• Title/Summary/Keyword: multimedia scenario

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A Study for Efficient Transmission Policies using Multimedia Scenarios (멀티미디어 시나리오를 이용한 효율적인 데이터 전송 기법 연구)

  • Suh, Duk-Rok;Lee, Won-Suk
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.11
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    • pp.2797-2808
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    • 1998
  • Multimedia scenario database system is a read-only multimedia-on-demand system which transfers scenarios representing the display ordering of multimedia objects. A scenario is a graph of multimedia objects and it contains spatial, temporal and contextual information of multimedia data. By structuring multimedia objects as a scenario, it is possible to enforce their display order based on their context. Furthermore, it can provide multiple display paths as well as the sharing of objects between different scenarios. As a result, the multimedia scenario database system can perform the pre-scheduling of multimedia objects, which makes it possible to reorder the transmission order of objects in a scenario. Consequently, the overall system resource such as data buffer and network bandwidth can be highly utilized. In this paper, we discuss the requirements of structuring a scenario to design a scenario database that stores and manages multimedia scenario. Furthermore, we devise and analyze several scheduling policies based on the reordering mechanism for the objects in a scenario.

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Implementation of a Player via Petri Net-Based Scenario Analysis and Control (페트리 넷 기반 시나리오 분석 및 제어를 통한 재생기 구현)

  • Yim, Jae-Geol;Lee, Kang-Jai
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.3
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    • pp.9-17
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    • 2007
  • This paper introduces a Petri Net-based multimedia programming method. For this purpose, we are proposing MPN(Multimedia Petri Net) which can be used for representing a multimedia scenario. We are also introducing methods to analyze a MPN with which we can detect some kinds of design faults in the scenario. A multimedia program replays the scenario by interpreting the MPN. A method to implement such a multimedia program is also discussed. Our multimedia program provides the manipulation functions of stop, play, fast forward. rewind, and fast rewind. There are many varieties of Petri Net. Several of them are for modeling multimedia scenarios. They all have been used for synchronization analysis. But none of them were used for replaying multimedia scenario. We have extended these nets to MPN. A MPN model contains not only the flow of a scenario but also all the information associated with the data units. Therefore, our player can play the multimedia scenario by interpreting the MPN.

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Multimedia Synchronization Scenario Method for Synchronization Anomaly (동기이상을 위한 멀티미디어 동기시나리오방법)

  • 전병호;김태균
    • Journal of the Korean Institute of Telematics and Electronics A
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    • v.31A no.9
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    • pp.44-52
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    • 1994
  • When a constructed multimedia application system transfers a various media of which quality of service is different, a previously constituted synchronization at source site generates the synchronization anomaly that the synchronization relation is broken by a delay or a data loss at destination. To solve the synchronization anomaly, we propose the “Multimedia synchronization scenario method : MSSM” which defines as one(1) event all objects generated at multimedia application and creates the optimal scenario of multimedia presentation under temporal constraints. The characteristics of MSSM can minimize the delay effect, guarantee the media stream continuity for preventing the media stretch, and provide the synchronization information to a user and/or a system. After deciding a synchronization possibility. MSSM confirm user its information. If there is a synchronization possibility. MSSM products optimal multimedia presentation scenario, and can present multimedia adaptively.

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A Study of Multi-scenario in Visual Novel (비주얼 노블 멀티 시나리오 분석)

  • Lee, So-Hee
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.59-68
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    • 2018
  • A visual novel, a type of digital content combining novel and game, was designed as hypermedia which includes various media, for instance, image, sound, and video. The narrative of visual novel contains multimedia elements and highlights multi-scenario structures based on hypertext. Prior to creating visual novel scenario, a writer should thoroughly consider two main points. First of all, the scenario should cover the multimedia features of visual novel. Secondly, the scenario should be structured as a multi-scenario providing with performativity to players for interaction with readers. This study examines the influence of changes in platforms on visual novel scenario adjusted to mobile environment. It would provide an opportunity to understand how storytelling changes and adapts to rapid transformation of digital media contents.

Design of OpenScenario Structure for Content Creation Service Based on User Defined Story (사용자 정의 스토리 기반 콘텐츠 제작 서비스를 위한 오픈 시나리오 언어 구조 설계)

  • Lee, Hyejoo;Kwon, Ki-Ryong;Lee, Suk-Hwan;Park, Yun-Kyong;Moon, Kyong Deok
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.170-179
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    • 2016
  • It is a story-based content creation service that provides any user with some proper contents based on a story written by the user in order to utilize a lot of contents accumulated on Internet. For this service, the story has to be described in computer-readable representation. In this paper, analyzing the structure of scenario, as known as screenplay or scripts, a structure of story representation, which is referred to as OpenScenario, is defined. We intend users to produce their own contents by using massive contents on Internet by the proposed method. The proposed method's OpenScenario consists two main parts, OSD (OpenScenario Descriptors) which is a set of descriptors to describe various objects of shots such as visual, aural and textual objects and OSS (OpenScenario Scripts) which is a set of scripts to add some effects such as image, caption, transition between shots, and background music. As an usecase of proposed method, we describe how to create new content using OpenScenario and discuss some required technologies to apply the proposed method effectively.

A Design of a Petri-Net-Based Multimedia Scenario Authoring Tool and Implementation of a Scenario Player (페트리 네트 기반 멀티미디어 시나리오 작성기 설계 및 재생기 구현)

  • 임재걸;이계영
    • Proceedings of the Korea Multimedia Society Conference
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    • 1998.10a
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    • pp.377-382
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    • 1998
  • 멀티미디어 시나리오를 표현할 수 있는 페트리넷을 제안하고, 멀티미디어 시나리오 작성기 제작에 이 페트리넷을 이용하는 방법을 제안한다. 또한 제안된 페트리넷을 포현된 멀티미디어 시나리오를 재생하여 주는 시스템 구현을 소개한다. 구현된 재생기는 처음부터 끝까지 차례로 출력하는 것 뿐만 아니라 '정지', '역방향 재생', '빠른 재생' 등의 기능도 갖고 있다.

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Estimating Human Exposure to Benzo(a)pyrene through Multimedia/Multiroute Exposure Scenario (다매체/다경로 노출을 고려한 benzo(a)pyrene의 총 인체 노출량 예측)

  • Moon Ji Young;Yang Ji Yeon;Lim Young Wook;Park Seong Eun;Shin Dong Chun
    • Environmental Analysis Health and Toxicology
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    • v.18 no.4
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    • pp.255-269
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    • 2003
  • The objective of this study was to estimate human exposure to benzo (a)pyrene through multimedia/multi-pathway exposure scenario. The human exposure scenario for benzo(a)pyrene was consisted of 12 multiple exposure pathways, and the multipathway human exposure model based on this scenario constituted. In this study, the multipathway human exposure model was used to estimate the concentrations in the exposure contact media, human intake factors and lifetime average daily dose (LAD $D_{model}$) of benzo(a)pyrene in the environment. Sensitivity analysis was performed to identify the important parameters and Monte-Carlo simulation was undertaken to examine the uncertainty of the model. The total LAD $D_{model}$ was estimated to be 5.52${\times}$10$^{-7}$ mg/kg-day (2.06${\times}$10$^{-7}$ -8.65${\times}$10$^{-7}$ mg/kg-day) using the multipathway human exposure model. The inhalation dose accounted for 78% of the total LADD, whereas ingestion and dermal contact intake accounted for 20.2% and 1.8% of the total exposure, respectively. Based on the sensitivity analysis, the most significant contributing input parameter was benzo (a)pyrene concentration of ambient air. Consequently, exposure via inhalation in outdoor/indoor air was the highest compared with the exposure via other medium/pathways.

A Study on Scenario-Centered Design Process for Multimedia Contents Planning & Design - through a Case Study of Contents design of Internet Shopping Mall "Shop 'n' Chat" (멀티미디어 컨텐츠 디자인 프로세스에서의 시나리오 활용에 관한 연구 - 인터넷 쇼핑몰 “Shop 'n' Chat“의 컨텐츠 디자인 사례연구를 중심으로)

  • 김현정
    • Archives of design research
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    • v.15 no.3
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    • pp.137-148
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    • 2002
  • As human-centered design has become new paradigm in the field of design, it is also needed to apply scenario-centered design methodology in planning and design new multi-media contents. In this paper, scenario-centered design process for multimedia contnets planning & design was identified through a case study of contents design of internet shopping mall "Shop 'n' Chat". The study was preceded with three kinds of scenarios during design process, which are present situation scenario to find needed contents, behavior prototype scenario to make contents concrete, and future usage scenario to design visual interface. These three stages of scenario are exampled by of finally shopping scenario between 20's girls, internet shopping scenario with using messenger, and finally navigation/interaction scenario in future internet shopping mall.

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A Profit Generating Scenario of the Blog (블로그의 수익창출 시나리오)

  • 김지용;최영미
    • Proceedings of the Korea Multimedia Society Conference
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    • 2004.05a
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    • pp.463-466
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    • 2004
  • 본 논문에서는 기존 블로그가 가지고 있는 수익성의 한계를 극복하기 위하여 싸이월드의 사례를 감성,HCI, 수입구조적인 측면에서 비교 분석한 후 블로그의 수익창출을 위한 운영 방안 시나리오를 제시하였다.

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