• Title/Summary/Keyword: multimedia age

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Implementation of Notch Filter Emulator for Wireless Interference Signal Cancellation under Power Line Communication Environment (전력선 통신 환경에서 무선 간섭 신호를 제거하기 위한 Notch Filter Emulator 구현)

  • Jang, Dong-Won;Lee, Young-Hwan;Lee, Hyun-So;Kim, Kyung-Seok
    • Journal of Korea Multimedia Society
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    • v.12 no.10
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    • pp.1407-1417
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    • 2009
  • Today is the Information age which Internet service acts a most important Information Source. So the Power Line Communication has been achieved to offer Internet service for Last-Mile area. And Research is achieved to frequence range from 30MHz to 80MHz for High-speed communication service. But, Power Line is not suitable for communication, So, electric wave is generated from flow of communication information. And the electric wave is interfered with Wireless Communication Service using the same frequence range. In this paper, a Notch Filter for reduce of interference between Power Line Communication and Wireless Communication Service is proposed. The proposed emulator is developed using TMS320C6416T DSP board of Texas Instruments.

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An Analysis of Behavioral Patterns in Using Online Games among Middle and High School Students (중·고등학생의 인터넷게임 사용에 따른 게임행동분석)

  • Oh, Ju;Park, Jung ran
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.404-419
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    • 2017
  • This study is to examine how middle and high school students vary in terms of good and bad usage of online games and how these factors have varying effects on their use of the internet as a whole. My focus is to study their behavioral patterns individually while playing internet-based online games. The results are as follows: First, 260 out of 390 subjects used the internet. Male students who are high school students with siblings, or preschool time game users were revealed to play online games more often rather than female students who are middle school students with no siblings, or non-preschool time game users. Secondly, the analysis of differences of good and bad usage of online games revealed that there is a significant correlation between gender and beginning age. Lastly, a thorough analysis of the average difference in terms of following the online game shutdown found that there is no significant correlation among the sub-groups. However, an analysis of the difference of the problematic game usage has shown that there is a significant difference in the heavy user group. This findings means that the students who don't follow the online game shutdown spend more time than those who do.

A Study on Digital Media Literacy Growth Possibility for Children: Focusing on Lacan's Desire Theory (아동을 위한 디지털미디어 리터러시 성장성 연구: 라캉의 욕망이론을 중심으로)

  • Hwangbo, Wonju;Wui, Minyoung
    • Journal of Korea Multimedia Society
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    • v.20 no.2
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    • pp.420-428
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    • 2017
  • In recent trends, the first age of digital device usage has been significantly getting low and the using frequencies for younger generation have been gradually increasing. Also, while there were more negative opinions of this trend in the past, the new idea is changing to more needs of training and approaches for children's sound using guidelines for digital device. In fact, people believe the new generation will face more advanced future, called the Fourth Industrial Revolution. The purpose of the paper is first to explain about the Jacques Lacan's concept of desire theory in order to understand the human's unconscious level through His desire theory. Second, the paper identifies how this unconscious level is affected to ethical aspects of new generations whose unconscious level are frequently and early exposed to digital media. Lastly, the paper will present the necessity of digital literacy education as well as future direction. Furthermore, the paper review for what is the ethics and positive guidelines of digital media for children who will become the future citizens in the era of the Fourth Industrial Revolution.

A Study on in the Context of Audiovisual Art (<백-아베 비디오 신디사이저>의 오디오 비주얼아트적 고찰)

  • Yoon, Ji Won
    • Journal of Korea Multimedia Society
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    • v.23 no.4
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    • pp.615-624
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    • 2020
  • By enabling musicians to freely control the elements involved in sound production and tone generation with a variety of timbre, synthesizers have revolutionized and permanently changed music since the 1960s. Paik-Abe Video Synthesizer, a masterpiece of video art maestro Nam June Paik, is a prominent example of re-interpretation of this new musical instrument in the realm of video and audio. This article examines Paik-Abe Video Synthesizer as an innovative instrument to play videos from the perspective of audiovisual art, and establishes its aesthetic value and significance through both artistic and technical analysis. The instrument, which embodied the concept of image sampling and real-time interactive video as an image-based multi-channel music production tool, contributed to establishing a new relationship between sound and image within the realm of audiovisual art. The fact that his video synthesizer not only adds image to sound, but also presents a complete fusion of image and sound as an image instrument with musical characteristics, becomes highly meaningful in this age of synesthesia.

Interactive Game Designed for Early Child using Multimedia Interface : Physical Activities (멀티미디어 인터페이스 기술을 이용한 유아 대상의 체감형 게임 설계 : 신체 놀이 활동 중심)

  • Won, Hye-Min;Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.116-127
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    • 2011
  • This paper proposes interactive game elements for children : contents, design, sound, gesture recognition, and speech recognition. Interactive games for early children must use the contents which reflect the educational needs and the design elements which are all bright, friendly, and simple to use. Also the games should consider the background music which is familiar with children and the narration which make easy to play the games. In gesture recognition and speech recognition, the interactive games must use gesture and voice data which hits to the age of the game user. Also, this paper introduces the development process for the interactive skipping game and applies the child-oriented contents, gestures, and voices to the game.

A Study on the Efficient Development of Teaching-Learning Contents Using Multimedia Authoring Tools (멀티미디어 저작도구를 이용한 효율적인 교수-학습 콘텐츠 개발에 관한 고찰)

  • Kim, Min-Sung;Kim, Yoon;Park, Sung-Hoon
    • Journal of Digital Contents Society
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    • v.11 no.1
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    • pp.1-8
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    • 2010
  • Computers can intensify the students' motivation and understanding about the solution to the problems in class, therefore, computers can be the most appropriate educational tools for the study of problem solving and have been also recognized as a representable study method in the information age, which can pass on various educational experience to the right place at the right time. Mutimedia producing tool helps us develop and maintain the educational courseware by way of using general technology of multimedia system. In this thesis, it presents the efficient development process of educational software by using mutimedia producing tool, its educational advantages and problems, and its future progress direction as well.

A study on Social Networks and Twitter Services (Social Networks과 Twitter 서비스에 관한 고찰)

  • Shon, Young-Woo
    • Journal of Korea Multimedia Society
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    • v.14 no.4
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    • pp.546-553
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    • 2011
  • Every day 60 million emails are sent out around the world. IT technology has given us so many ways of communicating. Technology such as twitter has the potential to give us more than just an opportunity to tell others what happened in our day. If we understand and appreciate what twitter is capable of, we can use it to instantly share our lives with others. In this paper, we introduce to the trend of web and social networks, mini blog and twitter services of digital new media age. Finally, we proposed a strategy of application for the social media and the direction of growth for twitter.

Responsive Healthcare System for Posture Correction Using Webcam-Based Turtle Neck Syndrome Discrimination Algorithm (웹캠 기반 거북목 판별 알고리즘을 활용한 자세 교정 반응형 헬스케어 시스템)

  • Park, Soyeon;Ryoo, Seojin;Dong, Suh-Yeon
    • Journal of Korea Multimedia Society
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    • v.24 no.2
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    • pp.285-294
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    • 2021
  • This study developed a responsive healthcare system that users can easily use in real life to prevent turtle neck syndrome by posture correction. We propose a system that naturally induces direct posture improvement by adjusting the height with a responsive cradle through a turtle neck discrimination algorithm detecting the turtle neck posture in real time using a webcam. The turtle neck algorithm was developed based on machine learning, using the points that the distance relationship between the jaw line and the shoulder varies depending on the posture. For the younger age group, which is particularly problematic due to the increase in the use of IT devices, image data in different situations according to the height and posture of the cradle was collected and learned as a support vector machine classifier. In addition, a height-adjustable cradle that can support a laptop has been created and expanded into a responsive cradle that can be controlled with software by interlocking with the Arduino. Therefore, this service enables posture correction of many modern people suffering from turtle neck syndrome and will become an essential platform in the increasing online environment in the non-contact era.

A Study on the Interaction Elements and Emotional Design of Art Museum Applications: Focusing on Application Art Keys (미술관 애플리케이션의 인터랙션 요소 및 감성디자인에 관한 연구: 애플리케이션 아트키를 중심으로)

  • Hu, Chen Yuan;An, Byung Jin;Lee, Byoung Gook
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.727-735
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    • 2021
  • The purpose of this study is to evaluate visual arts in interactive technology in art museum applications and to analyze the impact relationship between interactive technology and the five senses. This study was conducted to survey respondents who had used art museum applications. The results are as follows. First, this study evaluates the differences in perception of art museum applications according to the general characteristics of the respondents. They show that there are differences in gender, marital status, age, and social income. Second, this study identifies the impact of five senses and synesthesia on interaction design among emotional design elements. They reveal that visual, auditory, tactile components, and synesthesia have significant effects on interactive design. This study reveals that emotional design elements of art museum applications affect interaction design. Also, it suggests that research on interaction design reflecting five senses is continuously needed to improve audience satisfaction and revitalize art museum applications.

An Automatic Strabismus Screening Method with Corneal Light Reflex based on Image Processing

  • Huang, Xi-Lang;Kim, Chang Zoo;Choi, Seon Han
    • Journal of Korea Multimedia Society
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    • v.24 no.5
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    • pp.642-650
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    • 2021
  • Strabismus is one of the most common disease that might be associated with vision impairment. Especially in infants and children, it is critical to detect strabismus at an early age because uncorrected strabismus may go on to develop amblyopia. To this end, ophthalmologists usually perform the Hirschberg test, which observes corneal light reflex (CLR) to determine the presence and type of strabismus. However, this test is usually done manually in a hospital, which might be difficult for patients who live in a remote area with poor medical access. To address this issue, we propose an automatic strabismus screening method that calculates the CLR ratio to determine the presence of strabismus based on image processing. In particular, the method first employs a pre-trained face detection model and a 68 facial landmarks detector to extract the eye region image. The data points located in the limbus are then collected, and the least square method is applied to obtain the center coordinates of the iris. Finally, the coordinate of the reflective light point center within the iris is extracted and used to calculate the CLR ratio with the coordinate of iris edges. Experimental results with several images demonstrate that the proposed method can be a promising solution to provide strabismus screening for patients who cannot visit hospitals.