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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
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Journal of Korea Multimedia Society
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Korea Multimedia Society
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Volume & Issues
Volume 17, Issue 12 - Dec 2014
Volume 17, Issue 11 - Nov 2014
Volume 17, Issue 10 - Oct 2014
Volume 17, Issue 9 - Sep 2014
Volume 17, Issue 8 - Aug 2014
Volume 17, Issue 7 - Jul 2014
Volume 17, Issue 6 - Jun 2014
Volume 17, Issue 5 - May 2014
Volume 17, Issue 4 - Apr 2014
Volume 17, Issue 3 - Mar 2014
Volume 17, Issue 2 - Feb 2014
Volume 17, Issue 1 - Jan 2014
Selecting the target year
A new study on hand gesture recognition algorithm using leap motion system
Nam, Jae-Hyun ; Yang, Seung-Hun ; Hu, Woong ; Kim, Byung-Gyu ;
Journal of Korea Multimedia Society, volume 17, issue 11, 2014, Pages 1263~1269
DOI : 10.9717/kmms.2014.17.11.1263
As rapid development of new hardware control interface technology, new concepts have been being proposed and emerged. In this paper, a new approach based on leap motion system is proposed. While we employ a position information from sensor, the hand gesture recognition is suggested with the pre-defined patterns. To do this, we design a recognition algorithm with hand gesture and finger patterns. We apply the proposed scheme to 3-dimensional avatar controling and editing software tool for making animation in the cyber space as a representative application. This proposed algorithm can be used to control computer systems in medical treatment, game, education and other various areas.
Estimated Temperature Error Compensation for Wavelength-Band Conversion of Infrared Image
Kim, Young-Choon ; Ahn, Sang-Ho ;
Journal of Korea Multimedia Society, volume 17, issue 11, 2014, Pages 1270~1278
DOI : 10.9717/kmms.2014.17.11.1270
The modern infrared (IR) imaging systems use mainly one or more wavelength bands among short wavelength IR (SWIR), middle wavelength IR (MWIR), and long wavelength IR (LWIR) bands. In the process of IR image synthesis and modeling, IR image wavelength-band conversion which transforms arbitrary band image to other band one is required. The wavelength-band conversion procedure includes a temperature estimation process of an object surface. However, in this procedure, an approximated Planck's radiation equation causes errors in estimated temperature. In this paper, we propose an estimation temperature error attenuation method in IR image band conversion procedure. The estimated temperature is corrected with a slope information of radiance according to it. The corrected temperature is used for generation of the other band IR image. The verification of proposed method is demonstrated through the simulation.
Gradual Encryption of Medical Image using Non-linear Cycle and 2D Cellular Automata Transform
Nam, Tae Hee ;
Journal of Korea Multimedia Society, volume 17, issue 11, 2014, Pages 1279~1285
DOI : 10.9717/kmms.2014.17.11.1279
In this paper, we propose on image encryption method which uses NC(Non-linear Cycle) and 2D CAT(Two-Dimensional Cellular Automata Transform) in sequence to encrypt medical images. In terms of the methodology, we use NC to generate a pseudo noise sequence equal to the size of the original image. We then conduct an XOR operation of the generated sequence with the original image to conduct level 1 NC encryption. Then we set the proper Gateway Values to generate the 2D CAT basis functions. We multiply the generated basis functions by the altered NC encryption image to conduct the 2nd level 2D CAT encryption. Finally, we verify that the proposed method is efficient and extremely safe by conducting an analysis of the key spatial and sensitivity analysis of pixels.
Design of Big Data Preference Analysis System
Son, Sung Il ; Park, Chan Khon ;
Journal of Korea Multimedia Society, volume 17, issue 11, 2014, Pages 1286~1295
DOI : 10.9717/kmms.2014.17.11.1286
This paper suggests the way that it could improve the reliability about preference of user's feedback by adding weighting factor on sentiment analysis, and efficiently make a sentiment analysis of users' emotional perspective on the big data massively generated on twitter. To solve errors on earlier studies, this paper has improved recall and precision of sensibility determination by using sensibility dictionary subdivided sentiment polarity based on the level of sensibility and given impotance to sensibility determination by populating slang, new words, emoticons and idiomatic expressions not in the system dictionary. It has considered the context through conjunctive adverbs fixed in korean characteristics which are free to the word order. It also recognize sensibility words such as TF(Term Frequency), RT(Retweet), Follower which are weighting factors of preference and has increased reliability of preference analysis considering weight on 'a very emotional tweet', 'a recognised tweet from users' and 'a tweeter influencer'
Analysis and Modeling of Piano Sonata(K.332) through Petri nets
Lee, Ju-Hyun ; Lee, Jong-Kun ;
Journal of Korea Multimedia Society, volume 17, issue 11, 2014, Pages 1296~1306
DOI : 10.9717/kmms.2014.17.11.1296
Recently there are many attempts that IT convergence has been studied together with very different sector like art and music. If it is possible to make a formal model with combination of engineering with strong creative sector like music, there will be some advantages to analyze its contents easily. In this study, the model has been provided to utilize music analysis and compose algorithm through the formal model research of Sonata. To this end, this study has been provided a formal model of Sonata with the Petri net model being widely used and verify the effectiveness of the proposed model on the case of Piano Sonata K. 332.
A Study of Non-Disruptive Update Scheme for Online Game
Kang, Sang-Yong ; Han, Jung-Hyun ;
Journal of Korea Multimedia Society, volume 17, issue 11, 2014, Pages 1307~1312
DOI : 10.9717/kmms.2014.17.11.1307
Online games are virtual space where it connects individual users through network connection to offer enjoyment of play games and game developer who service online games have to develop new contents and provide them to users to extend life of their service. Typically, in order to update new contents, all service companies have maintenance schedule to stop the game service for a while to update both server and client applications. Usually this process takes quite amount of time and users do not have any other choice but disconnected from server and wait until it is over. The purpose of this thesis is to describe the advantages of new design system which will allows users to continue to play the game even during the update. The main focus of this design is to make users feel more convenience in online gaming experience by move client from previous server to new server while users are still playing. If they can to connect current client with new server without any certificate validation process while users information from the client can automatically pass through to the new server, users may not need to experience maintenance for new contents update.
A Study on the Necessity and Construction Plan of the Internet of Things Platform for Smart Agriculture
Lee, Joonyoung ; Kim, ShinHo ; Lee, SaeBom ; Choi, HyeonJin ; Jung, JaiJin ;
Journal of Korea Multimedia Society, volume 17, issue 11, 2014, Pages 1313~1324
DOI : 10.9717/kmms.2014.17.11.1313
Korea has high quality level of ICT Technologies, however it still have a long way to go before invigoration of ICT in agriculture industry. The government of Korea supply to agriculture ICT systems, however these are the enclosed type and insufficient the level of connectivity, compatibility, and integrity between ICT systems. Farmers can not share crop information and one system can not use with others in combination. Recently, IoT(Internet of Things) become popular to emphasize the vision of a global internet and ICT industry. The IoT is a critical technology that leads future internet generation. We believe that IoT will change status of agriculture industry and appearance of various agriculture business model. Using IoT technology is provided a platform of opportunities to optimize work processes and efficient use of energy, time and labour in farm. It can automatically control temperature, humidity, sunshine system and so on for optimal growth conditions at greenhouse and plant factory. Growth setting can even be controlled and monitored crop condition and disease by a smartphone app or PC. It is possible to improve quality of farming and farm product. We suggest that construction of IoT platform through open API in agriculture industry.
EEG and ERP based Degree of Internet Game Addiction Analysis
Lee, Jae-Yoon ; Kang, Hang-Bong ;
Journal of Korea Multimedia Society, volume 17, issue 11, 2014, Pages 1325~1334
DOI : 10.9717/kmms.2014.17.11.1325
Recently game addiction of young people has become a social issue. Therefore, many studies, mostly surveys, have been conducted to diagnose game addiction. In this paper, we suggest how to distinguish levels of addiction based on EEG. To this end, we first classify four groups by the degrees of addiction to internet games (High-risk group, Vigilance group, Normal group, Good-user group) using CSG (Comprehensive Scale for Assessing Game Behavior) and then measure their Event Related Potential(ERP) in the Go/NoGo Task. Specifically, we measure the signals of P300, N400 and N200 from the channels of the NoGo stimulus and Go stimulus. In addition, we extract distinct features from the discrete wavelet transform of the EEG signal and use these features to distinguish the degrees of addiction to internet games. The experiments in this study show that High-risk and Vigilance group exhibit lower Go-N200 amplitude of Fz channel than Normal and Good-user groups. In Go-P300 and NoGo-P300 of Fz channel, High-risk and Vigilance groups exhibit higher amplitude than Normal and Good-user group. In Go-N400 and NoGo-N400 of Pz channel, High-risk and Vigilance group exhibit lower amplitude than Normal and Good-user group. The test after the learning study of the extracted characteristics of each frequency band from the EEG signal showed 85% classification accuracy.
A Study on the Development of the User Behavior Simulation Technology Using a Perceived Action Possibilities
Lee, Yun-Gil ; Park, Chang-Hoon ; Im, Dong-Hyuk ;
Journal of Korea Multimedia Society, volume 17, issue 11, 2014, Pages 1335~1344
DOI : 10.9717/kmms.2014.17.11.1335
In architectural design, the user is one of the most important factors for the design task as well as the standard for evaluating the value of the built environment after its construction. Recently, accidents, such as fires and breakdowns, in huge and complicated buildings have increased the importance of user behavior simulation. The Korean government has tried to establish a regulation for the prevention of accidents in the built environment. This is regarded as a significant step forward for providing a safer and more appropriate environment for users. However, the existing technologies related to analyzing user behavior only simulate simplified situations. Such simulations are not enough to evaluate accurately the designed alternatives because buildings and spaces contain more complicated information than what we have conventionally considered. Thus, we propose that the advanced agent can interact with the architectural context. It can understand not only the physical situation but also how the users affect this situation. In order to realize this, we adopted the concept of affordances as the perceived action possibilities for the simulation environment.
The Necessity of Visual Communication for Creative Thinking in the field of IT
Kwon, Hyo-Jeong ;
Journal of Korea Multimedia Society, volume 17, issue 11, 2014, Pages 1345~1353
DOI : 10.9717/kmms.2014.17.11.1345
In a situation where the demand for creative talent creating new values and ideas is increasing day by day in the 21st century, students dealing with technology in the IT field have quite insufficient communication skills of materializing ideas and logically visualizing them. Therefore, the importance of systematic means of expression and methodology that can convey ideas more effectively and sensitively in the IT field is increasing. In this study, we recognized the importance of idea visualization education in the IT field by reviewing the relevant theory and examining creative thinking system cases and sought a more systematic visual communication method by investigating the awareness on creative thinking and expression. The results obtained in this study are considered to not only provide academic value as basic research in building new education programs in the IT sector in the future but be an opportunity for further research associated with creative talent training.
A Study on Convergence Education of IT & Design for Training Creative Talent
Kwon, Hyo-Jeong ;
Journal of Korea Multimedia Society, volume 17, issue 11, 2014, Pages 1354~1362
DOI : 10.9717/kmms.2014.17.11.1354
In order to solve the complicated problems faced by the spread of diversified information devices and changes in the user environment in recent years, the importance of training creative talent as well as the need for interdisciplinary convergent approach have emerged. As a future technology development project, convergence education with the design sector for training creative talent in the IT field is also urgent. In this study, we recognized the importance and problems of the convergent approach between IT and design sector by examining the convergence theory and cases with a focus on effective creativity development and sought a new direction for convergence education in the future by investigating the awareness on the convergent approach of college students and analyzing the results. This will be able to have significance as a basic study for discovering creative and innovative convergent talent in the IT and design sector in the future and strengthening basic competence.
A Study on Oriental Medicine Hybrid Multi-cup Electric Cupping Contents using Vacuum Pressure
Kim, Jong-Chan ; Wei, Tung-Shuen ; Ko, Jae-Sub ; Choi, Heung-Kook ; Tak, Myung-Ja ; Kim, Cheeyong ;
Journal of Korea Multimedia Society, volume 17, issue 11, 2014, Pages 1363~1373
DOI : 10.9717/kmms.2014.17.11.1363
In this study, a hybrid multi-cup electric cupping system (HMECS) was proposed, based on the ancient cupping method. HMECS consisted of several cups that could be used simultaneously to treat different areas of the patient's body. Each cup was equipped with its own pump and pressure-monitoring system. Moreover, the vacuum pressure of the cups was controlled using fuzzy logic. Through automated control of the vacuum pressure, long-term relief of muscle tightness was achieved. To develop a scientific foundation for this alternative treatment, we compared the VAS(Visual Analog Scale) and ODI(Oswestry Disability Index) scores from conventional basic cupping to the VAS and ODI scores for our proposed HMECS. The improvement rate in the VAS and ODI scores using HMECS after three treatments was higher than that achieved by basic cupping. These results, combined with the convenience offered by enhanced IT capabilities, should increase the popularity of this device among an aging society, and facilitate the opportunity to further explore the potential of Oriental medical practices.
Magic Mirror Fashion Coordination System using Kinect
Kim, Cheeyong ; Kim, Mi-Ri ; Kim, Jong-Chan ;
Journal of Korea Multimedia Society, volume 17, issue 11, 2014, Pages 1374~1381
DOI : 10.9717/kmms.2014.17.11.1374
Digital technology With the popularization of computers and IT technology development is causing a dramatic change across the human life. Increase of profit in fashion industry has a significant impact on the overall industry. It has been studied to develop consumer oriented higher value-added fashion products of including clothes using digital technology abroad. In this paper, we propose a system that when user stand in front of display, user can show body captured depth camera look the coordination of a variety of costume and fashion concept through a magic mirror. Using the system, we will satisfy the convenience of user and be used as a way appropriate to clothing shopping in the shortest time. The system will develop personalized fashion content industry enhanced interaction.