• Title/Summary/Keyword: media devices use

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An Intelligent Display Scheme of Soccer Video for Multimedia Mobile Devices (멀티미디어 이동형 단말을 위한 축구경기 비디오의 지능적 디스플레이 방법)

  • Seo Kee-Won;Kim Chang-Ick
    • Journal of Broadcast Engineering
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    • v.11 no.2 s.31
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    • pp.207-221
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    • 2006
  • A fully automatic and computationally efficient method is proposed for intelligent display of soccer video on small multimedia mobile devices. The rapid progress of the multimedia signal processing has contributed to the extensive use of multimedia devices with a small LCD panel. With these emerging small mobile devices, the video sequences captured for standard- or HDTV broadcasting may give the small-display-viewers uncomfortable experiences in understanding what is happening in a scene. For instance, in a soccer video sequence taken by a long-shot camera technique, the tiny objects (e.g., soccer ball and players) may not be clearly viewed on the small LCD panel. Thus, an intelligent display technique is needed for small-display-viewers. To this end, one of the key technologies is to determine region of interest (ROI), which is a part of the scene that viewers pay more attention to than other regions. In this paper, the focus is on soccer video display for mobile devices. Instead of taking visual saliency into account, we take domain-specific approach to exploit the characteristics of the soccer video. The proposed scheme includes three modules; ground color learning, shot classification, and ROI determination. The experimental results show the propose scheme is capable of intelligent video display on mobile devices.

A Study on Classification of Mobile Application Reviews Using Deep Learning (딥러닝을 활용한 모바일 어플리케이션 리뷰 분류에 관한 연구)

  • Son, Jae Ik;Noh, Mi Jin;Rahman, Tazizur;Pyo, Gyujin;Han, Mumoungcho;Kim, Yang Sok
    • Smart Media Journal
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    • v.10 no.2
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    • pp.76-83
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    • 2021
  • With the development and use of smart devices such as smartphones and tablets increases, the mobile application market based on mobile devices is growing rapidly. Mobile application users write reviews to share their experience in using the application, which can identify consumers' various needs and application developers can receive useful feedback on improving the application through reviews written by consumers. However, there is a need to come up with measures to minimize the amount of time and expense that consumers have to pay to manually analyze the large amount of reviews they leave. In this work, we propose to collect delivery application user reviews from Google PlayStore and then use machine learning and deep learning techniques to classify them into four categories like application feature advantages, disadvantages, feature improvement requests and bug report. In the case of the performance of the Hugging Face's pretrained BERT-based Transformer model, the f1 score values for the above four categories were 0.93, 0.51, 0.76, and 0.83, respectively, showing superior performance than LSTM and GRU.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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A Method for Evaluating News Value based on Supply and Demand of Information Using Text Analysis (텍스트 분석을 활용한 정보의 수요 공급 기반 뉴스 가치 평가 방안)

  • Lee, Donghoon;Choi, Hochang;Kim, Namgyu
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.45-67
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    • 2016
  • Given the recent development of smart devices, users are producing, sharing, and acquiring a variety of information via the Internet and social network services (SNSs). Because users tend to use multiple media simultaneously according to their goals and preferences, domestic SNS users use around 2.09 media concurrently on average. Since the information provided by such media is usually textually represented, recent studies have been actively conducting textual analysis in order to understand users more deeply. Earlier studies using textual analysis focused on analyzing a document's contents without substantive consideration of the diverse characteristics of the source medium. However, current studies argue that analytical and interpretive approaches should be applied differently according to the characteristics of a document's source. Documents can be classified into the following types: informative documents for delivering information, expressive documents for expressing emotions and aesthetics, operational documents for inducing the recipient's behavior, and audiovisual media documents for supplementing the above three functions through images and music. Further, documents can be classified according to their contents, which comprise facts, concepts, procedures, principles, rules, stories, opinions, and descriptions. Documents have unique characteristics according to the source media by which they are distributed. In terms of newspapers, only highly trained people tend to write articles for public dissemination. In contrast, with SNSs, various types of users can freely write any message and such messages are distributed in an unpredictable way. Again, in the case of newspapers, each article exists independently and does not tend to have any relation to other articles. However, messages (original tweets) on Twitter, for example, are highly organized and regularly duplicated and repeated through replies and retweets. There have been many studies focusing on the different characteristics between newspapers and SNSs. However, it is difficult to find a study that focuses on the difference between the two media from the perspective of supply and demand. We can regard the articles of newspapers as a kind of information supply, whereas messages on various SNSs represent a demand for information. By investigating traditional newspapers and SNSs from the perspective of supply and demand of information, we can explore and explain the information dilemma more clearly. For example, there may be superfluous issues that are heavily reported in newspaper articles despite the fact that users seldom have much interest in these issues. Such overproduced information is not only a waste of media resources but also makes it difficult to find valuable, in-demand information. Further, some issues that are covered by only a few newspapers may be of high interest to SNS users. To alleviate the deleterious effects of information asymmetries, it is necessary to analyze the supply and demand of each information source and, accordingly, provide information flexibly. Such an approach would allow the value of information to be explored and approximated on the basis of the supply-demand balance. Conceptually, this is very similar to the price of goods or services being determined by the supply-demand relationship. Adopting this concept, media companies could focus on the production of highly in-demand issues that are in short supply. In this study, we selected Internet news sites and Twitter as representative media for investigating information supply and demand, respectively. We present the notion of News Value Index (NVI), which evaluates the value of news information in terms of the magnitude of Twitter messages associated with it. In addition, we visualize the change of information value over time using the NVI. We conducted an analysis using 387,014 news articles and 31,674,795 Twitter messages. The analysis results revealed interesting patterns: most issues show lower NVI than average of the whole issue, whereas a few issues show steadily higher NVI than the average.

Following media development, a Study about the convergence of comics and multimedia (매체발달에 따른 만화의 멀티미디어와의 융합에 관한 연구)

  • Kim, Bo-Hyun;Hong, Nan-Ji
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.119-127
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    • 2012
  • In this study, it was witnessed that a variety of tests are implemented in a type of convergence of multimedia such as photos, sounds, and videos as well as letters and drawings, components of existing traditional comics as comics are digitalized and are converted to various devices. Therefore, we studied the concept of multimedia comics as a basis of this study by judging that new barometer to comics lies in convergence with such multimedia. After recognizing components of multimedia comics which are currently emerging, we categorized them into three types depending on how to use these elements. First, convergence type webtoon has a very similar format with existing vertical scrolling webtoon and has characteristics that background & effects sounds are added to emphasize the features of webtoon, or photos or videos are inserted in part, and there is no function to control these elements; Second, motion comic, a medium format between comic and animation has a characteristic that sound, video, paging are auto-played like watching animation but it keeps the format of comics within one frame; Third, interactive comic has a characteristic that effects sound, motion, and story are made by active participation of viewers. As a result of analyzing comics which having above multimedia characteristics, its implications are as followings: First, multimedia elements should be used depending on genre, age, and media; Second, high level of control technology considering the features of comic-viewers is needed. In other words, in continuously evolving media environments, comic contents being proper to targets and use purposes of viewers should be developed. For this, multimedia elements of comics should be used in order that comic-viewers can have active & interactive communication with contents.

MPEG-21 Event Reporting Message Structure based on digital data broadcasting use case scenarios (디지털 데이터 방송 유즈케이스 시나리오에 기반한 MPEG-21 이벤트 리포팅 구조 설계)

  • 송영주;홍진우;문남미;지경희
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.399-409
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    • 2003
  • In this paper, we present an Event Reporting which is one of the major items of MPEG-21 and exemplify two digital data broadcasting use case scenarios, and according1y we propose the Event Reporting message structure for MPEG-21 broadcasting contents that is based on these use case scenarios. Every interaction with a Digital Item in the multimedia framework can be called an Event. The need to standardize Event Reporting within the Multimedia Framework arise from the need to monitor and communicate amongst Peers and Users the Events relating to Digital Items and/or the programs and devices that operate on them at any given time. However, there are a number of difficulties in providing an accurate report about an Event. Different observers of the Event may have vastly different perspectives. In this paper, we describe a structure and vision of the Event Reporting. Besides we show the activities on MPEG-21 Event Reporting standardization.

Study on Information Ethics Education and Production of Tools in Domestic Early Childhood Education Institutions

  • Ha, Yan;Lee, Jong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.221-231
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    • 2020
  • Due to the fourth industrial revolution, people are excessively exposed to smart devices regardless of age, and the dependence is increasing rapidly. In the same context, various problems on information ethics have emerged to infant teachers and children. Therefore, there is a need to present guidelines for infants on the correct use of smart devices. This study proposes means to promote information ethics education in infant education based on a survey on future teachers attending Department of Early Childhood Education. Also, it suggests development of various teaching materials. The main significance of the research is to provide a balanced information ethics education and to develop interactive teaching materials. It also calls for infant teachers, as wells as infants, to understand the need for information ethics education and to provide desirable media education for infants.

Design and Implementation of an Interactive Streaming Platform for Supporting Instant Retrieval of Product Information in Product Placement Advertisement (간접광고에서 제품 정보의 즉각적 검색을 지원하는 인터렉티브 동영상 플랫폼 설계 및 구현)

  • Im, Hyeon-Jin;Cho, Dae-Soo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.5
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    • pp.931-938
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    • 2020
  • Recently, with the expansion of the use of cross media, the public is not just watching the broadcast, but is also consuming various information about actor, stories, products, etc. that appears during the broadcast. However, the devices used for viewing and the devices used for searching are different, which is inconveniences, and due to the differences between the point in time when the desired information is provided through the search, the public has difficulty in obtaining detailed information of the target product after encountering product placement advertisement. In addition, it is difficult for advertisers to confirm the effect of product placement advertising through the reaction of viewers who have encountered product placement advertising. In this paper, we intend to propose an interactive streaming platform that supports the instant retrieval of product information to users by including product placement advertisement information in broadcasting. Through this, viewers can quickly receive detailed information of products on the screen by giving an event when a product of interest comes out while watching the broadcast, and advertisers can check the effectiveness of product placement advertisements by receiving interactive responses from viewers.

New Adaptive Interpolation Based on Edge Direction extracted from the DCT Coefficient Distribution (DCT 계수 분포를 이용해 추출한 edge 방향성에 기반한 새로운 적응적 보간 기법)

  • Kim, Jaehun;Kim, Kibaek;Jeon, Gwanggil;Jeong, Jechang
    • Journal of Broadcast Engineering
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    • v.18 no.1
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    • pp.10-20
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    • 2013
  • Nowadays, video technology has been successfully improved creating tremendous results. As video technology improve, multimedia devices and demands from users are diversified. Therefore, a video codec used in these devices should support various displays with different resolutions. The technology to generate a higher resolution image from the associated low-resolution image is called interpolation. Interpolation is generally performed in either the spatial domain or the DCT domain. To use the advantages of both domains, we have proposed the new adaptive interpolation algorithm based on edge direction, which adaptively exploits the advantages of both domains. The experimental results demonstrate that our algorithm performs well in terms of PSNR and reduces the blocking artifacts.

Trend analysis of X Window used in Linux (리눅스에 사용되는 X 윈도 동향 분석)

  • Sung, Kyung
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1393-1401
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    • 2017
  • The Linux operating system is expanding to include desktops and servers, as well as mobile devices, automobiles and embedded devices, and is the dominant operating system category because it is freely available and open source software. However, the desktop market is dominated by Microsoft's Windows, and Apple's Mac OS is increasingly dominated by enthusiasts, but Linux's growth is stagnant. An important element to make up for this deficiency is the X Window System. Most Linux distributions still use the traditional X.org server as the X Window System, but it is heavy and slow. To replace it, a new X window system called Wayland emerged. Wayland is small and light enough to fit on an embedded or mobile device, so it can be mounted on the IoT related device as well as on the desktop. With the advent of Wayland, the change in the X window will accelerate the popularization of Linux.