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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 7, Issue 12 - Dec 2004
Volume 7, Issue 11 - Nov 2004
Volume 7, Issue 10 - Oct 2004
Volume 7, Issue 9 - Sep 2004
Volume 7, Issue 8 - Aug 2004
Volume 7, Issue 7 - Jul 2004
Volume 7, Issue 6 - Jun 2004
Volume 7, Issue 5 - May 2004
Volume 7, Issue 4 - Apr 2004
Volume 7, Issue 3 - Mar 2004
Volume 7, Issue 2 - Feb 2004
Volume 7, Issue 1 - Jan 2004
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PVDF Dynamic Tactile Event Sensor for Ubiquitous Computing
Kim, Tae-Hee ; Park, Mi-Keung ;
Journal of Korea Multimedia Society, volume 7, issue 6, 2004, Pages 767~780
Interaction requires dynamic relationship between objects. In ubiquitous computing environment, interaction between human and the environment is implied. Tactile interaction has so far been less addressed, while tactile sensation should be an important topic in the field of multimedia study. This paper describes development of a novel PVDF (Polyvinylidene Fluoride) dynamic tactile sensor and associated experiments. PVDF dynamic tactile sensors detect touch events applied to the sensor skin by low frequency components of the signal. Rubber skin-covered sensing material was mounted on the bones. Robust performance with low noise was figured out in our robotic experiment. Whereas most conventional sensors are interested in measurement, our dynamic tactile sensor is sensitive to change of state, which could be a key for economic understanding of happenings in the dynamic world. We note that dynamic sensing uses motion as a part of sensing modality We suggest that dynamic sensing be understood in technological terms in the perspective of interactive media and ubiquitous computing.
A Study on Blind Channel Equalization Based on Higher-Order Cumulants
Han, Soo-Whan ;
Journal of Korea Multimedia Society, volume 7, issue 6, 2004, Pages 781~790
This paper presents a fourth-order cumulants based iterative algorithm for blind channel equalization. It is robust with respect to the existence of heavy Gaussian noise in a channel and does not require the minimum phase characteristic of the channel. In this approach, the transmitted signals at the receiver are over-sampled to ensure the channel described by a full-column rank matrix. It changes a single-input/single-output (SISO) finite-impulse response (FIR) channel to a single-input/multi-output (SIMO) channel. Based on the properties of the fourth-order cumulants of the over-sampled channel outputs, the iterative algorithm is derived to estimate the deconvolution matrix which makes the overall transfer matrix transparent, i.e., it can be reduced to the identity matrix by simple reordering and scaling. Both a closed-form and a stochastic version of the proposed algorithm are tested with three-ray multi-path channels in simulation studies, and their performances are compared with a method based on conventional second-order cumulants. Relatively good results are achieved, even when the transmitted symbols are significantly corrupted with Gaussian noise.
Robust Digital Video Watermarking Algorithm Using Dual Watermarks in Block DCT Domain
Kim, Byung-Ju ; Lee, Suk-Hwan ; Kwon, Ki-Ryong ; Ahn, Sang-Ho ; Kim, Tai-Suk ; Lee, Kuhn-Il ;
Journal of Korea Multimedia Society, volume 7, issue 6, 2004, Pages 791~797
We proposed a novel digital video watermarking that embeds dual watermarks in the block DCT domain to solve the deadlock problem. Daul watermarks are composed of private watermarks and robust blind watermarks. Firstly, private watermarks are embedded into the lowest AC coefficients of the P or B-frames in accordance with the motion direction gained from a previous frame. Secondly, blind watermarks that have the robustness are inserted into the DC coefficients of the I-frames using a private key made from temporal I-frame motion information. Thus, when a deadlock situation occurs, the proposed algorithm can efficiently solve the problem. Experimental results confirmed that the proposed algorithm can produce good subjective and objective results for MPEG coding with a variety of bit rates. Furthermore, the proposed watermarking algorithm can potentially be applied to broadcasting monitoring systems due to its simplicity and high robustness.
Study on the Factors Influencing the Quality of a Cyber Lecture
Cho, Sae-Hong ; Um, Jong-Seok ;
Journal of Korea Multimedia Society, volume 7, issue 6, 2004, Pages 798~805
There are numerous advantages of online education to the students and to the institution. There are important factors to be considered for a successful online education. The purposes of this paper are to investigate students' viewpoints, called factors, to the cyber class and analyze these factors to be a successful cyber class. For theses purposes, we developed and constructed the cyber lecture, and we surveyed student evaluations two times for the cyber lecture in the middle and at the end. We found that students view the cyber class with four factors. Assessments on factors were changed during the cyber class and were different according to students' background.
An Implementation of Web-Based Chinese Letters Learning System Using Edutainment System
Lee, Eun-Ah ; Kim, Tai-Suk ;
Journal of Korea Multimedia Society, volume 7, issue 6, 2004, Pages 806~813
Internet users are increasingly depending on acquiring and spreading a variety of information from home pages and they are also making use of education systems based on the internet. This study suggests an efficient method to make learners study Chinese Letters with ease and fun through the internet. The detailed methods of attaining Chinese letters Using Edutainment system are divided into 5 elements as follows. Utilizing the transition process of the letters, using games, applying animation and through switching over from Chinese letters to Korean letters and vice versa including making use of the sound of letters and their meanings.
A Real Time Multiplayer Network Game System Based on a History Re-Transmission Algorithm
Kim, Seong-hoo ; Park, Kyoo-seok ;
Journal of Korea Multimedia Society, volume 7, issue 6, 2004, Pages 814~823
Current video games and game room games are played as a single player mode on the basis of various emulators. With the evolution of data communications and game technology, a new trend in the game industry has made the primary interests of game developers and companies in the game industry be moved toward a multiplayer mode from the traditional single player mode. In this paper, we represent how to implement a network game platform by allowing network modules to be run in conjunction with the current video emulator games. It also suggests a synchronization scheme for real-time game playout and practical mechanism that can support network games to be played with the Peer-to-Peer process using a lobby system.
Intermediate Language Translator for Execution of Java Programs in .NET Platform
Lee, Yang-Sun ; Na, Seung-Won ; Hwang, Dae-Hoon ;
Journal of Korea Multimedia Society, volume 7, issue 6, 2004, Pages 824~831
This paper presents the java bytecode-to-.NET MSIL intermediate language translator which enables the execution of the java program in .NET environments without JVM(java Virtual Machine), translating bytecodes produced by compiling java programs into MSIL codes. Java, one of the most widely used programming languages recently, is the language invented by James Gosling at Sun Microsystems, which is the next generation language independent of operating systems and hardware platforms. Java source code is compiled into bytecode as intermediate code independent of each platform by compiler, and also executed by JVM. .NET language such as C# and .NET platform in Microsoft Corp. has been developed to meet the needs of programmers, and cope with Java and JVM platform of Sun Microsystems. After compiling, a program written in .NET language is converted to MSIL code, and also executed by .NET platform but not in JVM platform. For this reason, we designed and implemented the java bytecode-to-.NET MSIL translator system for programs written in java language to be executed in the. NET platform without JVM. This work improves the execution speed of programs, enhances the productivity, and provides a environment for programmers to develop application programs without limitations of programming languages.
A Jini-Based Ubiquitous Messaging System Supporting Context Awareness and User Mobility
Choi, Tae-Uk ; Chung, Ki-Dong ;
Journal of Korea Multimedia Society, volume 7, issue 6, 2004, Pages 832~840
In ubiquitous environments, context is any information that can be used to characterize the situation of an entity such as a person or an object. Many sensors and small computers collect contexts and provide applications with them. Thus, ubiquitous applications need to represent contexts and exploit them effectively. In this paper, we design and implement a context-aware messaging system, called UMS (Ubiquitous Messaging System), based on Java and Jini. UMS can represent various contexts using XML scripts, and communicate text messages regardless of user's location using the proxy mechanism of Jini.
Fuzzy Learning Method Using Genetic Algorithms
Choi, Sangho ; Cho, Kyung-Dal ; Park, Sa-Joon ; Lee, Malrey ; Kim, Kitae ;
Journal of Korea Multimedia Society, volume 7, issue 6, 2004, Pages 841~850
This paper proposes a GA and GDM-based method for removing unnecessary rules and generating relevant rules from the fuzzy rules corresponding to several fuzzy partitions. The aim of proposed method is to find a minimum set of fuzzy rules that can correctly classify all the training patterns. When the fine fuzzy partition is used with conventional methods, the number of fuzzy rules has been enormous and the performance of fuzzy inference system became low. This paper presents the application of GA as a means of finding optimal solutions over fuzzy partitions. In each rule, the antecedent part is made up the membership functions of a fuzzy set, and the consequent part is made up of a real number. The membership functions and the number of fuzzy inference rules are tuned by means of the GA, while the real numbers in the consequent parts of the rules are tuned by means of the gradient descent method. It is shown that the proposed method has improved than the performance of conventional method in formulating and solving a combinatorial optimization problem that has two objectives: to maximize the number of correctly classified patterns and to minimize the number of fuzzy rules.
A Scheme to Interpret a JSP Page Using a New Concept of Scopes in Web Environment
Chung, Yongju ; Song, Dooheon ;
Journal of Korea Multimedia Society, volume 7, issue 6, 2004, Pages 851~857
Server-side scripting languages for web applications have a different environment from general programming languages. The reason is that some data in web applications should be transferred to a distinct file of a page or should be maintained for a physical time, that is for session time. SO JSP has four kinds of new scopes such as page, request, session, application. And every identifiers in JSP are classified and processed as one of the four scopes. This seems unavoidable to a scripting language because of the web environment. So when a JSP page using these new scope concepts is interpreted the procedure would be different from that of the general programming language's scopes. This thesis has studied the processing of the scopes which are considered in interpreting a script language code. This processing method of the scopes in this article can be applied not only to JSP interpreting but also to a data processing of similar ranges in web.