• Title/Summary/Keyword: multimedia contents

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A Study on the Activation of Digital Material Using by the Actual Condition of Digital Material Operation in Public Library (공공도서관 디지털자료 운영실태에 따른 디지털자료 이용 활성화 방안 연구)

  • Noh, Younghee;Kang, Pil Soo;Kim, Yoon-Jeong
    • Journal of the Korean Society for information Management
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    • v.38 no.1
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    • pp.25-51
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    • 2021
  • In this study, we tried to provide basic materials necessary for introduction of smart libraries by analyzing present conditions of its operation based on the actual conditions of digital materials. For this study, a survey of actual use of digital materials is conducted for digital material rooms of public libraries in nationwide and 213 persons in charge of digital materials. As a result of this study, the followings are found: first, 80.8% of those public libraries responding to the survey operate digital material rooms and average 1.75 person is in charge of managing digital materials and open type Wi-Fis are installed in those public libraties but only 11.3% of those libraries provide 5G services; second, it is found that the digital data which are owned by those public libraries most are video contents (63.8%), e-books (53.5%) and audio books (53.5%) in order. In addition average number of types of audio books 781, video contents 4,985, nonbook contents except for video 3,616 and other digital data 626. This study is a basic research for introduction of smart library and it is necessary to conduct another study of a plan for future revitalization of digital materials and librarians' awareness on introduction of smart library.

f-MRI with Three-Dimensional Visual Stimulation (삼차원 시각 자극을 이용한 f-MRI 연구)

  • Kim C.Y.;Park H.J.;Oh S.J.;Ahn C.B.
    • Investigative Magnetic Resonance Imaging
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    • v.9 no.1
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    • pp.24-29
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    • 2005
  • Purpose : Instead of conventional two-dimensional (2-D) visual stimuli, three-dimensional (3-D) visual stimuli with stereoscopic vision were employed for the study of functional Magnetic Resonance Imaging (f-MRI). In this paper f-MRI with 3-D visual stimuli is investigated in comparison with f-MRI with 2-D visual stimuli. Materials and Methods : The anaglyph which generates stereoscopic vision by viewing color coded images with red-blue glasses is used for 3-D visual stimuli. Two-dimensional visual stimuli are also used for comparison. For healthy volunteers, f-MRI experiments were performed with 2-D and 3-D visual stimuli at 3.0 Tesla MRI system. Results : Occipital lobes were activated by the 3-D visual stimuli similarly as in the f-MRI with the conventional 2-D visual stimuli. The activated regions by the 3-D visual stimuli were, however, larger than those by the 2-D visual stimuli by $18\%$. Conclusion : Stereoscopic vision is the basis of the three-dimensional human perception. In this paper 3-D visual stimuli were applied using the anaglyph. Functional MRI was performed with 2-D and 3-D visual stimuli at 3.0 Tesla whole body MRI system. The occipital lobes activated by the 3-D visual stimuli appeared larger than those by the 2-D visual stimuli by about $18\%$. This is due to the more complex character of the 3-D human vision compared to 2-D vision. The f-MRI with 3-D visual stimuli may be useful in various fields using 3-D human vision such as virtual reality, 3-D display, and 3-D multimedia contents.

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문헌정보학과 WWW홈페이지의 필요성과 준비에 관한 연구- 한국과 북미주 지역 대학을 중심으로 -

  • 박일종
    • Journal of Korean Library and Information Science Society
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    • v.24
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    • pp.413-448
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    • 1996
  • Nowadays, the World Wide Web (WWW) has become an important resource of timely information for the information-related people such as information scientists, librarians, and students in Library and Information Sciences area. They are information professionals who navigate the information on the internet. Also, they need to be information providers who build a WWW homepage. This paper is a study of the necessity, preparation, and building WWW Homepage files for school of Library and Information Sciences in the age of competition among disciplines. It is particularly focused on the colleges and universities in Republic of Korea (ROK) and North America area. The purpose of this study is to provide various kinds of reference information to prepare a homepage in the future as utilizing information on the internet effectively. Even though a Web page was necessary for a school of Library and Information Sciences to show news, and introduce the purpose of the disciplines and the curriculum of the school, and the professors of a class etc., it was not well-prepared yet in ROK. However, a web page was used well enough and prosperous in North America area (Canada, the United States, and Puerto Rico) comparatively. Those web pages were analyzed and studied to prepare for a good designing of homepages for school of Library and Information Sciences in Korea and for the age of competition among disciplines in this paper. Suggestions for designing a good homepage and guidelines for preparing a best one were studied after both reviewing literature and utilizing experiences by the author who currently serves in the School of Library and Information Sciences in Keimyung University and builds homepage for the school. As a result, the major suggestions are ; premiered, and they are as follows: (1) English version of a homepage is necessary, (2) Provide a multimedia presentation about the nature of a school (3) Incorporate a place to let people make suggestions on the contents (of a homepage), (4) Bear in mind that potential users must be familiar with abbreviations you used, (5) Absolutely do not use abbreviations that may make the content more difficult to understand, (6) Add a feature on the every single page that will take the user back to the main page, (7) Use clear, short and well-structured sentences and remember to divide text into paragraphs, (8) Date with a creation or modification date in the homepage to indicate the updated date, (9) Being a multimedia environment, use colors effectively (the guidelines were also suggested), and (10) Put colleges' name into the title of bookmarks to find out them easily.

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Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1384-1390
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    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.

Effective Bandwidth Measurement for Dynamic Adaptive Streaming over HTTP (DASH시스템을 위한 유효 대역폭 측정 기법)

  • Kim, Dong Hyun;Jung, Jong Min;Huh, Jun Hwan;Kim, Jong Deok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.1
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    • pp.42-52
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    • 2017
  • DASH (Dynamic Adaptive Streaming over HTTP) is an adaptive streaming technique that enables transmission of multimedia content when clients request the multimedia contents to server. In this system, to ensure the best quality of the content to satisfy users, it is necessary to precisely measure the residual bandwidth. However, the measured residual bandwidth by the DASH, which is not considering the transmission features of TCP, varies by the size of previous media segment, which makes it hard to ensure QoE to users. In this paper, we excluded the TCP Slow start range from measurement of residual bandwidth and suggested the new DASH bandwidth measuring method to decrease the error. Then, we realized the method in DASH system based on open source, and compared the existing measuring method. The new method showed that the accuracy of result has increased by 20%. Also, it could improve the QoE of users in terms of service quality and number of changes of segment quality.

The research of new multimedia design development on Internet - Focus on the color - (인터넷에서의 뉴멀티미디어 디자인 개발에 관한 연구 - 색채를 중심으로 -)

  • 류성현;신계옥;이은주;이현주
    • Archives of design research
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    • v.11 no.1
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    • pp.143-152
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    • 1998
  • Recently, rapidly increa~ing internet Websites are providing us with the new kinds of multimedia infonnations without borders acting as the center for exchanging informations. Such new media infonnations through the internet passes infonnations via light on the monitor and provides the various infonnations, with the differentiation from the traditional printing media, it can be searched with electronic commands in limited space. In the process of adapting the new technologies, new media has successfully responded to the fast change and the development of its needs by experiencing the trials and errors, steadily establishing the stable position with its new infonnation transferring and exchanging methods. The representative hompage of websites of information lransfonnations means the first page containing no lower directories and consist of titles, icons, symbols and addresses and can design them in consideration of graphical process, planning, contents and others. Such hompages are very important since the graphical images shows its visual expressions deciding the total meanings of the hompages. In this research, we have analyzed the relationships between its overall colors and text colors from randomly picked hompages of websites in the internets of various areas. Generally, the homepages are designed with graphical expressions in personal way and the feedbacks and responses of such may differs, but this can be used as reference materials for the analysis of new media in objective way. Also, it can be used as the base informations for arrangement and planning of designs with the characteristics of graphics and Graphical User Intertilces in the backhlfound which are implemented over internet.

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A Study on the Cut Detection System of Video Data using MSE (MSE를 이용한 동영상데이터의 컷 검출시스템에 관한 연구)

  • Kim Dan-Hwan;Joung Ki-Bong;Oh Moo-Song
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.7
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    • pp.1399-1404
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    • 2004
  • The development of computer technology and the advancement of the technology of information and communications spread the technology of multimedia and increased the use of multimedia data with large capacity. Users can grasp the overall video data and they are able to play wanted video back. To grasp the overall video data it is necessary to offer the list of summarized video data information. In order to search video efficiently an index process of video data is essential and it is also indispensable skill. Therefore, this thesis suggested the effective method about the cut detection of frames which will become a basis of an index based on contents of video image data. This suggested method was detected as the unchanging pixel rotor intelligence value, classified into diagonal direction. Pixel value of color detected in each frame of video data is stored as A(i, i) matrix - i is the number of frames, i is an image height of frame. By using the stored pixel value as the method of UE(Mean Square Error) I calculated a specified value difference between frames and detected cut quickly and exactly in case it is bigger than threshold value set in advance. To carry out an experiment on the cut detection of lames comprehensively, 1 experimented on many kinds of video, analyzing and comparing efficiency of the cut detection system.

Customizing feature analysis for super mario maker (슈퍼마리오 메이커의 커스터마이징 특징 분석)

  • Park, Sang-Tae;Sohn, Jong-Nam;Lee, Chang-Jo
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.339-345
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    • 2016
  • While a game market has been growing consistently world widely, a market of arcade or video game has been detained. In this stagnation, the latest one in 2015, "Super Mario Maker" of Mario series that's been running in good for 30 years, the notable sale and growth of which are extraordinary. As for a study in customizing, a literature of game customizing and studies that are foregone were mostly handling contents about a game character. In the survey that's done in this thesis about knowledge and needs in customizinge game users have, it was shown they want to customize sides of a rule and a character. I analyzed what the main factors are in this game which uses a main concept of customizing and the reason for high profits and popularity. As a result of the analysis, four features, possibility to customize a game rule, share data among users, collaboration in marketing with NFC figure characters, offering updates with sustained and new customizing features were found out. I am certain a game customizing will be helping to meet users and be used for various industries without limit of existing character.

MPEG-21 Terminal (MPEG-21 터미널)

  • 손유미;박성준;김문철;김종남;박근수
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.410-426
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    • 2003
  • MPEG-21 defines a digital item as an atomic unit lot creation, delivery and consumption in order to provide an integrated multimedia framework in networked environments. It is expected that MPEG-21 standardization makes it Possible for users to universally access user's preferred contents in their own way they want. In order to achieve this goal, MPEG-21 has standardized the specifications for the Digital Item Declaration (DID). Digital Identification (DII), Rights Expression Language (REL), Right Data Dictionary (RDD) and Digital Item Adaptation (DIA), and is standardizing the specifications for the Digital Item Processing (DIP), Persistent Association Technology (PAT) and Intellectual Property Management and Protection (IPMP) tot transparent and secured usage of multimedia. In this paper, we design an MPEG-21 terminal architecture based one the MPEG-21 standard with DID, DIA and DIP, and implement with the MPEG-21 terminal. We make a video summarization service scenario in order to validate ow proposed MPEG-21 terminal for the feasibility to of DID, DIA and DIP. Then we present a series of experimental results that digital items are processed as a specific form after adaptation fit for the characteristics of MPEG-21 terminal and are consumed with interoperability based on a PC and a PDA platform. It is believed that this paper has n important significance in the sense that we, for the first time, implement an MPEG-21 terminal which allows for a video summarization service application in an interoperable way for digital item adaptation and processing nth experimental results.

Design of Multi-agent System for Course Scheduling of Learner-oriented using Weakness Analysis Algorithm (취약성 분석 알고리즘을 이용한 학습자 중심의 코스 스케쥴링 멀티 에이전트 시스템의 설계)

  • Kim, Tae-Seog;Lee, Jong-Hee;Lee, Keun-Wang;Oh, Hae-Seok
    • The KIPS Transactions:PartA
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    • v.8A no.4
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    • pp.517-522
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    • 2001
  • The appearance of web technology has accelerated a role of the development of the multimedia technology, the computer communication technology and the multimedia application contents. And serveral researches of WBI (Web-based Instruction) system have combined the technology of the digital library and LOD. Recently WBI (Web-based Instruction) model which is based on web has been proposed in the part of the new activity model of teaching-learning. And the demand of the customized coursewares which is required from the learners is increased, the needs of the efficient and automated education agents in the web-based instruction are recognized. But many education systems that had been studied recently did not service fluently the courses which learners had been wanting and could not provide the way for the learners to study the learning weakness which is observed in the continuous feedback of the course. In this paper we propose "Design of Multi-agent System for Course Scheduling of Learner-oriented using Weakness Analysis Algorithm". First proposed system monitors learner's behaviors constantly, evaluates them, and calculates his accomplishment. From this accomplishment the multi-agent schedules the suitable course for the learner. And the learner achieves a active and complete learning from the repeated and suitable course.le course.

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