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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
> Journal Vol & Issue
Journal of Broadcast Engineering
Journal Basic Information
Journal DOI :
The Korean Institute of Broadcast and Media Engineers
Editor in Chief :
Volume & Issues
Volume 12, Issue 6 - Nov 2007
Volume 12, Issue 5 - Sep 2007
Volume 12, Issue 4 - Jul 2007
Volume 12, Issue 3 - May 2007
Volume 12, Issue 2 - Mar 2007
Volume 12, Issue 1 - Jan 2007
Selecting the target year
A Study for Visual Style for Feature Animation - A Case of Feature Animation
Choi, Seung-Won ;
Journal of Broadcast Engineering, volume 12, issue 5, 2007, Pages 391~400
DOI : 10.5909/JBE.2007.12.5.391
The ways of expression are infinite to make animated film. When we compare to live action film, that fact is the actual power that animation only has and is one of the big weapons to appeal to the audience. Nonetheless, techniques to be chosen are monolithic like drawing, 3D computer, and clay when animation maker makes feature animation to screen in movie theatre. It's probably because feature animation must have popularity of visual style and they need to standardize technique about side of making. But popularity in expression does not mean monolithic visual style and making technique. It should be understood about side of artistic value to fascinate public audience. Audience is always eager for new subject, new directing style and new visual style. Monotonous and boring animation cannot but turn away from the audience. So if production does not have artistic value, we cannot expect commercial value and success also even it plans and makes for the feature animation. To create new visual style fnr animation is not only limited to artwork itself but also creation, which is included story and tone of the film and acting style about character. Also making process must be calculated and experimented to actualize that visual style about side of making.
Digital shortshort Moving-Image for DMB
Bae, Sang-Joon ;
Journal of Broadcast Engineering, volume 12, issue 5, 2007, Pages 401~413
DOI : 10.5909/JBE.2007.12.5.401
The birth of a new mobile medium of communication In 2005, the DMB (Digital Multimedia Broadcasting), was celebrated for the mobile and asynchronous personal medium. But now, the most film- & video-channels of this epoch-making medium of communication combine with the rebroadcasting of long play film for cinema oder TV series. The purpose of this study is thus to point out the disharmony between new mobile medium and the old, recycled contents and to propose as an alternative content the digital shortshort moving images.
Korean Wave, Korean Drama, and Women's Fandom
Shim, Doo-Bo ;
Journal of Broadcast Engineering, volume 12, issue 5, 2007, Pages 414~422
DOI : 10.5909/JBE.2007.12.5.414
This paper aims to find the reasons for Korean television drama being popular in Asia. In particular, the author argues that the role of women's Korean drama fandom is important in the popularity of Korean television drama. What is the role of fandom? How is the gender identity related to women's television viewing? What is the communicative process between the Korean drama producers and fans? What problems does the Korean Wave face recently? These are the questions dealt with in the paper.
A Case Study of Broadcasting Contents Using One Source Multi Use Strategy
Cho, Seong-Ryong ; Shin, Ho ; Jang, Yei-Beech ; Lee, Seong-Eob ; Han, Min-Woo ; Koo, Bon-Cheol ;
Journal of Broadcast Engineering, volume 12, issue 5, 2007, Pages 423~434
DOI : 10.5909/JBE.2007.12.5.423
In this study, we investigated broadcasting industry in Korea and in U.S. to find out what mostly makes the broadcasting industry competitive for the near future. One source multi use(from now on OSMU) marketing strategy is important when discussing profits of broadcasting contents. To develop a theoretical and academic framework of OSMU, 14 experts participated in focus group interview. A new meaning of OSMU is defined and 4 types of OSMU business models are developed in the study. Also, two successful examples of broadcasting contents, each from Korea and U.S., were analyzed with the models that we have developed. Lastly, we discussed how to enhance the competitiveness of broadcasting contents and industry by using the benefit-maximizing-strategies of OSMU.
Connecting Online Video Clips to a TV Program: Watching Online Video Clips on a TV Screen with a Related Program
Cho, Jae-Hoon ;
Journal of Broadcast Engineering, volume 12, issue 5, 2007, Pages 435~444
DOI : 10.5909/JBE.2007.12.5.435
In this paper, we presented the concept and some methods to watch online video clips related to a TV program on atelevision which is called lean-back media, and we simulated our concept on a PC system. The key point of this research is suggesting a new service model to TV viewers and the TV industry, which the model provides simple and easy ways to watch online video clips on a TV screen. The paper defined new tags for metadata and algorithm for the model, then showed simple example using those metadata. At the end, it mentioned the usage of the model in the digital broadcasting environment and discuss about the issues which should handle as future works.
A study on revitalization plans of digital cinema
Seo, Seong-Hee ;
Journal of Broadcast Engineering, volume 12, issue 5, 2007, Pages 445~451
DOI : 10.5909/JBE.2007.12.5.445
This study was started to not only resolve structural problems such as lack of contents, an unstable structure of earnings, and reduction of an additional market in Korean film industry through revitalizing digital cinema, but also make digital cinema become a power for growing Korean film industry furthermore. In the section of revitalizing digital cinema production, I suggest that expanding an audience base of low budget art cinema using digital technology will contribute to diversity film contents, and joint production with broadcasters by digital technology will expedite growing film industry as well as revitalizing digital cinema production. In the section of revitalizing digital cinema distribution, I insist, we should make effort positively to build reasonable hold-back and so on in order that film industry's positive participation in the market of digital film distribution and new media such as DMB or IP-TV may become an additional market to film industry. In conclusion, we can gain a foothold to leap toward a Position of cultural technology Power through efforts to resolve problems inherent in digital cinema.
A study on prospects of new digital contents service based on Web 2.0
Kim, Jae-Ha ;
Journal of Broadcast Engineering, volume 12, issue 5, 2007, Pages 452~459
DOI : 10.5909/JBE.2007.12.5.452
The Internet is encountering a new turning point owing to the raising Web 2.0. A user Just receives the information and service provided by a service provider in the existing web 2.0, but a user can create a new service for himself using an application program and data provided in web 2.0. The digital content market is producing a new service according to Web 2.0. The specific service among them is User Created Contents(UCC) and it is leading to the participation and interesting of user SecondLife also which is the type as Social Network Service(SNS) and VR, is placing as a new service type. This paper defines Web 2.0 environment and classifies as UCC, SNS and Virtual Reality(VR) and defines a variety services shown in new environment. It also analyzes shortcomings and then prospect a new type of service which will be shown in the future.
Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries
Moon, Man-Ki ; Kim, Tae-Yong ;
Journal of Broadcast Engineering, volume 12, issue 5, 2007, Pages 460~479
DOI : 10.5909/JBE.2007.12.5.460
When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.
Global Media Environments and Glocalism Contents as Alternatives for Cultural Diversity
Kim, Eung-Sook ;
Journal of Broadcast Engineering, volume 12, issue 5, 2007, Pages 480~490
DOI : 10.5909/JBE.2007.12.5.480
Changes in political and economic environments require a new concept of 'culture' and a paradigm shift in cultural policies. Especially, broadcasting is needed to construct a productive infra-structure in order to play its role as culture industry in multi-channel environments caused by the progress of digital technology. In addition, Korea-USA FTA Agreement and a subsequently expected open policy of broadcasting market raise issues of a flow of foreign capital and a compatibility of cultural diversities and cultural identities. From this perspective, this study attempts to suggest alternatives for cultural diversity of program contents in new global media environments. More specifically, these alternatives examine the meaning and achievements of co-production of broadcasting programs as an active and direct method to preserve cultural identities and universalities of cultural contents at the same time. Details of this study are as follows: thorough review of internation co-production and program format industries and their possibilities to overcome cultural harriers and to provide local alternatives.
An Efficient Intra Prediction Mode Decision for Spatial Enhancement Layer
Myung, Jin-Su ; Park, Sung-Jae ; Oh, Seoung-Jun ; Sim, Dong-Gyu ; Kim, Byung-Gyu ;
Journal of Broadcast Engineering, volume 12, issue 5, 2007, Pages 491~502
DOI : 10.5909/JBE.2007.12.5.491
In this parer, we propose an efficient intra prediction mode decision scheme in Scalable Video Coding(SVC) which is an emerging video coding standard as an extension of H.264/MPEG-4 AVC(Advanced Video Coding). The proposed method in base on the characteristic of macroblock smoothness follows the statistical analysis of intra prediction mode in an enhancement layer and it decides a candidate intra prediction mode. We also propose an early termination scheme for Intra_BL mode decision where the RD cost value of Intra_BL is utilized. Simulation results show that the proposed method reduces 54.67% of the computation complexity of intra prediction coding, while the degradation in video quality is negligible; for low QP values, the average PSNR loss is very negligible, equivalently the bit rate increases by 0.011%. For high QP values, the average PSNR loss is less than 0.01dB, which equals to 0.249% increase in bitrate.
ENHANCED CROSS-DIAMOND SEARCH BASED FAST BLOCK MATCHING NOTION ESTIMATION ALGORITHM
Kim, Jung-Jun ; Jeon, Gwang-Gil ; Jeong, Je-Chang ;
Journal of Broadcast Engineering, volume 12, issue 5, 2007, Pages 503~515
DOI : 10.5909/JBE.2007.12.5.503
A new fast motion estimation algorithm is presented in this paper. The algorithm, named Enhanced Cross-Diamond Search (ECDS), is based on the Diamond Search (DS) algorithm. The DS algorithm, even though faster than the most well-known algorithms, was found not to be very robust in terms of objective and subjective qualities for several sequences and the algorithm searches unnecessary candidate blocks. We propose a novel ECDS algorithm using a small cross search as the initial step, and large/small DS patterns as subsequent steps for fast block motion estimation. Experimental results show that the ECDS is much more robust, provides a faster searching speed, and smaller distortions than other popular fast block-matching algorithms.
Performance analysis of decision feedback equalizer with dual-feedback in pre-ghost channel
Oh, Young-Ho ; Lee, Kyoung-Won ; Kim, Dae-Jin ;
Journal of Broadcast Engineering, volume 12, issue 5, 2007, Pages 516~524
DOI : 10.5909/JBE.2007.12.5.516
In order to use limited frequency resources efficiently, a single frequency network using digital on-channel repeater(DOCR) has been studied and would be implemented. The DOCR generates strong pre-ghosts to ATSC DTV receivers. The forward filter of equalizer in ATSC DTV receivers compensates the distortion made by pre-ghosts. This process induces noise enhancement and colored noise, thereby results in the performance degradation. In this paper we propose to use a dual-feedback equalizer to combat strong pre-ghosts. The proposed equalizer has two feedback filters. One is the decision feedback filter and the other is non-decision feedback filter. The additional non-decision feedback filter decreases the noise by whitening the noise and preventing the generation of colored noise in pre-ghost channel. Thus the equalization technique of dual-feedback structure has performance enhancement in pre-ghost channel in comparison with conventional decision feedback equalizer(DFE). By simulation we analyzed the performance enhancements of DTV receiver using dual-feedback equalization structure.
A Thumbnail Extraction Algorithm for DMB
Kwon, Yong-Kwang ; Won, Chee-Sun ;
Journal of Broadcast Engineering, volume 12, issue 5, 2007, Pages 525~534
DOI : 10.5909/JBE.2007.12.5.525
H.264/AVC for DMB is the most advanced video compression standard which provides a high compression rate and a video quality by adopting new technologies. However, these new technologies prevent us from applying some conventional algorithms directly to the H.264/AVC compression domain. For example, we need to study new image resizing schemes in the compressed bit-stream. So, in this paper, we propose a new thumbnail extraction method which can be applied to H.264. The proposed method shows that it can extract a 1/16 size thumbnail video, saving the operation time up to 50% to 70%.