• Title/Summary/Keyword: multimedia industry

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CST-Tree with improved Mint system multimedia content using the refine (CST-트리를 채택한 Mint 시스템을 이용한 멀티미디어 콘텐츠 검색 개선)

  • Jung, Myoung Jin;Cho, Sung Je
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.3
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    • pp.145-153
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    • 2013
  • Multimedia contents' searching methods in existing mobile computer environment tend to be brought with many over heads when attempting to search data in large bulks. The MINT system has been studied to resolve such problem. However, MINT system delivers many over heads by searching multimedia contents through applying B-Tree. The suggested method is said to be CST-MCR searching system based on CST-Tree. The specific characteristic of this method is improved MINT system by applying CST-Tree's index. The result of capacity evaluation came out with improved capacity of 4.27% from MINT system and CST-MCR methods in average. Conclusively, it has been proven that the suggested method is superior.

Development of Standard Multimedia Studio for Primary and Secondary Educational Contents (초·중등학교 교육용 멀티미디어 컨텐츠의 활용과 표준 개발 환경)

  • Ahn, Mi-Lee;Hwang, Dae-Jun
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.2 no.1
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    • pp.1-15
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    • 2002
  • New media is an emerging industry sector. It sits at the nexus of what has become a main vehicle of the Knowledge Based Economy. the crossroads where the use of interactive multimedia technology meets the traditional uses of media. The current Education information Act provided school with PC, multimedia labs and connection to internet. Having such a facility in schools encourage teachers and students to use computers more often. Teachers demand for more educational multimedia contents than they can find in the market. Although there are many good contents, teachers find them unfit or inflexible for their curriculum. The purpose of this study is to identify the elements of standard multimedia studio facilities to develop multimedia contents in primary and secondary schools. The result of this study will provide guidelines for schools to facilitate their multimedia studio for teaching and learning activities, and developing contents for effective use of their facilities.

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Multimedia : Technology Push vs. Customer Pull

  • 정종덕;윤종훈
    • Proceedings of the Korea Association of Information Systems Conference
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    • 1996.11a
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    • pp.110-123
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    • 1996
  • Misunderstanding of multimedia in the computer industry, the confusion of consumers, and the lack of understanding of technology in the human context provide an impetus for examining and speculating on the future of multimedia. "What can a multimedia technology do ?" is not a sufficient question for consumers until we add "for whom." Both how the relevant technology is likely to develop and how human choices would be made are examined with a focus on historical trend in media technology adoption.

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Multimedia : Technology Push vs. Customer Pull

  • 정종덕;윤종훈
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1996.10a
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    • pp.110-123
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    • 1996
  • Misunderstanding of multimedia in the computer industry , the confusion of consumers, and the lack of understanding of technology in the human context provide an impetus for examining and speculating on the future of multimedia. "What can a multimedia technology do?" is not a sufficient question for consumers until we add " for whom" . Both how the relevant technology is likely to develop and how human choices would be made are examined with a focus on historical trend in media technology adoption.

Establishing the Framework of Industry Metaverse based on Digital Twin through Case Studies (디지털트윈 기반의 인더스트리 메타버스 : 사례분석을 통한 프레임워크의 정립)

  • Yang, Kyung Ran;Yoon, Sung Chul;Park, Soo Kyung;Lee, Bong Gyou
    • Journal of Korea Multimedia Society
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    • v.25 no.8
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    • pp.1122-1135
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    • 2022
  • With the development of digital technology and the influence of the global pandemic, the metaverse, a three-dimensional virtual world, is receiving attention in society, economy and overall industry, and the manufacturing industry is also accepting it as a major strategic agenda for digital transformation. Therefore, in this study, the concept of the industry metaverse from the perspective of the manufacturing industry was defined, and the types of the industry metaverse were classified into four types by reflecting the characteristics of the manufacturing industry based on the general metaverse scenario presented in previous studies. These are Virtual behavior simulation, Augmented operation of business objects and Virtual experience simulation, Augmented decision of business subjects. In addition, through case analysis of solutions used in the manufacturing industry, it was confirmed that the central technology of the Industry Metaverse is the digital twin, and that it is being implemented by convergence with major digital technologies such as virtual reality, augmented reality, digital human, and AI. This study will be able to provide guidelines for future research on the metaverse from the perspective of the manufacturing industry and establishment of a digital transformation strategy for the industry.

The Effects of MPEG-4 International Standard on Multimedia Industry (MPEG-4 국제 표준기술이 멀티미디어 산업에 미치는 영향)

  • 신재섭;김연배;서양석
    • Proceedings of the IEEK Conference
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    • 1999.11a
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    • pp.564-568
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    • 1999
  • In this paper, we will show the brief technical specification of HPEG-4 International Standard that is reached at the final stage and the movement of multimedia industry according to it. As a result of MPEG-4 standardization activities, we would like to give you our opinion on the use of the MPEG-4 technologies for the coming information society in near future.

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Exploration of Chinese-Korean Cooperative Multimedia Design Education

  • Jiang, Zheng-Qing;Lee, Dong-Hun
    • International Journal of Contents
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    • v.5 no.4
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    • pp.69-74
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    • 2009
  • This paper has done a study of Chinese-Korean cooperative multimedia design education. Sino-Korean school of multimedia was set up by Shanghai University of Engineering Science (SUES) and Korea Dongseo University in October 2002. We have created "3.5+0.5 Teaching Model". In this model, Chinese and Korea professors take courses together. Firstly, paper points our the Chinese government policy background of Chinese-Foreign Cooperation in running schools and the development of Chinese-Korean cooperative multimedia design education in SUES. Secondly, by analyzing the multimedia design industry to understand the Chinese multi-media design education. Thirdly, paper made in-depth studies for "3.5+0.5 Teaching Model" so as to draw the experience of successes and problems. Through analysis of "Questionnaires for students' learning and living conditions in Dongseo University in 2009" by spss 16.0, paper made a research of mode of "A semester studying in Korea". Finally, paper points out the development direction of Chinese-Korean cooperative multimedia design.

3D game animation production pipeline and application instance proposal (3D게임 애니메이션 제작 파이프라인 및 적용 사례 제안)

  • Han, Dong Hoon;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Che, Te-June;Lee, Hung-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.644-646
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    • 2007
  • On-line game industry had accomplished much growths and development. One in pain of the game enterprises according to quality of on-line comes to be short Game production pipeline and it is suitable in quick production schedule and to be easy to the standard research of form by of 3D game character animations which are various the game production at the time of application is possible, operation by and type by in necessity. Element by model classification of the digital base game character which is used in game it set from the research which it sees and research it analyzed and the fundamental data which is necessary to 3D game character animation productions escape it tried. And the digital motioncapture it applies a cap department system and real picture of the character animation which is various at real-time the control research moving and it advances at the time when the effectiveness is short highly in game industry and digital contents industry application the character animation production process which is possible and production pipeline escape the reporter to do it does.

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Grouping of Multimedia Documents using SRR and DRR (SRR과 DRR을 이용한 멀티미디어 문서 그룹화)

  • 이종득;김양범;정택원
    • Journal of the Korea Computer Industry Society
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    • v.2 no.4
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    • pp.435-442
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    • 2001
  • According to the current increase of the usefulness of information in Internet, several methods are proposed in which multimedia information may be efficiently managed and retrieved. The purpose of this paper is to propose the new grouping method by SRR(Semantic Reference Relation) and DRR(Direct Reference Relation). The important point of this method proposed in this paper is to group MDI(Multimedia Document Informations) as a cluster of this multimedia objects. According to the result of experimental simulation, which has been tested by by the 1,000 multimedia items in internet, this method has made more efficiently the service and grouping of MDI possible than any other methods do in internet.

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Copyright Protection using Encryption of DCT Coefficients and Motion Vector in Video Codec of Mobile Device (모바일 기기내의 비디오 코덱에서 DCT 계수와 움직임 벡터의 암호화를 이용한 저작권 보호)

  • Kwon, Goo Rak;Kim, Young Ro
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.4 no.1
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    • pp.41-46
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    • 2008
  • With widespread use of the Internet and improvements in streaming media and compression technology, digital music, video, and image can be distributed instantaneously across the Internet to end-users. However, most conventional Digital Right Management are often not secure and fast enough to process the vast amount of data generated by the multimedia applications to meet the real-time constraints. In this paper, we propose the copyright protection using encryption of DCT coefficients and motion vector in MPEG-4 video codec of mobile device. This paper presents a new Digital Rights Management that modifies the Motion Vector of Macroblock for mobile device. Experimental results indicate that the proposed DRM can not only achieve very low cost of the encryption but also enable separable authentication to individual mobile devices such as Portable Multimedia Player and Personal Digital Assistants. The performance of the proposed methods have low complexity and low increase of bit rate in overhead.