• Title/Summary/Keyword: 미디어재현

Search Result 400, Processing Time 0.025 seconds

Deep Learning-based Phase-Only Hologram Super Resolution using Circular Loss (순환 손실 함수를 이용한 딥러닝 기반 위상 홀로그램 초해상도)

  • Cha, Junyeong;Ban, Hyunmin;Choi, Seungmi;Kim, Hui Yong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • fall
    • /
    • pp.193-196
    • /
    • 2021
  • 홀로그램(Hologram)은 3차원 물체에서 나오는 빛의 정보를 제어하는 기술이다. 현재는 컴퓨터 생성 홀로그램(CGH)으로 생성한 디지털 홀로그램에 관한 연구, 특히 물체에서 나오는 빛의 정보를 최대한 기록하고 재현하여 디지털 홀로그램의 해상도를 향상 시키려는 연구가 활발히 진행되고 있다. 이에 본 논문에서는 고해상도 홀로그램 영상을 얻기 위해 딥러닝 기반 초해상도(Super Resolution) 네트워크를 훈련 및 최적화하여, 저해상도 위상 홀로그램 영상으로부터 높은 화질의 홀로그램 영상을 재현하는 고해상도 위상 홀로그램 영상을 생성하는 것을 목표로 한다. 이때 위상 홀로그램 영상의 특성을 이용한 순환 손실 함수(Circular loss function)를 새롭게 제안하며, 기존의 이미지 초해상도 신경망 모델을 학습시킬 때 자주 사용하는 L1 손실 함수와 비교했을 때 약 0.13dB 정도의 성능 향상이 있었다.

  • PDF

Standardization Trends of VR Media (VR 미디어 표준화 동향)

  • Kwak, S.W.;Jeong, J.Y.;Kim, J.S.;Yun, K.G.;Cheong, W.S.;Seo, J.I.
    • Electronics and Telecommunications Trends
    • /
    • v.32 no.3
    • /
    • pp.28-35
    • /
    • 2017
  • 최근 스마트 디바이스를 통한 일인형 미디어 소비의 증가와 초 고화질 미디어 서비스를 위한 획득, 압축, 전송 및 재현 관련 기술이 발전함에 따라, VR(Virtual reality) 미디어는 사용자에게 높은 몰입감과 현장감을 제공할 수 있는 차세대 미디어 형태중 하나로 거론되고 있다. 이러한 VR 미디어 시장에서의 요소기술 선점을 위해 MPEG(Moving Picture Experts Group), 3GPP(3rd Generation Partnership Project), DVB(Digital Video Droadcasting)와 같은 세계 유력 표준화 단체에서는 관련 기술검토 및 유스케이스 수집 등을 포함한 표준화 준비를 활발히 진행하고 있다. 본고에서는 상기 표준화 단체들의 표준화 동향을 살펴보고, 이를 통해 관련 핵심 요소기술들의 연구 개발 현황을 확인하고자 한다.

Standardization of MPEG-I Immersive Audio and Related Technologies (MPEG-I Immersive Audio 표준화 및 기술 동향)

  • Jang, D.Y.;Kang, K.O.;Lee, Y.J.;Yoo, J.H.;Lee, T.J.
    • Electronics and Telecommunications Trends
    • /
    • v.37 no.3
    • /
    • pp.52-63
    • /
    • 2022
  • Immersive media, also known as spatial media, has become essential with the decrease in face-to-face activities in the COVID-19 pandemic era. Teleconference, metaverse, and digital twin have been developed with high expectations as immersive media services, and the demand for hyper-realistic media is increasing. Under these circumstances, MPEG-I Immersive Media is being standardized as a technologies of navigable virtual reality, which is expected to be launched in the first half of 2024, and the Audio Group is working to standardize the immersive audio technology. Following this trend, this article introduces the trend in MPEG-I immersive audio standardization. Further, it describes the features of the immersive audio rendering technology, focusing on the structure and function of the RM0 base technology, which was chosen after evaluating all the technologies proposed in the January 2022 "MPEG Audio Meeting."

'Others' as Mimesis and 'Multiculturalism' as Diegesis: Focus on the Visual Discourses of Migrants Represented on Terrestrial Broadcasting News (미메시스로서의 '타자'와 디에게시스로서의 '다문화' : 지상파 방송 뉴스에 재현된 이주민들의 영상 담론 분석)

  • Joo, Jaewon
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.1
    • /
    • pp.503-514
    • /
    • 2016
  • The starting point of this study is an examination of the vital role of terrestrial broadcasting in Korean society, where ethnic minorities have increasingly become visible. Korean terrestrial broadcasters' mandate emphasises the broadcaster's responsibility to represent and reflect the range of public opinion and experiences beyond class, age, ethnicity and ideological orientation. The main purpose of this study is to visually examine the means through which terrestrial broadcasting generates discourses of We-ness and Otherness at times of change in the Korean society. The study focuses on prime-time broadcasting news programmes' visual representations of migrants and ethnic minorities.

Stereo Video Delivery System for Enhanced Immersion (실감성 증진을 위한 스테레오 비디오 전송 시스템)

  • 장혜영;오세찬;김종원;우운택;변옥환
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.9 no.6
    • /
    • pp.602-609
    • /
    • 2003
  • Emerging high-speed next-generation Internet is enabling immersive media communication systems and applications to realize geographically distributed team collaborations while overcoming the limit of distance and time. Focusing on the reliable real-time delivery of 3D (i.e., stereo) video among corresponding parties, in this paper, key schemes for stereo video processing/display and reliable transport of stereo video packets over high-speed Internet are designed and implemented. The performance of proposed stereo video delivery system is evaluated both by emulating various network situations for quantitative comparison and by transmitting over real-world Internet up to the speed of around 100 Mbps. The results demonstrate the feasibility of the proposed system in supporting the desired immersive communication.

Analysis and Design of Dual Stream MPEG-4 Encoder for Stereo Image (입체 영상 재현을 위한 Dual Stream MPEG-4 인코더 분석 및 설계)

  • Na, In-Soon;Min, Su-Hong;Cho, Dong-Sub
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2002.04a
    • /
    • pp.205-208
    • /
    • 2002
  • 출판, 영화, 방송, 인터넷 등 멀티미디어 정보통신 분야에서는 새로운 영상 매체인 3차원 입체 영상 및 가상현실을 차세대 영상정보의 현실감 부여와 정보전달의 리얼리티를 제공하기 위해 다양한 기술들이 활발히 연구되고 있다. 또한 현대의 정보 통신 분야는 방송, 통신 및 컴퓨터가 통합되고, 무선과 유선이 융합되는 새로운 정보 통신 기술로 진화하고 있다. 이러한 변화의 영향으로 영상 서비스에 대한 기술 개발 경향도 영상 정보의 효율적인 전달 및 저장이라는 기존의 동영상 압축 표준이 갖는 기능 이외에, 보다 더 향상된 기능을 제공하는 방향으로 나아가고 있다. MPEG-4는 현재 각광받고 있는 인터넷 등의 멀티미디어 서비스에 있어서 필수적인 핵심기술이다. 본 논문에서는 MPEG-4 표준을 기반으로 하여, Dual 스트림이 입력되는 멀티미디어 데이터 즉, 입체 영상 재현을 위한 데이터를 효율적으로 인코딩하는 방식을 제안하고, 이에 대한 인코더를 분석, 설계하였다. 제안하는 방식은 MPEG-4를 이용한 입체영상 관련 응용에 적용될 수 있다.

  • PDF

A Study on the Design of Computer Game as a Communication Design (커뮤니케이션 디자인으로서의 컴퓨터게임 디자인)

  • 서승택
    • Archives of design research
    • /
    • v.12 no.2
    • /
    • pp.147-154
    • /
    • 1999
  • This is a suggestional thesis for fu. ;her study on computer game design. We can understand the computer game design as a new form of communication design.The particular qualities of computer game as communication is: 1. computer game is not a mere recording of past events but a creative reproduction by the player.; 2. its production procedure is a multiple structure of program engineering and multimedia design. Computer game design should be more than just production of visual image or technical results. It could be the design of "fields for training of identity".ity".uot;.

  • PDF

VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.633-649
    • /
    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

Images of Law and Reality in TV Legal Series: Focusing on (TV 법정 프로그램에 나타난 법 이미지와 현실구성: <실화극장-죄와 벌>을 중심으로)

  • Lee, Hee-Eun
    • Korean journal of communication and information
    • /
    • v.50
    • /
    • pp.121-142
    • /
    • 2010
  • Can law be combined with television entertainment programs? This paper explores the ways in which law systems and law culture are reflected in and reflect the television legal series. TV legal series, such as legal dramas and infotainment shows, provide platforms for the audiences, who otherwise have few opportunity in real life, to engage with legal systems in societies. Adopting loosely dramatized reality programs, these legal series not only entertain and inform audiences but also educate citizens. This paper combines analyses of theoretical debates on law and television with analysis of TV text. The result shows that , dramatized enactment based on true stories and criminal cases, may have an important ideological role in which fictionalized dramas mask the hard realities and authoritative legal systems. By doing so, TV legal shows play their roles not as mere symbolic representation but as powerful institutions that construct the image of law and reality.

  • PDF

Young Generation, Media Representation and Its Implications : A Semiotic and Discourse Analyses on of tvN (미디어에서 재현되는 청년세대의 현실과 위기: -TV드라마 <이번 생은 처음이라>에 대한 기호학·담론 분석-)

  • Song, Ah-Hyun;Baek, Seon Gi
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.11
    • /
    • pp.146-160
    • /
    • 2018
  • The purspose of this study was to investigate on the TV drama of tvN from October to November of 2017, which was regarded as a well description of the current young generation's daily life and reality. In order to figure out how it depicted the young generation in TV drama, the authors tried to analyze it..Through this study, it was found that the rise of neo-liberalism changed their social and financial lives rapidly. It pushed the young generation to give up on dynamic challenges and dreams, and to search for normal and inactive life styles.It was also found that its myths and ideologies implied how much differently Korean young generation confronted big gaps between their cognitive realities and their actual realities. Furthermore, this study suggested that the necessity of full understanding why and how such Korean young generation sought for an unique life styles to overcome various difficulties in such chaotic societal situations.