요인에 관한 연구)

  • Noh, Jae-In;Chad, David Anderson;Seo, Jin-Wan
    • Informatization Policy
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    • v.26 no.3
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    • pp.36-52
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    • 2019
  • The use of social media in government has expanded steadily around the world on the basis of Web 2.0 technology. The government uses social media as a tool for enhancing transparency, participation, collaboration, and saving costs. However, the use of social media in the public sector has not only been positive. It has also been described as a double-edged sword. Most local governments in South Korea use social media for a variety of reasons but there has not been enough practical study of the effectiveness of social media use in the public sector. Local governments generally have positive views of their social media use but the real application of social media is not consistent in each local government. This study tried to determine the reality of social media use in local government and what factors influenced its use. The research analyzed the data from a survey conducted by the Korea Local Information Research & Development Institute (KLID) in 2015 and data from Facebook in each local government. The results show that most local governments were using Facebook for promotional purposes and local government officials similarly recognized that they were using Facebook well. However, local governments showed great differences in their use and practical effect. Meanwhile, the study found that population, financial independence, level of government, the entity operating social media, the median age, and whether social media are used for interaction or to gather opinions were the most influential factors that make a difference in utilization in local government.

Utilization Plan of SNS for Computer Utilization Ability Improvement of University Students (대학생들의 컴퓨터 활용능력 향상을 위한 SNS 활용방안)

  • Pi, Su-Young
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.587-595
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    • 2014
  • As the number of users of SNS (Social Network Service) and smart devices increases sharply nowadays, many studies on various teaching models and methodologies have been made in order to utilize SNS in education. However, there are not so sufficient studies that explore social media as a learning environment and analyze empirically its relation with the academic achievement. Since various kinds of learning experiences are required in order to foster creative talents, it is necessary to have information sharing, debate and information exchange utilizing SNS. If utilizing SNS for general computer education in a university, it will be possible to collect learners' various thoughts and opinions more effectively. Because real-time feedback can be possible in each individual space through SNS by sharing the information related to the interactions between learner and teacher or between leaner and learner and exchanging opinions each other, the learner's ability to utilize a computer can be improved. Especially SNS can provide a real-time help to solve problems for underachieved students and provide an opportunity to improve the academic achievement.

A Job Scheduling S초듣 of Grid Computing using Hybrid Multi-queue (혼합 다중 큐를 사용한 그리드 컴퓨팅의 작업 스케줄링 기법)

  • Kang Chang-Hoon;Choi Chang-Yeol;Park Kie-Jin;Kim Sung-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.757-760
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    • 2006
  • 고성능 컴퓨팅 자원(Computing Resources)을 네트워크를 통하여 하나로 연동하여 단일 컴퓨팅 작업을 수행하는 그리드 컴퓨팅(Grid Computing)에 대한 연구가 최근 활성화 되고 있다. 이에 본 논문에서는 그리드를 구성하는 노드에 작업을 분배하는 메타 스케줄링(Metascheduling)과 노드내의 작업을 프로세서에 적절히 할당하는 작업 스케줄링 방법을, 작업 큐와 두 개의 백필 큐를 사용하는 혼합 기법을 사용하여, 작업 지연율(Slowdown Ratio)을 줄이고 그리드 컴퓨팅의 이용률(Utilization)을 높이는 방법을 제안하였으며 다양한 실험을 통하여 성능을 평가하였다.

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Design and Performance Evaluation of a Media Access Control Algorithm supporting Weighted Fairness among Users in Ethernet PON (Ethernet PON에서 가입자간 가중치 공평성을 보장하는 매체접근 제어 알고리즘의 설계 및 성능 분석)

  • 최은영;이재용;김병철;권영미
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.41 no.8
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    • pp.45-53
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    • 2004
  • This paper proposes and analyzes a new media access control (MAC) scheduling algorithm, “Interleaved Polling with Deficit Round Robin (IPDRR)” that supports weighted fairness among ONUs in Ethernet Passive Optical Network (PON). The purpose of the proposed IPDRR algerian is not only to eliminate the unused bandwidth of upstream ONU traffic, but also to provide weighted fair sharing of upstream bandwidth among ONUs in Ethernet PON systems. Simulation results show that the IPDRR improves the utilization of upstream channel by removing the unused bandwidth and provides weighted fairness among ONUs, although the IPACT scheduling is unfair according to traffic characteristics.

A Parallel Processing System for Visual Media Applications (시각매체를 위한 병렬처리 시스템)

  • Lee, Hyung;Pakr, Jong-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.1A
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    • pp.80-88
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    • 2002
  • Visual media(image, graphic, and video) processing poses challenge from several perpectives, specifically from the point of view of real-time implementation and scalability. There have been several approaches to obtain speedups to meet the computing demands in multimedia processing ranging from media processors to special purpose implementations. A variety of parallel processing strategies are adopted in these implementations in order to achieve the required speedups. We have investigated a parallel processing system for improving the processing speed o f visual media related applications. The parallel processing system we proposed is similar to a pipelined memory stystem(MAMS). The multi-access memory system is made up of m memory modules and a memory controller to perform parallel memory access with a variety of combinations of 1${\times}$pq, pq${\times}$1, and p${\times}$q subarray, which improves both cost and complexity of control. Facial recognition, Phong shading, and automatic segmentation of moving object in image sequences are some that have been applied to the parallel processing system and resulted in faithful processing speed. This paper describes the parallel processing systems for the speedup and its utilization to three time-consuming applications.