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International Journal of Multimedia and Ubiquitous Engineering

간행물 정보
  • 자료유형
    학술지
  • 발행기관
    보안공학연구지원센터(IJMUE) [Science & Engineering Research Support Center, Republic of Korea(IJMUE)]
  • pISSN
    1975-0080
  • 간기
    월간
  • 수록기간
    2008 ~ 2016
  • 등재여부
    SCOPUS
  • 주제분류
    공학 > 컴퓨터학
  • 십진분류
    KDC 505 DDC 605
많이 이용된 논문 (최근 1년 기준)
No
1

이용수:3회 Korean Pop Culture : A Decade of Ups and Downs

Jin-Young Kim, Jong Oh Lee

보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.3 2014.03 pp.129-134

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

Korean pop culture or hallyu (the Korean Wave) refers to the phenomenon of Korean entertainment and popular culture causing a great sensation in the world with pop music, TV dramas, and movies. Over the last decade, Korea emerged as a new center for the production of transnational pop culture. However, an anti-hallyu movement is often rising in some parts of the world. In this regard, this study suggests that we should look back on the decade by analyzing the backlashes and achievement of hallyu to develop concrete ideas on how to consistently develop it. In order to do so, it is essential for the government to contribute to the progress of cultural exchange with countries where Korean pop culture is making inroads.

2

이용수:3회 How the Media Contextualize Computer Games: A Comparative Analysis of the U.S. and Korean Game Coverage

Nam Su Kim, Young Min

보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.11 No.11 2016.11 pp.291-296

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

Whereas game addiction has attracted scholarly and practical attention, there are ongoing controversies over the causes and consequences of addictive game playing especially among adolescents. In order to investigate how computer games overall and game addiction in particular are contextualized in the media, this study conducted a comparative content analysis of the United States of American (U.S.) and South Korean game coverage between 2011 and 2013. The findings show the press in both countries most often depicted the issue of computer games in terms of business and industry, while dealing with the possible costs and risks associated with excessive game playing to a much lesser degree. This tendency was more prominent in the Korean press. The Korean media contextualized computer games in a more positive light than their U.S. counterparts. These results indicate that the current game coverage has a pro-industry tendency. The media need to focus more on consumer-related issues and perspectives particularly for the welfare of young audiences.

3

이용수:3회 A Generation Method of MPEG-4 3D Scene for Mobile Environments

Hee-Sun Kim, Ilgun Ko

보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.6 No.2 2011.04 pp.1-12

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

MPEG-4 LASeR as a standard was established for expressing rich media within a mobile environment. It is difficult to describe 3D nodes of MPEG-4BIFS, however, because LASeR can view only 2D graphics. To play MPEG-4 3D scenes within a mobile environment, this study demonstrated a method of creating 3D nodes with LASeR. First, the values of the attributes of BIFS 3D graphic nodes were calculated. Their 3D coordinates were converted into 2D coordinates, and then coordinate transformation was applied. At the close of the play, 3D scenes were created through LASeR 2D graphic nodes using 2D coordinate values. This made it possible to play MPEG-4 3D geometry objects within a mobile environment.

4

이용수:2회 A Study on the Communication Methods of Designing On-Air Promotion System

Hyun Hahm

보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.8 No.6 2013.11 pp.181-188

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

Designing on-air promotion is very important role of communicate with target audiences within television network system. As competiton within the different television network as the role and importance of marketing plan in order to have a fixed the viewers. Moreover, it become more complex and need a variety of method of frameworks need to access toward of target audiences. Beside, on-air ptomotion change in broadcasting network system in order to keep rating of watching television program. It also directly influences not only television network positiong themselvesm, but also keep the target audiences. Therefore, this paper will focus on how on-air promotion works for tool of promotion in television netwokr system, and look at the structure of frameworks as design of communication methods.

5

The emerging importance of Second Language (L2) Digital Literacy within English as a Foreign Language (EFL) in Korea is becoming apparent. This is likely to evolve to where L2 Digital Literacy becomes regarded as the most critical component of overall L2 English Literacy. Computer-based Internet-hosted Learning Management Systems (LMS) are rapidly being adopted worldwide for distance education, and are also being applied to blended (hybrid) education. LMS such as the popular open-source Moodle have a special potential in EFL Education: by setting the LMS to force English to be used exclusively throughout a course website, the meta-language can be made the target L2 language. Students develop the ability to use English to navigate the Internet, access and contribute to online resources, and engage in computer-mediated communication. Through such necessary and pragmatic engagement with English, students significantly develop their L2 Digital Literacy.

6

이용수:2회 The Designing and Realization of Digital Interactive Media Art based on Activity Theory

Hyunil C. Kim, Changyong Jung

보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.11 No.8 2016.08 pp.271-278

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

Activity theory presents a broad and conceptual framework of analysis for HCI (Human Computer Interaction). As media art matures and becomes accepted as an art form, a theoretical and conceptual framework for its analysis and evaluation is needed. Activity theory studies the level of connection between the individual, community and society in a broad sense, and the connection's process of development is studied through different human practices as a philosophical base. As a branch of structuralism, activity theory analyzes the connotations of meaning in human activity and not the activity itself. Activity theory comes to researchers of interactivity, intuitively. The reason for this is that activity theory provides a common language in comprehending the delivery of meaning from an interactive art work, in the cultural and societal sense. In order to understand the activity of the participant of the artwork through activity theory is to clarify the purpose of the activity involved, pinpoint the elements of influences in the activity systems; the artist/designer can thoroughly plan the interactive art elements, and ultimately comprehend the apprehension of the participants. The pragmatics of the system transcend its uses into artist meaning and message through the participant own history of cultural and societal experiences.

7

이용수:2회 An Efficient Data Transmission by Using Modern USB Flash Drive

B. Naresh Kumar Reddy, N. Venktram, T. Sireesha

보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.10 2014.10 pp.271-282

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

Now a day’s Electronics plays a vital role in our daily life. It is a key in making this world a small and making everything happen at our finger tips, today’s most used and flexible is USB flash drives, which is used to store the data and data transfer between them related with computer, and we are not able to share files between two USB flash drives when user is away from computer. So to overcome this problem we are designing a complete blend of hardware and software With the help of this project we can not only transfer the data but also we can see the transfer of the particular file which we want to send by using LCD display. In our proposal we are transferring the data between two USB flash drives using two ways. One is Wireless Technology either Wi-Fi technology which we can send/receive File or Bluetooth Technology which we can send/receive data to USB flash drive with Bluetooth enabled devices like Mobiles, laptops etc.. Another is in-built USB slots to perform data transmission to other pen drives directly without the use of the computer system. The implementation of an operating system and a processor to the USB Flash drive are the main challenges in this proposed system.

8

이용수:2회 An Improved Hough Transform Algorithm Based on Reduced Particle Swarm Optimization and its Applications in the Train Wheel Image Detection

Zengqiang Ma, Xiaoyun Liu, Zheng Liu, Sha Zhong, Yusi Zhang

보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.11 No.11 2016.11 pp.39-50

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

The Hough Transform algorithm based on RPSO (Reduced Particle Swarm Optimization) is widely used in image detection. But it has several defects, such as being apt to plunge a local extremum and low target detection precision. In order to overcome these defects of the original algorithm, an improved algorithm, which is updated with the mechanism of SA (simulated annealing), is presented in this paper. In the improved algorithm, the output parameters of the Hough Transform was regarded as particle positions, and the opposite value of accumulation array in Hough Transform was employed as a fitness function of RPSO algorithm. Because the mechanism of the SA was involved, the velocities and positions of the particles are updated in real-time in the process of the crossover and Gaussian mutation. Consequently, the ability of converging to global optimum solution is obviously improved. Then, the comparison and analysis of the experiment results between the original algorithm and the improved one have been carried out in the application of the train wheel image detection. The experiment results demonstrate that the accuracy of image detection is evidently increased and the evolution speed is significantly boosted in the proposed algorithm, especially as the image has complex background or high level noise.

9

This paper presents a framework of intelligent tutorial system to incorporate adaptive learning and assess the relative performance of adaptive learning system over general classroom learning. In conventional classroom teaching and in distance learning the students may be from different backgrounds, their need of study and goal may be different; above all their ability to learn may not be similar. So teaching style and fitting teaching material may differ from student to student. A layered architecture of an Intelligent Tutorial System [ITS] for adaptive learning is proposed that assess the requirement, goal and capability of a student and dynamically sets a path for study, the instruction materials are dynamically selected as per the student’s level of understanding from a given set of instruction materials. The system monitors the student and changes the path of study automatically as per the performance. Formative and summative test are taken by the system for decision making – as to which material is best for student and for assessing student’s understanding level. The system also intelligently helps the user to overcome the misconceptions, as human teacher. Experimental results show the impressive improvement of the performances of students in distance mode learning using ITS following the proposed framework.

10

이용수:2회 The Application Research on Busy-Time Traffic Prediction Based ESNs of Multivariate Principal Components Analysis

Liu Jun-Xia, JIa Zhen-Hong

보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.11 No.3 2016.03 pp.229-238

※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.

 
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